2030 年沈浸式技術市場預測:按組件、技術、應用、最終用戶和地區進行的全球分析
市場調查報告書
商品編碼
1383412

2030 年沈浸式技術市場預測:按組件、技術、應用、最終用戶和地區進行的全球分析

Immersive Technology Market Forecasts to 2030 - Global Analysis By Component, Technology (Mixed Reality, Virtual Reality, Augmented Reality, 360 Film and Other Technologies), Application, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3個工作天內

價格

根據Stratistics MRC的數據,2023年全球沉浸式技術市場規模為319.6億美元,預計到2030年將達到1,176.2億美元,預測期內年複合成長率為20.46%。

一種稱為沉浸式技術的分析技術使用 360 度的空間來擴展體驗或創建全新的設定。從任何角度查看設備網路上的內容。此外,身臨其境型技術可以透過將數位視覺效果疊加到使用者環境中來擴增實境生活體驗。與外界完全隔離並沉浸在電子媒體中為客戶建立了一個新的現實。

根據 Gartner 2020 年發布的報告,身臨其境型體驗是一種技術趨勢,有可能透過能夠增強人類能力的新模型和流程從根本上改變該領域。

身臨其境型遊戲與娛樂

身臨其境型技術正在演變成娛樂產業中基於定位的娛樂體驗。 VR 和 AR 正在融入主題樂園和娛樂場所的景點,為遊客提供獨特的體驗。此外,虛擬實境在電子競技中的採用為虛擬環境中的競爭遊戲創造了新的機會。跨平台遊戲的興起是這種成長的另一個指標,它允許使用不同VR頭戴裝置的玩家在同一虛擬環境中進行交流。

從高價開始

進入身臨其境型技術市場的主要障礙之一仍然是進入成本。高品質VR頭戴裝置和 AR 設備的採用可能會受到成本的限制,特別是對於消費者和小型企業而言。此外,升級硬體、軟體和配件都需要額外費用。許多潛在用戶可能會因這些高昂的初期成本而望而卻步,這可能會減緩市場擴張,特別是在價格敏感的市場。

硬體技術的進步

身臨其境型技術硬體以及顯示器、圖形處理器和運動追蹤感測器正在不斷進步。製造商不斷突破重量、人體工學和電池壽命的極限,以提高VR頭戴裝置在長時間使用過程中的舒適度。此外,觸覺回饋和技術的進步使用戶能夠在虛擬環境中體驗身體感覺,從而增強沉浸感。透過啟用獨立的 VR 和 AR 設備,這些硬體進步也減少了對外部電腦和控制台的需求。

資料安全和隱私問題

身臨其境型技術設備和應用程式收集的個人資料和生物辨識資訊可能會被濫用,引發隱私問題。這些技術收集大量個人資料,增加了資料濫用、外洩和詐欺存取的風險。但需要更強的加密、更開放的資料政策和更嚴格的政策來減輕這些擔憂並維護用戶信任。

COVID-19 的影響:

身臨其境型技術市場受到了 COVID-19 爆發的多方面影響。最初,消費者支出下降和供應鏈中斷給市場帶來了問題。儘管如此,大流行刺激了遠端醫療、虛擬活動、遠距工作和遠距學習的身臨其境型技術的採用。此外,這些領域對身臨其境型解決方案不斷成長的需求刺激了投資和創新,為持續擴張奠定了基礎。全球健康危機凸顯了身臨其境型技術對於緩解地理偏遠和孤立世界中的障礙的重要性,從而為不同行業的應用創造了新的前景。

培訓和學習部分預計在預測期內達到最大值

培訓和學習領域佔據最大的市場佔有率。它的應用範圍廣泛,包括專業技能發展、企業培訓和教育機構。培訓和學習產業對虛擬實境 (VR) 和擴增實境(AR) 等身臨其境型技術的使用顯著增加,這些技術提供動態且引人入勝的體驗,以提高知識保留和技能發展。此外,它是身臨其境型技術中重要且不斷成長的市場利基,涵蓋醫療培訓、教育模擬、虛擬教室和職業技能開發等應用。

