Immersive Entertainment Market

Global 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 Regional Outlook and Forecast, 2023 - 2030

Report Id: KBV-19708 Publication Date: January-2024 Number of Pages: 242
2022
USD 81.5 Billion
2030
USD 419.5 Billion
CAGR
23.1%
Historical Data
2019 to 2021
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Immersive Entertainment Market, by Technology
1.4.2 Global Immersive Entertainment Market, by Application
1.4.3 Global Immersive Entertainment Market, by Geography
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. Global Immersive Entertainment Market, by Technology
5.1 Global Virtual Reality (VR) Market, by Region
5.2 Global Augmented Reality (AR) Market, by Region
5.3 Global Mixed Reality (MR) Market, by Region
5.4 Global Others Market, by Region

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

Chapter 7. Global Immersive Entertainment Market, by Region
7.1 North America Immersive Entertainment Market
7.1.1 North America Immersive Entertainment Market, by Technology
7.1.1.1 North America Virtual Reality (VR) Market, by Country
7.1.1.2 North America Augmented Reality (AR) Market, by Country
7.1.1.3 North America Mixed Reality (MR) Market, by Country
7.1.1.4 North America Others Market, by Country
7.1.2 North America Immersive Entertainment Market, by Application
7.1.2.1 North America Gaming Market, by Country
7.1.2.2 North America Music & Concerts Market, by Country
7.1.2.3 North America Immersive Theater Market, by Country
7.1.2.4 North America Arcade Studios Market, by Country
7.1.2.5 North America Live Events Market, by Country
7.1.2.6 North America Sports Market, by Country
7.1.2.7 North America Museum & Cultural Experiences Market, by Country
7.1.2.8 North America Others Market, by Country
7.1.3 North America Immersive Entertainment Market, by Country
7.1.3.1 US Immersive Entertainment Market
7.1.3.1.1 US Immersive Entertainment Market, by Technology
7.1.3.1.2 US Immersive Entertainment Market, by Application
7.1.3.2 Canada Immersive Entertainment Market
7.1.3.2.1 Canada Immersive Entertainment Market, by Technology
7.1.3.2.2 Canada Immersive Entertainment Market, by Application
7.1.3.3 Mexico Immersive Entertainment Market
7.1.3.3.1 Mexico Immersive Entertainment Market, by Technology
7.1.3.3.2 Mexico Immersive Entertainment Market, by Application
7.1.3.4 Rest of North America Immersive Entertainment Market
7.1.3.4.1 Rest of North America Immersive Entertainment Market, by Technology
7.1.3.4.2 Rest of North America Immersive Entertainment Market, by Application
7.2 Europe Immersive Entertainment Market
7.2.1 Europe Immersive Entertainment Market, by Technology
7.2.1.1 Europe Virtual Reality (VR) Market, by Country
7.2.1.2 Europe Augmented Reality (AR) Market, by Country
7.2.1.3 Europe Mixed Reality (MR) Market, by Country
7.2.1.4 Europe Others Market, by Country
7.2.2 Europe Immersive Entertainment Market, by Application
7.2.2.1 Europe Gaming Market, by Country
7.2.2.2 Europe Music & Concerts Market, by Country
7.2.2.3 Europe Immersive Theater Market, by Country
7.2.2.4 Europe Arcade Studios Market, by Country
7.2.2.5 Europe Live Events Market, by Country
7.2.2.6 Europe Sports Market, by Country
7.2.2.7 Europe Museum & Cultural Experiences Market, by Country
7.2.2.8 Europe Others Market, by Country
7.2.3 Europe Immersive Entertainment Market, by Country
7.2.3.1 Germany Immersive Entertainment Market
7.2.3.1.1 Germany Immersive Entertainment Market, by Technology
7.2.3.1.2 Germany Immersive Entertainment Market, by Application
7.2.3.2 UK Immersive Entertainment Market
7.2.3.2.1 UK Immersive Entertainment Market, by Technology
7.2.3.2.2 UK Immersive Entertainment Market, by Application
7.2.3.3 France Immersive Entertainment Market
7.2.3.3.1 France Immersive Entertainment Market, by Technology
7.2.3.3.2 France Immersive Entertainment Market, by Application
7.2.3.4 Russia Immersive Entertainment Market
7.2.3.4.1 Russia Immersive Entertainment Market, by Technology
7.2.3.4.2 Russia Immersive Entertainment Market, by Application
7.2.3.5 Spain Immersive Entertainment Market
7.2.3.5.1 Spain Immersive Entertainment Market, by Technology
7.2.3.5.2 Spain Immersive Entertainment Market, by Application
7.2.3.6 Italy Immersive Entertainment Market
7.2.3.6.1 Italy Immersive Entertainment Market, by Technology
7.2.3.6.2 Italy Immersive Entertainment Market, by Application
7.2.3.7 Rest of Europe Immersive Entertainment Market
