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Europe Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology, By Application (Gaming, Music & Concerts, Immersive Theater, Arcade Studios, Live Events, Sports, Museum & Cultural Experiences and Others), By Country and Growth Forecast, 2023 - 2030

Published Date : 19-Jan-2024

Pages: 127

Formats: PDF

The Europe Immersive Entertainment Market would witness market growth of 22.9% CAGR during the forecast period (2023-2030).

The rise of location-based entertainment (LBE), where immersive technologies are used to create unique experiences in physical venues like theme parks and entertainment centers, is anticipated to boost market growth. LBE has been influential in expanding the market by offering consumers innovative and interactive experiences beyond the conventional home environment, which is expected to drive market development over the forecast period.

VR has grown in popularity, transforming how users consume content and interact with virtual environments. The development of high-quality VR headsets and the proliferation of VR content across various industries, from gaming to education, has propelled this technology into the mainstream. As hardware becomes more available and affordable, the VR trend is set to continue its upward trajectory. AR has found applications in gaming, marketing, and everyday experiences. The success of AR-powered mobile apps like Pokémon Go has demonstrated the mass appeal of this technology. As AR hardware evolves and becomes more sophisticated, its integration into this form of entertainment experiences is expected to diversify.

According to the UK government's Office for National Statistics, people's median disposable income reached £32,300. In contrast to a longer-term gain of 1.7% per year over the ten years preceding 2022 (FYE 2013 to FYE 2022), the median household disposable income climbed by an average of 0.7% per year between FYE 2020 and FYE 2022. Rising disposable income contributes to the success of subscription-based models for premium immersive content. Consumers may subscribe to premium VR content services, unlocking exclusive, high-quality experiences. Due to the aforementioned factors the market growth will drive in this region.

The Germany market dominated the Europe Immersive Entertainment Market, by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $25,219.6 Million by 2030. The UK market is exhibiting a CAGR of 21.7% during (2023 - 2030). Additionally, The France market would experience a CAGR of 23.8% during (2023 - 2030).

Free Valuable Insights: The Global Immersive Entertainment Market will Hit $419.5 Billion by 2030, at a CAGR of 23.1%

Based on Technology, the market is segmented into Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) and Others. Based on Application, the market is segmented into Gaming, Music & Concerts, Immersive Theater, Arcade Studios, Live Events, Sports, Museum & Cultural Experiences and Others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

List of Key Companies Profiled

  • Meta Platforms, Inc. (Meta)
  • Microsoft Corporation
  • HTC Corporation
  • Barco NV
  • Magic Leap, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Apple, Inc.
  • Sony Corporation
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Unity Software, Inc.

Europe Immersive Entertainment Market Report Segmentation

By Technology

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

By Application

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

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Immersive Entertainment Market, by Technology
1.4.2 Europe Immersive Entertainment Market, by Application
1.4.3 Europe Immersive Entertainment Market, by Country
1.5 Methodology for the research

Chapter 2. Market at a Glance
2.1 Key Highlights

Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints

Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Top Winning Strategies
4.3.1 Key Leading Strategies: Percentage Distribution (2019-2023)
4.3.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2019, May – 2023, Dec) Leading Players
4.4 Porter Five Forces Analysis

Chapter 5. Europe Immersive Entertainment Market, by Technology
5.1 Europe Virtual Reality (VR) Market, by Country
5.2 Europe Augmented Reality (AR) Market, by Country
5.3 Europe Mixed Reality (MR) Market, by Country
5.4 Europe Others Market, by Country

Chapter 6. Europe Immersive Entertainment Market, by Application
6.1 Europe Gaming Market, by Country
6.2 Europe Music & Concerts Market, by Country
6.3 Europe Immersive Theater Market, by Country
6.4 Europe Arcade Studios Market, by Country
6.5 Europe Live Events Market, by Country
6.6 Europe Sports Market, by Country
6.7 Europe Museum & Cultural Experiences Market, by Country
6.8 Europe Others Market, by Country

