시장보고서
상품코드
1410318

세계의 몰입형 엔터테인먼트 시장 규모, 점유율 및 동향 분석 보고서 : 기술, 용도, 지역별 전망 및 예측(2023-2030년)

Global Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology, By Application, By Regional Outlook and Forecast, 2023 - 2030

발행일: | 리서치사: KBV Research | 페이지 정보: 영문 242 Pages | 배송안내 : 즉시배송

    
    
    



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

몰입형 엔터테인먼트 시장 규모는 2030년까지 4,195억 달러에 달할 것으로 예상되며, 예측 기간 동안 연평균 23.1%의 시장 성장률을 나타낼 것으로 예상됩니다.

KBV Cardinal의 매트릭스 분석에 따르면, Apple, Inc.와 Microsoft Corporation이 이 시장의 선구자이며, 2022년 10월, Microsoft는 몰입형 VR 경험을 제공하기 위해 미국 기술 기업 Meta와 제휴했습니다. 를 설립했습니다. 이번 제휴는 마이크로소프트의 메시 포 팀즈(Mesh for Teams)와 메타 퀘스트 프로(Meta Quest Pro) 디바이스의 통합을 통해 다양한 사람들의 협업을 강화하는 것을 포함하며, Samsung Electronics, 메타 플랫폼, 퀄컴, 퀄컴 등 다양한 기업들이 이 시장에 참여하고 있다, 퀄컴(Qualcomm Incorporated) 등이 이 시장의 주요 혁신 기업입니다.

시장 성장 요인

LBE 장소는 집에 고급 VR 장비가 없는 개인에게도 몰입형 기술에 대한 접근성을 제공합니다. 이를 통해 시청자 층을 넓히고 다양한 사람들에게 몰입형 경험을 제공할 수 있습니다. 또한, LBE 장소는 일반적으로 고품질 VR 및 AR 장비에 투자하여 소비자용 장비로는 달성할 수 없는 프리미엄 몰입형 경험을 사용자에게 제공하며, LBE 직원은 종종 사용자를 지원하기 위해 교육을 받은 경우가 많아 원활하고 즐거운 경험을 보장합니다. 보장합니다. 이러한 요인으로 인해 향후 몇 년동안 시장이 크게 성장할 것으로 보입니다.

기술의 발전으로 더 높은 해상도, 더 나은 시야, 더 나은 편안함을 갖춘 고급 VR 헤드셋이 등장하고 있습니다. 그 결과 사용자에게 보다 현실적이고 몰입감 있는 시각적 경험을 제공할 수 있게 되었습니다. 내부-외부 추적 및 개선된 센서를 포함한 추적 기술의 혁신은 VR 및 AR 환경에서 모션 추적의 정확성과 반응성을 향상시켜 대기 시간을 줄이고 전반적인 몰입감을 향상시킬 수 있습니다. 몰입형 기술이 계속 발전하면 시장은 더욱 성장할 것으로 예상됩니다.

시장 성장 억제요인

데이터 유출과 개인정보 유출은 몰입형 기술에 대한 소비자의 신뢰를 떨어뜨릴 수 있습니다. 유명 사건은 회의적인 시각을 불러일으키고 이러한 형태의 엔터테인먼트를 채택하는 것을 꺼리게 만들 수 있습니다. 프라이버시 규제를 위반하면 법적 처벌을 받을 수 있고, 기업의 평판을 손상시킬 수 있습니다. 프라이버시 관련 사건으로 인한 부정적인 영향은 영구적인 영향을 미칠 수 있습니다. 몰입형 기술을 일상 생활에 도입하면 상시 모니터링에 대한 우려가 생겨 사용자의 편안함과 몰입형 경험 채택 의향에 영향을 미칠 수 있습니다. 이러한 요인으로 인해 향후 몇 년동안 시장 성장을 저해할 것으로 보입니다.

