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市場調查報告書
商品編碼
1870012

美國身臨其境型娛樂市場規模、佔有率和趨勢分析報告:按技術類型、應用和細分市場預測(2025-2033 年)

U.S. Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology Type (Virtual Reality, Augmented Reality, Mixed Reality), By Application, And Segment Forecasts, 2025 - 2033

出版日期: | 出版商: Grand View Research | 英文 120 Pages | 商品交期: 2-10個工作天內

價格

美國身臨其境型娛樂市場摘要

據估計,美國身臨其境型娛樂市場在 2024 年的價值為 401.5 億美元,預計到 2033 年將達到 2,810.5 億美元。

預計2025年至2033年間,該市場將以24.9%的複合年成長率成長。受消費者偏好轉變的推動,他們追求超越傳統媒體形式的高度沉浸式和逼真數位體驗,該市場正經歷顯著擴張。主要企業正利用先進的圖形技術、身臨其境型敘事和互動遊戲來吸引消費者的注意力,從而推動美國身臨其境型娛樂產業在技術創新和內容開發方面的強勁投資。

身臨其境型技術正在改變美國體育賽事的粉絲互動方式,提供超越傳統觀賽體驗的全新觀賽體驗。虛擬實境(VR)技術讓粉絲能夠從多個動態觀點觀看比賽直播,並沉浸於身臨其境的賽場感受。電子競技正在利用身臨其境型創新技術,透過互動參與和觀賽體驗來加深粉絲的參與度。混合實境(MR)和擴增實境(AR)技術則透過即時球員數據、互動內容和增強的視覺敘事來豐富直播內容。這些身臨其境型技術的融合正在重塑體育媒體,推動高度動態、個人化和引人入勝的粉絲互動,預計將從根本上影響整個行業的未來發展軌跡。

此外,技術進步是推動市場成長的主要催化劑,虛擬實境(VR)保持著其收入佔有率的主導,而混合實境(MR)正在崛起成為成長最快的細分市場。人工智慧和即時資料處理的融合實現了更深層的個人化和自適應體驗,進一步提升了使用者的沉浸感和滿意度。這些趨勢使美國市場成為創新領導者,推動了身臨其境型娛樂產業的成長,並受益於成熟的科技生態系統和充足的創業投資,這些都為Start-Ups和成熟公司提供了支持,助力它們不斷突破身臨其境型娛樂的界限。

此外,實體娛樂場所在美國扮演關鍵角色,推動著融合實體與數位維度的體驗式互動。密室逃脫、主題樂園和身臨其境型劇院的興起便是這一趨勢的典型代表,它們為消費者提供了僅靠家庭娛樂系統無法實現的社交互動體驗。這種實體與數位的融合提升了體驗價值,擴大了市場涵蓋範圍,吸引了多元化的消費群體,鼓勵了重複體驗,並創造了身臨其境型品牌體驗,從而促進了身臨其境型娛樂產業的蓬勃發展。

此外,身臨其境型技術的快速普及正從娛樂產業擴展到行銷、現場音樂、演唱會和教育等領域,創造了新的獲利機會。品牌正積極擁抱身臨其境型媒體,打造令人難忘的個人化體驗,進而培養消費者的深度參與和忠誠度。這些技術在實況活動和廣告宣傳中的應用,正在擴大身臨其境型內容在美國的覆蓋範圍和規模,進一步增強市場動態。

目錄

第1章調查方法和範圍

第2章執行摘要

第3章:美國身臨其境型娛樂市場-產業展望

  • 市場體系展望
  • 市場動態
  • 美國身臨其境型娛樂市場分析工具

第4章美國身臨其境型娛樂市場:技術類型估算與趨勢分析

  • 細分儀表板
  • 美國身臨其境型娛樂市場:技術類型變化分析(2024 年和 2033 年)
  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境(MR)
  • 其他

第5章美國身臨其境型娛樂市場:應用預測與趨勢分析

  • 細分儀表板
  • 美國身臨其境型娛樂市場:2024 年和 2033 年使用變化分析
  • 遊戲
  • 實況活動
  • 博物館和文化體驗
  • 音樂會
  • 運動的
  • 遊樂場工作室
  • 身臨其境型戲劇
  • 其他

