2026-2030年全球沉浸式媒體市場
市場調查報告書
商品編碼
2074750

2026-2030年全球沉浸式媒體市場

Global Immersive Media Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 315 Pages | 訂單完成後即時交付

價格
簡介目錄

全球身臨其境型媒體市場預計將在 2025 年至 2030 年間成長至 607.589 億美元,預測期內複合年成長率為 18.5%。

這份關於全球身臨其境型媒體市場的報告提供了全面的分析,包括市場規模和預測、趨勢、成長要素、挑戰以及涵蓋約 25 家供應商的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。推動該市場發展的因素包括硬體和連接基礎設施的進步、企業培訓和教育領域應用的日益廣泛,以及消費者對互動娛樂和數位商務日益成長的需求。

本研究客觀地結合了一手和二手訊息,包括來自主要行業相關人員的信息。報告內容涵蓋主要公司分析、全面的市場規模數據、區域細分分析以及供應商格局。報告包含歷史數據和預測數據。

市場範圍
基準年 2025
年末 2030
調查期 2026-2030
成長勢頭 加速度
2026 年同比比較 15.6%
複合年成長率 18.5%
增量 607.589億美元

本研究指出,人工智慧在動態內容生成領域的應用將成為未來幾年全球身臨其境型媒體市場成長的關鍵促進因素之一。此外,空間運算在城市規劃中的應用以及身臨其境型方法在治療性介入的拓展,預計也將帶來顯著的市場需求。

目錄

第1章:執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 干擾因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球沉浸式媒體市場
  • 2020-2024年基於技術的細分市場分析
  • 基於應用領域的細分市場分析,2020-2024 年
  • 基於組件的細分市場分析,2020-2024 年
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球沉浸式媒體市場
  • 地緣政治衝突的影響:全球沉浸式媒體市場

第7章:五力分析

第8章 市場區隔:依技術分類

  • 比較:按技術
  • 虛擬實境
  • 擴增實境
  • 混合實境
  • 360度影片
  • 延展實境
  • 市場機會:依技術分類

第9章 市場區隔:依應用

  • 比較:透過應用
  • 遊戲與娛樂
  • 訓練和模擬
  • 醫學領域的可視化
  • 零售與電子商務
  • 虛擬活動
  • 市場機會:依應用領域分類

第10章 市場區隔:按組件

  • 比較:按組件
  • 硬體
  • 軟體
  • 服務
  • 市場機會:按組件分類

第11章 客戶情況

第12章 區域情勢

  • 區域細分
  • 區域比較
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 中東和非洲
    • UAE
    • 沙烏地阿拉伯
    • 南非
    • 以色列
    • 土耳其
  • 南美洲
    • 巴西
    • 阿根廷
    • 哥倫比亞
  • 市場機會:按地區分類

第13章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 產業風險

第15章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Apple Inc.
  • Blippar Ltd.
  • Eon Reality Inc.
  • HTC Corp.
  • Insta360
  • Magic Leap Inc.
  • Matterport Inc.
  • Meta Platforms Inc.
  • Microsoft Corp.
  • NVIDIA Corp.
  • PTC Inc.
  • Sony Group Corp.
  • Unity Technologies Inc.
  • Varjo Technologies Oy
  • Zappar Ltd.

第16章附錄

簡介目錄
Product Code: IRTNTR81526

The global immersive media market is forecasted to grow by USD 60758.9 mn during 2025-2030, accelerating at a CAGR of 18.5% during the forecast period. The report on the global immersive media market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by advancements in hardware and connectivity infrastructure , increased integration in enterprise training and education , rising consumer demand for interactive entertainment and digital commerce .

