亚太地区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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亚太地区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

Asia Pacific 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 121 Pages | 订单完成后即时交付

价格

2023年亚太沉浸式娱乐市值为205.2108亿美元,预计2031年将达到1097.6698亿美元;预计2023年至2031年复合年增长率为23.3%。

汽车产业沉浸式娱乐的兴起提振亚太沉浸式娱乐市场

汽车座舱体验已发展成为真正的数位体验。车辆中软体环境的整合使消费者能够无缝地享受沉浸式通讯选项、生产力工具和娱乐选项。连网车辆为乘客提供更身临其境的体验,包括个人化娱乐和 AR 显示。汽车製造商正在使用 VR、AR 和 AI 等各种沉浸式技术为客户提供个人化且引人入胜的车内娱乐体验。 BMW和特斯拉等众多汽车製造商都致力于整合沉浸式技术来开发技术先进的车辆。这些技术帮助汽车製造商提高安全性,并改善客户的驾驶体验。 2023 年 5 月,Meta Platforms Inc 宣布正在与国际商业机器公司合作,探索 AR 和 VR 技术及其在快速移动车辆中的优势。因此,汽车行业中沉浸式技术的出现、自动驾驶汽车和连网汽车的日益普及以及消费者对车内娱乐的需求不断增长,预计将在未来几年为沉浸式娱乐市场创造机会。

亚太沉浸式娱乐市场概览

亚太地区沉浸式娱乐市场分为澳洲、中国、日本、韩国、印度和亚太地区其他地区。由于网路普及率不断提高、OTT 平台采用率不断提高以及现场活动数量不断增加,媒体和娱乐以及游戏产业正在经历显着增长。 2023年,亚太地区游戏玩家数量最多,约14.8亿。不断成长的游戏产业正在推动亚太地区沉浸式娱乐市场的成长。随着该地区游戏产业的不断发展,感官刺激正迅速成为游戏体验的重要组成部分;在此过程中,手持控制器游戏感觉过时且缺乏吸引力。为了吸引客户,游戏设计师正在整合涉及 AR 和完整 VR 模拟的显着增强的感官体验。

此外,亚太地区的博彩业得到了有利的政府政策和基础设施发展的支持。中国和韩国等国家实施了促进游戏产业发展的政策,为企业投资游戏开发和电子竞技提供诱因。此外,该地区政府正在重点关注VR技术的发展。 2024 年 1 月,韩国政府公布了振兴主机游戏产业的计划,力求目前专注于行动和线上平台的产业格局多元化。因此,亚太地区不断崛起的游戏产业正在推动沉浸式娱乐市场的成长。

亚太地区沉浸式娱乐市场收入及 2031 年预测(百万美元)

亚太地区沉浸式娱乐市场细分

亚太地区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,亚太地区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,亚太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,亚太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。

依国家/地区划分,亚太地区沉浸式娱乐市场分为中国、日本、印度、韩国、澳洲和亚太其他地区。 2023年,中国在亚太沉浸式娱乐市场占有率中占据主导地位。

微软公司、高通、谷歌有限责任公司、索尼集团公司、印孚瑟斯有限公司、HTC公司、三星电子有限公司、苹果公司和Salesforce公司是亚太地区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:亚太地区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:亚太地区沉浸式娱乐市场 - 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 - 亚太地区分析

  • 亚太沉浸式娱乐市场概览
  • 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:亚太地区沉浸式娱乐市场分析 - 按组成部分

  • 硬体
  • 软体和服务

第 8 章:亚太地区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:亚太地区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:亚太地区沉浸式娱乐市场 - 国家分析

  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 韩国
    • 澳洲
    • 亚太地区其他地区

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
  • Salesforce Inc

第 14 章:附录

Product Code: BMIRE00030980

The Asia Pacific immersive entertainment market was valued at US$ 20,521.08 million in 2023 and is expected to reach US$ 1,09,766.98 million by 2031; it is estimated to record a CAGR of 23.3% from 2023 to 2031.

Emergence of Immersive Entertainment in Automotive Industry Boosts Asia Pacific Immersive Entertainment Market

The automotive in-cabin experience has evolved into a truly digital experience. The integration of a software environment in the vehicle allows consumers to seamlessly enjoy the immersive communication options, productivity tools, and entertainment options. Connected vehicles offer more immersive experiences to passengers, including personalized entertainment and AR displays. Automotive manufacturers are using a variety of immersive technologies such as VR, AR, and AI to offer their customers personalized and engaging in-car entertainment experiences. Numerous automotive manufacturers such as BMW and Tesla are focusing on integrating immersive technologies to develop technologically advanced vehicles. These technologies help automotive manufacturers enhance safety and security, as well as improve the driving experience of customers. In May 2023, Meta Platforms Inc announced that it is working with International Business Machines Corp to explore AR and VR technologies and their benefits in fast-moving vehicles. Thus, the emergence of immersive technology in the automotive industry, increasing adoption of autonomous driving vehicles and connected vehicles, and rising demand for in-car entertainment among consumers are expected to create opportunities in the immersive entertainment market in the coming years.

Asia Pacific Immersive Entertainment Market Overview

The APAC immersive entertainment market is segmented into Australia, China, Japan, South Korea, India, and the Rest of APAC. The media & entertainment and gaming industries are experiencing significant growth owing to rising internet penetration, increasing adoption of over-the-top (OTT) platforms, and growing number of live events. In 2023, APAC had the highest number of gamers, which was around 1.48 billion. The growing gaming industry is fueling the APAC immersive entertainment market growth. As the gaming industry is evolving in the region, sensory stimulation is rapidly becoming an important part of the gaming experience; in the process, making hand-held controller games feel dated and marginally engaging. To engage customers, gaming designers are incorporating significantly enhanced and sensorial experiences involving AR and complete VR simulations.

Furthermore, the gaming industry in APAC has been supported by favorable government policies and infrastructure developments. Countries such as China and South Korea have implemented policies to promote the growth of their gaming industries, providing incentives for companies to invest in game development and esports. Moreover, the government of the region is focusing on the development of VR technology. In January 2024, the South Korean government unveiled its plans to bolster the console gaming sector as it seeks to diversify the industry landscape currently focused on mobile and online platforms. Thus, the rising gaming industry in APAC is fueling the immersive entertainment market growth.

Asia Pacific Immersive Entertainment Market Revenue and Forecast to 2031 (US$ Million)

Asia Pacific Immersive Entertainment Market Segmentation

The Asia Pacific immersive entertainment market is categorized into component, technology, end user, and country.

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

By technology, the Asia Pacific 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 Asia Pacific 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 Asia Pacific immersive entertainment market is segmented into China, Japan, India, South Korea, Australia, and the Rest of Asia Pacific. China dominated the Asia Pacific 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, and Salesforce Inc are some of the leading companies operating in the Asia Pacific 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. Asia Pacific 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. Asia Pacific 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 - Asia Pacific Analysis

  • 6.1 Asia Pacific Immersive Entertainment Market Overview
  • 6.2 Immersive Entertainment Market revenue (US$ Million), 2021-2031
  • 6.3 Immersive Entertainment Market Forecast Analysis

7. Asia Pacific 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. Asia Pacific 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. Asia Pacific 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. Asia Pacific Immersive Entertainment Market - Country Analysis

  • 10.1 Asia Pacific
    • 10.1.1 Asia Pacific: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
      • 10.1.1.1 Asia Pacific: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
      • 10.1.1.2 China: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.2.1 China: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.2.2 China: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.2.3 China: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.3 Japan: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.3.1 Japan: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.3.2 Japan: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.3.3 Japan: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.4 India: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.4.1 India: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.4.2 India: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.4.3 India: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.5 South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.5.1 South Korea: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.5.2 South Korea: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.5.3 South Korea: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.6 Australia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.6.1 Australia: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.6.2 Australia: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.6.3 Australia: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.7 Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.7.1 Rest of APAC: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.7.2 Rest of APAC: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.7.3 Rest of APAC: 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 Salesforce 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

14. Appendix

  • 14.1 Word Index
  • 14.2 About The Insight Partners

List Of Tables

  • Table 1. Asia Pacific 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. Asia Pacific: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Country
  • Table 8. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 9. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 10. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 11. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 12. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 13. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 14. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 15. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 16. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 17. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 18. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 19. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 20. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 21. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 22. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 23. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 24. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 25. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 26. List of Abbreviation

List Of Figures

  • Figure 1. Asia Pacific 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. Asia Pacific: Immersive Entertainment Market, by Key Countries - Revenue (2023) (US$ Million)
  • Figure 22. Asia Pacific: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
  • Figure 23. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 24. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 25. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 26. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 27. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 28. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 29. Heat Map Analysis by Key Players
  • Figure 30. Company Positioning & Concentration