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Global Immersive Entertainment Market to reach USD XX billion by the end of 2030

Global Immersive Entertainment Market Size study & Forecast, 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), and Regional Analysis, 2023-2030

Product Code: ICTNGT-17251181
Publish Date: 10-03-2024
Page: 200

Global Immersive Entertainment Market is valued approximately at USD XX billion in 2022 and is anticipated to grow with a healthy growth rate of more than XX% over the forecast period 2023-2030. The immersive entertainment market encompasses a broad range of industries and technologies that aim to provide users with highly engaging and interactive experiences that blur the lines between the physical and digital worlds. This market includes various forms of entertainment, such as virtual reality (VR), augmented reality (AR), mixed reality (MR), 360-degree video, immersive gaming, and interactive media experiences. Key components of the immersive entertainment market include hardware devices such as VR headsets, AR glasses, motion controllers, and haptic feedback devices, as well as software applications, games, simulations and content creation tools tailored for immersive experiences. The market growth is driven by key factors such as innovations and development in technology such as VR & AR, and demand for improved entertainment experiences.

As per Statista, user base for AR and VR devices remains relatively small, with growth expectations until 2027 not reaching a level that would position mixed reality as the dominant computing platform in the near term. This year, it’s estimated that 98 million individuals will be utilizing VR hardware, while 23 million will be engaging with more sophisticated AR technology. However, by 2027, both AR and VR are anticipated to exceed 100 million users globally. Furthermore, the entertainment industry has experienced a significant surge due to the pandemic. With widespread lockdowns and social distancing measures, people turned to entertainment as a primary source of comfort and distraction. Binge-watching became a prevalent activity as individuals sought solace and relief from feelings of isolation and melancholy. Research conducted by the National Library of Medicine revealed that a staggering 73.7% of respondents noted a substantial uptick in their consumption of TV and internet content. Moreover, adults aged 18 and above reported experiencing heightened levels of psychological distress, with percentages rising from 20.8% to 29.5%. Additionally, the prevalence of sleep disturbances ranged between 20.2% and 24.7%, underscoring the profound impact of the pandemic on mental well-being. As a result, the entertainment industry saw increased demand and engagement as people sought refuge and diversion during challenging times. However, lack of awareness stifles market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Immersive Entertainment Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominated the regional market in 2022 with largest revenue share due to concentration of major companies and start-ups within the region, contributing to its economic stronghold in the market. Along with this, Asia Pacific is expected to be the fastest growing region owing to many companies within the market are actively engaged in expanding their market presence to reach a broader customer base and reinforce their position in the industry.

Major market player included in this report are:
Qualcomm Technologies, Inc.
Meta Platforms, Inc.
Microsoft Corporation
HTC Corporation
Barco NV
Magic Leap, Inc.
Samsung Electronics Co., Ltd.
Apple Inc.
Sony Group Corporation
Unity Technologies
Recent Developments in the Market:
Ø NA
Global Immersive Entertainment Market Report Scope:
ü Historical Data – 2020 – 2021
ü Base Year for Estimation – 2022
ü Forecast period – 2023-2030
ü Report Coverage – Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
ü Segments Covered – Technology, Application, Region
ü Regional Scope – North America; Europe; Asia Pacific; Latin America; Middle East & Africa
ü Customization Scope – Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Technology:

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

By Region:

North America
U.S.
Canada

Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC

Latin America
Brazil
Mexico

Middle East & Africa
Saudi Arabia
South Africa
Rest of Middle East & Africa

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
1.2.1. Immersive Entertainment Market, by region, 2020-2030 (USD Billion)
1.2.2. Immersive Entertainment Market, by Technology, 2020-2030 (USD Billion)
1.2.3. Immersive Entertainment Market, by Application, 2020-2030 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Immersive Entertainment Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Industry Evolution
2.2.2. Scope of the Study
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Immersive Entertainment Market Dynamics
3.1. Immersive Entertainment Market Impact Analysis (2020-2030)
3.1.1. Market Drivers
3.1.1.1. Innovations and development in technology such as VR & AR
3.1.1.2. Demand for improved entertainment experiences.
3.1.2. Market Challenges
3.1.2.1. Lack of awareness
3.1.3. Market Opportunities
3.1.3.1. Growing gaming industry
3.1.3.2. Technological advancement in entertainment industry
Chapter 4. Global Immersive Entertainment Market: Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Porter’s 5 Force Impact Analysis
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economic
4.3.3. Social
4.3.4. Technological
4.3.5. Environmental
4.3.6. Legal
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. COVID-19 Impact Analysis
4.7. Disruptive Trends
4.8. Industry Expert Perspective
4.9. Analyst Recommendation & Conclusion
Chapter 5. Global Immersive Entertainment Market, by Technology
5.1. Market Snapshot
5.2. Global Immersive Entertainment Market by Technology, Performance – Potential Analysis
5.3. Global Immersive Entertainment Market Estimates & Forecasts by Technology 2020-2030 (USD Billion)
5.4. Immersive Entertainment Market, Sub Segment Analysis
5.4.1. Virtual Reality (VR)
5.4.2. Augmented Reality (AR)
5.4.3. Mixed Reality (MR)
5.4.4. Others
5.4.5.
Chapter 6. Global Immersive Entertainment Market, by Application
6.1. Market Snapshot
6.2. Global Immersive Entertainment Market by Application, Performance – Potential Analysis
6.3. Global Immersive Entertainment Market Estimates & Forecasts by Application 2020-2030 (USD Billion)
6.4. Immersive Entertainment Market, Sub Segment Analysis
6.4.1. Gaming
6.4.2. Live Events
6.4.3. Museum and Cultural Experiences
6.4.4. Music and Concerts
6.4.5. Sports
6.4.6. Arcade Studios
6.4.7. Immersive Theater
6.4.8. Others
Chapter 7. Global Immersive Entertainment Market, Regional Analysis
7.1. Top Leading Countries
7.2. Top Emerging Countries
7.3. Immersive Entertainment Market, Regional Market Snapshot
7.4. North America Immersive Entertainment Market
7.4.1. U.S. Immersive Entertainment Market
7.4.1.1. Technology breakdown estimates & forecasts, 2020-2030
7.4.1.2. Application breakdown estimates & forecasts, 2020-2030
7.4.2. Canada Immersive Entertainment Market
7.5. Europe Immersive Entertainment Market Snapshot
7.5.1. U.K. Immersive Entertainment Market
7.5.2. Germany Immersive Entertainment Market
7.5.3. France Immersive Entertainment Market
7.5.4. Spain Immersive Entertainment Market
7.5.5. Italy Immersive Entertainment Market
7.5.6. Rest of Europe Immersive Entertainment Market
7.6. Asia-Pacific Immersive Entertainment Market Snapshot
7.6.1. China Immersive Entertainment Market
7.6.2. India Immersive Entertainment Market
7.6.3. Japan Immersive Entertainment Market
7.6.4. Australia Immersive Entertainment Market
7.6.5. South Korea Immersive Entertainment Market
7.6.6. Rest of Asia Pacific Immersive Entertainment Market
7.7. Latin America Immersive Entertainment Market Snapshot
7.7.1. Brazil Immersive Entertainment Market
7.7.2. Mexico Immersive Entertainment Market
7.8. Middle East & Africa Immersive Entertainment Market
7.8.1. Saudi Arabia Immersive Entertainment Market
7.8.2. South Africa Immersive Entertainment Market
7.8.3. Rest of Middle East & Africa Immersive Entertainment Market

Chapter 8. Competitive Intelligence
8.1. Key Company SWOT Analysis
8.1.1. Company 1
8.1.2. Company 2
8.1.3. Company 3
8.2. Top Market Strategies
8.3. Company Profiles
8.3.1. Qualcomm Technologies, Inc.
8.3.1.1. Key Information
8.3.1.2. Overview
8.3.1.3. Financial (Subject to Data Availability)
8.3.1.4. Product Summary
8.3.1.5. Recent Developments
8.3.2. Meta Platforms, Inc.
8.3.3. Microsoft Corporation
8.3.4. HTC Corporation
8.3.5. Barco NV
8.3.6. Magic Leap, Inc.
8.3.7. Samsung Electronics Co., Ltd.
8.3.8. Apple Inc.
8.3.9. Sony Group Corporation
8.3.10. Unity Technologies
Chapter 9. Research Process
9.1. Research Process
9.1.1. Data Mining
9.1.2. Analysis
9.1.3. Market Estimation
9.1.4. Validation
9.1.5. Publishing
9.2. Research Attributes
9.3. Research Assumption

