市場調查報告書
商品編碼
1637679
歐洲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Europe Immersive Entertainment Market Forecast to 2031 - Regional Analysis - by Component, Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), and End User |
2023年歐洲沉浸式娛樂市場價值為253.0933億美元,預計到2031年將達到1515.2613億美元;預計2023年至2031年複合年成長率為25.1%。
組織擴大採用數位轉型模型推動歐洲沉浸式娛樂市場
組織努力在不斷變化和動態的市場中競爭。因此,透過數位轉型,企業尋求增強競爭優勢、提高業務績效並實現業務成長。數位轉型已成為許多組織在激烈、動態的市場競爭中獲得競爭優勢的新模式。多年來,各行業的業務發生了巨大變化,數位技術是這一演變的主要貢獻者。數位技術的突破改變了消費者生產和消費娛樂的方式,使該行業面目全非。透過提供新的、有趣的方式來產生、分發和消費電影、電視節目和音樂等媒體材料,產生和共享的創意技術徹底改變了娛樂業。過去傳播娛樂的主要方式是類比媒體,包括黑膠唱片和卡式錄音帶。然而,自從引入數位技術以來,娛樂產業發生了變化,遊戲、電影和音樂都可以在數位平台上使用。從類比媒體到數位媒體的轉變徹底改變了娛樂消費方式。 Netflix、Amazon Prime、Spotify 和 Hulu 等串流服務能夠隨時隨地傳輸內容,開創了可存取、輕鬆和沈浸式娛樂體驗的新時代。此外,數位技術還可以創造複雜的特效,使電影製作者能夠創造更身臨其境和視覺震撼的體驗。
歐洲沉浸式娛樂市場概況
歐洲的沉浸式娛樂市場分為德國、法國、義大利、英國、俄羅斯和歐洲其他地區。歐洲是遊戲產業強大且具競爭力的中心;其競爭優勢是由在VR研究和製造業應用方面的悠久傳統以及創造力和文化多樣性形成的。在該地區,VR 生態系統由創建應用程式、內容和技術的 VR 公司維持,並得到巴黎高科大學 (FR) 和慕尼黑工業大學 (DE) 等專業研究中心的支持。歐洲也是VR軟體和專業應用的研發中心。
此外,遊戲已經牢牢確立了其在歐洲文化中的地位,到 2023 年,一半人口享受電子遊戲。此外,根據國際貿易管理局 (ITA) 的數據,德國的遊戲產業一直持續成長。因此,歐洲不斷成長的遊戲產業正在推動該地區沉浸式娛樂市場的成長。
歐洲沉浸式娛樂市場收入及 2031 年預測(百萬美元)
歐洲沉浸式娛樂市場細分
歐洲沉浸式娛樂市場分為組件、技術、最終用戶和國家。
根據組件,歐洲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,歐洲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,歐洲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,歐洲沉浸式娛樂市場分為英國、德國、法國、義大利、俄羅斯和歐洲其他地區。 2023 年,英國在歐洲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公司是歐洲沉浸式娛樂市場的一些領先公司。
The Europe immersive entertainment market was valued at US$ 25,309.33 million in 2023 and is expected to reach US$ 1,51,526.13 million by 2031; it is estimated to record a CAGR of 25.1% from 2023 to 2031.
Increasing Adoption of Digital Transformation Model Among Organizations Drives Europe Immersive Entertainment Market
Organizations struggle to compete in a constantly changing and dynamic market. Hence, with digital transformation, businesses seek to boost their competitive advantage, enhance business performance, and achieve business growth. Digital transformation has become a new model for many organizations to gain competitive advantages in the intense and dynamic market competition. Over the years, business across various sectors has undergone substantial change, with digital technology being a major contributor to this evolution. Digital technology breakthroughs have transformed the way consumers produce and consume entertainment, changing the sector beyond recognition. By providing new and interesting ways to generate, distribute, and consume media material such as movies, TV shows, and music, creative techniques of generating and sharing have completely changed the entertainment industry. The main means of distributing entertainment in the past were analog media, including vinyl records and cassette tapes. However, the entertainment industry has changed since the introduction of digital technology, as games, movies, and music are all accessible on digital platforms. The shift from analog to digital media has revolutionized the approach toward entertainment consumption. With the ability to stream content whenever and wherever, streaming services such as Netflix, Amazon Prime, Spotify, and Hulu have ushered in a new era of accessibility, ease, and immersive entertainment experiences. Additionally, digital technologies have enabled the creation of sophisticated special effects, allowing filmmakers to create more immersive and visually stunning experiences.
Europe Immersive Entertainment Market Overview
The immersive entertainment market in Europe is segmented into Germany, France, Italy, the UK, Russia, and the Rest of Europe. Europe is a strong and competitive hub for the gaming industry; its competitive advantage is formed by a long-standing tradition in VR research and manufacturing industry applications, as well as creativity and cultural diversity. In the region, VR ecosystems are sustained by VR companies that create applications, content, and technologies and are supported by specialized research hubs, including ParisTech (FR) and the Technical University of Munich (DE). Europe is also an R&D center for VR software and specialized applications.
Moreover, gaming has firmly confirmed its place in European culture, with half of the population enjoying video games in 2023. The number of gamers reached 126.5 million, further underscoring the industry's broad appeal. Further, as per the International Trade Administration (ITA), the gaming industry in Germany has been consistently growing. Thus, the growing gaming industry in Europe is fueling the immersive entertainment market growth in the region.
Europe Immersive Entertainment Market Revenue and Forecast to 2031 (US$ Million)
Europe Immersive Entertainment Market Segmentation
The Europe immersive entertainment market is categorized into component, technology, end user, and country.
Based on component, the Europe immersive entertainment market is bifurcated into hardware and software & services. The hardware segment held a larger market share in 2023.
By technology, the Europe 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 Europe 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 Europe immersive entertainment market is segmented into the UK, Germany, France, Italy, Russia, and the Rest of Europe. The UK dominated the Europe 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 Europe immersive entertainment market.