全球沉浸式娛樂市場研究報告 - 2024 年至 2032 年產業分析、規模、佔有率、成長、趨勢與預測
市場調查報告書
商品編碼
1408974

全球沉浸式娛樂市場研究報告 - 2024 年至 2032 年產業分析、規模、佔有率、成長、趨勢與預測

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個工作天內

價格

全球沉浸式娛樂市場需求預計將從 2022 年的 855.6 億美元增至 2030 年的近 1,280.6 億美元,2023-2030 年研究期間複合CAGR為 5.17%。

沉浸式娛樂是指一種充分吸引觀眾的娛樂形式,創造出引人入勝的互動體驗。其目標是將個人帶入模擬或增強的環境中,刺激多種感官,提供比傳統娛樂形式更真實、更有吸引力的體驗。

市場動態

VR、AR 和沈浸式技術的技術進步發揮關鍵作用,因為這些創新變得更加複雜且易於使用。消費者對獨特和互動娛樂體驗不斷成長的需求進一步推動了市場的發展,特別是在尋求傳統娛樂形式之外的體驗的年輕人群中。遊戲產業是主要推動力,VR 和 AR 的融合增強了遊戲體驗並推動市場擴張。此外,教育、醫療保健和培訓等領域採用沉浸式娛樂也有助於市場的成長,為模擬和專業發展提供了寶貴的工具。內容創作者和娛樂公司正在投資沉浸式體驗,以滿足不斷變化的消費者期望。 VR電影、互動體驗和虛擬音樂會等高品質沉浸式內容的開發提高了觀眾參與度並推動了市場擴張。

研究報告涵蓋波特五力模型、市場吸引力分析和價值鏈分析。這些工具有助於清晰地了解行業結構並評估全球範圍內的競爭吸引力。此外,這些工具也對全球沉浸式娛樂市場的各個細分市場進行了包容性評估。沉浸式娛樂產業的成長和趨勢為本研究提供了整體方法。

區域分析

本節涵蓋區域前景,重點介紹北美、歐洲、亞太地區、拉丁美洲以及中東和非洲沉浸式娛樂市場當前和未來的需求。此外,該報告重點關注所有主要地區各個應用領域的需求、估計和預測。

該研究報告還涵蓋了市場主要參與者的全面概況以及對全球競爭格局的深入了解。沉浸式娛樂市場的主要參與者包括Meta Platforms, Inc.、微軟公司、HTC Corporation、Barco NV、Magic Leap, Inc.、三星電子有限公司、蘋果公司、索尼集團公司、高通技術公司., 統一技術。本節包含競爭格局的整體視圖,包括各種策略發展,例如關鍵併購、未來產能、合作夥伴關係、財務概況、合作、新產品開發、新產品發布和其他發展。

如果您有任何客製化要求,請寫信給我們。我們的研究團隊可以根據您的需求提供客製化報告。

目錄

第1章:前言

  • 報告說明
    • 客觀的
    • 目標受眾
    • 獨特的銷售主張 (USP) 和產品
  • 研究範圍
  • 研究方法論
    • 市場研究過程
    • 市場研究方法論

第 2 章:執行摘要

  • 市場亮點
  • 全球市場概況

第 3 章:沉浸式娛樂 - 產業分析

  • 簡介 - 市場動態
  • 市場促進因素
  • 市場限制
  • 機會
  • 產業動態
  • 波特五力分析
  • 市場吸引力分析
    • 按技術類型分類的市場吸引力分析
    • 市場吸引力分析:依應用分類
    • 市場吸引力分析:按地區

第 4 章:價值鏈分析

  • 價值鏈分析
  • 原料分析
    • 原料清單
    • 原料廠商清單
    • 主要原物料價格走勢
  • 潛在買家名單
  • 行銷管道
    • 直效行銷
    • 間接行銷
    • 行銷通路發展趨勢

第 5 章:全球沉浸式娛樂市場分析:按技術類型

  • 依技術類型概述
  • 歷史和預測數據
  • 依技術類型分析
  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境 (MR)
  • 其他

第 6 章:全球沉浸式娛樂市場分析:按應用分類

  • 概述:按應用
  • 歷史和預測數據
  • 分析:按應用
  • 賭博
  • 現場活動
  • 博物館和文化體驗
  • 音樂和音樂會
  • 運動的
  • 街機工作室
  • 沉浸式劇場
  • 其他

第 7 章:全球沉浸式娛樂市場分析:依地理位置

  • 區域展望
  • 介紹
  • 北美銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 北美按細分市場銷售分析
    • 北美按國家銷售分析
    • 美國銷售分析
    • 加拿大銷售分析
    • 墨西哥銷售分析
  • 歐洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 歐洲按細分市場銷售分析
    • 歐洲按國家銷售分析
    • 英國銷售分析
    • 法國銷售分析
    • 德國銷售分析
    • 義大利銷售分析
    • 俄羅斯銷售分析
    • 歐洲其他地區銷售分析
  • 亞太地區銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 亞太地區按細分市場銷售分析
    • 亞太地區國家/地區銷售分析
    • 中國銷售分析
    • 印度銷售分析
    • 日本銷售分析
    • 韓國銷售分析
    • 澳洲銷售分析
    • 東南亞銷售分析
    • 亞太地區其他地區銷售分析
  • 拉丁美洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 拉丁美洲按細分市場銷售分析
    • 拉丁美洲按國家銷售分析
    • 巴西銷售分析
    • 阿根廷銷售分析
    • 秘魯銷售分析
    • 智利銷售分析
    • 拉丁美洲其他地區銷售分析
  • 中東和非洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 中東和非洲按細分市場銷售分析
    • 中東和非洲國家銷售分析
    • 沙烏地阿拉伯銷售分析
    • 阿拉伯聯合大公國銷售分析
    • 以色列銷售分析
    • 南非銷售分析
    • 中東其他地區和非洲銷售分析

第 8 章:沉浸式娛樂公司的競爭格局

  • 沉浸式娛樂市場競爭
  • 夥伴關係/協作/協議
  • 併購
  • 新產品發布
  • 其他發展

第 9 章:公司簡介

  • 頂級公司市佔率分析
  • 市場集中度
  • Meta Platforms Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Microsoft Corporation
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • HTC Corporation
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Barco NV
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Magic Leap Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Samsung Electronics Co. Ltd.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Apple Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Sony Group Corporation
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Qualcomm Technologies Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Unity Technologies
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展

注意 - 在公司概況中,財務詳細資訊和近期發展視情況而定,或者如果是私人公司,則可能不包括在內

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.