시장보고서
상품코드
1644209

세계의 몰입형 엔터테인먼트 시장

Immersive Entertainment

발행일: | 리서치사: Market Glass, Inc. (Formerly Global Industry Analysts, Inc.) | 페이지 정보: 영문 149 Pages | 배송안내 : 1-2일 (영업일 기준)

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 몰입형 엔터테인먼트 시장은 2030년까지 4,739억 달러에 달할 전망

2024년에 1,336억 달러로 추정된 세계의 몰입형 엔터테인먼트 시장은 2030년에는 4,739억 달러에 달하며, 분석 기간인 2024-2030년의 CAGR은 23.5%로 성장할 것으로 예측됩니다. 이 보고서에서 분석한 부문의 하나인 가상현실(VR) 기술은 CAGR 23.3%를 기록하며, 분석 기간 종료시에는 2,078억 달러에 달할 것으로 예측됩니다. 증강현실(AR) 기술 부문의 성장률은 분석 기간의 CAGR로 22.2%로 추정됩니다.

미국 시장은 추정 351억 달러, 중국은 CAGR 22.3%로 성장 예측

미국의 몰입형 엔터테인먼트 시장은 2024년에 351억 달러로 추정됩니다. 세계 2위의 경제대국인 중국은 2030년까지 724억 달러의 시장 규모에 달할 것으로 예측되며, 분석 기간인 2024-2030년의 CAGR은 22.3%입니다. 기타 주목해야 할 지역별 시장으로는 일본과 캐나다가 있으며, 분석 기간 중 CAGR은 각각 21.4%와 20.3%로 예측됩니다. 유럽에서는 독일이 CAGR 약 16.2%로 성장할 것으로 예측됩니다.

세계의 몰입형 엔터테인먼트 시장 - 주요 동향과 촉진요인 정리

몰입형 엔터테인먼트는 소비자 경험을 어떻게 재정의하고 있는가?

몰입형 엔터테인먼트는 시청자가 컨텐츠와 소통하는 방식에 혁명을 일으키며 매력적이고 인터랙티브하며 깊이 있는 개인화된 경험을 만들어내고 있습니다. 몰입형 엔터테인먼트는 가상현실(VR), 증강현실(AR), 혼합현실(MR), 증강현실(XR)과 같은 첨단 기술을 활용하여 수동적인 시청을 능동적인 참여로 전환합니다. 이러한 변화는 특히 몰입형 환경을 통해 기업이 디지털 세계에 완전히 몰입할 수 있는 게임에서 더욱 두드러집니다. 마찬가지로 콘서트, 페스티벌, 스포츠와 같은 라이브 이벤트도 VR과 AR을 활용하여 대면 또는 원격으로 관객에게 더 높은 수준의 관점과 경험을 제공합니다.

영화와 TV 업계도 몰입형 요소를 통합하여 360도 스토리텔링과 인터랙티브한 스토리를 제공하고, 시청자가 장면을 다각도로 탐색하고 결과에 영향을 미칠 수 있도록 하고 있습니다. 이러한 변화는 기존 포맷을 재정의하고, 물리적 영역과 디지털 영역의 경계를 모호하게 만드는 새로운 형태의 엔터테인먼트를 만들어내고 있습니다. 컨텐츠 제작자들이 몰입형 기술의 가능성을 계속 추구하고 있는 가운데, 소비자들은 엔터테인먼트 미디어와 완전히 새로운 차원의 참여와 정서적 교감을 경험하고 있습니다.

왜 몰입형 엔터테인먼트가 산업을 초월해 성장세를 보이고 있는 것일까?

몰입형 엔터테인먼트의 채택은 게임, 라이브 엔터테인먼트, 교육, 소매 등 다양한 산업에서 추진력을 얻고 있습니다. 게임 분야에서는 VR 헤드셋과 모션 트래킹 기술이 충실도 높은 경험을 제공하는 표준 툴이 되어 기업이 이전과는 다른 방식으로 가상 환경과 상호 작용할 수 있게 해줍니다. 마찬가지로 라이브 엔터테인먼트 공연장과 이벤트 주최자들은 AR 및 MR 오버레이를 도입하여 관객의 경험을 향상시키고, 실시간 데이터, 비주얼 및 효과를 제공하여 공연의 감동을 증폭시키고 있습니다.

