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市場調查報告書
商品編碼
1678489

全球身臨其境型娛樂市場:市場規模、佔有率、趨勢分析(按技術類型、應用和地區)、細分市場預測(2025-2030 年)

Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology Type (Virtual Reality, Augmented Reality, Mixed Reality), By Application (Gaming, Museum And Cultural Experiences), By Region, And Segment Forecasts, 2025 - 2030

出版日期: | 出版商: Grand View Research | 英文 120 Pages | 商品交期: 2-10個工作天內

價格

身臨其境型娛樂市場的成長與趨勢:

根據Grand View Research, Inc.的最新研究,到2030年全球身臨其境型娛樂市場規模預計將達到4,421.1億美元,2025年至2030年期間的複合年成長率為26.3%。

推動市場成長的主要因素是身臨其境型技術在遊戲、電影、音樂、體育和實況活動等一系列娛樂產業的廣泛應用。廣泛的應用領域預計將增強身臨其境型娛樂及其觀眾群的吸引力,從而推動整個預測期內的市場擴張。

身臨其境型技術在娛樂產業的廣泛應用預計將在未來幾年進一步推動市場成長。此外,虛擬旅遊的趨勢也日益成長,使用者可以透過虛擬實境探索目的地。這些趨勢的持續出現凸顯了娛樂領域身臨其境型技術的動態和持續發展。虛擬旅遊的採用反映了人們對多樣化、引人入勝和身臨其境型體驗日益成長的需求,再形成了觀眾與娛樂互動的方式。

應用身臨其境型技術來增強現場表演和活動是推動身臨其境型娛樂產業發展的關鍵趨勢之一。市場蓬勃發展,各種現場娛樂活動、虛擬音樂會和戲劇體驗採用虛擬實境 (VR) 和擴增實境(AR) 為觀眾創造引人入勝的互動體驗。

推出新產品和服務是公司擴大身臨其境型娛樂領域佔有率的主要策略之一。在市場上營運的幾家公司正專注於擴大其市場影響力,以滿足更大的客戶群並在該行業中站穩腳跟。例如,Meta(前身為 Facebook)正在積極尋求合作夥伴關係以推廣混合實境體驗。 2023 年 12 月,Meta 與 Telefonica 合作,增強老年人的混合實境體驗,展示了其對身臨其境型技術的承諾,並透過策略合作夥伴關係擴大了其市場範圍。

身臨其境型娛樂市場:分析概述

  • 根據技術類型,虛擬實境 (VR) 領域在 2024 年佔據了市場主導地位。日益普及、技術進步、應用領域多樣化、競爭優勢和消費者需求等因素共同推動虛擬實境 (VR) 領域的發展。
  • 根據應用,遊戲領域在 2024 年佔據了市場主導地位。此類別的成長歸因於其廣泛的知名度、技術進步、多樣化的內容產品、高水準的參與度、強大的社區建設舉措以及增強的跨平台可訪問性。
  • 根據地區,北美在 2024 年佔據市場主導地位。這是由於技術進步、強大的生態系統、消費者需求以及北美公司之間的策略夥伴關係。
  • 2024年12月,SONY集團旗下的SONY影視娛樂公司在芝加哥奧克布魯克開設了創新身臨其境型娛樂目的地Wonderverse。這個創新的空間將帶遊客出螢幕,進入受熱門電影、電視劇和電玩遊戲啟發的奇幻世界,包括《捉鬼敢死隊》、《勇者遊戲》、《神秘海域》和《殭屍之地》。

目錄

第1章 分析方法及範圍

第 2 章執行摘要

第3章身臨其境型娛樂市場:產業展望

  • 市場展望
  • 產業價值鏈分析
  • 市場動態
  • 產業分析工具

第 4 章身臨其境型娛樂市場:按技術類型的估計和趨勢分析

  • 細分儀表板
  • 身臨其境型娛樂市場:按技術類型分類的變化分析(2024 年和 2030 年)
  • 虛擬實境 (VR)
  • 擴增實境(AR)
  • 混合實境
  • 其他

第 5 章身臨其境型娛樂市場:按應用分類的估計和趨勢分析

  • 細分儀表板
  • 身臨其境型娛樂市場:應用趨勢分析(2024 年和 2030 年)
  • 遊戲
  • 實況活動
  • 博物館和文化體驗
  • 音樂與音樂會
  • 運動的
  • 遊樂場工作室
  • 身臨其境型劇場
  • 其他

第6章:區域估計與趨勢分析

  • 身臨其境型娛樂市場(按地區分類)
  • 北美洲
    • 北美身臨其境型娛樂市場:估計與預測(2018-2030 年)
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 歐洲身臨其境型娛樂市場:估計與預測(2018-2030 年)
    • 英國
    • 德國
    • 法國
  • 亞太地區
    • 亞太身臨其境型娛樂市場:估計與預測(2018-2030 年)
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
  • 拉丁美洲
    • 拉丁美洲身臨其境型娛樂市場:估計與預測(2018-2030 年)
    • 巴西
  • 中東和非洲
    • 中東和非洲身臨其境型娛樂市場:估計和預測(2018-2030 年)
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非

第7章身臨其境型娛樂城:競爭格局

  • 主要市場參與企業的最新趨勢和影響分析
  • 公司分類
  • 參與企業概況
  • 財務表現
  • 產品基準評效
  • 公司市場定位
  • 公司市場佔有率分析 (%,2024 年)
  • 公司熱圖分析
  • 戰略地圖
    • 夥伴關係
    • 新產品發布
    • 合併和收購
    • 擴張
  • 公司簡介
    • Meta Platforms Inc.
    • Microsoft Corporation
    • HTC Corporation
    • Barco NV
    • Magic Leap Inc
    • Samsung Electronics Co., Ltd.
    • Apple Inc
    • Sony Group Corporation
    • Qualcomm Technologies, Inc
    • Unity Technologies
Product Code: GVR-4-68040-166-6

Immersive Entertainment Market Growth & Trends:

The global immersive entertainment market size is expected to reach USD 442.11 billion by 2030, growing at a CAGR of 26.3% from 2025 to 2030, according to a new study by Grand View Research, Inc. The primary driver propelling the growth of the market is the widespread adoption of immersive technology in a wide range of entertainment industries, including gaming, movies, music, sports, and live events. The widespread application enhances immersive entertainment's attractiveness and its audience base, which is anticipated to drive market expansion throughout the forecast period.

The widespread application of immersive technologies across the entertainment industry is expected further to fuel the market growth in the coming years. Moreover, the trend of virtual tourism is expanding, enabling users to explore destinations through virtual reality. The ongoing emergence of these trends focuses on the dynamic and continually evolving nature of immersive technologies across the entertainment spectrum. This signifies a broader movement within the market, where the incorporation of virtual tourism reflects a growing inclination for diverse and engaging immersive experiences, reshaping the way audiences interact with entertainment offerings.

The application of immersive technologies to enhance live performances and events is one of the major trends fueling the immersive entertainment sector. The market is experiencing growth by a wide range of live entertainment events, virtual concerts, and theater experiences which employ virtual reality (VR) and augmented reality (AR) to create engaging and interactive experiences for the audience

Launching new products and services is one of the main strategies used by companies to increase their market share in the immersive entertainment sector Several companies operating in the market are focused on expanding their market presence to cater to the larger customer base and to strengthen their foothold in the industry. For instance, Meta, formerly known as Facebook, is actively engaged in partnerships to promote mixed reality experiences. In December 2023, Meta partnered with Telefonica to enhance mixed reality experiences for elderly individuals, showcasing its commitment to immersive technologies and expanding its market reach through strategic collaborations.

Immersive Entertainment Market Report Highlights:

  • Based on the technology type segment, the virtual reality (VR) segment dominated the market in 2024. The combination of increasing adoption, technological advancements, diverse applications, competitive advantage, and consumer demand has propelled the virtual reality (VR) segment.
  • Based on the application segment, the gaming segment dominated the market in 2024. The growth in the segment is attributed to its widespread popularity, technological advancements, diverse content offerings, high levels of engagement, strong community building initiatives, and enhanced cross-platform accessibility.
  • Based on the region, North America dominated the market in 2024, owing to technological advancements, a strong ecosystem, consumer demand, and strategic partnerships by companies in North America.
  • In December 2024, Sony Pictures Entertainment, a subsidiary of Sony Group Corporation, launched Wonderverse, an innovative immersive entertainment destination in Oak Brook, Chicago. This innovative space transports visitors beyond the confines of the screen, immersing them in fantastical realms inspired by beloved films, television series, and video games like Ghostbusters, Jumanji, Uncharted, and Zombieland.

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation & Scope
  • 1.2. Market Definitions
  • 1.3. Information Procurement
    • 1.3.1. Information analysis
    • 1.3.2. Market formulation & data visualization
    • 1.3.3. Data validation & publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Immersive Entertainment Market Snapshot
  • 2.2. Immersive Entertainment Market - Segment Snapshot (1/2)
  • 2.3. Immersive Entertainment Market - Segment Snapshot (2/2)
  • 2.4. Immersive Entertainment Market - Competitive Landscape Snapshot

Chapter 3. Immersive Entertainment Market - Industry Outlook

  • 3.1. Market Lineage Outlook
  • 3.2. Industry Value Chain Analysis
  • 3.3. Market Dynamics
    • 3.3.1. Market Driver Analysis
    • 3.3.2. Market Restraint Analysis
    • 3.3.3. Industry Challenges
    • 3.3.4. Industry Opportunities
  • 3.4. Industry Analysis Tools
    • 3.4.1. Porter's five forces analysis
    • 3.4.2. Macroeconomic analysis

Chapter 4. Immersive Entertainment Market: Technology Type Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Immersive Entertainment Market: Technology Type Movement Analysis, 2024 & 2030 (USD Million)
  • 4.3. Virtual Reality (VR)
    • 4.3.1. Virtual Reality (VR) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.4. Augmented Reality (AR)
    • 4.4.1. Augmented Reality (AR) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.5. Mixed Reality (MR)
    • 4.5.1. Mixed Reality (MR) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.6. Others
    • 4.6.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Immersive Entertainment Market: Application Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Immersive Entertainment Market: Application Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. Gaming
    • 5.3.1. Gaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Live Events
    • 5.4.1. Live Events Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.5. Museum and Cultural Experiences
    • 5.5.1. Museum and Cultural Experiences Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.6. Music and Concerts
    • 5.6.1. Music and Concerts Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.7. Sports
    • 5.7.1. Sports Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.8. Arcade Studios
    • 5.8.1. Arcade Studios Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.9. Immersive Theater
    • 5.9.1. Immersive Theater Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.10. Others
    • 5.10.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Regional Estimates & Trend Analysis

  • 6.1. Immersive Entertainment Market by Region, 2024 & 2030
  • 6.2. North America
    • 6.2.1. North America Immersive Entertainment Market Estimates & Forecasts, 2018 - 2030, (USD Million)
    • 6.2.2. U.S.
      • 6.2.2.1. U.S. Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.3. Canada
      • 6.2.3.1. Canada Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.4. Mexico
      • 6.2.4.1. Mexico Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.3. Europe
    • 6.3.1. Europe Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.2. U.K.
      • 6.3.2.1. U.K. Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.3. Germany
      • 6.3.3.1. Germany Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.4. France
      • 6.3.4.1. France Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Asia Pacific
    • 6.4.1. Asia Pacific Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.2. China
      • 6.4.2.1. China Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.3. Japan
      • 6.4.3.1. Japan Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.4. India
      • 6.4.4.1. India Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.5. South Korea
      • 6.4.5.1. South Korea Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.6. Australia
      • 6.4.6.1. Australia Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Latin America
    • 6.5.1. Latin America Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.5.2. Brazil
      • 6.5.2.1. Brazil Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.6. Middle East and Africa
    • 6.6.1. Middle East and Africa Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.2. UAE
      • 6.6.2.1. UAE Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.3. Saudi Arabia
      • 6.6.3.1. Saudi Arabia Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.4. South Africa
      • 6.6.4.1. South Africa Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Immersive Entertainment Market - Competitive Landscape