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202615.6%
CAGR18.5%
Incremental Value$60758.9 mn

Technavio's global immersive media market is segmented as below:

By Technology

  • Virtual reality
  • Augmented reality
  • Mixed reality
  • 360 degree video
  • Extended reality

By Application

  • Gaming and entertainment
  • Training and simulation
  • Healthcare visualization
  • Retail and e-commerce
  • Virtual events

By Component

  • Hardware
  • Software
  • Services

Geography

  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Rest of World (ROW)

This study identifies the integration of ai for dynamic content generation as one of the prime reasons driving the global immersive media market growth during the next few years. Also, application of spatial computing in urban planning and expansion of immersive modalities in therapeutic interventions will lead to sizable demand in the market.

The report on the global immersive media market covers the following areas:

  • Global immersive media market sizing
  • Global immersive media market forecast
  • Global immersive media market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global immersive media market vendors that include Adobe Inc., Apple Inc., Autodesk Inc., Blippar Ltd., Eon Reality Inc., Epic Games Inc., HTC Corp., Insta360, Lenovo Group Ltd., Magic Leap Inc., Matterport Inc., Meta Platforms Inc., Microsoft Corp., NVIDIA Corp., PTC Inc., Samsung Electronics Co. Ltd., Sony Group Corp., Unity Technologies Inc., Varjo Technologies Oy, Zappar Ltd.. Also, the global immersive media market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Technology
    • Executive Summary - Chart on Market Segmentation by Application
    • Executive Summary - Chart on Market Segmentation by Component
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Immersive Media Market 2020 - 2024
    • Historic Market Size - Data Table on Global Immersive Media Market 2020 - 2024 ($ million)
  • 5.2 Technology segment analysis 2020 - 2024
    • Historic Market Size - Technology Segment 2020 - 2024 ($ million)
  • 5.3 Application segment analysis 2020 - 2024
    • Historic Market Size - Application Segment 2020 - 2024 ($ million)
  • 5.4 Component segment analysis 2020 - 2024
    • Historic Market Size - Component Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Immersive Media Market
  • 6.2 Impact of Geopolitical Conflicts on Global Immersive Media Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Technology

  • 8.1 Market segments
  • 8.2 Comparison by Technology
  • 8.3 Virtual reality - Market size and forecast 2025-2030
  • 8.4 Augmented reality - Market size and forecast 2025-2030
  • 8.5 Mixed reality - Market size and forecast 2025-2030
  • 8.6 360 degree video - Market size and forecast 2025-2030
  • 8.7 Extended reality - Market size and forecast 2025-2030
  • 8.8 Market opportunity by Technology
    • Market opportunity by Technology ($ million)

9 Market Segmentation by Application

  • 9.1 Market segments
  • 9.2 Comparison by Application
  • 9.3 Gaming and entertainment - Market size and forecast 2025-2030
  • 9.4 Training and simulation - Market size and forecast 2025-2030
  • 9.5 Healthcare visualization - Market size and forecast 2025-2030
  • 9.6 Retail and e-commerce - Market size and forecast 2025-2030
  • 9.7 Virtual events - Market size and forecast 2025-2030
  • 9.8 Market opportunity by Application
    • Market opportunity by Application ($ million)

10 Market Segmentation by Component

  • 10.1 Market segments
  • 10.2 Comparison by Component
  • 10.3 Hardware - Market size and forecast 2025-2030
  • 10.4 Software - Market size and forecast 2025-2030
  • 10.5 Services - Market size and forecast 2025-2030
  • 10.6 Market opportunity by Component
    • Market opportunity by Component ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 APAC - Market size and forecast 2025-2030
    • 12.4.1 China - Market size and forecast 2025-2030
    • 12.4.2 Japan - Market size and forecast 2025-2030
    • 12.4.3 India - Market size and forecast 2025-2030
    • 12.4.4 South Korea - Market size and forecast 2025-2030
    • 12.4.5 Australia - Market size and forecast 2025-2030
    • 12.4.6 Indonesia - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 UAE - Market size and forecast 2025-2030
    • 12.6.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.3 South Africa - Market size and forecast 2025-2030
    • 12.6.4 Israel - Market size and forecast 2025-2030
    • 12.6.5 Turkey - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Colombia - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Advancements in hardware and connectivity infrastructure
    • Increased integration in enterprise training and education
    • Rising consumer demand for interactive entertainment and digital commerce
  • 13.2 Market challenges
    • High costs associated with hardware acquisition and software development
    • Data privacy and security vulnerabilities within spatial computing environments
    • Technological limitations regarding user experience and physiological discomfort
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Integration of AI for dynamic content generation
    • Application of spatial computing in urban planning
    • Expansion of immersive modalities in therapeutic interventions