목차

제1장 시장 범위와 조사 방법

  • 시장의 정의
  • 목적
  • 시장 범위
  • 세분화
  • 조사 방법

제2장 시장 요람

  • 주요 하이라이트

제3장 시장 개요

  • 서론
    • 개요
      • 시장 구성과 시나리오
  • 시장에 영향을 미치는 주요 요인
    • 시장 성장 촉진요인
    • 시장 성장 억제요인

제4장 경쟁 분석 - 세계

  • KBV Cardinal Matrix
  • 최근 업계 전체의 전략적 전개
    • 파트너십, 협업 및 계약
    • 제품 발매와 제품 확대
    • 인수와 합병
  • 주요 성공 전략
    • 주요 전략
    • 주요 전략적 움직임
  • Porter의 Five Forces 분석

제5장 세계 시장 : 기술별

  • 세계의 가상현실(VR) 시장 : 지역별
  • 세계의 증강현실(AR) 시장 : 지역별
  • 세계의 혼합현실(MR) 시장 : 지역별
  • 세계의 기타 시장 : 지역별

제6장 세계 시장 : 용도별

  • 세계의 게임 시장 : 지역별
  • 세계의 음악 및 콘서트 시장 : 지역별
  • 세계의 몰입형 시어터 시장 : 지역별
  • 세계의 아케이드 스튜디오 시장 : 지역별
  • 세계의 라이브 이벤트 시장 : 지역별
  • 세계의 스포츠 시장 : 지역별
  • 세계의 박물관 및 문화 체험 시장 : 지역별
  • 세계의 기타 시장 : 지역별

제7장 세계 시장 : 지역별

  • 북미 시장
    • 북미 시장 : 기술별
    • 북미 시장 : 용도별
    • 북미 시장 : 국가별
      • 미국의 몰입형 엔터테인먼트 시장
      • 캐나다의 몰입형 엔터테인먼트 시장
      • 멕시코의 몰입형 엔터테인먼트 시장
      • 기타 북미 시장
  • 유럽 시장
    • 유럽 시장 : 기술별
    • 유럽 시장 : 용도별
    • 유럽 시장 : 국가별
      • 독일의 몰입형 엔터테인먼트 시장
      • 영국의 몰입형 엔터테인먼트 시장
      • 프랑스의 몰입형 엔터테인먼트 시장
      • 러시아의 몰입형 엔터테인먼트 시장
      • 스페인의 몰입형 엔터테인먼트 시장
      • 이탈리아의 몰입형 엔터테인먼트 시장
      • 기타 유럽 시장
  • 아시아태평양 시장
    • 아시아태평양 시장 : 기술별
    • 아시아태평양 시장 : 용도별
    • 아시아태평양 시장 : 국가별
      • 중국의 몰입형 엔터테인먼트 시장
      • 일본의 몰입형 엔터테인먼트 시장
      • 인도의 몰입형 엔터테인먼트 시장
      • 한국의 몰입형 엔터테인먼트 시장
      • 싱가포르의 몰입형 엔터테인먼트 시장
      • 말레이시아의 몰입형 엔터테인먼트 시장
      • 기타 아시아태평양 시장
  • 라틴아메리카/중동 및 아프리카 시장
    • 라틴아메리카/중동 및 아프리카 시장 : 기술별
    • 라틴아메리카/중동 및 아프리카 시장 : 용도별
    • 라틴아메리카/중동 및 아프리카 시장 : 국가별
      • 브라질의 몰입형 엔터테인먼트 시장
      • 아르헨티나의 몰입형 엔터테인먼트 시장
      • 아랍에미리트(UAE)의 몰입형 엔터테인먼트 시장
      • 사우디아라비아의 몰입형 엔터테인먼트 시장
      • 남아프리카공화국의 몰입형 엔터테인먼트 시장
      • 나이지리아의 몰입형 엔터테인먼트 시장
      • 기타 라틴아메리카/중동 및 아프리카 시장

제8장 기업 개요

  • Meta Platforms, Inc(Meta)
  • HTC Corporation
  • Samsung Electronics Co, Ltd.(Samsung Group)
  • Sony Corporation
  • Qualcomm Incorporated(Qualcomm Technologies, Inc)
  • Microsoft Corporation
  • Barco NV
  • Magic Leap, Inc
  • Apple, Inc
  • Unity Software, Inc

제9장 몰입형 엔터테인먼트 시장에서의 성공 필수 조건

LSH 24.01.30

The Global Immersive Entertainment Market size is expected to reach $419.5 billion by 2030, rising at a market growth of 23.1% CAGR during the forecast period.

The integration of cutting-edge audio technologies and spatial sound design has enhanced the immersive nature of live music experiences, replicating the atmosphere of traditional concerts. Consequently, the music & concerts segment would acquire nearly 10% of the total market share by 2030. The global reach afforded by virtual concerts has broadened the artist's audience, transcending geographical boundaries. Moreover, the COVID-19 pandemic has accelerated the adoption of virtual and hybrid concert formats, prompting consumer behavior toward digital alternatives.

The major strategies followed by the market participants are Partnerships as the key developmental strategy to keep pace with the changing demands of end users. For instance, in December, 2023, Meta Platforms, Inc. partnered with Telefonica, a telecommunications company, to promote mixed reality among elderly people. The partnership reinforces Meta's goal to provide everyone with the benefit of immersive technologies. Moreover, in December, 2023, Samsung Electronics Co., Ltd. announced a partnership with Netflix, an American streaming media company. Under the partnership, Samsung Electronics would provide immersive live streaming of Netflix's "Squid Game: The Trials".

Based on the Analysis presented in the KBV Cardinal matrix; Apple, Inc. and Microsoft Corporation are the forerunners in the Market. In October, 2022, Microsoft Corporation came into partnership with Meta, an American technology company, to provide immersive VR experiences. The partnership involves the integration of Microsoft's Mesh for Teams with Meta Quest Pro devices and would lead to enhanced collaboration between different people. Companies such as Samsung Electronics Co., Ltd., Meta Platforms, Inc. and Qualcomm Incorporated are some of the key innovators in the Market.

Market Growth Factors

LBE venues provide access to immersive technologies for individuals who may not have high-end VR equipment at home. This widens the audience base and introduces immersive experiences to diverse people. Additionally, LBE venues typically invest in high-quality VR and AR equipment, providing users with a premium immersive experience that may surpass what is achievable with consumer-grade devices. LBE staff members are often trained to assist users, ensuring a smooth and enjoyable experience. Due to these factors, the market will grow significantly in the coming years.

Technological advancements have led to more advanced VR headsets with higher resolutions, improved field of view, and better comfort. This results in a more realistic and immersive visual experience for users. Innovations in tracking technologies, including inside-out tracking and improved sensors, enhance the accuracy and responsiveness of motion tracking in VR and AR environments, reducing latency and improving overall immersion. As advancements in immersive technologies continue, the market is expected to grow further.

Market Restraining Factors

Instances of data breaches or misuse of personal information can erode consumer trust in immersive technologies. High-profile incidents can lead to skepticism and reluctance to adopt this form of entertainment. Violating privacy regulations can lead to legal consequences and damage a company's reputation. The negative fallout from privacy-related incidents can have lasting effects. Integrating immersive technologies in everyday life may lead to concerns about constant surveillance, impacting user comfort and the willingness to adopt immersive experiences. Due to the above factors, market growth will be hampered in the coming years.

By Technology Analysis

On the basis of technology, the market is segmented into virtual reality (VR), augmented reality (AR), mixed reality (MR), and others. The mixed reality (MR) segment acquired a substantial revenue share in the market in 2022. This expansion is driven by technological advances and an increasing need for seamlessly integrated virtual and real-world experiences. It enables realistic and interactive training environments where users can practice aptitudes and procedures in a risk-free virtual setting. Moreover, the capacity of MR to overlay digital content onto the physical world, complemented by interactive elements, has given rise to engaging and dynamic entertainment scenarios, fueling segment growth.

By Application Analysis

Based on application, the market is fragmented into gaming, live events, museum & cultural experiences, music & concerts, sports, arcade studios, immersive theatre, and others. The arcade studios segment recorded a remarkable revenue share in the market in 2022. Arcades can leverage immersive technologies for innovative marketing campaigns, attracting new customers and engaging existing patrons with unique and memorable experiences. The integration of immersive technologies in arcades allows operators to create loyalty programs, rewarding frequent visitors with exclusive access to new experiences or discounts.

By Regional Analysis

Region-wise, the market is analysed across North America, Europe, Asia Pacific, and LAMEA. In 2022, the North America region witnessed the largest revenue share in the market. The region's well-established entertainment industry, including Hollywood and the gaming sector, has played a pivotal role in driving consumer awareness and adoption of immersive experiences. Additionally, the prevalence of high disposable incomes in North America has facilitated the widespread adoption of this form of entertainment, including virtual reality gaming, concerts, and experiential events.

Recent Strategies Deployed in the Market

  • Nov-2023: Samsung Electronics Co., Ltd. came into partnership with Signify, a lighting technology company, to integrate the Philips Hue Sync TV app with its TV lineup. The partnership would provide an enhanced immersive experience to home theater users.
  • Aug-2022: Barco NV entered a partnership with Igloo Vision, an immersive spaces creator, to provide enhanced VR experiences to customers. The partnership reinforces the company's aim for innovating and enhancing immersive visualization.
  • Apr-2022: Meta Platforms, Inc. signed a partnership with Unity, a video game software development company, to provide immersive learning experiences using XR. The partnership would lead to new opportunities for learners.
  • Jun-2023: Apple, Inc. announced the launch of Apple Vision Pro, a spatial computer that smoothly integrates digital content with the physical world. The Vision Pro makes a three-dimensional user interface that can be controlled by eyes, hands, and voice. It features a vision spatial operating system to deliver a seamless interaction experience.
  • May-2023: Microsoft Corporation released the Immersive spaces feature for its Mesh platform. The new feature would allow users to gain a realistic feel while interacting with each other within the platform.

List of Key Companies Profiled

  • Meta Platforms, Inc. (Meta)
  • Microsoft Corporation
  • HTC Corporation
  • Barco NV
  • Magic Leap, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Apple, Inc.
  • Sony Corporation
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Unity Software, Inc.

Global Immersive Entertainment Market Report Segmentation

By Technology

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • Others

By Application

  • Gaming
  • Music & Concerts
  • Immersive Theater
  • Arcade Studios
  • Live Events
  • Sports
  • Museum & Cultural Experiences
  • Others

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
  • Rest of LAMEA

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Global Immersive Entertainment Market, by Technology
    • 1.4.2 Global Immersive Entertainment Market, by Application
    • 1.4.3 Global Immersive Entertainment Market, by Geography
  • 1.5 Methodology for the research

Chapter 2. Market at a Glance

  • 2.1 Key Highlights

Chapter 3. Market Overview

  • 3.1 Introduction
    • 3.1.1 Overview
      • 3.1.1.1 Market Composition and Scenario
  • 3.2 Key Factors Impacting the Market
    • 3.2.1 Market Drivers
    • 3.2.2 Market Restraints

Chapter 4. Competition Analysis - Global

  • 4.1 KBV Cardinal Matrix
  • 4.2 Recent Industry Wide Strategic Developments
    • 4.2.1 Partnerships, Collaborations and Agreements
    • 4.2.2 Product Launches and Product Expansions
    • 4.2.3 Acquisition and Mergers
  • 4.3 Top Winning Strategies
    • 4.3.1 Key Leading Strategies: Percentage Distribution (2019-2023)
    • 4.3.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2019, May - 2023, Dec) Leading Players
  • 4.4 Porter Five Forces Analysis

Chapter 5. Global Immersive Entertainment Market, by Technology

  • 5.1 Global Virtual Reality (VR) Market, by Region
  • 5.2 Global Augmented Reality (AR) Market, by Region
  • 5.3 Global Mixed Reality (MR) Market, by Region
  • 5.4 Global Others Market, by Region

Chapter 6. Global Immersive Entertainment Market, by Application

  • 6.1 Global Gaming Market, by Region
  • 6.2 Global Music & Concerts Market, by Region
  • 6.3 Global Immersive Theater Market, by Region
  • 6.4 Global Arcade Studios Market, by Region
  • 6.5 Global Live Events Market, by Region
  • 6.6 Global Sports Market, by Region
  • 6.7 Global Museum & Cultural Experiences Market, by Region
  • 6.8 Global Others Market, by Region