預計醫療保健產業在預測期內年複合成長率最高

醫療保健產業的年複合成長率最高。身臨其境型技術徹底改變了患者照護、醫學教育和遠端醫療。此技術的範例包括虛擬實境(VR)和擴增實境(AR)。沉浸式技術正在醫療保健產業廣泛應用於遠端醫療諮詢、疼痛管理、手術模擬和治療性介入。此外,醫療保健部門越來越重視以患者為中心的護理、負擔得起的培訓和醫療進步,這使其成為身臨其境型技術市場創新和成長的關鍵領域。

比最大的地區

由於身臨其境型技術的採用和進步,北美佔據了最大的市場佔有率。該地區擁有雄厚的研發投資、蓬勃發展的科技公司生態系統以及眾多 VR 和 AR新興企業。主要行業參與者、醫療保健、教育、遊戲和企業等行業的廣泛應用以及精通技術的基本客群是該地區佔據主導地位的因素。

複合年複合成長率最高的地區:

身臨其境型技術市場的年複合成長率是亞太地區最高的。該地區人口眾多、技術素養高、對最尖端科技的投資不斷增加,以及在製造、遊戲和教育等多個領域採用身臨其境型解決方案,都是推動這一快速成長的因素。該市場受到中國、日本和韓國等亞太地區在身臨其境型技術創新方面主導、該地區中階迅速擴大以及對身臨其境型體驗不斷成長的需求的推動,預計未來年度將大幅成長。

免費客製化服務:

訂閱此報告的客戶可以存取以下免費自訂選項之一:

  • 公司簡介
    • 其他市場公司的綜合分析(最多 3 家公司)
    • 主要企業SWOT分析(最多3家企業)
  • 區域分割
    • 根據客戶興趣對主要國家的市場估計、預測和年複合成長率(註:基於可行性檢查)
  • 競爭基準化分析
    • 根據產品系列、地理分佈和策略聯盟對主要企業基準化分析

目錄

第1章 執行摘要

第2章 前言

  • 概述
  • 利害關係人
  • 調查範圍
  • 調查方法
    • 資料探勘
    • 資料分析
    • 資料檢驗
    • 研究途徑
  • 調查來源
    • 主要調查來源
    • 二次調查來源
    • 先決條件

第3章 市場趨勢分析

  • 促進因素
  • 抑制因素
  • 機會
  • 威脅
  • 技術分析
  • 應用分析
  • 最終用戶分析
  • 新興市場
  • 新型冠狀病毒感染疾病(COVID-19)的影響

第4章 波特五力分析

  • 供應商的議價能力
  • 買方議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭公司之間的敵對關係

第5章 全球沉浸式技術市場:按組成部分

  • 硬體
    • 頭戴式顯示器 (HMD)
    • 手勢追蹤設備 (GTD)
    • 投影機和顯示牆 (PDW)
  • 軟體/平台
  • 服務
    • 專業的
    • 管理
  • 其他組件

第6章 全球沉浸式技術市場:依技術分類

  • 混合實境(MR)
  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 360度電影
  • 其他技術

第7章 全球沉浸式科技市場:依應用分類

  • 培訓和學習
  • 緊急服務
  • 產品開發
  • 銷售與行銷
  • 遠端協作
  • 視覺化
  • 促銷和廣告
  • 遠距援助
  • 內容製作
  • 元宇宙
  • 其他用途

第8章 全球沉浸式科技市場:依最終用戶分類

  • 衛生保健
  • 零售/電子商務
  • 教育
  • 建築學
  • 媒體娛樂
  • 遊戲
  • 製造業
  • 航太/國防
  • 汽車
  • 能源
  • 其他最終用戶

