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Immersive Entertainment Market Size and Forecast (2021 - 2031), Global and Regional Share, Trend, and Growth Opportunity Analysis Report Coverage: By Component (Hardware and Software & Services), Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), End User (IT & Telecom, BFSI, Healthcare, Government, Manufacturing, and Others), and Geography

May 2024 | 178 pages | ID: IC5002E9EAB7EN
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The immersive entertainment market size was valued at US$ 87.51 billion in 2023 and is expected to reach US$ 519.77 billion by 2031; it is estimated to record a CAGR of 24.9% from 2023 to 2031.

The immersive entertainment market is segmented into five major regions-North America, Europe, Asia Pacific (APAC), the Middle East & Africa (MEA), and South & Central America. North America dominated the market in 2023, followed by Europe and APAC, respectively. North America is one of the fastest-growing regions in terms of technological innovations and adoption of advanced technologies. The region has well-established entertainment and gaming sectors. In recent years, North America has witnessed huge adoption of technologies such as AR, VR, MR, artificial intelligence (AI), and blockchain across all the major industry verticals. With the increasing penetration of digitization in many industries, immersive entertainment has become a vital component of business, especially in the media & entertainment and gaming sectors.

The North America immersive entertainment market is segmented into the US, Canada, and Mexico. The US is expected to have the largest share and record the highest CAGR during the forecast period of 2024 to 2031. The high rate of digitization in various industries, increase in the adoption of digital tools, and high technological spending by government agencies fuel the growth of the US immersive entertainment market. Moreover, the US has a large number of immersive entertainment market players who have been increasingly focusing on developing innovative solutions. Microsoft; Meta Platforms, Inc.; and Google LLC are among the key market players in North America

Based on end user, the market is divided into media & entertainment, gaming, design & architecture, retail, education, and others. The gaming segment held the largest immersive entertainment market share. Consumers across the world are highly demanding AR and VR-based games such as Half-Life: Alyx, Horizon: Call of the Mountain, Resident Evil Village, Gran Turismo 7, Ingress Prime, Pokemon GO, and Jurassic World Alive for enhanced experience. This encourages market players to develop technologically advanced games with VR technology, graphics, and processing power, which further improves the gaming experience and attracts a large audience. Moreover, the rising demand and access to mobile gaming, online multiplayer gaming, and e-sports boost the immersive entertainment market growth for the gaming segment.

Microsoft Corp; Qualcomm Inc; Google LLC; Sony Group Corp; Infosys Ltd; HTC Corp; Samsung Electronics Co Ltd; Apple Inc; Magic Leap, Inc.; and Salesforce Inc are among the key immersive entertainment market players that are profiled in this market study.

The overall immersive entertainment market size has been derived using both primary and secondary sources. Exhaustive secondary research has been conducted using internal and external sources to obtain qualitative and quantitative information related to the immersive entertainment market size. The process also helps obtain an overview and forecast of the market with respect to all the market segments. Also, multiple primary interviews have been conducted with industry participants to validate the data and gain analytical insights. This process includes industry experts such as VPs, business development managers, market intelligence managers, and national sales managers, along with external consultants such as valuation experts, research analysts, and key opinion leaders, specializing in the immersive entertainment market.

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. 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. IMMERSIVE ENTERTAINMENT MARKET – KEY MARKET DYNAMICS

5.1 Immersive Entertainment Market – Key Market Dynamics
5.2 Market Drivers
  5.2.1 Widespread Application of Immersive Technologies Across Entertainment Industry
  5.2.2 Increasing Adoption of Digital Transformation Model Among Organizations
  5.2.3 Growing Spending on Live Events Worldwide
5.3 Market Restraints
  5.3.1 High Cost Associated with Immersive Entertainment Solutions
5.4 Market Opportunities
  5.4.1 Advancements in Entertainment Industry
  5.4.2 Emergence of Immersive Entertainment in Automotive Industry
5.5 Future Trends
  5.5.1 Increasing Adoption of Artificial Intelligence Technology
5.6 Impact of Drivers and Restraints:

6. IMMERSIVE ENTERTAINMENT MARKET – GLOBAL MARKET ANALYSIS

6.1 Immersive Entertainment Market Revenue (US$ Million), 2021–2031
6.2 Immersive Entertainment Market Forecast Analysis

7. 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. 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. 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. IMMERSIVE ENTERTAINMENT MARKET – GEOGRAPHICAL ANALYSIS

