亞太地區沉浸式娛樂市場預測至 2031 年 - 區域分析 - 按組件、技術(虛擬實境、擴增實境、混合實境等)和最終用戶
市場調查報告書
商品編碼
1637675

亞太地區沉浸式娛樂市場預測至 2031 年 - 區域分析 - 按組件、技術(虛擬實境、擴增實境、混合實境等)和最終用戶

Asia Pacific Immersive Entertainment Market Forecast to 2031 - Regional Analysis - by Component, Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), and End User

出版日期: | 出版商: The Insight Partners | 英文 121 Pages | 訂單完成後即時交付

價格

2023年亞太沉浸式娛樂市值為205.2108億美元,預計2031年將達到1097.6698億美元;預計2023年至2031年複合年成長率為23.3%。

汽車產業沉浸式娛樂的興起提振亞太沉浸式娛樂市場

汽車座艙體驗已發展成為真正的數位體驗。車輛中軟體環境的整合使消費者能夠無縫地享受沉浸式通訊選項、生產力工具和娛樂選項。連網車輛為乘客提供更身臨其境的體驗,包括個人化娛樂和 AR 顯示。汽車製造商正在使用 VR、AR 和 AI 等各種沉浸式技術為客戶提供個人化且引人入勝的車內娛樂體驗。 BMW和特斯拉等眾多汽車製造商都致力於整合沉浸式技術來開發技術先進的車輛。這些技術幫助汽車製造商提高安全性,並改善客戶的駕駛體驗。 2023 年 5 月,Meta Platforms Inc 宣布正在與國際商業機器公司合作,探索 AR 和 VR 技術及其在快速移動車輛中的優勢。因此,汽車行業中沉浸式技術的出現、自動駕駛汽車和連網汽車的日益普及以及消費者對車內娛樂的需求不斷成長,預計將在未來幾年為沉浸式娛樂市場創造機會。

亞太沉浸式娛樂市場概覽

亞太地區沉浸式娛樂市場分為澳洲、中國、日本、韓國、印度和亞太地區其他地區。由於網路普及率不斷提高、OTT 平台採用率不斷提高以及現場活動數量不斷增加,媒體和娛樂以及遊戲產業正在經歷顯著成長。 2023年,亞太地區遊戲玩家數量最多,約14.8億。不斷成長的遊戲產業正在推動亞太地區沉浸式娛樂市場的成長。隨著該地區遊戲產業的不斷發展,感官刺激正迅速成為遊戲體驗的重要組成部分;在此過程中,手持控制器遊戲感覺過時且缺乏吸引力。為了吸引客戶,遊戲設計師正在整合涉及 AR 和完整 VR 模擬的顯著增強的感官體驗。

此外,亞太地區的博彩業得到了有利的政府政策和基礎設施發展的支持。中國和韓國等國家實施了促進遊戲產業發展的政策,為企業投資遊戲開發和電子競技提供誘因。此外,該地區政府正在重點關注VR技術的發展。 2024 年 1 月,韓國政府公佈了振興主機遊戲產業的計劃,力求目前專注於行動和線上平台的產業格局多元化。因此,亞太地區不斷崛起的遊戲產業正在推動沉浸式娛樂市場的成長。

亞太地區沉浸式娛樂市場收入及 2031 年預測(百萬美元)

亞太地區沉浸式娛樂市場細分

亞太地區沉浸式娛樂市場按組件、技術、最終用戶和國家/地區進行分類。

根據組件,亞太地區沉浸式娛樂市場分為硬體和軟體及服務。 2023 年,硬體領域將佔據更大的市場佔有率。

依技術分類,亞太沉浸式娛樂市場分為虛擬實境(VR)、擴增實境(AR)、混合實境(MR)等。虛擬實境 (VR) 領域在 2023 年佔據最大的市場佔有率。

就最終用戶而言,亞太沉浸式娛樂市場分為媒體與娛樂、遊戲、設計與建築、零售、教育等。 2023 年,媒體和娛樂領域佔據最大的市場。

依國家/地區分類,亞太地區沉浸式娛樂市場分為中國、日本、印度、韓國、澳洲和亞太其他地區。 2023年,中國在亞太沉浸式娛樂市場佔有率中佔據主導地位。

微軟公司、高通、谷歌有限責任公司、索尼集團公司、印孚瑟斯有限公司、HTC公司、三星電子有限公司、蘋果公司和Salesforce公司是亞太地區沉浸式娛樂市場的一些領先公司。