第9章 全球沉浸式技術市場:按地區

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地區
  • 中東/非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東/非洲

第10章 進展

  • 合約、夥伴關係、協作和合資企業
  • 收購和合併
  • 新產品發布
  • 業務擴展
  • 其他關鍵策略

第11章公司簡介

  • Lockheed Martin Corporation
  • Google LLC
  • Acer Inc.
  • FAAC Incorporated
  • CM Labs Simulations Inc.
  • HTC Corporation
  • Varjo Technologies
  • Immersive Technologies Pty Limited
  • Zeality Inc
  • EON Reality Inc.
  • Atheer Inc.
  • Sony Corporation
  • Oculus(Facebook Technologies, LLC.)
  • Samsung Group
  • AVEVA Group PLC
  • HCL Technologies Limited
  • Honeywell International Inc.
  • NCTech Limited
  • Blippar Ltd.
  • Magic Leap Inc.
Product Code: SMRC24261

According to Stratistics MRC, the Global Immersive Technology Market is accounted for $31.96 billion in 2023 and is expected to reach $117.62 billion by 2030 growing at a CAGR of 20.46% during the forecast period. A type of analytical technique called immersion technology uses 360 degrees of space to expand on an experience or create an entirely new setting. Viewing content on the device network is possible from any angle. Additionally, realistic experiences can be improved by immersive technology by overlaying digital visuals over the user's environment. Through complete seclusion from the outside world and immersion in an electronic medium, this establishes a new reality for the client.

According to a report prepared in 2020 by Gartner, immersive experiences are a technological trend that withholds potential to radically change the sector, with new models and processes able to amplify human capabilities.

Market Dynamics:

Driver:

Immersing games and entertainment

Immersion technology has developed into location-based entertainment experiences in the entertainment industry. VR and AR are being incorporated into attractions at theme parks and entertainment venues to give guests unique experiences. Additionally, the adoption of VR by eSports has created new opportunities for competitive gaming in virtual environments. An increase in cross-platform gaming, which enables players with various VR headsets to communicate within the same virtual environment, is another indicator of this growth.

Restraint:

High starting prices

One major barrier to entry in the immersive technology market is still the cost of entry. Adoption of high-quality VR headsets and AR devices can be constrained by their cost, particularly for consumers and small businesses. Moreover, upgrades to the hardware as well as software and accessories come at extra expense. Since many potential users may be turned off by these expensive initial costs, market expansion may be slowed, especially in price-sensitive markets.

Opportunity:

Technological progress in hardware

Beyond displays, graphics processors, and motion-tracking sensors, immersive technology hardware has advanced. In order to improve VR headset comfort for prolonged use, manufacturers are continuously pushing the limits of weight, ergonomics, and battery life. Furthermore, haptic feedback and technological advancements improve immersion by allowing users to experience physical sensations in virtual environments. By enabling standalone VR and AR devices, these hardware advancements are also lessening the need for external computers or consoles.

Threat:

Data security and privacy concerns

Personal data and biometric information gathered by immersive technology devices and applications may be misused, raising privacy concerns. The considerable quantity of private data that these technologies collect increases the risk of misuse, breaches, and illegal access to data. However, to allay these worries and preserve user confidence, stronger encryption, more open data policies, and stricter policies are necessary.

COVID-19 Impact:

The market for immersive technology was affected by the COVID-19 pandemic in a complicated way. At first, lower consumer spending and supply chain disruptions caused problems for the market. The adoption of immersive technology for telehealth, virtual events, remote work, and distance learning was nevertheless expedited by the pandemic. Moreover, the heightened need for immersive solutions in these domains stimulated investments and innovations, thereby laying the groundwork for sustained expansion. The global health crisis underscored the importance of immersive technology in mitigating the obstacles of a geographically remote and isolated world, thereby creating novel prospects for its utilization across diverse industries.

