全球沉浸式娱乐市场研究报告 - 2024 年至 2032 年产业分析、规模、份额、成长、趋势与预测
市场调查报告书
商品编码
1408974

全球沉浸式娱乐市场研究报告 - 2024 年至 2032 年产业分析、规模、份额、成长、趋势与预测

Global Immersive Entertainment Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2024 to 2032

出版日期: | 出版商: Value Market Research | 英文 185 Pages | 商品交期: 最快1-2个工作天内

价格

全球沉浸式娱乐市场需求预计将从 2022 年的 855.6 亿美元增至 2030 年的近 1,280.6 亿美元,2023-2030 年研究期间复合CAGR为 5.17%。

沉浸式娱乐是指一种充分吸引观众的娱乐形式,创造出引人入胜的互动体验。其目标是将个人带入模拟或增强的环境中,刺激多种感官,提供比传统娱乐形式更真实、更有吸引力的体验。

市场动态

VR、AR 和沈浸式技术的技术进步发挥关键作用,因为这些创新变得更加复杂且易于使用。消费者对独特和互动娱乐体验不断增长的需求进一步推动了市场的发展,特别是在寻求传统娱乐形式之外的体验的年轻人群中。游戏产业是主要推动力,VR 和 AR 的融合增强了游戏体验并推动市场扩张。此外,教育、医疗保健和培训等领域采用沉浸式娱乐也有助于市场的成长,为模拟和专业发展提供了宝贵的工具。内容创作者和娱乐公司正在投资沉浸式体验,以满足不断变化的消费者期望。 VR电影、互动体验和虚拟音乐会等高品质沉浸式内容的开发提高了观众参与度并推动了市场扩张。

研究报告涵盖波特五力模型、市场吸引力分析和价值链分析。这些工具有助于清晰地了解行业结构并评估全球范围内的竞争吸引力。此外,这些工具也对全球沉浸式娱乐市场的各个细分市场进行了包容性评估。沉浸式娱乐产业的成长和趋势为本研究提供了整体方法。

区域分析

本节涵盖区域前景,重点介绍北美、欧洲、亚太地区、拉丁美洲以及中东和非洲沉浸式娱乐市场当前和未来的需求。此外,该报告重点关注所有主要地区各个应用领域的需求、估计和预测。

该研究报告还涵盖了市场主要参与者的全面概况以及对全球竞争格局的深入了解。沉浸式娱乐市场的主要参与者包括Meta Platforms, Inc.、微软公司、HTC Corporation、Barco NV、Magic Leap, Inc.、三星电子有限公司、苹果公司、索尼集团公司、高通技术公司., 统一技术。本节包含竞争格局的整体视图,包括各种策略发展,例如关键併购、未来产能、合作伙伴关係、财务概况、合作、新产品开发、新产品发布和其他发展。

如果您有任何客製化要求,请写信给我们。我们的研究团队可以根据您的需求提供客製化报告。

目录

第一章:前言

  • 报告说明
    • 客观的
    • 目标受众
    • 独特的销售主张 (USP) 和产品
  • 研究范围
  • 研究方法论
    • 市场研究过程
    • 市场研究方法论

第 2 章:执行摘要

  • 市集亮点
  • 全球市场概况

第 3 章:沉浸式娱乐 - 产业分析

  • 简介 - 市场动态
  • 市场驱动因素
  • 市场限制
  • 机会
  • 产业动态
  • 波特五力分析
  • 市场吸引力分析
    • 按技术类型分類的市场吸引力分析
    • 市场吸引力分析:依应用分类
    • 市场吸引力分析:按地区

第 4 章:价值链分析

  • 价值链分析
  • 原料分析
    • 原料清单
    • 原料厂商清单
    • 主要原物料价格走势
  • 潜在买家名单
  • 行销管道
    • 直效行销
    • 间接行销
    • 行销通路发展趋势

第 5 章:全球沉浸式娱乐市场分析:按技术类型

  • 依技术类型概述
  • 历史和预测数据
  • 依技术类型分析
  • 虚拟实境(VR)
  • 扩增实境(AR)
  • 混合实境 (MR)
  • 其他的

第 6 章:全球沉浸式娱乐市场分析:按应用分类

  • 概述:按应用
  • 历史和预测数据
  • 分析:按应用
  • 赌博
  • 现场活动
  • 博物馆和文化体验
  • 音乐和音乐会
  • 运动的
  • 街机工作室
  • 沉浸式剧场
  • 其他的