目錄

第 1 章:簡介

第 2 章:執行摘要

  • 主要見解
  • 市場吸引力

第 3 章:研究方法

  • 二次研究
  • 初步研究
    • 假設表述:
    • 宏觀經濟因素分析:
    • 顯影基數:
    • 數據三角測量:
    • 國家級資料:

第 4 章:亞太地區沉浸式娛樂市場格局

  • 概述
  • PEST分析
  • 生態系分析
    • 價值鏈供應商名單

第 5 章:亞太地區沉浸式娛樂市場 - 主要市場動態

  • 市場促進因素
    • 沉浸式科技在娛樂產業的廣泛應用
    • 組織擴大採用數位轉型模型
    • 全球現場活動支出不斷成長
  • 市場限制
    • 與沉浸式娛樂解決方案相關的高成本
  • 市場機會
    • 娛樂產業的進步
    • 汽車產業沉浸式娛樂的興起
  • 未來趨勢
    • 人工智慧技術的日益採用
  • 促進因素和限制的影響:

第 6 章:沉浸式娛樂市場 - 亞太地區分析

  • 亞太沉浸式娛樂市場概覽
  • 沉浸式娛樂市場收入,2021-2031
  • 沉浸式娛樂市場預測分析

第 7 章:亞太地區沉浸式娛樂市場分析 - 按組成部分

  • 硬體
  • 軟體和服務

第 8 章:亞太地區沉浸式娛樂市場分析 - 按技術

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

第 9 章:亞太地區沉浸式娛樂市場分析 - 按最終用戶

  • 媒體與娛樂
  • 賭博
  • 設計與建築
  • 零售
  • 教育
  • 其他

第 10 章:亞太地區沉浸式娛樂市場 - 國家分析

  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 亞太地區其他地區

第 11 章:競爭格局

  • 關鍵參與者的熱圖分析
  • 公司定位與專注

第 12 章:產業格局

  • 概述
  • 市場主動性
  • 產品開發
  • 併購

第 13 章:公司簡介

  • Microsoft Corp
  • Qualcomm Inc
  • Google LLC
  • Sony Group Corp
  • Infosys Ltd
  • HTC Corp
  • Samsung Electronics Co Ltd
  • Apple Inc
  • Salesforce Inc

第 14 章:附錄

Product Code: BMIRE00030980

The Asia Pacific immersive entertainment market was valued at US$ 20,521.08 million in 2023 and is expected to reach US$ 1,09,766.98 million by 2031; it is estimated to record a CAGR of 23.3% from 2023 to 2031.

Emergence of Immersive Entertainment in Automotive Industry Boosts Asia Pacific Immersive Entertainment Market

The automotive in-cabin experience has evolved into a truly digital experience. The integration of a software environment in the vehicle allows consumers to seamlessly enjoy the immersive communication options, productivity tools, and entertainment options. Connected vehicles offer more immersive experiences to passengers, including personalized entertainment and AR displays. Automotive manufacturers are using a variety of immersive technologies such as VR, AR, and AI to offer their customers personalized and engaging in-car entertainment experiences. Numerous automotive manufacturers such as BMW and Tesla are focusing on integrating immersive technologies to develop technologically advanced vehicles. These technologies help automotive manufacturers enhance safety and security, as well as improve the driving experience of customers. In May 2023, Meta Platforms Inc announced that it is working with International Business Machines Corp to explore AR and VR technologies and their benefits in fast-moving vehicles. Thus, the emergence of immersive technology in the automotive industry, increasing adoption of autonomous driving vehicles and connected vehicles, and rising demand for in-car entertainment among consumers are expected to create opportunities in the immersive entertainment market in the coming years.