Chapter 7. Europe Immersive Entertainment Market, by Country
7.1 Germany Immersive Entertainment Market
7.1.1 Germany Immersive Entertainment Market, by Technology
7.1.2 Germany Immersive Entertainment Market, by Application
7.2 UK Immersive Entertainment Market
7.2.1 UK Immersive Entertainment Market, by Technology
7.2.2 UK Immersive Entertainment Market, by Application
7.3 France Immersive Entertainment Market
7.3.1 France Immersive Entertainment Market, by Technology
7.3.2 France Immersive Entertainment Market, by Application
7.4 Russia Immersive Entertainment Market
7.4.1 Russia Immersive Entertainment Market, by Technology
7.4.2 Russia Immersive Entertainment Market, by Application
7.5 Spain Immersive Entertainment Market
7.5.1 Spain Immersive Entertainment Market, by Technology
7.5.2 Spain Immersive Entertainment Market, by Application
7.6 Italy Immersive Entertainment Market
7.6.1 Italy Immersive Entertainment Market, by Technology
7.6.2 Italy Immersive Entertainment Market, by Application
7.7 Rest of Europe Immersive Entertainment Market
7.7.1 Rest of Europe Immersive Entertainment Market, by Technology
7.7.2 Rest of Europe Immersive Entertainment Market, by Application