第 7 章:全球沉浸式娱乐市场分析:依地理位置

  • 区域展望
  • 介绍
  • 北美销售分析
    • 概览、历史与预测资料销售分析
    • 北美按细分市场销售分析
    • 北美按国家销售分析
    • 美国销售分析
    • 加拿大销售分析
    • 墨西哥销售分析
  • 欧洲销售分析
    • 概览、历史与预测资料销售分析
    • 欧洲按细分市场销售分析
    • 欧洲按国家销售分析
    • 英国销售分析
    • 法国销售分析
    • 德国销售分析
    • 义大利销售分析
    • 俄罗斯销售分析
    • 欧洲其他地区销售分析
  • 亚太地区销售分析
    • 概览、历史与预测资料销售分析
    • 亚太地区按细分市场销售分析
    • 亚太地区国家/地区销售分析
    • 中国销售分析
    • 印度销售分析
    • 日本销售分析
    • 韩国销售分析
    • 澳洲销售分析
    • 东南亚销售分析
    • 亚太地区其他地区销售分析
  • 拉丁美洲销售分析
    • 概览、历史与预测资料销售分析
    • 拉丁美洲按细分市场销售分析
    • 拉丁美洲按国家销售分析
    • 巴西销售分析
    • 阿根廷销售分析
    • 秘鲁销售分析
    • 智利销售分析
    • 拉丁美洲其他地区销售分析
  • 中东和非洲销售分析
    • 概览、历史与预测资料销售分析
    • 中东和非洲按细分市场销售分析
    • 中东和非洲国家销售分析
    • 沙乌地阿拉伯销售分析
    • 阿联酋销售分析
    • 以色列销售分析
    • 南非销售分析
    • 中东其他地区和非洲销售分析

第 8 章:沉浸式娱乐公司的竞争格局

  • 沉浸式娱乐市场竞争
  • 伙伴关係/协作/协议
  • 併购
  • 新产品发布
  • 其他发展

第 9 章:公司简介

  • 顶级公司市占率分析
  • 市场集中度
  • Meta Platforms Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Microsoft Corporation
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • HTC Corporation
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Barco NV
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Magic Leap Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Samsung Electronics Co. Ltd.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Apple Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Sony Group Corporation
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Qualcomm Technologies Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Unity Technologies
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展

注意 - 在公司概况中,财务详细资讯和近期发展视情况而定,或者如果是私人公司,则可能不包括在内

Product Code: VMR112113281

The global demand for Immersive Entertainment Market is presumed to reach the market size of nearly USD 128.06 BN by 2030 from USD 85.56 BN in 2022 with a CAGR of 5.17% under the study period 2023 - 2030.

Immersive entertainment refers to a form of entertainment that fully engages and captivates the audience, creating a deeply absorbing and interactive experience. The goal is to transport individuals into a simulated or augmented environment that stimulates multiple senses, providing a more realistic and engaging encounter than traditional forms of entertainment.

MARKET DYNAMICS

Technological advancements in VR, AR, and immersive technologies play a pivotal role as these innovations become more sophisticated and accessible. The market is further propelled by a rising consumer demand for unique and interactive entertainment experiences, particularly among younger demographics seeking experiences beyond traditional forms of entertainment. The gaming industry is a major driver, with the integration of VR and AR enhancing gaming experiences and driving market expansion. Additionally, the adoption of immersive entertainment in sectors such as education, healthcare, and training contributes to the market's growth, offering valuable tools for simulations and professional development. Content creators and entertainment companies are investing in immersive experiences to meet evolving consumer expectations. The development of high-quality immersive content, including VR films, interactive experiences, and virtual concerts, enhances audience engagement and fuels market expansion.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of immersive entertainment. The growth and trends of immersive entertainment industry provide a holistic approach to this study.

MARKET SEGMENTATION

This section of the immersive entertainment market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By Technology Type

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • Others

By Application

  • Gaming
  • Live Events
  • Museum And Cultural Experiences
  • Music And Concerts
  • Sports
  • Arcade Studios
  • Immersive Theater
  • Others

REGIONAL ANALYSIS

This section covers the regional outlook, which accentuates current and future demand for the Immersive Entertainment market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the Immersive Entertainment market include Meta Platforms, Inc., Microsoft Corporation, HTC Corporation, Barco NV, Magic Leap, Inc., Samsung Electronics Co., Ltd., Apple Inc., Sony Group Corporation, Qualcomm Technologies, Inc., Unity Technologies. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1 . PREFACE

  • 1.1. Report Description
    • 1.1.1. Objective
    • 1.1.2. Target Audience
    • 1.1.3. Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodology

2 . EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3 . IMMERSIVE ENTERTAINMENT - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Technology Type
    • 3.7.2 Market Attractiveness Analysis By Application
    • 3.7.3 Market Attractiveness Analysis By Region

4 . VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1. List of Raw Materials
    • 4.2.2. Raw Material Manufactures List
    • 4.2.3. Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1. Direct Marketing
    • 4.4.2. Indirect Marketing
    • 4.4.3. Marketing Channel Development Trend

5 . GLOBAL IMMERSIVE ENTERTAINMENT MARKET ANALYSIS BY TECHNOLOGY TYPE

  • 5.1 Overview by Technology Type
  • 5.2 Historical and Forecast Data
  • 5.3 Analysis by Technology Type
  • 5.4 Virtual Reality (VR) Historic and Forecast Sales by Regions
  • 5.5 Augmented Reality (AR) Historic and Forecast Sales by Regions
  • 5.6 Mixed Reality (MR) Historic and Forecast Sales by Regions
  • 5.7 Others Historic and Forecast Sales by Regions

6 . GLOBAL IMMERSIVE ENTERTAINMENT MARKET ANALYSIS BY APPLICATION

  • 6.1 Overview by Application
  • 6.2 Historical and Forecast Data
  • 6.3 Analysis by Application
  • 6.4 Gaming Historic and Forecast Sales by Regions
  • 6.5 Live Events Historic and Forecast Sales by Regions
  • 6.6 Museum And Cultural Experiences Historic and Forecast Sales by Regions
  • 6.7 Music And Concerts Historic and Forecast Sales by Regions
  • 6.8 Sports Historic and Forecast Sales by Regions
  • 6.9 Arcade Studios Historic and Forecast Sales by Regions
  • 6.10. Immersive Theater Historic and Forecast Sales by Regions
  • 6.11 Others Historic and Forecast Sales by Regions

7 . GLOBAL IMMERSIVE ENTERTAINMENT MARKET ANALYSIS BY GEOGRAPHY

  • 7.1. Regional Outlook
  • 7.2. Introduction
  • 7.3. North America Sales Analysis
    • 7.3.1. Overview, Historic and Forecast Data Sales Analysis
    • 7.3.2. North America By Segment Sales Analysis
    • 7.3.3. North America By Country Sales Analysis
    • 7.3.4. United State Sales Analysis
    • 7.3.5. Canada Sales Analysis
    • 7.3.6. Mexico Sales Analysis
  • 7.4. Europe Sales Analysis
    • 7.4.1. Overview, Historic and Forecast Data Sales Analysis
    • 7.4.2. Europe by Segment Sales Analysis
    • 7.4.3. Europe by Country Sales Analysis
    • 7.4.4. United Kingdom Sales Analysis
    • 7.4.5. France Sales Analysis
    • 7.4.6. Germany Sales Analysis
    • 7.4.7. Italy Sales Analysis
    • 7.4.8. Russia Sales Analysis
    • 7.4.9. Rest Of Europe Sales Analysis
  • 7.5. Asia Pacific Sales Analysis
    • 7.5.1. Overview, Historic and Forecast Data Sales Analysis
    • 7.5.2. Asia Pacific by Segment Sales Analysis
    • 7.5.3. Asia Pacific by Country Sales Analysis
    • 7.5.4. China Sales Analysis
    • 7.5.5. India Sales Analysis
    • 7.5.6. Japan Sales Analysis
    • 7.5.7. South Korea Sales Analysis
    • 7.5.8. Australia Sales Analysis
    • 7.5.9. South East Asia Sales Analysis
    • 7.5.10. Rest Of Asia Pacific Sales Analysis
  • 7.6. Latin America Sales Analysis
    • 7.6.1. Overview, Historic and Forecast Data Sales Analysis
    • 7.6.2. Latin America by Segment Sales Analysis
    • 7.6.3. Latin America by Country Sales Analysis
    • 7.6.4. Brazil Sales Analysis
    • 7.6.5. Argentina Sales Analysis
    • 7.6.6. Peru Sales Analysis
    • 7.6.7. Chile Sales Analysis
    • 7.6.8. Rest of Latin America Sales Analysis
  • 7.7. Middle East & Africa Sales Analysis
    • 7.7.1. Overview, Historic and Forecast Data Sales Analysis
    • 7.7.2. Middle East & Africa by Segment Sales Analysis
    • 7.7.3. Middle East & Africa by Country Sales Analysis
    • 7.7.4. Saudi Arabia Sales Analysis
    • 7.7.5. UAE Sales Analysis
    • 7.7.6. Israel Sales Analysis
    • 7.7.7. South Africa Sales Analysis
    • 7.7.8. Rest Of Middle East And Africa Sales Analysis

