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欧洲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Europe Immersive Entertainment Market Forecast to 2031 - Regional Analysis - by Component, Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), and End User |
2023年欧洲沉浸式娱乐市场价值为253.0933亿美元,预计到2031年将达到1515.2613亿美元;预计2023年至2031年复合年增长率为25.1%。
组织越来越多地采用数位转型模型推动欧洲沉浸式娱乐市场
组织努力在不断变化和动态的市场中竞争。因此,透过数位转型,企业寻求增强竞争优势、提高业务绩效并实现业务成长。数位转型已成为许多组织在激烈、动态的市场竞争中获得竞争优势的新模式。多年来,各行业的业务发生了巨大变化,数位技术是这一演变的主要贡献者。数位技术的突破改变了消费者生产和消费娱乐的方式,使该行业面目全非。透过提供新的、有趣的方式来产生、分发和消费电影、电视节目和音乐等媒体材料,产生和共享的创意技术彻底改变了娱乐业。过去传播娱乐的主要方式是类比媒体,包括黑胶唱片和卡式录音带。然而,自从引入数位技术以来,娱乐产业发生了变化,游戏、电影和音乐都可以在数位平台上使用。从类比媒体到数位媒体的转变彻底改变了娱乐消费方式。 Netflix、Amazon Prime、Spotify 和 Hulu 等串流服务能够随时随地传输内容,开创了可存取、轻鬆和沈浸式娱乐体验的新时代。此外,数位技术还可以创造复杂的特效,使电影製作者能够创造更身临其境和视觉震撼的体验。
欧洲沉浸式娱乐市场概况
欧洲的沉浸式娱乐市场分为德国、法国、义大利、英国、俄罗斯和欧洲其他地区。欧洲是游戏产业强大且具竞争力的中心;其竞争优势是由在VR研究和製造业应用方面的悠久传统以及创造力和文化多样性形成的。在该地区,VR 生态系统由创建应用程式、内容和技术的 VR 公司维持,并得到巴黎高科大学 (FR) 和慕尼黑工业大学 (DE) 等专业研究中心的支持。欧洲也是VR软体和专业应用的研发中心。
此外,游戏已经牢牢确立了其在欧洲文化中的地位,到 2023 年,一半人口享受电子游戏。此外,根据国际贸易管理局 (ITA) 的数据,德国的游戏产业一直持续成长。因此,欧洲不断增长的游戏产业正在推动该地区沉浸式娱乐市场的成长。
欧洲沉浸式娱乐市场收入及 2031 年预测(百万美元)
欧洲沉浸式娱乐市场细分
欧洲沉浸式娱乐市场分为组件、技术、最终用户和国家。
根据组件,欧洲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,欧洲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,欧洲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,欧洲沉浸式娱乐市场分为英国、德国、法国、义大利、俄罗斯和欧洲其他地区。 2023 年,英国在欧洲沉浸式娱乐市场份额中占据主导地位。
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公司是欧洲沉浸式娱乐市场的一些领先公司。
The Europe immersive entertainment market was valued at US$ 25,309.33 million in 2023 and is expected to reach US$ 1,51,526.13 million by 2031; it is estimated to record a CAGR of 25.1% from 2023 to 2031.
Increasing Adoption of Digital Transformation Model Among Organizations Drives Europe Immersive Entertainment Market
Organizations struggle to compete in a constantly changing and dynamic market. Hence, with digital transformation, businesses seek to boost their competitive advantage, enhance business performance, and achieve business growth. Digital transformation has become a new model for many organizations to gain competitive advantages in the intense and dynamic market competition. Over the years, business across various sectors has undergone substantial change, with digital technology being a major contributor to this evolution. Digital technology breakthroughs have transformed the way consumers produce and consume entertainment, changing the sector beyond recognition. By providing new and interesting ways to generate, distribute, and consume media material such as movies, TV shows, and music, creative techniques of generating and sharing have completely changed the entertainment industry. The main means of distributing entertainment in the past were analog media, including vinyl records and cassette tapes. However, the entertainment industry has changed since the introduction of digital technology, as games, movies, and music are all accessible on digital platforms. The shift from analog to digital media has revolutionized the approach toward entertainment consumption. With the ability to stream content whenever and wherever, streaming services such as Netflix, Amazon Prime, Spotify, and Hulu have ushered in a new era of accessibility, ease, and immersive entertainment experiences. Additionally, digital technologies have enabled the creation of sophisticated special effects, allowing filmmakers to create more immersive and visually stunning experiences.
Europe Immersive Entertainment Market Overview
The immersive entertainment market in Europe is segmented into Germany, France, Italy, the UK, Russia, and the Rest of Europe. Europe is a strong and competitive hub for the gaming industry; its competitive advantage is formed by a long-standing tradition in VR research and manufacturing industry applications, as well as creativity and cultural diversity. In the region, VR ecosystems are sustained by VR companies that create applications, content, and technologies and are supported by specialized research hubs, including ParisTech (FR) and the Technical University of Munich (DE). Europe is also an R&D center for VR software and specialized applications.
Moreover, gaming has firmly confirmed its place in European culture, with half of the population enjoying video games in 2023. The number of gamers reached 126.5 million, further underscoring the industry's broad appeal. Further, as per the International Trade Administration (ITA), the gaming industry in Germany has been consistently growing. Thus, the growing gaming industry in Europe is fueling the immersive entertainment market growth in the region.
Europe Immersive Entertainment Market Revenue and Forecast to 2031 (US$ Million)
Europe Immersive Entertainment Market Segmentation
The Europe immersive entertainment market is categorized into component, technology, end user, and country.
Based on component, the Europe immersive entertainment market is bifurcated into hardware and software & services. The hardware segment held a larger market share in 2023.
By technology, the Europe 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 Europe 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 Europe immersive entertainment market is segmented into the UK, Germany, France, Italy, Russia, and the Rest of Europe. The UK dominated the Europe 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 Europe immersive entertainment market.