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Apple Inc.
    • Apple Inc. - Overview
    • Apple Inc. - Business segments
    • Apple Inc. - Key news
    • Apple Inc. - Key offerings
    • Apple Inc. - Segment focus
    • SWOT
  • 15.5 Blippar Ltd.
    • Blippar Ltd. - Overview
    • Blippar Ltd. - Product / Service
    • Blippar Ltd. - Key offerings
    • SWOT
  • 15.6 Eon Reality Inc.
    • Eon Reality Inc. - Overview
    • Eon Reality Inc. - Product / Service
    • Eon Reality Inc. - Key offerings
    • SWOT
  • 15.7 HTC Corp.
    • HTC Corp. - Overview
    • HTC Corp. - Product / Service
    • HTC Corp. - Key offerings
    • SWOT
  • 15.8 Insta360
    • Insta360 - Overview
    • Insta360 - Product / Service
    • Insta360 - Key offerings
    • SWOT
  • 15.9 Magic Leap Inc.
    • Magic Leap Inc. - Overview
    • Magic Leap Inc. - Product / Service
    • Magic Leap Inc. - Key offerings
    • SWOT
  • 15.10 Matterport Inc.
    • Matterport Inc. - Overview
    • Matterport Inc. - Product / Service
    • Matterport Inc. - Key offerings
    • SWOT
  • 15.11 Meta Platforms Inc.
    • Meta Platforms Inc. - Overview
    • Meta Platforms Inc. - Business segments
    • Meta Platforms Inc. - Key offerings
    • Meta Platforms Inc. - Segment focus
    • SWOT
  • 15.12 Microsoft Corp.
    • Microsoft Corp. - Overview
    • Microsoft Corp. - Business segments
    • Microsoft Corp. - Key news
    • Microsoft Corp. - Key offerings
    • Microsoft Corp. - Segment focus
    • SWOT
  • 15.13 NVIDIA Corp.
    • NVIDIA Corp. - Overview
    • NVIDIA Corp. - Business segments
    • NVIDIA Corp. - Key news
    • NVIDIA Corp. - Key offerings
    • NVIDIA Corp. - Segment focus
    • SWOT
  • 15.14 PTC Inc.
    • PTC Inc. - Overview
    • PTC Inc. - Business segments
    • PTC Inc. - Key offerings
    • PTC Inc. - Segment focus
    • SWOT
  • 15.15 Sony Group Corp.
    • Sony Group Corp. - Overview
    • Sony Group Corp. - Business segments
    • Sony Group Corp. - Key news
    • Sony Group Corp. - Key offerings
    • Sony Group Corp. - Segment focus
    • SWOT
  • 15.16 Unity Technologies Inc.
    • Unity Technologies Inc. - Overview
    • Unity Technologies Inc. - Business segments
    • Unity Technologies Inc. - Key offerings
    • Unity Technologies Inc. - Segment focus
    • SWOT
  • 15.17 Varjo Technologies Oy
    • Varjo Technologies Oy - Overview
    • Varjo Technologies Oy - Product / Service
    • Varjo Technologies Oy - Key offerings
    • SWOT
  • 15.18 Zappar Ltd.
    • Zappar Ltd. - Overview
    • Zappar Ltd. - Product / Service
    • Zappar Ltd. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations