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市場調查報告書
商品編碼
1644209

身臨其境型娛樂的全球市場

Immersive Entertainment

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 149 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

預計2030年全球身臨其境型娛樂市場規模將達4,739億美元

2024 年全球身臨其境型娛樂市場規模估計為 1,336 億美元,預計到 2030 年將達到 4,739 億美元,2024-2030 年分析期內的複合年成長率為 23.5%。虛擬實境(VR)技術是該報告分析的領域之一,預計到分析期結束時複合年成長率將達到 23.3%,達到 2,078 億美元。預計在分析期間內,擴增實境(AR)技術領域的複合年成長率為 22.2%。

美國市場規模估計為 351 億美元,中國市場預計複合年成長率為 22.3%

預計2024年美國身臨其境型娛樂市場規模將達351億美元。中國是世界第二大經濟體,預計到 2030 年市場規模將達到 724 億美元,2024-2030 年分析期間的複合年成長率為 22.3%。其他值得注意的區域市場包括日本和加拿大,預計在分析期間的複合年成長率分別為 21.4% 和 20.3%。在歐洲,預計德國的複合年成長率約為 16.2%。

全球身臨其境型娛樂市場 - 主要趨勢與促進因素摘要

身臨其境型娛樂如何重新定義消費者體驗?

身臨其境型娛樂正在徹底改變觀眾與內容互動的方式,創造出引人入勝、互動性強且高度個人化的體驗。透過利用虛擬實境(VR)、擴增實境(AR)、混合實境(MR)和擴增實境(XR)等先進技術,身臨其境型娛樂將被動觀看轉變為主動參與。這種轉變在遊戲中尤其明顯,身臨其境型環境讓玩家完全沉浸在數位世界中。同樣,音樂會、節慶和體育賽事等實況活動也在利用 VR 和 AR 為觀眾提供增強的觀點和體驗,無論是親臨現場還是遠端。

影視產業也正在融入身臨其境型元素,提供 360 度敘事和互動敘事,讓觀眾從多個角度探索場景,甚至影響結果。這種轉變正在重新定義傳統形式,並催生模糊物理和數位領域界限的新娛樂形式。隨著內容創作者不斷探索身臨其境型技術的可能性,消費者正在體驗到與娛樂媒體的全新參與和情感連結。

身臨其境型娛樂為何在各行業中受到青睞?

身臨其境型娛樂的採用正在遊戲、現場娛樂、教育和零售等各個行業中獲得發展勢頭。在遊戲領域,VR頭戴裝置和運動追蹤技術已成為提供高保真體驗的標準工具,讓玩家能夠以前所未有的方式與虛擬環境互動。同樣,現場娛樂場所和活動組織者也在採用 AR 和 MR 疊加來增強觀眾體驗,提供即時資料、視覺效果和效果,以增強表演的刺激性。

教育和培訓也正在利用身臨其境型娛樂來創造引人入勝的學習環境。使用 VR 和 AR 的模擬提供了鞏固知識和提高實務技能的實務經驗。同時,零售商正在使用身臨其境型技術來創建虛擬展示室和互動廣告,以吸引和吸引顧客。身臨其境型娛樂在各個領域的廣泛應用凸顯了它的多功能性和變革潛力,使其成為尋求創新和保持領先消費趨勢的公司關注的重點領域。

科技進步如何推動身臨其境型娛樂?

科技進步是身臨其境型娛樂快速成長和發展的核心。 VR 和 AR 硬體的創新,包括輕量化耳機、觸覺回饋設備和先進的動作感測器,顯著提高了身臨其境型體驗的真實感和舒適度。高解析度顯示器和更高的更新率有助於實現更流暢的視覺效果,而空間音訊的進步則可以創造更逼真、更身臨其境的聲音環境。這些改進使開發人員能夠突破內容創作的界限,提供更豐富、更具吸引力的體驗。

5G 網路和邊緣運算等連接技術的進步對於實現無縫沉浸式體驗也發揮關鍵作用。更高的資料速度和更低的延遲實現了虛擬空間中的即時互動,使得大型多人虛擬實境遊戲和現場虛擬實況活動等應用程式更易於存取和愉悅。此外,人工智慧(AI)和機器學習正在融入身臨其境型平台,根據用戶行為和偏好即時客製化體驗。這些技術進步正在推動創新並為各行業的身臨其境型娛樂開闢新的可能性。

哪些因素推動了身臨其境型娛樂市場的成長?