第6章美國身臨其境型娛樂市場競爭格局

  • 主要市場參與企業的最新趨勢和影響分析
  • 公司分類
  • 參與企業概況
  • 財務業績
  • 產品基準測試
  • 公司市場定位
  • 公司熱力圖分析
  • 策略規劃
    • 夥伴關係
    • 新產品發布
    • 併購
    • 擴張
  • 公司簡介
    • Meta Platforms Inc.
    • Microsoft Corporation
    • Apple Inc.
    • Qualcomm Technologies, Inc.
    • Unity Technologies
    • The Walt Disney Company
    • Universal Parks &Resorts
    • Six Flags Entertainment Corporation
    • Sony Pictures Entertainment, Inc.
    • Meow Wolf
Product Code: GVR-4-68040-246-0

U.S. Immersive Entertainment Market Summary

The U.S. immersive entertainment market size was estimated at USD 40.15 billion in 2024 and is projected to reach USD 281.05 billion by 2033, growing at a CAGR of 24.9% from 2025 to 2033. The market is experiencing significant expansion driven by evolving consumer preferences for highly engaging and realistic digital experiences that transcend traditional media formats. Major industry players are leveraging advanced graphics, immersive storytelling, and interactive gameplay to capture consumer interest, thereby stimulating robust investment in technology innovation and content development within the immersive entertainment industry in the U.S.

Immersive technologies are transforming fan engagement in U.S. sports by elevating spectator experiences beyond traditional viewing. Virtual Reality empowers fans to watch live games from multiple dynamic perspectives or immerse themselves in the sensation of being on the field. Esports capitalize on immersive innovations, enabling interactive participation and spectator experiences that deepen involvement. Mixed Reality and Augmented Reality enrich live broadcasts with real-time player stats, interactive content, and enhanced visual storytelling. This fusion of immersive technologies is reshaping sports media, fostering highly dynamic, personalized, and engaging fan interactions that are projected to influence the sector's trajectory fundamentally.

In addition, technology advancements are key catalysts accelerating market growth, with virtual reality maintaining a dominant revenue share while mixed reality emerges as the fastest-growing segment. The integration of AI and real-time data processing enables deeper personalization and adaptive experiences, further enhancing user immersion and satisfaction. These trends position the U.S. market as an innovation leader, benefiting from a mature technology ecosystem and substantial venture capital fueling startups and established enterprises focused on pushing the limits of immersive entertainment, thereby driving the growth of the immersive entertainment industry.

Furthermore, location-based entertainment venues are becoming pivotal in U.S., driving experiential engagement that blends physical and digital dimensions. The rise of escape rooms, themed entertainment parks, and immersive theaters exemplifies this trend, offering consumers social and participatory experiences unattainable through home-based systems alone. This physical-digital convergence enhances experiential value and extends the market reach, attracting diverse consumer segments and encouraging repeated visitation and immersive brand interactions, and fueling immersive entertainment industry expansion.

Moreover, the rapidly growing integration of immersive technologies into industries beyond entertainment, including marketing, live music, concerts, and education, is generating new monetization opportunities. Brands are adopting immersive media to create memorable, personalized interactions that foster deeper consumer engagement and loyalty. The application of these technologies in live events and advertising campaigns is reinforcing market dynamism by expanding the scope and scale at which immersive content is delivered to U.S. audiences.

U.S. Immersive Entertainment Market Report Segmentation

This report forecasts revenue growth at the country level and provides an analysis of the latest industry trends in each of the sub-segments from 2021 to 2033. For this study, Grand View Research has segmented the U.S. immersive entertainment market report based on technology type and application:

  • Technology Type Outlook (Revenue, USD Million, 2021 - 2033)
  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • Others
  • Application Outlook (Revenue, USD Million, 2021 - 2033)
  • Gaming
  • Live Events
  • Museum and Cultural Experiences
  • Music and Concerts
  • Sports
  • Arcade Studios
  • Immersive Theater
  • Others