Chapter 8. Company Profiles
8.1 Meta Platforms, Inc. (Meta)
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Segment and Regional Analysis
8.1.4 Research & Development Expense
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Product Launches and Product Expansions:
8.1.6 SWOT Analysis
8.2 HTC Corporation
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Regional Analysis
8.2.4 Research & Development Expense
8.2.5 Recent strategies and developments:
8.2.5.1 Product Launches and Product Expansions:
8.2.6 SWOT Analysis
8.3 Samsung Electronics Co., Ltd. (Samsung Group)
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental and Regional Analysis
8.3.4 Recent strategies and developments:
8.3.4.1 Partnerships, Collaborations, and Agreements:
8.3.5 SWOT Analysis
8.4 Sony Corporation
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expenses
8.4.5 Recent strategies and developments:
8.4.5.1 Product Launches and Product Expansions:
8.4.6 SWOT Analysis
8.5 Qualcomm Incorporated (Qualcomm Technologies, Inc.)
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Segmental and Regional Analysis
8.5.4 Research & Development Expense
8.5.5 Recent strategies and developments:
8.5.5.1 Product Launches and Product Expansions:
8.5.6 SWOT Analysis
8.6 Microsoft Corporation
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Segmental and Regional Analysis
8.6.4 Research & Development Expenses
8.6.5 Recent strategies and developments:
8.6.5.1 Partnerships, Collaborations, and Agreements:
8.6.5.2 Product Launches and Product Expansions:
8.6.5.3 Acquisition and Mergers:
8.6.6 SWOT Analysis
8.7 Barco NV
8.7.1 Company Overview
8.7.2 Financial Analysis
8.7.3 Segmental and Regional Analysis
8.7.4 Research & Development Expense
8.7.5 Recent strategies and developments:
8.7.5.1 Partnerships, Collaborations, and Agreements:
8.8 Magic Leap, Inc.
8.8.1 Company Overview
8.8.2 Recent strategies and developments:
8.8.2.1 Product Launches and Product Expansions:
8.8.3 SWOT Analysis
8.9 Apple, Inc.
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Regional Analysis
8.9.4 Research & Development Expense
8.9.5 Recent strategies and developments:
8.9.5.1 Product Launches and Product Expansions:
8.9.6 SWOT Analysis
8.10. Unity Software, Inc.
8.10.1 Company Overview
8.10.2 Financial Analysis
8.10.3 Regional Analysis
8.10.4 Research & Development Expenses
8.10.5 Recent strategies and developments:
8.10.5.1 Partnerships, Collaborations, and Agreements:
TABLE 1 Europe Immersive Entertainment Market, 2019 - 2022, USD Million
TABLE 2 Europe Immersive Entertainment Market, 2023 - 2030, USD Million
TABLE 3 Partnerships, Collaborations and Agreements– Immersive Entertainment Market
TABLE 4 Product Launches And Product Expansions– Immersive Entertainment Market
TABLE 5 Acquisition and Mergers– Immersive Entertainment Market
TABLE 6 Europe Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
TABLE 7 Europe Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
TABLE 8 Europe Virtual Reality (VR) Market, by Country, 2019 - 2022, USD Million
TABLE 9 Europe Virtual Reality (VR) Market, by Country, 2023 - 2030, USD Million
TABLE 10 Europe Augmented Reality (AR) Market, by Country, 2019 - 2022, USD Million
TABLE 11 Europe Augmented Reality (AR) Market, by Country, 2023 - 2030, USD Million
TABLE 12 Europe Mixed Reality (MR) Market, by Country, 2019 - 2022, USD Million
TABLE 13 Europe Mixed Reality (MR) Market, by Country, 2023 - 2030, USD Million
TABLE 14 Europe Others Market, by Country, 2019 - 2022, USD Million
TABLE 15 Europe Others Market, by Country, 2023 - 2030, USD Million
TABLE 16 Europe Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
TABLE 17 Europe Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
TABLE 18 Europe Gaming Market, by Country, 2019 - 2022, USD Million
TABLE 19 Europe Gaming Market, by Country, 2023 - 2030, USD Million
TABLE 20 Europe Music & Concerts Market, by Country, 2019 - 2022, USD Million
TABLE 21 Europe Music & Concerts Market, by Country, 2023 - 2030, USD Million
TABLE 22 Europe Immersive Theater Market, by Country, 2019 - 2022, USD Million
TABLE 23 Europe Immersive Theater Market, by Country, 2023 - 2030, USD Million
TABLE 24 Europe Arcade Studios Market, by Country, 2019 - 2022, USD Million
TABLE 25 Europe Arcade Studios Market, by Country, 2023 - 2030, USD Million
TABLE 26 Europe Live Events Market, by Country, 2019 - 2022, USD Million
TABLE 27 Europe Live Events Market, by Country, 2023 - 2030, USD Million
TABLE 28 Europe Sports Market, by Country, 2019 - 2022, USD Million
TABLE 29 Europe Sports Market, by Country, 2023 - 2030, USD Million
TABLE 30 Europe Museum & Cultural Experiences Market, by Country, 2019 - 2022, USD Million
TABLE 31 Europe Museum & Cultural Experiences Market, by Country, 2023 - 2030, USD Million
TABLE 32 Europe Others Market, by Country, 2019 - 2022, USD Million
TABLE 33 Europe Others Market, by Country, 2023 - 2030, USD Million
TABLE 34 Europe Immersive Entertainment Market, by Country, 2019 - 2022, USD Million
TABLE 35 Europe Immersive Entertainment Market, by Country, 2023 - 2030, USD Million
TABLE 36 Germany Immersive Entertainment Market, 2019 - 2022, USD Million
TABLE 37 Germany Immersive Entertainment Market, 2023 - 2030, USD Million
TABLE 38 Germany Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
TABLE 39 Germany Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
TABLE 40 Germany Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
TABLE 41 Germany Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
TABLE 42 UK Immersive Entertainment Market, 2019 - 2022, USD Million
TABLE 43 UK Immersive Entertainment Market, 2023 - 2030, USD Million
TABLE 44 UK Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
TABLE 45 UK Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
TABLE 46 UK Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
TABLE 47 UK Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
TABLE 48 France Immersive Entertainment Market, 2019 - 2022, USD Million
TABLE 49 France Immersive Entertainment Market, 2023 - 2030, USD Million
TABLE 50 France Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
TABLE 51 France Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
TABLE 52 France Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
TABLE 53 France Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
TABLE 54 Russia Immersive Entertainment Market, 2019 - 2022, USD Million
TABLE 55 Russia Immersive Entertainment Market, 2023 - 2030, USD Million
TABLE 56 Russia Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
TABLE 57 Russia Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
TABLE 58 Russia Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
TABLE 59 Russia Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
TABLE 60 Spain Immersive Entertainment Market, 2019 - 2022, USD Million
TABLE 61 Spain Immersive Entertainment Market, 2023 - 2030, USD Million
TABLE 62 Spain Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
TABLE 63 Spain Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
TABLE 64 Spain Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
TABLE 65 Spain Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
TABLE 66 Italy Immersive Entertainment Market, 2019 - 2022, USD Million
TABLE 67 Italy Immersive Entertainment Market, 2023 - 2030, USD Million
TABLE 68 Italy Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
TABLE 69 Italy Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
TABLE 70 Italy Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
TABLE 71 Italy Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
TABLE 72 Rest of Europe Immersive Entertainment Market, 2019 - 2022, USD Million
TABLE 73 Rest of Europe Immersive Entertainment Market, 2023 - 2030, USD Million
TABLE 74 Rest of Europe Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
TABLE 75 Rest of Europe Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
TABLE 76 Rest of Europe Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
TABLE 77 Rest of Europe Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
TABLE 78 Key Information – Meta Platforms, Inc.
TABLE 79 Key Information – HTC Corporation
TABLE 80 Key Information – Samsung Electronics Co., Ltd.
TABLE 81 Key Information – Sony Corporation
TABLE 82 Key Information – Qualcomm Incorporated
TABLE 83 Key Information – Microsoft Corporation
TABLE 84 Key Information – Barco NV
TABLE 85 Key Information – Magic Leap, Inc.
TABLE 86 Key Information – Apple, Inc.
TABLE 87 Key Information – Unity Software, Inc.

