北美沉浸式娱乐市场预测至 2031 年 - 区域分析 - 按组件、技术(虚拟实境、扩增实境、混合实境等)和最终用户
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北美沉浸式娱乐市场预测至 2031 年 - 区域分析 - 按组件、技术(虚拟实境、扩增实境、混合实境等)和最终用户

North America Immersive Entertainment Market Forecast to 2031 - Regional Analysis - by Component, Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), and End User

出版日期: | 出版商: The Insight Partners | 英文 104 Pages | 订单完成后即时交付

价格

2023年北美沉浸式娱乐市值为331.0567亿美元,预计到2031年将达到2177.6994亿美元;预计2023年至2031年复合年增长率为26.5%。

沉浸式技术在娱乐产业的广泛应用推动北美沉浸式娱乐市场

从虚拟实境 (VR) 和扩增实境 (AR) 到混合实境 (MR) 和扩展实境 (XR) 的沉浸式技术为娱乐产业提供了新的可能性。娱乐产业越来越多地使用沉浸式技术,使用户能够完全沉浸在虚拟环境中,或与虚构的人物和故事进行新颖而有趣的互动。在过去的几年里,VR 系统体积庞大且昂贵,使得大多数消费者无法使用它们。儘管如此,近年来,随着 VR 头戴装置的普及和价格合理,客户对沉浸式技术很感兴趣。人们现在可以在客厅里探索新世界并玩身临其境的视频游戏。 Oculus、HTC 公司和索尼等公司都提供了 VR 体验。

AR和VR不断为娱乐产业带来创新和突破性的解决方案。该领域的公司越来越多地想出新的想法来创造引人入胜的虚拟环境,以提供一种足以吸引观众的令人兴奋的娱乐方式。 2023年12月,索尼影业宣布在芝加哥奥克布鲁克中心推出沉浸式室内娱乐公园,设有密室逃脱、赛车模拟器、互动展览、VR景点、碰碰车以及餐饮。该娱乐目的地将占据 45,000 平方英尺的零售空间。沉浸式体验将基于该工作室的电影、电视和电玩系列中的热门游戏,例如《勇敢者游戏》、《殭尸乐园》和《捉鬼敢死队》。因此,沉浸式技术在娱乐产业的广泛应用推动了沉浸式娱乐市场的成长。

北美沉浸式娱乐市场概况

北美是技术创新和先进技术采用成长最快的地区之一。该地区拥有完善的娱乐和博彩业。近年来,北美在所有主要垂直行业中广泛采用了 AR、VR、MR、人工智慧 (AI) 和区块链等技术。随着数位化在许多行业的渗透率不断提高,沉浸式娱乐已成为商业的重要组成部分,尤其是在媒体娱乐和游戏领域。

北美沉浸式娱乐市场分为美国、加拿大和墨西哥。预计在 2024 年至 2031 年的预测期内,美国将占据最大份额并创下最高复合年增长率。娱乐市场。此外,美国拥有大量沉浸式娱乐市场参与者,他们越来越注重开发创新解决方案。微软;元平台公司;和谷歌有限责任公司是北美的主要市场参与者之一。

北美沉浸式娱乐市场收入及 2031 年预测(百万美元)

北美沉浸式娱乐市场细分

北美沉浸式娱乐市场按组件、技术、最终用户和国家/地区进行分类。

根据组件,北美沉浸式娱乐市场分为硬体和软体及服务。 2023 年,硬体领域将占据更大的市场份额。

依技术划分,北美沉浸式娱乐市场分为虚拟实境(VR)、扩增实境(AR)、混合实境(MR)等。虚拟实境 (VR) 领域在 2023 年占据最大的市场份额。

就最终用户而言,北美沉浸式娱乐市场分为媒体与娱乐、游戏、设计与建筑、零售、教育等。 2023 年,媒体和娱乐领域占据最大的市场。

按国家/地区划分,北美沉浸式娱乐市场分为美国、加拿大和墨西哥。 2023年,美国在北美沉浸式娱乐市场占有率中占据主导地位。

微软公司;高通公司;谷歌有限责任公司;索尼集团公司;印孚瑟斯有限公司;宏达电公司;三星电子有限公司;苹果公司; Magic Leap 公司;和 Salesforce Inc 是北美沉浸式娱乐市场的一些领先公司。

目录

第 1 章:简介

第 2 章:执行摘要

  • 主要见解
  • 市场吸引力

第 3 章:研究方法

  • 二次研究
  • 初步研究
    • 假设表述:
    • 宏观经济因素分析:
    • 显影基数:
    • 数据三角测量:
    • 国家级资料:

第 4 章:北美沉浸式娱乐市场格局

  • 概述
  • PEST分析
  • 生态系分析
    • 价值链供应商名单

第 5 章:北美沉浸式娱乐市场 - 主要市场动态

  • 市场驱动因素
    • 沉浸式科技在娱乐产业的广泛应用
    • 组织越来越多地采用数位转型模型
    • 全球现场活动支出不断成长
  • 市场限制
    • 与沉浸式娱乐解决方案相关的高成本
  • 市场机会
    • 娱乐产业的进步
    • 汽车产业沉浸式娱乐的兴起
  • 未来趋势
    • 人工智慧技术的日益采用
  • 驱动因素和限制的影响:

第 6 章:沉浸式娱乐市场 - 北美分析

  • 北美沉浸式娱乐市场概况
  • 沉浸式娱乐市场收入,2021-2031
  • 沉浸式娱乐市场预测分析

第 7 章:北美沉浸式娱乐市场分析 - 按组成部分

  • 硬体
  • 软体和服务

第 8 章:北美沉浸式娱乐市场分析 - 按技术

  • 虚拟实境(VR)
  • 扩增实境(AR)
  • 混合实境 (MR)
  • 其他的

第 9 章:北美沉浸式娱乐市场分析 - 按最终用户

  • 媒体与娱乐
  • 赌博
  • 设计与建筑
  • 零售
  • 教育
  • 其他的

第 10 章:北美沉浸式娱乐市场 - 国家分析

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥

第 11 章:竞争格局

  • 关键参与者的热图分析
  • 公司定位与专注

第 12 章:产业格局

  • 概述
  • 市场主动性
  • 产品开发
  • 併购

第 13 章:公司简介

  • Microsoft Corp
  • Qualcomm Inc
  • Google LLC
  • Sony Group Corp
  • Infosys Ltd
  • HTC Corp
  • Samsung Electronics Co Ltd
  • Apple Inc
  • Magic Leap, Inc.
  • Salesforce Inc

第 14 章:附录

Product Code: BMIRE00031017

The North America immersive entertainment market was valued at US$ 33,105.67 million in 2023 and is expected to reach US$ 2,17,769.94 million by 2031; it is estimated to record a CAGR of 26.5% from 2023 to 2031.

Widespread Application of Immersive Technologies Across Entertainment Industry Fuels North America Immersive Entertainment Market

Immersive technologies, from virtual reality (VR) and augmented reality (AR) to mixed reality (MR) and extended reality (XR), offer new possibilities for the entertainment industry. The entertainment industry has seen a rise in the usage of immersive technology, which allows users to fully immerse themselves in virtual environments or engage in novel and fascinating interactions with fictitious characters and tales. In past years, VR systems were bulky and expensive, making them inaccessible to most consumers. Nonetheless, customers have been interested in immersive technology in recent years as VR headsets have become widely available and reasonably priced. People can now explore new worlds and play immersive video games in their living rooms. Companies such as Oculus, HTC Corporation, and Sony have provided VR experiences.

AR and VR continuously produce innovative and groundbreaking solutions for the entertainment industry. Companies in this sector are increasingly coming up with new ideas to make engaging virtual environments to provide an exciting way of entertainment that is engaging enough for audiences. In December 2023, Sony Pictures announced the launch of an immersive indoor entertainment park at Oakbrook Center in Chicago featuring escape rooms, racing simulators, interactive exhibits, VR attractions, bumper cars, and food and drink. The entertainment destination will occupy a 45,000 sq ft retail space. Immersive experiences will be based on hits such as Jumanji, Zombieland, and Ghostbusters, from the studio's movie, TV, and video game franchises. Thus, the widespread application of immersive technologies across the entertainment industry drives the immersive entertainment market growth.

North America Immersive Entertainment Market Overview

North America is one of the fastest-growing regions in terms of technological innovations and adoption of advanced technologies. The region has well-established entertainment and gaming sectors. In recent years, North America has witnessed huge adoption of technologies such as AR, VR, MR, artificial intelligence (AI), and blockchain across all the major industry verticals. With the increasing penetration of digitization in many industries, immersive entertainment has become a vital component of business, especially in the media & entertainment and gaming sectors.

The North America immersive entertainment market is segmented into the US, Canada, and Mexico. The US is expected to have the largest share and record the highest CAGR during the forecast period of 2024 to 2031. The high rate of digitization in various industries, increase in the adoption of digital tools, and high technological spending by government agencies fuel the growth of the US immersive entertainment market. Moreover, the US has a large number of immersive entertainment market players who have been increasingly focusing on developing innovative solutions. Microsoft; Meta Platforms, Inc.; and Google LLC are among the key market players in North America.

North America Immersive Entertainment Market Revenue and Forecast to 2031 (US$ Million)

North America Immersive Entertainment Market Segmentation

The North America immersive entertainment market is categorized into component, technology, end user, and country.