Asia Pacific Immersive Entertainment Market Overview

The APAC immersive entertainment market is segmented into Australia, China, Japan, South Korea, India, and the Rest of APAC. The media & entertainment and gaming industries are experiencing significant growth owing to rising internet penetration, increasing adoption of over-the-top (OTT) platforms, and growing number of live events. In 2023, APAC had the highest number of gamers, which was around 1.48 billion. The growing gaming industry is fueling the APAC immersive entertainment market growth. As the gaming industry is evolving in the region, sensory stimulation is rapidly becoming an important part of the gaming experience; in the process, making hand-held controller games feel dated and marginally engaging. To engage customers, gaming designers are incorporating significantly enhanced and sensorial experiences involving AR and complete VR simulations.

Furthermore, the gaming industry in APAC has been supported by favorable government policies and infrastructure developments. Countries such as China and South Korea have implemented policies to promote the growth of their gaming industries, providing incentives for companies to invest in game development and esports. Moreover, the government of the region is focusing on the development of VR technology. In January 2024, the South Korean government unveiled its plans to bolster the console gaming sector as it seeks to diversify the industry landscape currently focused on mobile and online platforms. Thus, the rising gaming industry in APAC is fueling the immersive entertainment market growth.

Asia Pacific Immersive Entertainment Market Revenue and Forecast to 2031 (US$ Million)

Asia Pacific Immersive Entertainment Market Segmentation

The Asia Pacific immersive entertainment market is categorized into component, technology, end user, and country.

Based on component, the Asia Pacific immersive entertainment market is bifurcated into hardware and software & services. The hardware segment held a larger market share in 2023.

By technology, the Asia Pacific immersive entertainment market is categorized into virtual reality (VR), augmented reality (AR), mixed reality (MR), and others. The virtual reality (VR) segment held the largest market share in 2023.

In terms of end user, the Asia Pacific immersive entertainment market is categorized into media & entertainment, gaming, design & architecture, retail, education, and others. The media & entertainment segment held the largest market share in 2023.

By country, the Asia Pacific immersive entertainment market is segmented into China, Japan, India, South Korea, Australia, and the Rest of Asia Pacific. China dominated the Asia Pacific immersive entertainment market share in 2023.

Microsoft Corp, Qualcomm Inc, Google LLC, Sony Group Corp, Infosys Ltd, HTC Corp, Samsung Electronics Co Ltd, Apple Inc, and Salesforce Inc are some of the leading companies operating in the Asia Pacific immersive entertainment market.

Table Of Contents

1. Introduction

  • 1.1 The Insight Partners Research Report Guidance
  • 1.2 Market Segmentation

2. Executive Summary

  • 2.1 Key Insights
  • 2.2 Market Attractiveness

3. Research Methodology

  • 3.1 Secondary Research
  • 3.2 Primary Research
    • 3.2.1 Hypothesis formulation:
    • 3.2.2 Macro-economic factor analysis:
    • 3.2.3 Developing base number:
    • 3.2.4 Data Triangulation:
    • 3.2.5 Country level data:

4. Asia Pacific Immersive Entertainment Market Landscape

  • 4.1 Overview
  • 4.2 PEST Analysis
  • 4.3 Ecosystem Analysis
    • 4.3.1 List of Vendors in the Value Chain

5. Asia Pacific Immersive Entertainment Market - Key Market Dynamics

  • 5.1 Market Drivers
    • 5.1.1 Widespread Application of Immersive Technologies Across Entertainment Industry
    • 5.1.2 Increasing Adoption of Digital Transformation Model Among Organizations
    • 5.1.3 Growing Spending on Live Events Worldwide
  • 5.2 Market Restraints
    • 5.2.1 High Cost Associated with Immersive Entertainment Solutions
  • 5.3 Market Opportunities
    • 5.3.1 Advancements in Entertainment Industry
    • 5.3.2 Emergence of Immersive Entertainment in Automotive Industry
  • 5.4 Future Trends
    • 5.4.1 Increasing Adoption of Artificial Intelligence Technology
  • 5.5 Impact of Drivers and Restraints:

6. Immersive Entertainment Market - Asia Pacific Analysis

  • 6.1 Asia Pacific Immersive Entertainment Market Overview
  • 6.2 Immersive Entertainment Market revenue (US$ Million), 2021-2031
  • 6.3 Immersive Entertainment Market Forecast Analysis

7. Asia Pacific Immersive Entertainment Market Analysis - by Component

  • 7.1 Hardware
    • 7.1.1 Overview
    • 7.1.2 Hardware: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 7.2 Software and Services
    • 7.2.1 Overview
    • 7.2.2 Software and Services: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

8. Asia Pacific Immersive Entertainment Market Analysis - by Technology

  • 8.1 Virtual Reality (VR)
    • 8.1.1 Overview
    • 8.1.2 Virtual Reality (VR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 8.2 Augmented Reality (AR)
    • 8.2.1 Overview
    • 8.2.2 Augmented Reality (AR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 8.3 Mixed Reality (MR)
    • 8.3.1 Overview
    • 8.3.2 Mixed Reality (MR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 8.4 Others
    • 8.4.1 Overview
    • 8.4.2 Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

9. Asia Pacific Immersive Entertainment Market Analysis - by End User

  • 9.1 Media and Entertainment
    • 9.1.1 Overview
    • 9.1.2 Media and Entertainment: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.2 Gaming
    • 9.2.1 Overview
    • 9.2.2 Gaming: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.3 Design and Architecture
    • 9.3.1 Overview
    • 9.3.2 Design and Architecture: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.4 Retail
    • 9.4.1 Overview
    • 9.4.2 Retail: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.5 Education
    • 9.5.1 Overview
    • 9.5.2 Education: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • 9.6 Others
    • 9.6.1 Overview
    • 9.6.2 Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10. Asia Pacific Immersive Entertainment Market - Country Analysis

  • 10.1 Asia Pacific
    • 10.1.1 Asia Pacific: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
      • 10.1.1.1 Asia Pacific: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
      • 10.1.1.2 China: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.2.1 China: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.2.2 China: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.2.3 China: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.3 Japan: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.3.1 Japan: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.3.2 Japan: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.3.3 Japan: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.4 India: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.4.1 India: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.4.2 India: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.4.3 India: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.5 South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.5.1 South Korea: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.5.2 South Korea: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.5.3 South Korea: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.6 Australia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.6.1 Australia: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.6.2 Australia: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.6.3 Australia: Immersive Entertainment Market Breakdown, by End User
      • 10.1.1.7 Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
        • 10.1.1.7.1 Rest of APAC: Immersive Entertainment Market Breakdown, by Component
        • 10.1.1.7.2 Rest of APAC: Immersive Entertainment Market Breakdown, by Technology
        • 10.1.1.7.3 Rest of APAC: Immersive Entertainment Market Breakdown, by End User

11. Competitive Landscape

  • 11.1 Heat Map Analysis by Key Players
  • 11.2 Company Positioning & Concentration

12. Industry Landscape

  • 12.1 Overview
  • 12.2 Market Initiative
  • 12.3 Product Development
  • 12.4 Mergers & Acquisitions