7.2.3.7.1 Rest of Europe Immersive Entertainment Market, by Technology
7.2.3.7.2 Rest of Europe Immersive Entertainment Market, by Application
7.3 Asia Pacific Immersive Entertainment Market
7.3.1 Asia Pacific Immersive Entertainment Market, by Technology
7.3.1.1 Asia Pacific Virtual Reality (VR) Market, by Country
7.3.1.2 Asia Pacific Augmented Reality (AR) Market, by Country
7.3.1.3 Asia Pacific Mixed Reality (MR) Market, by Country
7.3.1.4 Asia Pacific Others Market, by Country
7.3.2 Asia Pacific Immersive Entertainment Market, by Application
7.3.2.1 Asia Pacific Gaming Market, by Country
7.3.2.2 Asia Pacific Music & Concerts Market, by Country
7.3.2.3 Asia Pacific Immersive Theater Market, by Country
7.3.2.4 Asia Pacific Arcade Studios Market, by Country
7.3.2.5 Asia Pacific Live Events Market, by Country
7.3.2.6 Asia Pacific Sports Market, by Country
7.3.2.7 Asia Pacific Museum & Cultural Experiences Market, by Country
7.3.2.8 Asia Pacific Others Market, by Country
7.3.3 Asia Pacific Immersive Entertainment Market, by Country
7.3.3.1 China Immersive Entertainment Market
7.3.3.1.1 China Immersive Entertainment Market, by Technology
7.3.3.1.2 China Immersive Entertainment Market, by Application
7.3.3.2 Japan Immersive Entertainment Market
7.3.3.2.1 Japan Immersive Entertainment Market, by Technology
7.3.3.2.2 Japan Immersive Entertainment Market, by Application
7.3.3.3 India Immersive Entertainment Market
7.3.3.3.1 India Immersive Entertainment Market, by Technology
7.3.3.3.2 India Immersive Entertainment Market, by Application
7.3.3.4 South Korea Immersive Entertainment Market
7.3.3.4.1 South Korea Immersive Entertainment Market, by Technology
7.3.3.4.2 South Korea Immersive Entertainment Market, by Application
7.3.3.5 Singapore Immersive Entertainment Market
7.3.3.5.1 Singapore Immersive Entertainment Market, by Technology
7.3.3.5.2 Singapore Immersive Entertainment Market, by Application
7.3.3.6 Malaysia Immersive Entertainment Market
7.3.3.6.1 Malaysia Immersive Entertainment Market, by Technology
7.3.3.6.2 Malaysia Immersive Entertainment Market, by Application
7.3.3.7 Rest of Asia Pacific Immersive Entertainment Market
7.3.3.7.1 Rest of Asia Pacific Immersive Entertainment Market, by Technology
7.3.3.7.2 Rest of Asia Pacific Immersive Entertainment Market, by Application
7.4 LAMEA Immersive Entertainment Market
7.4.1 LAMEA Immersive Entertainment Market, by Technology
7.4.1.1 LAMEA Virtual Reality (VR) Market, by Country
7.4.1.2 LAMEA Augmented Reality (AR) Market, by Country
7.4.1.3 LAMEA Mixed Reality (MR) Market, by Country
7.4.1.4 LAMEA Others Market, by Country
7.4.2 LAMEA Immersive Entertainment Market, by Application
7.4.2.1 LAMEA Gaming Market, by Country
7.4.2.2 LAMEA Music & Concerts Market, by Country
7.4.2.3 LAMEA Immersive Theater Market, by Country
7.4.2.4 LAMEA Arcade Studios Market, by Country
7.4.2.5 LAMEA Live Events Market, by Country
7.4.2.6 LAMEA Sports Market, by Country
7.4.2.7 LAMEA Museum & Cultural Experiences Market, by Country
7.4.2.8 LAMEA Others Market, by Country
7.4.3 LAMEA Immersive Entertainment Market, by Country
7.4.3.1 Brazil Immersive Entertainment Market
7.4.3.1.1 Brazil Immersive Entertainment Market, by Technology
7.4.3.1.2 Brazil Immersive Entertainment Market, by Application
7.4.3.2 Argentina Immersive Entertainment Market
7.4.3.2.1 Argentina Immersive Entertainment Market, by Technology
7.4.3.2.2 Argentina Immersive Entertainment Market, by Application
7.4.3.3 UAE Immersive Entertainment Market
7.4.3.3.1 UAE Immersive Entertainment Market, by Technology
7.4.3.3.2 UAE Immersive Entertainment Market, by Application
7.4.3.4 Saudi Arabia Immersive Entertainment Market
7.4.3.4.1 Saudi Arabia Immersive Entertainment Market, by Technology
7.4.3.4.2 Saudi Arabia Immersive Entertainment Market, by Application
7.4.3.5 South Africa Immersive Entertainment Market
7.4.3.5.1 South Africa Immersive Entertainment Market, by Technology
7.4.3.5.2 South Africa Immersive Entertainment Market, by Application
7.4.3.6 Nigeria Immersive Entertainment Market
7.4.3.6.1 Nigeria Immersive Entertainment Market, by Technology
7.4.3.6.2 Nigeria Immersive Entertainment Market, by Application
7.4.3.7 Rest of LAMEA Immersive Entertainment Market
7.4.3.7.1 Rest of LAMEA Immersive Entertainment Market, by Technology
7.4.3.7.2 Rest of LAMEA 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:

Chapter 9. Winning Imperatives for Immersive Entertainment Market
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