교육 및 훈련 분야에서도 몰입형 엔터테인먼트를 활용하여 매력적인 학습 환경을 구축하고 있으며, VR과 AR을 활용한 시뮬레이션을 통해 지식과 실무 능력을 향상시킬 수 있는 경험을 제공합니다. 한편, 소매 업계에서는 몰입형 기술을 활용해 가상 쇼룸과 인터랙티브 광고를 제작하여 고객의 참여를 유도하고 몰입도를 높이는 데 활용하고 있습니다. 이처럼 몰입형 엔터테인먼트가 다양한 분야에서 폭넓게 활용되고 있는 것은 몰입형 엔터테인먼트의 범용성과 변혁적 잠재력을 강조하며, 소비자 동향에 발맞추어 혁신하고자 하는 기업에게 중요한 관심 분야로 떠오르고 있습니다.

기술의 발전은 몰입형 엔터테인먼트를 어떻게 촉진하고 있는가?

기술의 발전은 몰입형 엔터테인먼트의 빠른 성장과 진화의 핵심입니다. 경량 헤드셋, 촉각 피드백 장비, 첨단 모션 센서 등 VR 및 AR 하드웨어의 혁신은 몰입형 경험의 몰입감과 편안함을 크게 향상시켰습니다. 고해상도 디스플레이와 향상된 재생률로 더욱 부드러운 비주얼을 구현하고, 공간 오디오의 발전으로 더욱 사실적이고 몰입감 있는 사운드 환경을 조성하고 있습니다. 이러한 개선을 통해 개발자들은 컨텐츠 제작의 한계를 뛰어넘어 더욱 풍부하고 매력적인 경험을 제공할 수 있게 되었습니다.

5G 네트워크와 엣지 컴퓨팅과 같은 연결성의 발전도 몰입감 있는 경험을 가능하게 하는 데 중요한 역할을 하고 있습니다. 데이터 속도가 빨라지고 지연 시간이 줄어들면서 가상 공간에서 실시간 상호작용이 가능해져 멀티기업 VR 게임이나 가상 라이브 이벤트와 같은 용도를 더욱 친숙하고 재미있게 즐길 수 있게 되었습니다. 또한 인공지능(AI)과 머신러닝이 몰입형 플랫폼에 통합되어 사용자의 행동과 취향에 따라 실시간으로 경험을 맞춤화할 수 있게 되었습니다. 이러한 기술 발전은 혁신을 촉진하고, 산업 전반에 걸쳐 몰입형 엔터테인먼트의 새로운 가능성을 열어주고 있습니다.

몰입형 엔터테인먼트 시장의 성장을 가속하는 요인은 무엇인가?

몰입형 엔터테인먼트 시장의 성장은 인터랙티브하고 개인화된 경험에 대한 소비자 수요 증가, 몰입형 기술 발전, 업계 전반의 디지털 컨텐츠 채택 확대, VR 및 AR 기기의 인기 상승, 하드웨어 비용 감소 등 여러 요인에 의해 주도되고 있습니다. 하드웨어 비용의 하락으로 더 많은 사람들이 몰입형 엔터테인먼트를 이용할 수 있게 되었습니다. 게임 산업에서의 몰입형 기술 채택은 e스포츠 및 라이브 스트리밍 플랫폼의 부상과 함께 시장 성장을 더욱 촉진하고 있습니다.

또한 엔터테인먼트 업계가 하이브리드 이벤트와 가상 이벤트로 전환하면서 몰입형 솔루션의 도입이 가속화되고 있습니다. 또한 교육, 소매, 헬스케어 분야로의 몰입형 기술 통합으로 적용 범위가 확대되고, AI 기반 애니메이션과 3D 모델링 등 컨텐츠 제작 툴의 발전으로 몰입형 경험을 빠르고 비용 효율적으로 제작할 수 있게 되면서 성장 기회가 더욱 확대되고 있습니다. 혁신과 인터랙션에 대한 소비자의 기대가 계속 높아지면서 몰입형 엔터테인먼트 시장은 지속적으로 성장하고 진화할 것으로 보입니다.

부문

테크놀러지(가상현실(VR) 테크놀러지, 증강현실(AR) 테크놀러지, 혼합현실(MR) 테크놀러지, 기타 테크놀러지), 애플리케이션(게임·애플리케이션, 몰입형 시어터·애플리케이션, 아케이드·스튜디오·애플리케이션, 음악&콘서트·애플리케이션, 라이브·이벤트·애플리케이션, 기타 애플리케이션)

조사 대상 기업의 예(주목 41사)

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

목차

제1장 조사 방법

제2장 개요

  • 시장 개요
  • 주요 기업
  • 시장 동향과 촉진요인
  • 세계 시장의 전망

제3장 시장 분석

  • 미국
  • 캐나다
  • 일본
  • 중국
  • 유럽
  • 프랑스
  • 독일
  • 이탈리아
  • 영국
  • 기타 유럽
  • 아시아태평양
  • 기타 지역

제4장 경쟁

KSA 25.02.28

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

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