Based on component, the North America immersive entertainment market is bifurcated into hardware and software & services. The hardware segment held a larger market share in 2023.

By technology, the North America immersive entertainment market is categorized into virtual reality (VR), augmented reality (AR), mixed reality (MR), and others. The virtual reality (VR) segment held the largest market share in 2023.

In terms of end user, the North America immersive entertainment market is categorized into media & entertainment, gaming, design & architecture, retail, education, and others. The media & entertainment segment held the largest market share in 2023.

By country, the North America immersive entertainment market is segmented into the US, Canada, and Mexico. The US dominated the North America immersive entertainment market share in 2023.

Microsoft Corp; Qualcomm Inc; Google LLC; Sony Group Corp; Infosys Ltd; HTC Corp; Samsung Electronics Co Ltd; Apple Inc; Magic Leap, Inc.; and Salesforce Inc are some of the leading companies operating in the North America immersive entertainment market.

Table Of Contents

1. Introduction

  • 1.1 The Insight Partners Research Report Guidance
  • 1.2 Market Segmentation

2. Executive Summary

  • 2.1 Key Insights
  • 2.2 Market Attractiveness

3. Research Methodology

  • 3.1 Secondary Research
  • 3.2 Primary Research
    • 3.2.1 Hypothesis formulation:
    • 3.2.2 Macro-economic factor analysis:
    • 3.2.3 Developing base number:
    • 3.2.4 Data Triangulation:
    • 3.2.5 Country level data:

4. North America Immersive Entertainment Market Landscape

  • 4.1 Overview
  • 4.2 PEST Analysis
  • 4.3 Ecosystem Analysis
    • 4.3.1 List of Vendors in the Value Chain

5. North America Immersive Entertainment Market - Key Market Dynamics

  • 5.1 Market Drivers
    • 5.1.1 Widespread Application of Immersive Technologies Across Entertainment Industry
    • 5.1.2 Increasing Adoption of Digital Transformation Model Among Organizations
    • 5.1.3 Growing Spending on Live Events Worldwide
  • 5.2 Market Restraints
    • 5.2.1 High Cost Associated with Immersive Entertainment Solutions
  • 5.3 Market Opportunities
    • 5.3.1 Advancements in Entertainment Industry
    • 5.3.2 Emergence of Immersive Entertainment in Automotive Industry
  • 5.4 Future Trends
    • 5.4.1 Increasing Adoption of Artificial Intelligence Technology
  • 5.5 Impact of Drivers and Restraints:

6. Immersive Entertainment Market - North America Analysis

  • 6.1 North America Immersive Entertainment Market Overview
  • 6.2 Immersive Entertainment Market Revenue (US$ Million), 2021-2031
  • 6.3 Immersive Entertainment Market Forecast Analysis

7. North America Immersive Entertainment Market Analysis - by Component

  • 7.1 Hardware
    • 7.1.1 Overview
    • 7.1.2 Hardware: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 7.2 Software and Services
    • 7.2.1 Overview
    • 7.2.2 Software and Services: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

8. North America Immersive Entertainment Market Analysis - by Technology

  • 8.1 Virtual Reality (VR)
    • 8.1.1 Overview
    • 8.1.2 Virtual Reality (VR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 8.2 Augmented Reality (AR)
    • 8.2.1 Overview
    • 8.2.2 Augmented Reality (AR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 8.3 Mixed Reality (MR)
    • 8.3.1 Overview
    • 8.3.2 Mixed Reality (MR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 8.4 Others
    • 8.4.1 Overview
    • 8.4.2 Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

9. North America Immersive Entertainment Market Analysis - by End User

  • 9.1 Media and Entertainment
    • 9.1.1 Overview
    • 9.1.2 Media and Entertainment: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.2 Gaming
    • 9.2.1 Overview
    • 9.2.2 Gaming: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.3 Design and Architecture
    • 9.3.1 Overview
    • 9.3.2 Design and Architecture: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.4 Retail
    • 9.4.1 Overview
    • 9.4.2 Retail: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.5 Education
    • 9.5.1 Overview
    • 9.5.2 Education: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.6 Others
    • 9.6.1 Overview
    • 9.6.2 Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10. North America Immersive Entertainment Market - Country Analysis

  • 10.1 North America
    • 10.1.1 North America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
      • 10.1.1.1 North America: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
      • 10.1.1.2 United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.2.1 United States: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.2.2 United States: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.2.3 United States: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.3 Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.3.1 Canada: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.3.2 Canada: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.3.3 Canada: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.4 Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.4.1 Mexico: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.4.2 Mexico: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.4.3 Mexico: Immersive Entertainment Market Breakdown, by End User