Chapter 7. Global Immersive Entertainment Market, by Region

  • 7.1 North America Immersive Entertainment Market
    • 7.1.1 North America Immersive Entertainment Market, by Technology
      • 7.1.1.1 North America Virtual Reality (VR) Market, by Country
      • 7.1.1.2 North America Augmented Reality (AR) Market, by Country
      • 7.1.1.3 North America Mixed Reality (MR) Market, by Country
      • 7.1.1.4 North America Others Market, by Country
    • 7.1.2 North America Immersive Entertainment Market, by Application
      • 7.1.2.1 North America Gaming Market, by Country
      • 7.1.2.2 North America Music & Concerts Market, by Country
      • 7.1.2.3 North America Immersive Theater Market, by Country
      • 7.1.2.4 North America Arcade Studios Market, by Country
      • 7.1.2.5 North America Live Events Market, by Country
      • 7.1.2.6 North America Sports Market, by Country
      • 7.1.2.7 North America Museum & Cultural Experiences Market, by Country
      • 7.1.2.8 North America Others Market, by Country
    • 7.1.3 North America Immersive Entertainment Market, by Country
      • 7.1.3.1 US Immersive Entertainment Market
        • 7.1.3.1.1 US Immersive Entertainment Market, by Technology
        • 7.1.3.1.2 US Immersive Entertainment Market, by Application
      • 7.1.3.2 Canada Immersive Entertainment Market
        • 7.1.3.2.1 Canada Immersive Entertainment Market, by Technology
        • 7.1.3.2.2 Canada Immersive Entertainment Market, by Application
      • 7.1.3.3 Mexico Immersive Entertainment Market
        • 7.1.3.3.1 Mexico Immersive Entertainment Market, by Technology
        • 7.1.3.3.2 Mexico Immersive Entertainment Market, by Application
      • 7.1.3.4 Rest of North America Immersive Entertainment Market
        • 7.1.3.4.1 Rest of North America Immersive Entertainment Market, by Technology
        • 7.1.3.4.2 Rest of North America Immersive Entertainment Market, by Application
  • 7.2 Europe Immersive Entertainment Market
    • 7.2.1 Europe Immersive Entertainment Market, by Technology
      • 7.2.1.1 Europe Virtual Reality (VR) Market, by Country
      • 7.2.1.2 Europe Augmented Reality (AR) Market, by Country
      • 7.2.1.3 Europe Mixed Reality (MR) Market, by Country
      • 7.2.1.4 Europe Others Market, by Country
    • 7.2.2 Europe Immersive Entertainment Market, by Application
      • 7.2.2.1 Europe Gaming Market, by Country
      • 7.2.2.2 Europe Music & Concerts Market, by Country
      • 7.2.2.3 Europe Immersive Theater Market, by Country
      • 7.2.2.4 Europe Arcade Studios Market, by Country
      • 7.2.2.5 Europe Live Events Market, by Country
      • 7.2.2.6 Europe Sports Market, by Country
      • 7.2.2.7 Europe Museum & Cultural Experiences Market, by Country
      • 7.2.2.8 Europe Others Market, by Country
    • 7.2.3 Europe Immersive Entertainment Market, by Country
      • 7.2.3.1 Germany Immersive Entertainment Market
        • 7.2.3.1.1 Germany Immersive Entertainment Market, by Technology
        • 7.2.3.1.2 Germany Immersive Entertainment Market, by Application
      • 7.2.3.2 UK Immersive Entertainment Market
        • 7.2.3.2.1 UK Immersive Entertainment Market, by Technology
        • 7.2.3.2.2 UK Immersive Entertainment Market, by Application
      • 7.2.3.3 France Immersive Entertainment Market
        • 7.2.3.3.1 France Immersive Entertainment Market, by Technology
        • 7.2.3.3.2 France Immersive Entertainment Market, by Application
      • 7.2.3.4 Russia Immersive Entertainment Market
        • 7.2.3.4.1 Russia Immersive Entertainment Market, by Technology
        • 7.2.3.4.2 Russia Immersive Entertainment Market, by Application
      • 7.2.3.5 Spain Immersive Entertainment Market
        • 7.2.3.5.1 Spain Immersive Entertainment Market, by Technology
        • 7.2.3.5.2 Spain Immersive Entertainment Market, by Application
      • 7.2.3.6 Italy Immersive Entertainment Market
        • 7.2.3.6.1 Italy Immersive Entertainment Market, by Technology
        • 7.2.3.6.2 Italy Immersive Entertainment Market, by Application
      • 7.2.3.7 Rest of Europe Immersive Entertainment Market
        • 7.2.3.7.1 Rest of Europe Immersive Entertainment Market, by Technology
        • 7.2.3.7.2 Rest of Europe Immersive Entertainment Market, by Application
  • 7.3 Asia Pacific Immersive Entertainment Market
    • 7.3.1 Asia Pacific Immersive Entertainment Market, by Technology
      • 7.3.1.1 Asia Pacific Virtual Reality (VR) Market, by Country
      • 7.3.1.2 Asia Pacific Augmented Reality (AR) Market, by Country