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Critical elements of methodology employed for all our studies include:
Data Collection:
To determine the appropriate methods of data collection based on the research objectives, we consider both primary and secondary sources. Primary data collection involves gathering information directly from various industry experts in core and related fields, original equipment manufacturers (OEMs), vendors, suppliers, technology developers, alliances, and organizations. These sources encompass all segments of the value chain within the specific industry. Through in-depth interviews, we engage with key industry participants, subject-matter experts, C-level executives of major market players, industry consultants, and other relevant experts. This allows us to obtain and validate critical qualitative and quantitative information while evaluating market prospects. AI and Big Data are instrumental in our primary research, providing us with powerful tools to collect, analyze, and derive insights from data efficiently. These technologies contribute to the advancement of research methodologies, enabling us to make data-driven decisions and uncover valuable findings.
In addition to primary sources, we extensively utilize secondary sources to enhance our research. These include directories, databases, journals focusing on related industries, company newsletters, and information portals such as Bloomberg, D&B Hoovers, and Factiva. These secondary sources enable us to identify and gather valuable information for our comprehensive, technical, market-oriented, and commercial study of the market. Additionally, we utilize AI algorithms to automate the collection of vast amounts of data from various sources such as surveys, social media platforms, online transactions, and web scraping. And employ Big Data technologies for storage and processing of large datasets, ensuring that no valuable information is missed during the data collection process.
Data Analysis:
Our team of experts carefully examine the gathered data using suitable statistical techniques and qualitative analysis methods. For quantitative analysis, we employ descriptive statistics, regression analysis, and other advanced statistical methods, depending on the characteristics of the data. This analysis may also incorporate the utilization of AI tools and big data analysis techniques to extract meaningful insights.
To ensure the accuracy and reliability of our findings, we extensively leverage data science techniques, which help us minimize discrepancies and uncertainties in our analysis. We employ Data Science to clean and preprocess the data, ensuring its quality and reliability. This involves handling missing data, removing outliers, standardizing variables, and transforming data into suitable formats for analysis. The application of data science techniques enhances our accuracy, efficiency, and depth of analysis, enabling us to stay competitive in dynamic market environments.
Market Size Estimation:
Our proprietary data tools play a crucial role in deriving our market estimates and forecasts. Each study involves the creation of a unique and customized model. The model incorporates the gathered information on market dynamics, technology landscape, application development, and pricing trends. AI techniques, such as machine learning and deep learning, aid us to analyze patterns within the data to identify correlations, trends, and relationships. By recognizing patterns in consumer behavior, purchasing habits, or market dynamics, our AI algorithms aid us in more precise estimations of market size. These factors are simultaneously analyzed within the model, allowing for a comprehensive assessment. To quantify their impact over the forecast period, correlation, regression, and time series analysis are employed.
To estimate and validate the market size, we employ both top-down and bottom-up approaches. The preference is given to a bottom-up approach, where key regional markets are analyzed as separate entities. This data is then integrated to obtain global estimates. This approach is crucial as it provides a deep understanding of the industry and helps minimize errors.
In our forecasting process, we consider various parameters such as economic tools, technological analysis, industry experience, and domain expertise. By taking all these factors into account, we strive to produce accurate and reliable market forecasts. When forecasting, we take into consideration several parameters, which include:
Market driving trends and favorable economic conditions
Restraints and challenges that are expected to be encountered during the forecast period.
Anticipated opportunities for growth and development
Technological advancements and projected developments in the market
Consumer spending trends and dynamics
Shifts in consumer preferences and behaviors.
The current state of raw materials and trends in supply versus pricing
Regulatory landscape and expected changes or developments.
The existing capacity in the market and any expected additions or expansions up to the end of the forecast period.
To assess the market impact of these parameters, we assign weights to each one and utilize weighted average analysis. This process allows us to quantify their influence on the market and derive an expected growth rate for the forecasted period. By considering these various factors and applying a weighted analysis approach, we strive to provide accurate and reliable market forecasts.
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Next, we create a well-structured research report that effectively communicates the research findings, insights, and recommendations to the client. To enhance clarity and comprehension, we utilize visual aids such as charts, graphs, and tables. These visual elements are employed to present the data in an engaging and easily understandable format, ensuring that the information is accessible and visually appealing to the client. Our aim is to deliver a clear and concise report that conveys the research findings effectively and provides actionable recommendations to meet the client’s specific needs.

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