List of Figures
FIG 1 Methodology for the research
FIG 2 Europe Immersive Entertainment Market, 2019 - 2030, USD Million
FIG 3 Key Factors Impacting Immersive Entertainment Market
FIG 4 KBV Cardinal Matrix
FIG 5 Key Leading Strategies: Percentage Distribution (2019-2023)
FIG 6 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2019, May – 2023, Dec) Leading Players
FIG 7 Porter’s Five Forces Analysis – Immersive Entertainment Market
FIG 8 Europe Immersive Entertainment Market share, by Technology, 2022
FIG 9 Europe Immersive Entertainment Market share, by Technology, 2030
FIG 10 Europe Immersive Entertainment Market, by Technology, 2019 - 2030, USD Million
FIG 11 Europe Immersive Entertainment Market share, by Application, 2022
FIG 12 Europe Immersive Entertainment Market share, by Application, 2030
FIG 13 Europe Immersive Entertainment Market, by Application, 2019 - 2030, USD Million
FIG 14 Europe Immersive Entertainment Market share, by Country, 2022
FIG 15 Europe Immersive Entertainment Market share, by Country, 2030
FIG 16 Europe Immersive Entertainment Market, by Country, 2019 - 2030, USD Million
FIG 17 Recent strategies and developments: Meta Platforms, Inc.
FIG 18 SWOT Analysis: Meta Platforms, Inc.
FIG 19 SWOT Analysis: HTC Corporation
FIG 20 SWOT Analysis: Samsung Electronics Co., Ltd
FIG 21 SWOT Analysis: Sony Corporation
FIG 22 SWOT Analysis: QUALCOMM Incorporated
FIG 23 Recent strategies and developments: Microsoft Corporation
FIG 24 SWOT Analysis: Microsoft Corporation
FIG 25 SWOT Analysis: Magic Leap, Inc.
FIG 26 SWOT Analysis: Apple, Inc.

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