The Training & Learning segment is expected to be the largest during the forecast period

The training and learning segment has the largest market share. It covers a broad spectrum of applications, including specialized skill development, corporate training, and educational institutions. The training and learning industry has seen a notable increase in the use of immersive technology, such as virtual reality (VR) and augmented reality (AR), which provide dynamic and captivating experiences that improve knowledge retention and skill development. Additionally, it is a crucial and growing market niche within immersive technology, encompassing applications like medical training, educational simulations, virtual classrooms, and vocational skill development.

The Healthcare segment is expected to have the highest CAGR during the forecast period

The healthcare industry has seen the highest CAGR. Immersion technology has revolutionized patient care, medical education, and telemedicine. Examples of this technology include virtual reality (VR) and augmented reality (AR). Immersion technology has become widely used in the healthcare industry for telehealth consultations, pain management, surgical simulations, and therapeutic interventions. Moreover, the healthcare sector is a key area for innovation and growth in the immersive technology market because of its increasing emphasis on patient-centric care, affordable training, and medical advancements.

Region with largest share:

North America holds the largest market share in the market, due to the adoption and advancement of immersive technology. The area has significant investments in R&D, a thriving ecosystem of tech companies, and a significant number of VR and AR startups. Key industry players, broad application in industries like healthcare, education, gaming, and enterprise, and a tech-savvy customer base are all factors that contribute to its dominant position.

Region with highest CAGR:

The immersive technology market has shown the highest CAGR in the Asia-Pacific region, owing to the region's sizable and technologically literate populace, rising investments in cutting-edge technologies, and the adoption of immersive solutions in a variety of sectors, such as manufacturing, gaming, and education, are all responsible for this quick growth. As a result of the Asia-Pacific region's leadership in immersive technology innovation countries like China, Japan, and South Korea and the region's rapidly expanding middle class and rising demand for immersive experiences, the market is expected to grow significantly in the coming years.

Key players in the market

Some of the key players in Immersive Technology market include: Lockheed Martin Corporation, Google LLC, Acer Inc., FAAC Incorporated, CM Labs Simulations Inc., HTC Corporation, Varjo Technologies, Immersive Technologies Pty Limited, Zeality Inc, EON Reality Inc., Atheer Inc., Sony Corporation, Oculus (Facebook Technologies, LLC.), Samsung Group, AVEVA Group PLC, HCL Technologies Limited, Honeywell International Inc., NCTech Limited, Blippar Ltd. and Magic Leap Inc.

Key Developments:

In October 2023, CM Labs Simulations has unveiled the Intellia Instructor, a software program serving as a component of a next-generation training management system. Intellia Instructor works in concert with CM Labs suite of Training Packs and Vortex Training Simulators to provide a methodology for organizations in the Construction and Utilities market.

In June 2023, Honeywell International Inc. HON has entered into a definitive agreement to acquire heads-up-display (HUD) assets of Swedish aerospace and defense company Saab Technology. The financial terms of the transaction are kept under wraps. The HUD system reduces the workload for pilots, helps them with increased situational awareness and increases flight safety.

In March 2023, Varjo Technologies and Leonardo have announced today that they are joining forces to enhance the capability of Leonardo's aircraft training devices through industry-leading mixed reality technology from Varjo. This agreement continues to strengthen and improve Leonardo's capabilities in the Simulation and Training domain.

Components Covered:

  • Hardware
  • Software/Platform
  • Services
  • Other Components

Technologies Covered:

  • Mixed Reality (MR)
  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • 360 Film
  • Other Technologies

Applications Covered:

  • Training & Learning
  • Emergency Services
  • Product Development
  • Sales & Marketing
  • Remote Collaboration
  • Visualization
  • Promotion & Advertising
  • Remote Assistance
  • Content Creation
  • Metaverse
  • Other Applications

End Users Covered:

  • Healthcare
  • Retail & Ecommerce
  • Education
  • Construction
  • Media & Entertainment
  • Gaming
  • Manufacturing
  • Aerospace & Defense
  • Automotive
  • Energy
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Immersive Technology Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
    • 5.2.1 Head-Mounted Display (HMD)
    • 5.2.2 Gesture Tracking Devices (GTD)
    • 5.2.3 Projectors & Display Walls (PDW)
  • 5.3 Software/Platform
  • 5.4 Services
    • 5.4.1 Professional
    • 5.4.2 Managed
  • 5.5 Other Components

6 Global Immersive Technology Market, By Technology

  • 6.1 Introduction
  • 6.2 Mixed Reality (MR)
  • 6.3 Virtual Reality (VR)
  • 6.4 Augmented Reality (AR)
  • 6.5 360 Film
  • 6.6 Other Technologies

7 Global Immersive Technology Market, By Application

  • 7.1 Introduction
  • 7.2 Training & Learning
  • 7.3 Emergency Services
  • 7.4 Product Development
  • 7.5 Sales & Marketing
  • 7.6 Remote Collaboration
  • 7.7 Visualization
  • 7.8 Promotion & Advertising
  • 7.9 Remote Assistance
  • 7.10 Content Creation
  • 7.11 Metaverse
  • 7.12 Other Applications

8 Global Immersive Technology Market, By End User

  • 8.1 Introduction
  • 8.2 Healthcare
  • 8.3 Retail & Ecommerce
  • 8.4 Education
  • 8.5 Construction
  • 8.6 Media & Entertainment
  • 8.7 Gaming
  • 8.8 Manufacturing
  • 8.9 Aerospace & Defense
  • 8.10 Automotive
  • 8.11 Energy
  • 8.12 Other End Users

9 Global Immersive Technology Market, By Geography

  • 9.1 Introduction
  • 9.2 North America
    • 9.2.1 US
    • 9.2.2 Canada
    • 9.2.3 Mexico
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 UK
    • 9.3.3 Italy
    • 9.3.4 France
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 Australia
    • 9.4.5 New Zealand
    • 9.4.6 South Korea
    • 9.4.7 Rest of Asia Pacific
  • 9.5 South America
    • 9.5.1 Argentina
    • 9.5.2 Brazil
    • 9.5.3 Chile
    • 9.5.4 Rest of South America
  • 9.6 Middle East & Africa
    • 9.6.1 Saudi Arabia
    • 9.6.2 UAE
    • 9.6.3 Qatar
    • 9.6.4 South Africa
    • 9.6.5 Rest of Middle East & Africa

10 Key Developments

  • 10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 10.2 Acquisitions & Mergers
  • 10.3 New Product Launch
  • 10.4 Expansions
  • 10.5 Other Key Strategies

11 Company Profiling

  • 11.1 Lockheed Martin Corporation
  • 11.2 Google LLC
  • 11.3 Acer Inc.
  • 11.4 FAAC Incorporated
  • 11.5 CM Labs Simulations Inc.
  • 11.6 HTC Corporation
  • 11.7 Varjo Technologies
  • 11.8 Immersive Technologies Pty Limited
  • 11.9 Zeality Inc
  • 11.10 EON Reality Inc.
  • 11.11 Atheer Inc.
  • 11.12 Sony Corporation
  • 11.13 Oculus (Facebook Technologies, LLC.)
  • 11.14 Samsung Group
  • 11.15 AVEVA Group PLC
  • 11.16 HCL Technologies Limited
  • 11.17 Honeywell International Inc.
  • 11.18 NCTech Limited
  • 11.19 Blippar Ltd.
  • 11.20 Magic Leap Inc.

