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市場調查報告書
商品編碼
1490912

沉浸式技術市場規模 - 按組件(硬體、軟體、服務)、按應用(培訓和學習、緊急服務、產品開發、銷售和行銷)、按技術、按行業垂直和預測,2024-2032 年

Immersive Technology Market Size - By Component (Hardware, Software, Services), By Application (Training & Learning, Emergency Services, Product Development, Sales & Marketing), By Technology, By Industry Vertical & Forecast, 2024-2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 250 Pages | 商品交期: 2-3個工作天內

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簡介目錄

沉浸式技術市場規模預計從 2024 年到 2032 年複合年成長率將超過 24.5%。遊戲、娛樂、醫療保健、教育和企業。在對真實模擬和互動內容的渴望的推動下,消費者對沉浸式體驗的需求不斷成長,正在推動產業的成長。

將沉浸式技術融入各種業務流程(包括培訓、行銷和產品開發)正在吸引企業尋求創新解決方案來吸引客戶並提高營運效率。例如,2024年4月,印度在諾伊達開設了首個元宇宙體驗中心,進入了技術前沿,標誌著未來的重大飛躍。硬體成本的下降,加上內容品質和使用者體驗的提高,是促進市場發展的其他因素。

沉浸式技術產業分為組件、技術、應用、垂直產業和區域。

就組件而言,由於創新應用程式、內容創建工具和模擬軟體的發展,軟體領域的市場規模預計將在 2024 年至 2032 年期間顯著成長。渲染技術和即時圖形的巨大進步正在增強用戶體驗。用於創建沉浸式內容的軟體開發套件 (SDK) 和平台的可用性也降低了進入壁壘,鼓勵更多開發者為生態系統做出貢獻。

由於零售、醫療保健和教育等行業的採用不斷增加,擴增實境 (AR) 技術領域的沉浸式技術產業預計到 2032 年將以顯著速度成長。 AR 技術提供互動式和沈浸式體驗,同時提高客戶參與度和學習成果。智慧眼鏡和行動裝置等 AR 硬體的重大發展也提高了可近性和可用性。針對各種用例的 AR 軟體應用程式的開發進一步推動了該細分市場的成長。

從地區來看,由於遊戲、醫療保健和汽車等行業對 AR 和 VR 技術的投資不斷增加,歐洲沉浸式技術市場規模預計將在 2024 年至 2032 年實現強勁成長。政府的支持措施正在推動科技公司和研究機構之間的合作。對沉浸式體驗不斷成長的需求以及沉浸式技術在培訓、教育和娛樂領域的採用也將推動區域產業擴張。

目錄

第 1 章:方法與範圍

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
  • 供應商格局
    • 零件供應商
    • 硬體廠商
    • 軟體供應商
    • 服務供應商
    • 系統整合商
    • 終端用戶
  • 利潤率分析
  • 技術與創新格局
  • 專利分析
  • 重要新聞和舉措
  • 監管環境
  • 衝擊力
    • 成長動力
      • 對沉浸式娛樂體驗的需求不斷成長
      • 擴大採用虛擬協作工具和遠端工作解決方案
      • 使用沉浸式技術增加遠距醫療、外科培訓和患者復健的醫療保健投資
      • 市場技術不斷進步
    • 產業陷阱與挑戰
      • 硬體成本高
  • 成長潛力分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 介紹
  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:按組成部分 2021 - 2032 年

  • 主要趨勢
  • 硬體
    • 頭戴式顯示器 (HMD)
    • 手勢追蹤設備 (GTD)
    • 投影機和顯示牆 (PDW)
  • 軟體
  • 服務
    • 專業的
    • 管理

第 6 章:市場估計與預測:依技術分類,2021 - 2032

  • 主要趨勢
  • 虛擬實境
  • 擴增實境
  • 混合實境
  • 其他

第 7 章:市場估計與預測:依應用分類,2021 - 2032

  • 主要趨勢
  • 培訓與學習
  • 緊急服務
  • 產品開發
  • 銷售與行銷
  • 其他

第 8 章:市場估計與預測:按產業垂直分類,2021 - 2032 年

  • 主要趨勢
  • 航太與國防
    • 虛擬實境
    • 擴增實境
    • 混合實境
  • 製造業
    • 虛擬實境
    • 擴增實境
    • 混合實境
  • 汽車
    • 虛擬實境
    • 擴增實境
    • 混合實境
  • 教育
    • 虛擬實境
    • 擴增實境
    • 混合實境
  • 媒體與娛樂
    • 虛擬實境
    • 擴增實境
    • 混合實境
  • 賭博
    • 虛擬實境
    • 擴增實境
    • 混合實境
  • 衛生保健
    • 虛擬實境
    • 擴增實境
    • 混合實境
  • 零售與電子商務
    • 虛擬實境
    • 擴增實境
    • 混合實境
  • 其他