      • 7.3.1.3 Asia Pacific Mixed Reality (MR) Market, by Country
      • 7.3.1.4 Asia Pacific Others Market, by Country
    • 7.3.2 Asia Pacific Immersive Entertainment Market, by Application
      • 7.3.2.1 Asia Pacific Gaming Market, by Country
      • 7.3.2.2 Asia Pacific Music & Concerts Market, by Country
      • 7.3.2.3 Asia Pacific Immersive Theater Market, by Country
      • 7.3.2.4 Asia Pacific Arcade Studios Market, by Country
      • 7.3.2.5 Asia Pacific Live Events Market, by Country
      • 7.3.2.6 Asia Pacific Sports Market, by Country
      • 7.3.2.7 Asia Pacific Museum & Cultural Experiences Market, by Country
      • 7.3.2.8 Asia Pacific Others Market, by Country
    • 7.3.3 Asia Pacific Immersive Entertainment Market, by Country
      • 7.3.3.1 China Immersive Entertainment Market
        • 7.3.3.1.1 China Immersive Entertainment Market, by Technology
        • 7.3.3.1.2 China Immersive Entertainment Market, by Application
      • 7.3.3.2 Japan Immersive Entertainment Market
        • 7.3.3.2.1 Japan Immersive Entertainment Market, by Technology
        • 7.3.3.2.2 Japan Immersive Entertainment Market, by Application
      • 7.3.3.3 India Immersive Entertainment Market
        • 7.3.3.3.1 India Immersive Entertainment Market, by Technology
        • 7.3.3.3.2 India Immersive Entertainment Market, by Application
      • 7.3.3.4 South Korea Immersive Entertainment Market
        • 7.3.3.4.1 South Korea Immersive Entertainment Market, by Technology
        • 7.3.3.4.2 South Korea Immersive Entertainment Market, by Application
      • 7.3.3.5 Singapore Immersive Entertainment Market
        • 7.3.3.5.1 Singapore Immersive Entertainment Market, by Technology
        • 7.3.3.5.2 Singapore Immersive Entertainment Market, by Application
      • 7.3.3.6 Malaysia Immersive Entertainment Market
        • 7.3.3.6.1 Malaysia Immersive Entertainment Market, by Technology
        • 7.3.3.6.2 Malaysia Immersive Entertainment Market, by Application
      • 7.3.3.7 Rest of Asia Pacific Immersive Entertainment Market
        • 7.3.3.7.1 Rest of Asia Pacific Immersive Entertainment Market, by Technology
        • 7.3.3.7.2 Rest of Asia Pacific Immersive Entertainment Market, by Application
  • 7.4 LAMEA Immersive Entertainment Market
    • 7.4.1 LAMEA Immersive Entertainment Market, by Technology
      • 7.4.1.1 LAMEA Virtual Reality (VR) Market, by Country
      • 7.4.1.2 LAMEA Augmented Reality (AR) Market, by Country
      • 7.4.1.3 LAMEA Mixed Reality (MR) Market, by Country
      • 7.4.1.4 LAMEA Others Market, by Country
    • 7.4.2 LAMEA Immersive Entertainment Market, by Application
      • 7.4.2.1 LAMEA Gaming Market, by Country
      • 7.4.2.2 LAMEA Music & Concerts Market, by Country
      • 7.4.2.3 LAMEA Immersive Theater Market, by Country
      • 7.4.2.4 LAMEA Arcade Studios Market, by Country
      • 7.4.2.5 LAMEA Live Events Market, by Country
      • 7.4.2.6 LAMEA Sports Market, by Country
      • 7.4.2.7 LAMEA Museum & Cultural Experiences Market, by Country
      • 7.4.2.8 LAMEA Others Market, by Country
    • 7.4.3 LAMEA Immersive Entertainment Market, by Country
      • 7.4.3.1 Brazil Immersive Entertainment Market
        • 7.4.3.1.1 Brazil Immersive Entertainment Market, by Technology
        • 7.4.3.1.2 Brazil Immersive Entertainment Market, by Application
      • 7.4.3.2 Argentina Immersive Entertainment Market
        • 7.4.3.2.1 Argentina Immersive Entertainment Market, by Technology
        • 7.4.3.2.2 Argentina Immersive Entertainment Market, by Application
      • 7.4.3.3 UAE Immersive Entertainment Market
        • 7.4.3.3.1 UAE Immersive Entertainment Market, by Technology
        • 7.4.3.3.2 UAE Immersive Entertainment Market, by Application
      • 7.4.3.4 Saudi Arabia Immersive Entertainment Market
        • 7.4.3.4.1 Saudi Arabia Immersive Entertainment Market, by Technology
        • 7.4.3.4.2 Saudi Arabia Immersive Entertainment Market, by Application
      • 7.4.3.5 South Africa Immersive Entertainment Market
        • 7.4.3.5.1 South Africa Immersive Entertainment Market, by Technology
        • 7.4.3.5.2 South Africa Immersive Entertainment Market, by Application
      • 7.4.3.6 Nigeria Immersive Entertainment Market
        • 7.4.3.6.1 Nigeria Immersive Entertainment Market, by Technology
        • 7.4.3.6.2 Nigeria Immersive Entertainment Market, by Application
      • 7.4.3.7 Rest of LAMEA Immersive Entertainment Market
        • 7.4.3.7.1 Rest of LAMEA Immersive Entertainment Market, by Technology
        • 7.4.3.7.2 Rest of LAMEA Immersive Entertainment Market, by Application