10.1 Overview
10.2 North America
  10.2.1 North America Immersive Entertainment Market Overview
  10.2.2 North America: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
  10.2.3 North America: Immersive Entertainment Market Breakdown, by Component
    10.2.3.1 North America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Component
  10.2.4 North America: Immersive Entertainment Market Breakdown, by Technology
    10.2.4.1 North America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Technology
  10.2.5 North America: Immersive Entertainment Market Breakdown, by End User
    10.2.5.1 North America: Immersive Entertainment Market – Revenue and Forecast Analysis – by End User
  10.2.6 North America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
    10.2.6.1 North America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
    10.2.6.2 United States: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.2.6.2.1 United States: Immersive Entertainment Market Breakdown, by Component
      10.2.6.2.2 United States: Immersive Entertainment Market Breakdown, by Technology
      10.2.6.2.3 United States: Immersive Entertainment Market Breakdown, by End User
    10.2.6.3 Canada: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.2.6.3.1 Canada: Immersive Entertainment Market Breakdown, by Component
      10.2.6.3.2 Canada: Immersive Entertainment Market Breakdown, by Technology
      10.2.6.3.3 Canada: Immersive Entertainment Market Breakdown, by End User
    10.2.6.4 Mexico: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.2.6.4.1 Mexico: Immersive Entertainment Market Breakdown, by Component
      10.2.6.4.2 Mexico: Immersive Entertainment Market Breakdown, by Technology
      10.2.6.4.3 Mexico: Immersive Entertainment Market Breakdown, by End User
10.3 Europe
  10.3.1 Europe Immersive Entertainment Market Overview
  10.3.2 Europe: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
  10.3.3 Europe: Immersive Entertainment Market Breakdown, by Component
    10.3.3.1 Europe: Immersive Entertainment Market – Revenue and Forecast Analysis – by Component
  10.3.4 Europe: Immersive Entertainment Market Breakdown, by Technology
    10.3.4.1 Europe: Immersive Entertainment Market – Revenue and Forecast Analysis – by Technology
  10.3.5 Europe: Immersive Entertainment Market Breakdown, by End User
    10.3.5.1 Europe: Immersive Entertainment Market – Revenue and Forecast Analysis – by End User
  10.3.6 Europe: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
    10.3.6.1 Europe: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
    10.3.6.2 United Kingdom: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.3.6.2.1 United Kingdom: Immersive Entertainment Market Breakdown, by Component
      10.3.6.2.2 United Kingdom: Immersive Entertainment Market Breakdown, by Technology
      10.3.6.2.3 United Kingdom: Immersive Entertainment Market Breakdown, by End User
    10.3.6.3 Germany: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.3.6.3.1 Germany: Immersive Entertainment Market Breakdown, by Component
      10.3.6.3.2 Germany: Immersive Entertainment Market Breakdown, by Technology
      10.3.6.3.3 Germany: Immersive Entertainment Market Breakdown, by End User
    10.3.6.4 France: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.3.6.4.1 France: Immersive Entertainment Market Breakdown, by Component
      10.3.6.4.2 France: Immersive Entertainment Market Breakdown, by Technology
      10.3.6.4.3 France: Immersive Entertainment Market Breakdown, by End User
    10.3.6.5 Italy: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.3.6.5.1 Italy: Immersive Entertainment Market Breakdown, by Component
      10.3.6.5.2 Italy: Immersive Entertainment Market Breakdown, by Technology
      10.3.6.5.3 Italy: Immersive Entertainment Market Breakdown, by End User
    10.3.6.6 Russian Federation: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.3.6.6.1 Russian Federation: Immersive Entertainment Market Breakdown, by Component
      10.3.6.6.2 Russian Federation: Immersive Entertainment Market Breakdown, by Technology
      10.3.6.6.3 Russian Federation: Immersive Entertainment Market Breakdown, by End User
    10.3.6.7 Rest of Europe: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.3.6.7.1 Rest of Europe: Immersive Entertainment Market Breakdown, by Component
      10.3.6.7.2 Rest of Europe: Immersive Entertainment Market Breakdown, by Technology
      10.3.6.7.3 Rest of Europe: Immersive Entertainment Market Breakdown, by End User
10.4 Asia Pacific
  10.4.1 Asia Pacific Immersive Entertainment Market Overview
  10.4.2 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
  10.4.3 Asia Pacific: Immersive Entertainment Market Breakdown, by Component
    10.4.3.1 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast Analysis – by Component
  10.4.4 Asia Pacific: Immersive Entertainment Market Breakdown, by Technology
    10.4.4.1 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast Analysis – by Technology
  10.4.5 Asia Pacific: Immersive Entertainment Market Breakdown, by End User
    10.4.5.1 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast Analysis – by End User
  10.4.6 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
    10.4.6.1 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
    10.4.6.2 China: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.4.6.2.1 China: Immersive Entertainment Market Breakdown, by Component
      10.4.6.2.2 China: Immersive Entertainment Market Breakdown, by Technology
      10.4.6.2.3 China: Immersive Entertainment Market Breakdown, by End User
    10.4.6.3 Japan: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.4.6.3.1 Japan: Immersive Entertainment Market Breakdown, by Component
      10.4.6.3.2 Japan: Immersive Entertainment Market Breakdown, by Technology
      10.4.6.3.3 Japan: Immersive Entertainment Market Breakdown, by End User
    10.4.6.4 India: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.4.6.4.1 India: Immersive Entertainment Market Breakdown, by Component
      10.4.6.4.2 India: Immersive Entertainment Market Breakdown, by Technology
      10.4.6.4.3 India: Immersive Entertainment Market Breakdown, by End User
    10.4.6.5 South Korea: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.4.6.5.1 South Korea: Immersive Entertainment Market Breakdown, by Component
      10.4.6.5.2 South Korea: Immersive Entertainment Market Breakdown, by Technology
      10.4.6.5.3 South Korea: Immersive Entertainment Market Breakdown, by End User
    10.4.6.6 Australia: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.4.6.6.1 Australia: Immersive Entertainment Market Breakdown, by Component
      10.4.6.6.2 Australia: Immersive Entertainment Market Breakdown, by Technology
      10.4.6.6.3 Australia: Immersive Entertainment Market Breakdown, by End User
    10.4.6.7 Rest of APAC: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.4.6.7.1 Rest of APAC: Immersive Entertainment Market Breakdown, by Component
      10.4.6.7.2 Rest of APAC: Immersive Entertainment Market Breakdown, by Technology
      10.4.6.7.3 Rest of APAC: Immersive Entertainment Market Breakdown, by End User
10.5 Middle East and Africa
  10.5.1 Middle East and Africa Immersive Entertainment Market Overview
  10.5.2 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
  10.5.3 Middle East and Africa: Immersive Entertainment Market Breakdown, by Component
    10.5.3.1 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast Analysis – by Component
  10.5.4 Middle East and Africa: Immersive Entertainment Market Breakdown, by Technology
    10.5.4.1 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast Analysis – by Technology
  10.5.5 Middle East and Africa: Immersive Entertainment Market Breakdown, by End User
    10.5.5.1 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast Analysis – by End User
  10.5.6 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
    10.5.6.1 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
    10.5.6.2 United Arab Emirates: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.5.6.2.1 United Arab Emirates: Immersive Entertainment Market Breakdown, by Component
      10.5.6.2.2 United Arab Emirates: Immersive Entertainment Market Breakdown, by Technology
      10.5.6.2.3 United Arab Emirates: Immersive Entertainment Market Breakdown, by End User
    10.5.6.3 Saudi Arabia: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.5.6.3.1 Saudi Arabia: Immersive Entertainment Market Breakdown, by Component
      10.5.6.3.2 Saudi Arabia: Immersive Entertainment Market Breakdown, by Technology
      10.5.6.3.3 Saudi Arabia: Immersive Entertainment Market Breakdown, by End User
    10.5.6.4 South Africa: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.5.6.4.1 South Africa: Immersive Entertainment Market Breakdown, by Component
      10.5.6.4.2 South Africa: Immersive Entertainment Market Breakdown, by Technology
      10.5.6.4.3 South Africa: Immersive Entertainment Market Breakdown, by End User
    10.5.6.5 Rest of Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.5.6.5.1 Rest of Middle East and Africa: Immersive Entertainment Market Breakdown, by Component
      10.5.6.5.2 Rest of Middle East and Africa: Immersive Entertainment Market Breakdown, by Technology
      10.5.6.5.3 Rest of Middle East and Africa: Immersive Entertainment Market Breakdown, by End User
10.6 South America
  10.6.1 South America Immersive Entertainment Market Overview
  10.6.2 South America: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
  10.6.3 South America: Immersive Entertainment Market Breakdown, by Component
    10.6.3.1 South America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Component
  10.6.4 South America: Immersive Entertainment Market Breakdown, by Technology
    10.6.4.1 South America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Technology
  10.6.5 South America: Immersive Entertainment Market Breakdown, by End User
    10.6.5.1 South America: Immersive Entertainment Market – Revenue and Forecast Analysis – by End User
  10.6.6 South America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
    10.6.6.1 South America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
    10.6.6.2 Brazil: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.6.6.2.1 Brazil: Immersive Entertainment Market Breakdown, by Component
      10.6.6.2.2 Brazil: Immersive Entertainment Market Breakdown, by Technology
      10.6.6.2.3 Brazil: Immersive Entertainment Market Breakdown, by End User
    10.6.6.3 Argentina: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.6.6.3.1 Argentina: Immersive Entertainment Market Breakdown, by Component
      10.6.6.3.2 Argentina: Immersive Entertainment Market Breakdown, by Technology
      10.6.6.3.3 Argentina: Immersive Entertainment Market Breakdown, by End User
    10.6.6.4 Rest of South America: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
      10.6.6.4.1 Rest of South America: Immersive Entertainment Market Breakdown, by Component
      10.6.6.4.2 Rest of South America: Immersive Entertainment Market Breakdown, by Technology
      10.6.6.4.3 Rest of South America: Immersive Entertainment Market Breakdown, by End User

11. COMPETITIVE LANDSCAPE

11.1 Heat Map Analysis By Key Players

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 Magic Leap, 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
13.10 Salesforce Inc
  13.10.1 Key Facts
  13.10.2 Business Description
  13.10.3 Products and Services
  13.10.4 Financial Overview
  13.10.5 SWOT Analysis
  13.10.6 Key Developments

14. APPENDIX

14.1 About The Insight Partners


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