  • 7.1. Recent Developments & Impact Analysis, By Key Market Participants
  • 7.2. Company Categorization
  • 7.3. Participant's Overview
  • 7.4. Financial Performance
  • 7.5. Product Benchmarking
  • 7.6. Company Market Positioning
  • 7.7. Company Market Share Analysis, 2024
  • 7.8. Company Heat Map Analysis
  • 7.9. Strategy Mapping
    • 7.9.1. Partnerships
    • 7.9.2. New Product Launches
    • 7.9.3. Merger & Acquisition
    • 7.9.4. Expansion
  • 7.10. Company Profiles
    • 7.10.1. Meta Platforms Inc.
      • 7.10.1.1. Participant's Overview
      • 7.10.1.2. Financial Performance
      • 7.10.1.3. Product Benchmarking
      • 7.10.1.4. Recent Developments
    • 7.10.2. Microsoft Corporation
      • 7.10.2.1. Participant's Overview
      • 7.10.2.2. Financial Performance
      • 7.10.2.3. Product Benchmarking
      • 7.10.2.4. Recent Developments
    • 7.10.3. HTC Corporation
      • 7.10.3.1. Participant's Overview
      • 7.10.3.2. Financial Performance
      • 7.10.3.3. Product Benchmarking
      • 7.10.3.4. Recent Developments
    • 7.10.4. Barco NV
      • 7.10.4.1. Participant's Overview
      • 7.10.4.2. Financial Performance
      • 7.10.4.3. Product Benchmarking
      • 7.10.4.4. Recent Developments
    • 7.10.5. Magic Leap Inc
      • 7.10.5.1. Participant's Overview
      • 7.10.5.2. Financial Performance
      • 7.10.5.3. Product Benchmarking
      • 7.10.5.4. Recent Developments
    • 7.10.6. Samsung Electronics Co., Ltd.
      • 7.10.6.1. Participant's Overview
      • 7.10.6.2. Financial Performance
      • 7.10.6.3. Product Benchmarking
      • 7.10.6.4. Recent Developments
    • 7.10.7. Apple Inc
      • 7.10.7.1. Participant's Overview
      • 7.10.7.2. Financial Performance
      • 7.10.7.3. Product Benchmarking
      • 7.10.7.4. Recent Developments
    • 7.10.8. Sony Group Corporation
      • 7.10.8.1. Participant's Overview
      • 7.10.8.2. Financial Performance
      • 7.10.8.3. Product Benchmarking
      • 7.10.8.4. Recent Developments
    • 7.10.9. Qualcomm Technologies, Inc
      • 7.10.9.1. Participant's Overview
      • 7.10.9.2. Financial Performance
      • 7.10.9.3. Product Benchmarking
      • 7.10.9.4. Recent Developments
    • 7.10.10. Unity Technologies
      • 7.10.10.1. Participant's Overview
      • 7.10.10.2. Financial Performance
      • 7.10.10.3. Product Benchmarking
      • 7.10.10.4. Recent Developments