身臨其境型娛樂市場的成長受到多種因素的推動,包括消費者對互動和個人化體驗的需求不斷增加、身臨其境型技術的進步以及各行業對數位內容的日益採用。 VR 和 AR 設備日益普及,硬體成本不斷下降,讓更多人可以享受身臨其境型娛樂。遊戲產業採用身臨其境型技術,再加上電子競技和直播平台的興起,進一步推動了市場的成長。

此外,娛樂產業向混合和虛擬活動的轉變也刺激了身臨其境型解決方案的採用。此外,身臨其境型技術與教育、零售和醫療保健領域的整合擴大了其應用範圍,提供了進一步的成長機會。人工智慧動畫和 3D 建模等內容創作工具的進步使得快速且經濟高效地製作身臨其境型體驗成為可能。隨著消費者對創新和互動性的期望不斷提高,身臨其境型娛樂市場將持續成長和發展。

部分

科技(虛擬實境(VR)技術、擴增實境(AR)技術、混合實境(MR)技術、其他技術)、應用(遊戲應用、身臨其境型劇院應用、遊樂場工作室應用、音樂與音樂會應用、現場活動應用、其他應用)

受訪公司範例(41家值得關注的公司)

  • Apple, Inc.
  • Barco NV
  • HTC Corporation
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sony Group Corporation
  • Unity Technologies

目錄

第1章調查方法

第 2 章執行摘要

  • 市場概況
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章 市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 其他歐洲國家
  • 亞太地區
  • 其他地區

第4章 競賽

簡介目錄
Product Code: MCP31535

Global Immersive Entertainment Market to Reach US$473.9 Billion by 2030

The global market for Immersive Entertainment estimated at US$133.6 Billion in the year 2024, is expected to reach US$473.9 Billion by 2030, growing at a CAGR of 23.5% over the analysis period 2024-2030. Virtual Reality (VR) Technology, one of the segments analyzed in the report, is expected to record a 23.3% CAGR and reach US$207.8 Billion by the end of the analysis period. Growth in the Augmented Reality (AR) Technology segment is estimated at 22.2% CAGR over the analysis period.

The U.S. Market is Estimated at US$35.1 Billion While China is Forecast to Grow at 22.3% CAGR

The Immersive Entertainment market in the U.S. is estimated at US$35.1 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$72.4 Billion by the year 2030 trailing a CAGR of 22.3% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 21.4% and 20.3% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 16.2% CAGR.

Global Immersive Entertainment Market – Key Trends & Drivers Summarized

How Is Immersive Entertainment Redefining Consumer Experiences?

Immersive entertainment is revolutionizing how audiences interact with content, creating experiences that are engaging, interactive, and deeply personalized. By leveraging advanced technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR), immersive entertainment transforms passive viewing into active participation. This transformation is particularly evident in gaming, where immersive environments allow players to be fully integrated into digital worlds. Similarly, live events such as concerts, festivals, and sports are utilizing VR and AR to provide audiences with enhanced perspectives and experiences, whether in person or remotely.

Film and television industries are also integrating immersive elements to offer 360-degree storytelling and interactive narratives, enabling viewers to explore scenes from multiple angles and influence outcomes. This shift has redefined traditional formats, giving rise to new forms of entertainment that blur the boundaries between the physical and digital realms. As content creators continue to explore the potential of immersive technologies, consumers are experiencing an entirely new level of engagement and emotional connection with entertainment media.

Why Is Immersive Entertainment Gaining Momentum Across Industries?

The adoption of immersive entertainment is gaining momentum across diverse industries, including gaming, live entertainment, education, and retail. In the gaming sector, VR headsets and motion-tracking technologies have become standard tools for delivering high-fidelity experiences, allowing players to interact with virtual environments in unprecedented ways. Similarly, live entertainment venues and event organizers are incorporating AR and MR overlays to enhance the audience experience, providing real-time data, visuals, and effects that amplify the emotional impact of performances.

The education and training sectors are also leveraging immersive entertainment to create engaging learning environments. Simulations powered by VR and AR offer hands-on experiences that enhance knowledge retention and practical skills. Retailers, on the other hand, are using immersive technologies to create virtual showrooms and interactive advertisements that captivate customers and drive engagement. This broad application of immersive entertainment across multiple sectors underscores its versatility and transformative potential, making it a key focus area for businesses looking to innovate and stay ahead of consumer trends.

How Are Advancements in Technology Fueling Immersive Entertainment?

