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市場調查報告書
商品編碼
1550609

全球身臨其境型技術市場:按組件、技術、最終用途產業、地區

Immersive Technology Market, By Component, By Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), By End-use Industry, By Geography

出版日期: | 出版商: Coherent Market Insights | 英文 168 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

預計2024年全球身臨其境型技術市場規模將達284.5億美元,2024年至2031年複合年成長率為24.9%,2031年將達1350.2億美元。

報告範圍 報告詳情
基準年 2023年 2024年市場規模 284.5億美元
實際資料 2019-2023 預測期 2024-2031
預測 2024-2031 年複合年成長率: 24.90% 2031 年金額預測 1350.2億美元
圖:2024 年按地區分類的身臨其境型技術市場佔有率 (%)
沉浸式技術市場-IMG1

由於虛擬實境和擴增實境解決方案在各行業的廣泛採用,身臨其境型技術市場近年來經歷了快速成長。 VR、MR 和 AR 等身臨其境型技術應用廣泛,從零售、電子商務到教育、醫療和製造業。這些技術越來越受歡迎,因為它們可以創造互動式且真實的數位環境。 VR 讓使用者沉浸在完全模擬的環境中,而 AR 透過情境數位疊加來補充真實環境。另一方面,混合實境融合了現實世界和虛擬世界,創造了實體和數位物件即時共存和互動的新環境。

市場動態:

全球身臨其境型技術市場受到 VR 和 AR 投資增加、互動技術在各行業日益普及以及經濟實惠的 VR 解決方案日益普及等因素的推動。然而,缺乏優質內容以及與長時間使用 VR 相關的健康問題等問題正在限制市場。 AR和VR在教育、醫療保健和製造領域不斷成長的應用可以找到市場拓展的機會。領先的工業公司也在研發方面投入巨資,以推出先進的身臨其境型解決方案。

本研究的主要特點

本報告對全球身臨其境型技術市場進行了詳細分析,並提供了以2023年為基準年的預測期(2024-2031)的市場規模和年複合成長率(CAGR%)。

它還揭示了各個細分市場的潛在商機,並說明了該市場有吸引力的投資提案矩陣。

它還提供了有關市場促進因素、限制因素、機會、新產品發布和核准、市場趨勢、區域前景、主要企業採取的競爭策略等的主要考察。

它根據公司亮點、產品系列、主要亮點、財務業績和策略等參數,對全球身臨其境型技術市場的主要企業進行了介紹。

本研究涵蓋的主要企業包括 Acer Inc.、Apple Inc.、AVEVA Group Plc、Barco NV、Blippar Group Limited、EON Reality, Inc.、Google LLC、HTC Corporation、Magic Leap, Inc. 以及 Microsoft Corporation、NVIDIA。 、高通公司、Sony Corporation、Unity Software Inc. 和 Vive Business(HTC 公司)。

該報告的見解使負責人和公司經營團隊能夠就未來的產品發布、類型升級、市場擴張和行銷策略做出明智的決策。

本研究報告針對該產業的各個相關人員,如投資者、供應商、產品製造商、經銷商、新進業者和財務分析師。

透過用於分析全球身臨其境型技術市場的各種策略矩陣,將有助於相關人員做出決策。

目錄

第1章 研究目的與前提

  • 研究目的
  • 先決條件
  • 簡稱

第2章 市場展望

  • 報告說明
    • 市場定義和範圍
  • 執行摘要

第3章 市場動態、法規與趨勢分析

  • 市場動態
    • 促進因素
    • 抑制因素
    • 市場機會
  • 監管場景
  • 產業趨勢
  • 併購
  • 新系統的引入/核准
  • COVID-19 大流行的影響

第4章全球身臨其境型技術市場,按組成部分,2019-2031

  • 硬體
  • 軟體
  • 服務

第5章全球身臨其境型技術市場,依技術分類,2019-2031

  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境(MR)
  • 其他

第6章 全球身臨其境型科技市場(依最終用途產業),2019-2031 年

  • 航太/國防
  • 製造業
  • 教育
  • 媒體娛樂
  • 遊戲
  • 衛生保健
  • 零售/電子商務
  • 其他

第7章 全球身臨其境型科技市場(按地區),2019-2031

  • 北美洲
  • 歐洲
  • 亞太地區
  • 拉丁美洲
  • 中東/非洲

第8章 競爭格局

  • 公司簡介
    • Acer Inc.
    • Apple Inc.
    • AVEVA Group Plc
    • Barco NV
    • Blippar Group Limited
    • EON Reality, Inc.
    • Google LLC
    • HTC Corporation
    • Magic Leap, Inc.
    • Microsoft Corporation
    • NVIDIA Corporation
    • Qualcomm Incorporated
    • Sony Corporation
    • Unity Software Inc.
    • Vive Business(HTC Corporation)

第9章 分析師建議

  • 命運之輪
  • 分析師觀點
  • 一致的機會圖

第10章調查方法

  • 參考
  • 調查方法
簡介目錄
Product Code: CMI7233

The Global Immersive Technology Market is estimated to be valued at US$ 28.45 Bn in 2024 and is expected to reach US$ 135.02 Bn by 2031, exhibiting a compound annual growth rate (CAGR) of 24.9% from 2024 to 2031.