List of Tables

  • Table 1 Global Immersive Technology Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Immersive Technology Market Outlook, By Component (2021-2030) ($MN)
  • Table 3 Global Immersive Technology Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 4 Global Immersive Technology Market Outlook, By Head-Mounted Display (HMD) (2021-2030) ($MN)
  • Table 5 Global Immersive Technology Market Outlook, By Gesture Tracking Devices (GTD) (2021-2030) ($MN)
  • Table 6 Global Immersive Technology Market Outlook, By Projectors & Display Walls (PDW) (2021-2030) ($MN)
  • Table 7 Global Immersive Technology Market Outlook, By Software/Platform (2021-2030) ($MN)
  • Table 8 Global Immersive Technology Market Outlook, By Services (2021-2030) ($MN)
  • Table 9 Global Immersive Technology Market Outlook, By Professional (2021-2030) ($MN)
  • Table 10 Global Immersive Technology Market Outlook, By Managed (2021-2030) ($MN)
  • Table 11 Global Immersive Technology Market Outlook, By Other Components (2021-2030) ($MN)
  • Table 12 Global Immersive Technology Market Outlook, By Technology (2021-2030) ($MN)
  • Table 13 Global Immersive Technology Market Outlook, By Mixed Reality (MR) (2021-2030) ($MN)
  • Table 14 Global Immersive Technology Market Outlook, By Virtual Reality (VR) (2021-2030) ($MN)
  • Table 15 Global Immersive Technology Market Outlook, By Augmented Reality (AR) (2021-2030) ($MN)
  • Table 16 Global Immersive Technology Market Outlook, By 360 Film (2021-2030) ($MN)
  • Table 17 Global Immersive Technology Market Outlook, By Other Technologies (2021-2030) ($MN)
  • Table 18 Global Immersive Technology Market Outlook, By Application (2021-2030) ($MN)
  • Table 19 Global Immersive Technology Market Outlook, By Training & Learning (2021-2030) ($MN)
  • Table 20 Global Immersive Technology Market Outlook, By Emergency Services (2021-2030) ($MN)
  • Table 21 Global Immersive Technology Market Outlook, By Product Development (2021-2030) ($MN)
  • Table 22 Global Immersive Technology Market Outlook, By Sales & Marketing (2021-2030) ($MN)
  • Table 23 Global Immersive Technology Market Outlook, By Remote Collaboration (2021-2030) ($MN)
  • Table 24 Global Immersive Technology Market Outlook, By Visualization (2021-2030) ($MN)
  • Table 25 Global Immersive Technology Market Outlook, By Promotion & Advertising (2021-2030) ($MN)
  • Table 26 Global Immersive Technology Market Outlook, By Remote Assistance (2021-2030) ($MN)
  • Table 27 Global Immersive Technology Market Outlook, By Content Creation (2021-2030) ($MN)
  • Table 28 Global Immersive Technology Market Outlook, By Metaverse (2021-2030) ($MN)
  • Table 29 Global Immersive Technology Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 30 Global Immersive Technology Market Outlook, By End User (2021-2030) ($MN)
  • Table 31 Global Immersive Technology Market Outlook, By Healthcare (2021-2030) ($MN)
  • Table 32 Global Immersive Technology Market Outlook, By Retail & Ecommerce (2021-2030) ($MN)
  • Table 33 Global Immersive Technology Market Outlook, By Education (2021-2030) ($MN)
  • Table 34 Global Immersive Technology Market Outlook, By Construction (2021-2030) ($MN)
  • Table 35 Global Immersive Technology Market Outlook, By Media & Entertainment (2021-2030) ($MN)
  • Table 36 Global Immersive Technology Market Outlook, By Gaming (2021-2030) ($MN)
  • Table 37 Global Immersive Technology Market Outlook, By Manufacturing (2021-2030) ($MN)
  • Table 38 Global Immersive Technology Market Outlook, By Aerospace & Defense (2021-2030) ($MN)
  • Table 39 Global Immersive Technology Market Outlook, By Automotive (2021-2030) ($MN)
  • Table 40 Global Immersive Technology Market Outlook, By Energy (2021-2030) ($MN)
  • Table 41 Global Immersive Technology Market Outlook, By Other End Users (2021-2030) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.