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
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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

出版日期: | 出版商: The Insight Partners | 英文 109 Pages | 订单完成后即时交付

价格

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。

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:欧洲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:欧洲沉浸式娱乐市场 - 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 - 欧洲分析

  • 欧洲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:欧洲沉浸式娱乐市场分析 - 按组成部分

  • 硬体
  • 软体和服务

第 8 章:欧洲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:欧洲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:欧洲沉浸式娱乐市场 - 国家分析

  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 俄罗斯
    • 欧洲其他地区

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: BMIRE00030993

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.

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. Europe 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. Europe 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 - Europe Analysis

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

7. Europe 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. Europe 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. Europe 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. Europe Immersive Entertainment Market - Country Analysis

  • 10.1 Europe
    • 10.1.1 Europe: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2023 (%)
      • 10.1.1.1 Europe: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
      • 10.1.1.2 United Kingdom: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.2.1 United Kingdom: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.2.2 United Kingdom: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.2.3 United Kingdom: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.3 Germany: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.3.1 Germany: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.3.2 Germany: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.3.3 Germany: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.4 France: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.4.1 France: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.4.2 France: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.4.3 France: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.5 Italy: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.5.1 Italy: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.5.2 Italy: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.5.3 Italy: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.6 Russia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.6.1 Russia: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.6.2 Russia: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.6.3 Russia: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.7 Rest of Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.7.1 Rest of Europe: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.7.2 Rest of Europe: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.7.3 Rest of Europe: 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. Europe 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. Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Country
  • Table 8. United Kingdom: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 9. United Kingdom: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 10. United Kingdom: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 11. Germany: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 12. Germany: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 13. Germany: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 14. France: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 15. France: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 16. France: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 17. Italy: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 18. Italy: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 19. Italy: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 20. Russia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 21. Russia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 22. Russia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 23. Rest of Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 24. Rest of Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 25. Rest of Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 26. List of Abbreviation

List Of Figures

  • Figure 1. Europe 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. Europe Immersive Entertainment Market, by Key Countries - Revenue (2023) (US$ Million)
  • Figure 22. Europe: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
  • Figure 23. United Kingdom: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 24. Germany: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 25. France: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 26. Italy: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 27. Russia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 28. Rest of Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 29. Heat Map Analysis by Key Players
  • Figure 30. Company Positioning & Concentration