Report Coverage Report Details
Base Year: 2023 Market Size in 2024: US$ 28.45 Bn
Historical Data for: 2019 To 2023 Forecast Period: 2024 To 2031
Forecast Period 2024 to 2031 CAGR: 24.90% 2031 Value Projection: US$ 135.02 Bn
Figure. Immersive Technology Market Share (%), By Region 2024
Immersive Technology Market - IMG1

The immersive technology market has seen rapid growth in recent years due to the widespread adoption of virtual and augmented reality solutions across various industries. Immersive technologies such as VR, MR and AR are being leveraged for applications ranging from retail and e-commerce to education, healthcare, and manufacturing. The ability of these technologies to create an interactive and realistic digital environment is fueling their popularity. While VR entirely immerses users inside a simulated environment, AR complements the real-world environment with contextual digital overlays. Meanwhile, MR blends real and virtual worlds to produce new environments where physical and digital objects co-exist and interact in real time.

Market Dynamics:

The global immersive technology market is driven by factors such as growing investments in VR and AR, rising popularity of interactive technologies in various industries and increasing availability of affordable VR solutions. However, the market faces restraints from issues such as lack of quality content and health concerns related to extended use of VR. Opportunities for market expansion can be found in increasing applications of AR and VR in education, healthcare and manufacturing industries. Leading industry players are also investing heavily in research & development to introduce advanced immersive solutions.

Key features of the study:

This report provides in-depth analysis of the global immersive technology market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2024-2031), considering 2023 as the base year

It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players

It profiles key players in the global immersive technology market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies

Key companies covered as a part of this study include Acer Inc., Apple Inc., AVEVA Group Plc, Barco NV, Blippar Group Limited, EON Reality, Inc., Google LLC, HTC Corporation, Magic Leap, Inc., Microsoft Corporation, NVIDIA Corporation, Qualcomm Incorporated, Sony Corporation, Unity Software Inc., and Vive Business (HTC Corporation)

Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

The global immersive technology market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global immersive technology market.

Detailed Segmentation:

  • By Component
    • Hardware
    • Software
    • Services
  • By Technology
    • Virtual Reality (VR)
    • Augmented Reality (AR)
    • Mixed Reality (MR)
    • Others
  • By End-use Industry
    • Aerospace & Defense
    • Manufacturing
    • Automotive
    • Education
    • Media & Entertainment
    • Gaming
    • Healthcare
    • Retail & E-Commerce
    • Others
  • By Region:
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East
    • Africa
  • Key Players Insights
    • Acer Inc.
    • Apple Inc.
    • AVEVA Group Plc
    • Barco NV
    • Blippar Group Limited
    • EON Reality, Inc.
    • Google LLC
    • HTC Corporation
    • Magic Leap, Inc.
    • Microsoft Corporation
    • NVIDIA Corporation
    • Qualcomm Incorporated
    • Sony Corporation
    • Unity Software Inc.
    • Vive Business (HTC Corporation)

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Component
    • Market Snippet, By Technology
    • Market Snippet, By End-use Industry
    • Market Snippet, By Region

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Industry Trend
  • Merger and Acquisitions
  • New System Launches/Approvals
  • Impact of COVID-19 Pandemic

4. Global Immersive Technology Market, By Component, 2019-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020-2031
    • Segment Trends
  • Hardware
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Software
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Services
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)

5. Global Immersive Technology Market, By Technology, 2019-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020-2031
    • Segment Trends
  • Virtual Reality (VR)
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Augmented Reality (AR)
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Mixed Reality (MR)
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Others
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)

6. Global Immersive Technology Market, By End-use Industry, 2019-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020-2031
    • Segment Trends
  • Aerospace & Defense
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Manufacturing
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Automotive
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Education
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Media & Entertainment
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Gaming
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Healthcare
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Retail & E-Commerce
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Others
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)

7. Global Immersive Technology Market, By Region, 2019-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, By Region, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020-2031
  • North America
    • Regional Trends
    • Market Size and Forecast, By Component, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Technology, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019-2031, (US$ Bn)
      • U.S.
      • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Component, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Technology, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019-2031, (US$ Bn)
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Component, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Technology, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019-2031, (US$ Bn)
      • China
      • India
      • Japan
      • ASEAN
      • Australia
      • South Korea
      • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Component, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Technology, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019-2031, (US$ Bn)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Middle East & Africa
    • Regional Trends
    • Market Size and Forecast, By Component, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Technology, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019-2031, (US$ Bn)
      • South Africa
      • Israel
      • GCC Countries
      • Rest of the Middle East &Africa

8. Competitive Landscape

  • Company Profiles
    • Acer Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Apple Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • AVEVA Group Plc
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Barco NV
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Blippar Group Limited
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • EON Reality, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Google LLC
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • HTC Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Magic Leap, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Microsoft Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • NVIDIA Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Qualcomm Incorporated
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Sony Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Unity Software Inc.
    • Vive Business (HTC Corporation)

9. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

10. Research Methodology

  • References
  • Research Methodology
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