Technological advancements are at the heart of the rapid growth and evolution of immersive entertainment. Innovations in VR and AR hardware, including lightweight headsets, haptic feedback devices, and advanced motion sensors, have significantly enhanced the realism and comfort of immersive experiences. High-resolution displays and improved refresh rates contribute to smoother visuals, while advancements in spatial audio create a more realistic and immersive sound environment. These improvements are enabling developers to push the boundaries of content creation, delivering richer and more engaging experiences.

Connectivity advancements such as 5G networks and edge computing are also playing a crucial role in enabling seamless immersive experiences. Faster data speeds and lower latency allow real-time interactions in virtual spaces, making applications like multiplayer VR gaming and virtual live events more accessible and enjoyable. Additionally, artificial intelligence (AI) and machine learning are being integrated into immersive platforms to enable real-time customization of experiences based on user behavior and preferences. These technological advancements are driving innovation, opening up new possibilities for immersive entertainment across industries.

What Factors Are Driving the Growth of the Immersive Entertainment Market?

The growth in the Immersive Entertainment market is driven by several factors, including increasing consumer demand for interactive and personalized experiences, advancements in immersive technologies, and the growing adoption of digital content across industries. The rising popularity of VR and AR devices, combined with decreasing hardware costs, has made immersive entertainment more accessible to a wider audience. The gaming industry’s embrace of immersive technologies, coupled with the rise of esports and live-streaming platforms, has further propelled market growth.

The entertainment industry’s shift toward hybrid and virtual events has also fueled the adoption of immersive solutions, as they allow organizers to deliver engaging experiences to both in-person and remote audiences. Furthermore, the integration of immersive technologies into education, retail, and healthcare sectors has expanded the scope of applications, driving additional growth opportunities. Advances in content creation tools, such as AI-driven animation and 3D modeling, are enabling faster and more cost-effective production of immersive experiences. As consumer expectations for innovation and interactivity continue to rise, the immersive entertainment market is set to experience sustained growth and evolution.

SCOPE OF STUDY:

The report analyzes the Immersive Entertainment market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Technology (Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology, Other Technologies); Application (Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application, Live Events Application, Other Applications)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 41 Featured) -

  • Apple, Inc.
  • Barco NV
  • HTC Corporation
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sony Group Corporation
  • Unity Technologies

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Economic Frontiers: Trends, Trials & Transformations
    • Immersive Entertainment - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Increasing Consumer Demand for Hyper-Realistic Experiences Drives Growth in Immersive Entertainment
    • Integration of AR and VR Technologies Expands Opportunities in Immersive Entertainment
    • AI-Driven Content Creation Revolutionizes Interactive and Immersive Storytelling
    • Rising Popularity of Virtual Concerts and Events Fuels Growth in Immersive Platforms
    • Metaverse Adoption Propels the Development of Fully Immersive Entertainment Experiences
    • Advancements in Haptic Technology Enhance Multi-Sensory Immersive Experiences
    • Focus on Personalization Spurs Demand for AI-Enhanced Immersive Entertainment Solutions
    • Growing Popularity of E-Sports and Gaming Drives Innovations in Immersive Content
    • Immersive Displays Transform Audience Engagement in Theaters and Theme Parks
    • Demand for Real-Time Interactivity Fuels Growth in Immersive Live Streaming Technologies
    • Expansion of Wearable Devices Broadens Accessibility to Immersive Experiences
    • Digital Twins in Entertainment Create New Opportunities for Immersive Storytelling
    • Focus on Experiential Marketing Boosts Adoption of Immersive Technologies
    • Advances in Audio Technology Elevate the Immersive Sound Experience in Entertainment
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Immersive Entertainment Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Immersive Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Immersive Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Virtual Reality (VR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Virtual Reality (VR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Augmented Reality (AR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Augmented Reality (AR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Mixed Reality (MR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Mixed Reality (MR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Other Technologies by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Other Technologies by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Gaming Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Gaming Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Immersive Theater Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Immersive Theater Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Arcade Studios Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Arcade Studios Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Music & Concerts Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Music & Concerts Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Live Events Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Live Events Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 24: USA Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 26: USA Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: USA 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • CANADA
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 30: Canada Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Canada 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • JAPAN
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 34: Japan Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: Japan 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • CHINA
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 36: China Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 38: China Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: China 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • EUROPE
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 41: Europe 6-Year Perspective for Immersive Entertainment by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 44: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Europe 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • FRANCE
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 46: France Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 48: France Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: France 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • GERMANY
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 52: Germany Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Germany 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • ITALY
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 56: Italy Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Italy 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • UNITED KINGDOM
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 58: UK Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 60: UK Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: UK 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 64: Rest of Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Rest of Europe 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 68: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Asia-Pacific 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 72: Rest of World Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Rest of World 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030

IV. COMPETITION