第 9 章:市場估計與預測:按地區,2021 - 2032

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 西班牙
    • 義大利
    • 俄羅斯
    • 北歐人
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳新銀行
    • 東南亞
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
    • 拉丁美洲其他地區
  • MEA
    • 阿拉伯聯合大公國
    • 南非
    • 沙烏地阿拉伯
    • MEA 的其餘部分

第 10 章:公司簡介

  • Atheer, Inc.
  • AVEVA Group PLC
  • Barco NV
  • Blippar Ltd.
  • Comp12
  • EON Reality
  • Google LLC (Alphabet Inc.)
  • HCL Technologies Ltd.
  • Honeywell International Inc.
  • HTC Corporation
  • IBM Corporation
  • Immersive Media Company
  • Magic Leap, Inc.
  • Meta Platforms Inc.
  • Microsoft Corporation
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
  • Ultraleap Limited (Leap Motion, Inc.)
  • Unity Software Inc.
  • Zeality Inc.
簡介目錄
Product Code: 8645

Immersive Technology Market size is projected to expand at over 24.5% CAGR from 2024 to 2032. Significant advancements, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) are expanding the range of applications of immersive technology across gaming, entertainment, healthcare, education, and enterprise. The increasing consumer demand for immersive experiences, driven by the desire for realistic simulations and interactive content, is driving the industry growth.

The integration of immersive technologies into various business processes, including training, marketing, and product development, is attracting enterprises seeking innovative solutions to engage customers and improve operational efficiency. For instance, in April 2024, India entered the forefront of technology by inaugurating its first Metaverse Experience Center in Noida, marking a significant leap into the future. Declining hardware costs, coupled with improvements in content quality and user experience, are other factors augmenting the market development.

The immersive technology industry is segregated into component, technology, application, industry vertical, and region.

In terms of component, the market size from the software segment is slated to showcase significant growth from 2024 to 2032, due to the development of innovative applications, content creation tools, and simulation software. Strong advancements in rendering techniques and real-time graphics are enhancing user experiences. The availability of software development kits (SDKs) and platforms for creating immersive content also lowers barriers to entry, encouraging more developers to contribute to the ecosystem.

Immersive technology industry from the augmented reality (AR) technology segment is estimated to rise at notable rate up to 2032, on account of increasing adoption in industries like retail, healthcare, and education. AR technology offers interactive and immersive experiences while enhancing customer engagement and learning outcomes. Significant developments in AR hardware, such as smart glasses and mobile devices are also improving accessibility and usability. The development of AR software applications for various use cases is further fueling the segment growth.

Regionally, the Europe immersive technology market size is expected to record robust growth from 2024 to 2032, owing to the increasing investments in AR and VR technology across sectors like gaming, healthcare, and automotive. The supportive government initiatives are driving the collaborations between technology companies and research institutions. The growing demand for immersive experiences and the adoption of immersive technologies in training, education, and entertainment sectors will also boost the regional industry expansion.

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Research design
    • 1.1.1 Research approach
    • 1.1.2 Data collection methods
  • 1.2 Base estimates and calculations
    • 1.2.1 Base year calculation
    • 1.2.2 Key trends for market estimates
  • 1.3 Forecast model
  • 1.4 Primary research & validation
    • 1.4.1 Primary sources
    • 1.4.2 Data mining sources
  • 1.5 Market definitions

Chapter 2 Executive Summary

  • 2.1 Industry 360-degree synopsis, 2021 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Supplier landscape
    • 3.2.1 Component suppliers
    • 3.2.2 Hardware manufacturers
    • 3.2.3 Software providers
    • 3.2.4 Service providers
    • 3.2.5 System integrators
    • 3.2.6 End-users
  • 3.3 Profit margin analysis
  • 3.4 Technology & innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news & initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Growing demand for immersive entertainment experiences
      • 3.8.1.2 Increasing adoption of virtual collaboration tools and remote work solutions
      • 3.8.1.3 Rising investment in healthcare for telemedicine, surgical training, and patient rehabilitation using immersive technologies
      • 3.8.1.4 Rising technological advancements in the market
    • 3.8.2 Industry pitfalls & challenges
      • 3.8.2.1 High hardware costs
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Component 2021 - 2032 ($Bn, Units)