8 . COMPETITIVE LANDSCAPE OF THE IMMERSIVE ENTERTAINMENT COMPANIES

  • 8.1. Immersive Entertainment Market Competition
  • 8.2. Partnership/Collaboration/Agreement
  • 8.3. Merger And Acquisitions
  • 8.4. New Product Launch
  • 8.5. Other Developments

9 . COMPANY PROFILES OF IMMERSIVE ENTERTAINMENT INDUSTRY

  • 9.1. Top Companies Market Share Analysis
  • 9.2. Market Concentration Rate
  • 9.3. Meta Platforms Inc.
    • 9.3.1. Company Overview
    • 9.3.2. Company Revenue
    • 9.3.3. Products
    • 9.3.4. Recent Developments
  • 9.4. Microsoft Corporation
    • 9.4.1. Company Overview
    • 9.4.2. Company Revenue
    • 9.4.3. Products
    • 9.4.4. Recent Developments
  • 9.5. HTC Corporation
    • 9.5.1. Company Overview
    • 9.5.2. Company Revenue
    • 9.5.3. Products
    • 9.5.4. Recent Developments
  • 9.6. Barco NV
    • 9.6.1. Company Overview
    • 9.6.2. Company Revenue
    • 9.6.3. Products
    • 9.6.4. Recent Developments
  • 9.7. Magic Leap Inc.
    • 9.7.1. Company Overview
    • 9.7.2. Company Revenue
    • 9.7.3. Products
    • 9.7.4. Recent Developments
  • 9.8. Samsung Electronics Co. Ltd.
    • 9.8.1. Company Overview
    • 9.8.2. Company Revenue
    • 9.8.3. Products
    • 9.8.4. Recent Developments
  • 9.9. Apple Inc.
    • 9.9.1. Company Overview
    • 9.9.2. Company Revenue
    • 9.9.3. Products
    • 9.9.4. Recent Developments
  • 9.10. Sony Group Corporation
    • 9.10.1. Company Overview
    • 9.10.2. Company Revenue
    • 9.10.3. Products
    • 9.10.4. Recent Developments
  • 9.11. Qualcomm Technologies Inc.
    • 9.11.1. Company Overview
    • 9.11.2. Company Revenue
    • 9.11.3. Products
    • 9.11.4. Recent Developments
  • 9.12. Unity Technologies
    • 9.12.1. Company Overview
    • 9.12.2. Company Revenue
    • 9.12.3. Products
    • 9.12.4. Recent Developments

Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers : Impact Analysis
  • Restraints : Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • Analysis by Technology Type (USD MN)
  • Virtual Reality (VR) Market Sales by Geography (USD MN)
  • Augmented Reality (AR) Market Sales by Geography (USD MN)
  • Mixed Reality (MR) Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Analysis Market by Application (USD MN)
  • Gaming Market Sales by Geography (USD MN)
  • Live Events Market Sales by Geography (USD MN)
  • Museum And Cultural Experiences Market Sales by Geography (USD MN)
  • Music And Concerts Market Sales by Geography (USD MN)
  • Sports Market Sales by Geography (USD MN)
  • Arcade Studios Market Sales by Geography (USD MN)
  • Immersive Theater Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Immersive Entertainment Market Sales by Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United State Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate by Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • South East Asia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Immersive Entertainment Report
  • Market Research Process
  • Market Research Methodology
  • Global Immersive Entertainment Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Technology Type
  • Market Attractiveness Analysis by Application
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Market Analysis by Technology Type (USD MN)
  • Virtual Reality (VR) Market Sales by Geography (USD MN)
  • Augmented Reality (AR) Market Sales by Geography (USD MN)
  • Mixed Reality (MR) Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Market Analysis by Application (USD MN)
  • Gaming Market Sales by Geography (USD MN)
  • Live Events Market Sales by Geography (USD MN)
  • Museum And Cultural Experiences Market Sales by Geography (USD MN)
  • Music And Concerts Market Sales by Geography (USD MN)
  • Sports Market Sales by Geography (USD MN)
  • Arcade Studios Market Sales by Geography (USD MN)
  • Immersive Theater Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Market Sales (USD MN)
  • North America Market Sales (USD MN)
  • Europe Market Sales (USD MN)
  • Asia Pacific Market Sales (USD MN)
  • Latin America Market Sales (USD MN)
  • Middle East & Africa Market Sales (USD MN)
  • Recent Development in Industry
  • Top Companies Market Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.