List of Tables

  • Table 1 Immersive Entertainment Market 2018 - 2030 (USD Million)
  • Table 2 Immersive Entertainment , By Region, 2018 - 2030 (USD Million)
  • Table 3 Immersive Entertainment , By Component, 2018 - 2030 (USD Million)
  • Table 4 Immersive Entertainment , By Location, 2018 - 2030 (USD Million)
  • Table 5 Virtual Reality Market by Region, 2018 - 2030 (USD Million)
  • Table 6 Augmented Reality Market by Region, 2018 - 2030 (USD Million)
  • Table 7 Mixed Reality Market by Region, 2018 - 2030 (USD Million)
  • Table 8 Others Market by Region, 2018 - 2030 (USD Million)
  • Table 9 Gaming Market by Region, 2018 - 2030 (USD Million)
  • Table 10 Live Events Market by Region, 2018 - 2030 (USD Million)
  • Table 11 Museum and Cultural Experiences Market by Region, 2018 - 2030 (USD Million)
  • Table 12 Music and Concerts Market by Region, 2018 - 2030 (USD Million)
  • Table 13 Sports Market by Region, 2018 - 2030 (USD Million)
  • Table 14 Arcade Studios Market by Region, 2018 - 2030 (USD Million)
  • Table 15 Immersive Theater Market by Region, 2018 - 2030 (USD Million)
  • Table 16 Others Market by Region, 2018 - 2030 (USD Million)
  • Table 17 North America Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 18 North America Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 19 U.S. Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 20 U.S. Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 21 Canada Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 22 Canada Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 23 Mexico Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 24 Mexico Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 25 Europe Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 26 Europe Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 27 Germany Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 28 Germany Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 29 U.K. Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 30 U.K. Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 31 France Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 32 France Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 33 Italy Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 34 Italy Immersive Entertainment Market by Application , (USD Million), 2018 - 2030
  • Table 35 Spain Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 36 Spain Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 37 Asia Pacific Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 38 Asia Pacific Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 39 China Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 40 China Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 41 Japan Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 42 Japan Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 43 India Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 44 India Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 45 South Korea Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 46 South Korea Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 47 Latin America Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 48 Latin America Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 49 Brazil Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 50 Brazil Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 51 Middle East and Africa Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 52 Middle East and Africa Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 53 South Africa Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 54 South Africa Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 55 UAE Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 56 UAE Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Immersive Entertainment Market Segmentation
  • Fig. 2 Information Procurement
  • Fig. 3 Data Analysis Models
  • Fig. 4 Market Formulation and Validation
  • Fig. 5 Data Validating & Publishing
  • Fig. 6 Market Snapshot
  • Fig. 7 Segment Snapshot (1/2)
  • Fig. 8 Segment Snapshot (2/2)
  • Fig. 9 Competitive Landscape Snapshot
  • Fig. 10 Immersive Entertainment Market Value, 2024 (USD Million)
  • Fig. 11 Immersive Entertainment - Industry Value Chain Analysis
  • Fig. 12 Immersive Entertainment Market Dynamics
  • Fig. 13 Immersive Entertainment Market: PORTER's Five Forces Analysis
  • Fig. 14 Immersive Entertainment Market: PESTEL Analysis
  • Fig. 15 Immersive Entertainment Market share by Technology Type, 2024 & 2030 (USD Million)
  • Fig. 16 Immersive Entertainment Market, by Technology Type: Market Share, 2024 & 2030
  • Fig. 17 Virtual reality market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 18 Augmented reality market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 19 Mixed reality market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 20 Others market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 21 Immersive Entertainment Market share by Application, 2024 & 2030 (USD Million)
  • Fig. 22 Immersive Entertainment Market, by Application: Market Share, 2024 & 2030
  • Fig. 23 Gaming market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 24 Live events market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 25 Museum and cultural experiences market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 26 Music and concerts market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 27 Sports market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 28 Arcade studios market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 29 Immersive theater market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 30 Others market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 31 Immersive Entertainment Market Revenue, by Region, 2024 & 2030 (USD Million)
  • Fig. 32 Regional Marketplace: Key Takeaways (1/2)
  • Fig. 33 Regional Marketplace: Key Takeaways (2/2)
  • Fig. 34 North America Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 35 U.S. Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 36 Canada Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 37 Mexico Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 38 Europe Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 39 Germany Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 40 U.K. Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 41 France Immersive Entertainment Market Estimates and Forecas, 2018 - 2030 (USD Million)
  • Fig. 42 Italy Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 43 Spain Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 44 Asia Pacific Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 45 China Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 46 Japan Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 47 India Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 48 South Korea Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 49 Latin America Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 50 Brazil Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 51 MEA Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD million)
  • Fig. 52 UAE Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 53 South Africa Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 54 Key Company Categorization
  • Fig. 55 Company Market Positioning
  • Fig. 56 Strategic framework