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation & Scope
  • 1.2. Market Definitions
  • 1.3. Information Procurement
    • 1.3.1. Information analysis
    • 1.3.2. Market formulation & data visualization
    • 1.3.3. Data validation & publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. U.S. Immersive Entertainment Market Snapshot
  • 2.2. U.S. Immersive Entertainment Market- Segment Snapshot (1/2)
  • 2.3. U.S. Immersive Entertainment Market- Segment Snapshot (2/2)
  • 2.4. U.S. Immersive Entertainment Market- Competitive Landscape Snapshot

Chapter 3. U.S. Immersive Entertainment Market - Industry Outlook

  • 3.1. Market Lineage Outlook
  • 3.2. Market Dynamics
    • 3.2.1. Market Driver Analysis
    • 3.2.2. Market Restraint Analysis
    • 3.2.3. Market Challenge
  • 3.3. U.S. Immersive Entertainment Market Analysis Tools
    • 3.3.1. Industry Analysis - Porter's
      • 3.3.1.1. Bargaining power of the suppliers
      • 3.3.1.2. Bargaining power of the buyers
      • 3.3.1.3. Threats of substitution
      • 3.3.1.4. Threats from new entrants
      • 3.3.1.5. Competitive rivalry
    • 3.3.2. PESTEL Analysis
      • 3.3.2.1. Political landscape
      • 3.3.2.2. Economic landscape
      • 3.3.2.3. Social landscape
      • 3.3.2.4. Technological landscape
      • 3.3.2.5. Environmental landscape
      • 3.3.2.6. Legal landscape

Chapter 4. U.S. Immersive Entertainment Market: Technology Type Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. U.S. Immersive Entertainment Market: Technology Type Movement Analysis, 2024 & 2033 (USD Million)
  • 4.3. Virtual Reality (VR)
    • 4.3.1. Virtual Reality (VR) Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)
  • 4.4. Augmented Reality (AR)
    • 4.4.1. Augmented Reality (AR) Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)
  • 4.5. Mixed Reality (MR)
    • 4.5.1. Mixed Reality (MR) Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)
  • 4.6. Others
    • 4.6.1. Others Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)

Chapter 5. U.S. Immersive Entertainment Market: Application Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. U.S. Immersive Entertainment Market: Application Movement Analysis, 2024 & 2033 (USD Million)
  • 5.3. Gaming
    • 5.3.1. Gaming Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)
  • 5.4. Live Events
    • 5.4.1. Live Events Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)
  • 5.5. Museum and Cultural Experiences
    • 5.5.1. Museum and Cultural Experiences Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)
  • 5.6. Music and Concerts
    • 5.6.1. Music and Concerts Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)
  • 5.7. Sports
    • 5.7.1. Sports Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)
  • 5.8. Arcade Studios
    • 5.8.1. Arcade Studios Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)
  • 5.9. Immersive Theater
    • 5.9.1. Immersive Theater Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)
  • 5.10. Others
    • 5.10.1. Others Market Revenue Estimates and Forecasts, 2021 - 2033 (USD million)