11. Competitive Landscape

  • 11.1 Heat Map Analysis by Key Players
  • 11.2 Company Positioning & Concentration

12. Industry Landscape

  • 12.1 Overview
  • 12.2 Market Initiative
  • 12.3 Product Development
  • 12.4 Mergers & Acquisitions

13. Company Profiles

  • 13.1 Microsoft Corp
    • 13.1.1 Key Facts
    • 13.1.2 Business Description
    • 13.1.3 Products and Services
    • 13.1.4 Financial Overview
    • 13.1.5 SWOT Analysis
    • 13.1.6 Key Developments
  • 13.2 Qualcomm Inc
    • 13.2.1 Key Facts
    • 13.2.2 Business Description
    • 13.2.3 Products and Services
    • 13.2.4 Financial Overview
    • 13.2.5 SWOT Analysis
    • 13.2.6 Key Developments
  • 13.3 Google LLC
    • 13.3.1 Key Facts
    • 13.3.2 Business Description
    • 13.3.3 Products and Services
    • 13.3.4 Financial Overview
    • 13.3.5 SWOT Analysis
    • 13.3.6 Key Developments
  • 13.4 Sony Group Corp
    • 13.4.1 Key Facts
    • 13.4.2 Business Description
    • 13.4.3 Products and Services
    • 13.4.4 Financial Overview
    • 13.4.5 SWOT Analysis
    • 13.4.6 Key Developments
  • 13.5 Infosys Ltd
    • 13.5.1 Key Facts
    • 13.5.2 Business Description
    • 13.5.3 Products and Services
    • 13.5.4 Financial Overview
    • 13.5.5 SWOT Analysis
    • 13.5.6 Key Developments
  • 13.6 HTC Corp
    • 13.6.1 Key Facts
    • 13.6.2 Business Description
    • 13.6.3 Products and Services
    • 13.6.4 Financial Overview
    • 13.6.5 SWOT Analysis
    • 13.6.6 Key Developments
  • 13.7 Samsung Electronics Co Ltd
    • 13.7.1 Key Facts
    • 13.7.2 Business Description
    • 13.7.3 Products and Services
    • 13.7.4 Financial Overview
    • 13.7.5 SWOT Analysis
    • 13.7.6 Key Developments
  • 13.8 Apple Inc
    • 13.8.1 Key Facts
    • 13.8.2 Business Description
    • 13.8.3 Products and Services
    • 13.8.4 Financial Overview
    • 13.8.5 SWOT Analysis
    • 13.8.6 Key Developments
  • 13.9 Magic Leap, Inc.
    • 13.9.1 Key Facts
    • 13.9.2 Business Description
    • 13.9.3 Products and Services
    • 13.9.4 Financial Overview
    • 13.9.5 SWOT Analysis
    • 13.9.6 Key Developments
  • 13.10 Salesforce Inc
    • 13.10.1 Key Facts
    • 13.10.2 Business Description
    • 13.10.3 Products and Services
    • 13.10.4 Financial Overview
    • 13.10.5 SWOT Analysis
    • 13.10.6 Key Developments

14. Appendix

  • 14.1 Word Index
  • 14.2 About The Insight Partners

List Of Tables

  • Table 1. North America Immersive Entertainment Market Segmentation
  • Table 2. List of Vendors
  • Table 3. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Table 4. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 5. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 6. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 7. North America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Country
  • Table 8. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 9. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 10. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 11. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 12. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 13. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 14. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 15. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 16. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 17. List of Abbreviation

List Of Figures

  • Figure 1. North America Immersive Entertainment Market Segmentation, by Country
  • Figure 2. PEST Analysis
  • Figure 3. Immersive Entertainment Market - Key Market Dynamics
  • Figure 4. Impact Analysis of Drivers and Restraints
  • Figure 5. Immersive Entertainment Market Revenue (US$ Million), 2021-2031
  • Figure 6. Immersive Entertainment Market Share (%) - by Component (2023 and 2031)
  • Figure 7. Hardware: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 8. Software and Services: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 9. Immersive Entertainment Market Share (%) - by Technology (2023 and 2031)
  • Figure 10. Virtual Reality (VR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 11. Augmented Reality (AR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 12. Mixed Reality (MR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 13. Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 14. Immersive Entertainment Market Share (%) - by End User (2023 and 2031)
  • Figure 15. Media and Entertainment: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 16. Gaming: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 17. Design and Architecture: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 18. Retail: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 19. Education: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 20. Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 21. North America Immersive Entertainment Market, by Key Countries - Revenue (2023) (US$ Million)
  • Figure 22. North America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
  • Figure 23. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 24. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 25. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 26. Heat Map Analysis by Key Players
  • Figure 27. Company Positioning & Concentration