  • 5.1 Key trends
  • 5.2 Hardware
    • 5.2.1 Head mounted display (HMD)
    • 5.2.2 Gesture tracking devices (GTD)
    • 5.2.3 Projectors & display walls (PDW)
  • 5.3 Software
  • 5.4 Services
    • 5.4.1 Professional
    • 5.4.2 Managed

Chapter 6 Market Estimates & Forecast, By Technology, 2021 - 2032 ($Bn)

  • 6.1 Key trends
  • 6.2 Virtual reality
  • 6.3 Augmented reality
  • 6.4 Mixed reality
  • 6.5 Others

Chapter 7 Market Estimates & Forecast, By Application, 2021 - 2032 ($Bn)

  • 7.1 Key trends
  • 7.2 Training & learning
  • 7.3 Emergency services
  • 7.4 Product development
  • 7.5 Sales & marketing
  • 7.6 Others

Chapter 8 Market Estimates & Forecast, By Industry Vertical, 2021 - 2032 ($Bn)

  • 8.1 Key trends
  • 8.2 Aerospace & defense
    • 8.2.1 Virtual reality
    • 8.2.2 Augmented reality
    • 8.2.3 Mixed reality
  • 8.3 Manufacturing
    • 8.3.1 Virtual reality
    • 8.3.2 Augmented reality
    • 8.3.3 Mixed reality
  • 8.4 Automotive
    • 8.4.1 Virtual reality
    • 8.4.2 Augmented reality
    • 8.4.3 Mixed reality
  • 8.5 Education
    • 8.5.1 Virtual reality
    • 8.5.2 Augmented reality
    • 8.5.3 Mixed reality
  • 8.6 Media & entertainment
    • 8.6.1 Virtual reality
    • 8.6.2 Augmented reality
    • 8.6.3 Mixed reality
  • 8.7 Gaming
    • 8.7.1 Virtual reality
    • 8.7.2 Augmented reality
    • 8.7.3 Mixed reality
  • 8.8 Healthcare
    • 8.8.1 Virtual reality
    • 8.8.2 Augmented reality
    • 8.8.3 Mixed reality
  • 8.9 Retail & e-commerce
    • 8.9.1 Virtual reality
    • 8.9.2 Augmented reality
    • 8.9.3 Mixed reality
  • 8.10 Others

Chapter 9 Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn)

  • 9.1 Key trends
  • 9.2 North America
    • 9.2.1 U.S.
    • 9.2.2 Canada
  • 9.3 Europe
    • 9.3.1 UK
    • 9.3.2 Germany
    • 9.3.3 France
    • 9.3.4 Spain
    • 9.3.5 Italy
    • 9.3.6 Russia
    • 9.3.7 Nordics
    • 9.3.8 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 China
    • 9.4.2 India
    • 9.4.3 Japan
    • 9.4.4 South Korea
    • 9.4.5 ANZ
    • 9.4.6 Southeast Asia
    • 9.4.7 Rest of Asia Pacific
  • 9.5 Latin America
    • 9.5.1 Brazil
    • 9.5.2 Mexico
    • 9.5.3 Argentina
    • 9.5.4 Rest of Latin America
  • 9.6 MEA
    • 9.6.1 UAE
    • 9.6.2 South Africa
    • 9.6.3 Saudi Arabia
    • 9.6.4 Rest of MEA

Chapter 10 Company Profiles

  • 10.1 Atheer, Inc.
  • 10.2 AVEVA Group PLC
  • 10.3 Barco NV
  • 10.4 Blippar Ltd.
  • 10.5 Comp12
  • 10.6 EON Reality
  • 10.7 Google LLC (Alphabet Inc.)
  • 10.8 HCL Technologies Ltd.
  • 10.9 Honeywell International Inc.
  • 10.10 HTC Corporation
  • 10.11 IBM Corporation
  • 10.12 Immersive Media Company
  • 10.13 Magic Leap, Inc.
  • 10.14 Meta Platforms Inc.
  • 10.15 Microsoft Corporation
  • 10.16 Samsung Electronics Co., Ltd.
  • 10.17 Sony Corporation
  • 10.18 Ultraleap Limited (Leap Motion, Inc.)
  • 10.19 Unity Software Inc.
  • 10.20 Zeality Inc.