13. Company Profiles

  • 13.1 Microsoft Corp
    • 13.1.1 Key Facts
    • 13.1.2 Business Description
    • 13.1.3 Products and Services
    • 13.1.4 Financial Overview
    • 13.1.5 SWOT Analysis
    • 13.1.6 Key Developments
  • 13.2 Qualcomm Inc
    • 13.2.1 Key Facts
    • 13.2.2 Business Description
    • 13.2.3 Products and Services
    • 13.2.4 Financial Overview
    • 13.2.5 SWOT Analysis
    • 13.2.6 Key Developments
  • 13.3 Google LLC
    • 13.3.1 Key Facts
    • 13.3.2 Business Description
    • 13.3.3 Products and Services
    • 13.3.4 Financial Overview
    • 13.3.5 SWOT Analysis
    • 13.3.6 Key Developments
  • 13.4 Sony Group Corp
    • 13.4.1 Key Facts
    • 13.4.2 Business Description
    • 13.4.3 Products and Services
    • 13.4.4 Financial Overview
    • 13.4.5 SWOT Analysis
    • 13.4.6 Key Developments
  • 13.5 Infosys Ltd
    • 13.5.1 Key Facts
    • 13.5.2 Business Description
    • 13.5.3 Products and Services
    • 13.5.4 Financial Overview
    • 13.5.5 SWOT Analysis
    • 13.5.6 Key Developments
  • 13.6 HTC Corp
    • 13.6.1 Key Facts
    • 13.6.2 Business Description
    • 13.6.3 Products and Services
    • 13.6.4 Financial Overview
    • 13.6.5 SWOT Analysis
    • 13.6.6 Key Developments
  • 13.7 Samsung Electronics Co Ltd
    • 13.7.1 Key Facts
    • 13.7.2 Business Description
    • 13.7.3 Products and Services
    • 13.7.4 Financial Overview
    • 13.7.5 SWOT Analysis
    • 13.7.6 Key Developments
  • 13.8 Apple Inc
    • 13.8.1 Key Facts
    • 13.8.2 Business Description
    • 13.8.3 Products and Services
    • 13.8.4 Financial Overview
    • 13.8.5 SWOT Analysis
    • 13.8.6 Key Developments
  • 13.9 Salesforce Inc
    • 13.9.1 Key Facts
    • 13.9.2 Business Description
    • 13.9.3 Products and Services
    • 13.9.4 Financial Overview
    • 13.9.5 SWOT Analysis
    • 13.9.6 Key Developments

14. Appendix

  • 14.1 Word Index
  • 14.2 About The Insight Partners

List Of Tables

  • Table 1. Asia Pacific Immersive Entertainment Market Segmentation
  • Table 2. List of Vendors
  • Table 3. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Table 4. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
  • Table 5. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
  • Table 6. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
  • Table 7. Asia Pacific: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Country
  • Table 8. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 9. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 10. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 11. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 12. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 13. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 14. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 15. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 16. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 17. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 18. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 19. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 20. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 21. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 22. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 23. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
  • Table 24. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
  • Table 25. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
  • Table 26. List of Abbreviation

List Of Figures

  • Figure 1. Asia Pacific Immersive Entertainment Market Segmentation, by Country
  • Figure 2. PEST Analysis
  • Figure 3. Immersive Entertainment Market - Key Market Dynamics
  • Figure 4. Impact Analysis of Drivers and Restraints
  • Figure 5. Immersive Entertainment Market Revenue (US$ Million), 2021-2031
  • Figure 6. Immersive Entertainment Market Share (%) - by Component (2023 and 2031)
  • Figure 7. Hardware: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 8. Software and Services: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 9. Immersive Entertainment Market Share (%) - by Technology (2023 and 2031)
  • Figure 10. Virtual Reality (VR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 11. Augmented Reality (AR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 12. Mixed Reality (MR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 13. Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 14. Immersive Entertainment Market Share (%) - by End User (2023 and 2031)
  • Figure 15. Media and Entertainment: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 16. Gaming: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 17. Design and Architecture: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 18. Retail: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 19. Education: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 20. Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
  • Figure 21. Asia Pacific: Immersive Entertainment Market, by Key Countries - Revenue (2023) (US$ Million)
  • Figure 22. Asia Pacific: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
  • Figure 23. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 24. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 25. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 26. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 27. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 28. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
  • Figure 29. Heat Map Analysis by Key Players
  • Figure 30. Company Positioning & Concentration