Chapter 6. U.S. Immersive Entertainment Market - Competitive Landscape

  • 6.1. Recent Developments & Impact Analysis, By Key Market Participants
  • 6.2. Company Categorization
  • 6.3. Participant's Overview
  • 6.4. Financial Performance
  • 6.5. Product Benchmarking
  • 6.6. Company Market Positioning
  • 6.7. Company Heat Map Analysis
  • 6.8. Strategy Mapping
    • 6.8.1. Partnerships
    • 6.8.2. New Product Launches
    • 6.8.3. Merger & Acquisition
    • 6.8.4. Expansion
  • 6.9. Company Profiles
    • 6.9.1. Meta Platforms Inc.
      • 6.9.1.1. Participant's Overview
      • 6.9.1.2. Financial Performance
      • 6.9.1.3. Product Benchmarking
      • 6.9.1.4. Recent Developments
    • 6.9.2. Microsoft Corporation
      • 6.9.2.1. Participant's Overview
      • 6.9.2.2. Financial Performance
      • 6.9.2.3. Product Benchmarking
      • 6.9.2.4. Recent Developments
    • 6.9.3. Apple Inc.
      • 6.9.3.1. Participant's Overview
      • 6.9.3.2. Financial Performance
      • 6.9.3.3. Product Benchmarking
      • 6.9.3.4. Recent Developments
    • 6.9.4. Qualcomm Technologies, Inc.
      • 6.9.4.1. Participant's Overview
      • 6.9.4.2. Financial Performance
      • 6.9.4.3. Product Benchmarking
      • 6.9.4.4. Recent Developments
    • 6.9.5. Unity Technologies
      • 6.9.5.1. Participant's Overview
      • 6.9.5.2. Financial Performance
      • 6.9.5.3. Product Benchmarking
      • 6.9.5.4. Recent Developments
    • 6.9.6. The Walt Disney Company
      • 6.9.6.1. Participant's Overview
      • 6.9.6.2. Financial Performance
      • 6.9.6.3. Product Benchmarking
      • 6.9.6.4. Recent Developments
    • 6.9.7. Universal Parks & Resorts
      • 6.9.7.1. Participant's Overview
      • 6.9.7.2. Financial Performance
      • 6.9.7.3. Product Benchmarking
      • 6.9.7.4. Recent Developments
    • 6.9.8. Six Flags Entertainment Corporation
      • 6.9.8.1. Participant's Overview
      • 6.9.8.2. Financial Performance
      • 6.9.8.3. Product Benchmarking
      • 6.9.8.4. Recent Developments
    • 6.9.9. Sony Pictures Entertainment, Inc.
      • 6.9.9.1. Participant's Overview
      • 6.9.9.2. Financial Performance
      • 6.9.9.3. Product Benchmarking
      • 6.9.9.4. Recent Developments
    • 6.9.10. Meow Wolf
      • 6.9.10.1. Participant's Overview
      • 6.9.10.2. Financial Performance
      • 6.9.10.3. Product Benchmarking
      • 6.9.10.4. Recent Developments

List of Tables

  • Table 1 U.S. Immersive Entertainment Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 2 U.S. Immersive Entertainment Market, By Technology Type, 2021 - 2033 (USD Million)
  • Table 3 U.S. Immersive Entertainment Market, By Application, 2021 - 2033 (USD Million)
  • Table 4 Virtual Reality Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 5 Augmented Reality Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 6 Mixed Reality Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 7 Others Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 8 Gaming Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 9 Live Events Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 10 Museum and Cultural Experiences Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 11 Music and Concerts Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 12 Sports Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 13 Arcade Studios Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 14 Immersive Theater Market Estimated & Forecasts, 2021 - 2033 (USD Million)
  • Table 15 Others Market Estimated & Forecasts, 2021 - 2033 (USD Million)

List of Figures

  • Fig. 1 U.S. immersive entertainment market segmentation
  • Fig. 2 Information procurement
  • Fig. 3 Data analysis models
  • Fig. 4 Market formulation and validation
  • Fig. 5 Data validating & publishing
  • Fig. 6 Market snapshot
  • Fig. 7 Segment snapshot (1/2)
  • Fig. 8 Segment snapshot (2/2)
  • Fig. 9 Competitive landscape snapshot
  • Fig. 10 U.S. immersive entertainment market value, 2024 (USD million)
  • Fig. 11 U.S. immersive entertainment - industry value chain analysis
  • Fig. 12 U.S. immersive entertainment market dynamics
  • Fig. 13 U.S. immersive entertainment market: Porter's five forces analysis
  • Fig. 14 U.S. immersive entertainment market: PESTEL analysis
  • Fig. 15 U.S. immersive entertainment market share by technology type, 2024 & 2033 (USD million)
  • Fig. 16 U.S. immersive entertainment market, by technology type: market share, 2024 & 2033
  • Fig. 17 Virtual reality market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 18 Augmented reality market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 19 Mixed reality market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 20 Others market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 21 U.S. immersive entertainment market share by application, 2024 & 2033 (USD million)
  • Fig. 22 U.S. immersive entertainment market, by application: market share, 2024 & 2033
  • Fig. 23 Gaming market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 24 Live events market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 25 Museum and cultural experiences market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 26 Music and concerts market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 27 Sports market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 28 Arcade studios market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 29 Immersive theater market estimates & forecasts, 2021 - 2033 (Revenue, USD million)
  • Fig. 30 Others market estimates & forecasts, 2021-2033, (Revenue, USD million)
  • Fig. 31 Key company categorization
  • Fig. 32 Company market positioning
  • Fig. 33 Strategic framework