Chapter 8. Company Profiles

  • 8.1 Meta Platforms, Inc. (Meta)
    • 8.1.1 Company Overview
    • 8.1.2 Financial Analysis
    • 8.1.3 Segment and Regional Analysis
    • 8.1.4 Research & Development Expense
    • 8.1.5 Recent strategies and developments:
      • 8.1.5.1 Partnerships, Collaborations, and Agreements:
      • 8.1.5.2 Product Launches and Product Expansions:
    • 8.1.6 SWOT Analysis
  • 8.2 HTC Corporation
    • 8.2.1 Company Overview
    • 8.2.2 Financial Analysis
    • 8.2.3 Regional Analysis
    • 8.2.4 Research & Development Expense
    • 8.2.5 Recent strategies and developments:
      • 8.2.5.1 Product Launches and Product Expansions:
    • 8.2.6 SWOT Analysis
  • 8.3 Samsung Electronics Co., Ltd. (Samsung Group)
    • 8.3.1 Company Overview
    • 8.3.2 Financial Analysis
    • 8.3.3 Segmental and Regional Analysis
    • 8.3.4 Recent strategies and developments:
      • 8.3.4.1 Partnerships, Collaborations, and Agreements:
    • 8.3.5 SWOT Analysis
  • 8.4 Sony Corporation
    • 8.4.1 Company Overview
    • 8.4.2 Financial Analysis
    • 8.4.3 Segmental and Regional Analysis
    • 8.4.4 Research & Development Expenses
    • 8.4.5 Recent strategies and developments:
      • 8.4.5.1 Product Launches and Product Expansions:
    • 8.4.6 SWOT Analysis
  • 8.5 Qualcomm Incorporated (Qualcomm Technologies, Inc.)
    • 8.5.1 Company Overview
    • 8.5.2 Financial Analysis
    • 8.5.3 Segmental and Regional Analysis
    • 8.5.4 Research & Development Expense
    • 8.5.5 Recent strategies and developments:
      • 8.5.5.1 Product Launches and Product Expansions:
    • 8.5.6 SWOT Analysis
  • 8.6 Microsoft Corporation
    • 8.6.1 Company Overview
    • 8.6.2 Financial Analysis
    • 8.6.3 Segmental and Regional Analysis
    • 8.6.4 Research & Development Expenses
    • 8.6.5 Recent strategies and developments:
      • 8.6.5.1 Partnerships, Collaborations, and Agreements:
      • 8.6.5.2 Product Launches and Product Expansions:
      • 8.6.5.3 Acquisition and Mergers:
    • 8.6.6 SWOT Analysis
  • 8.7 Barco NV
    • 8.7.1 Company Overview
    • 8.7.2 Financial Analysis
    • 8.7.3 Segmental and Regional Analysis
    • 8.7.4 Research & Development Expense
    • 8.7.5 Recent strategies and developments:
      • 8.7.5.1 Partnerships, Collaborations, and Agreements:
  • 8.8 Magic Leap, Inc.
    • 8.8.1 Company Overview
    • 8.8.2 Recent strategies and developments:
      • 8.8.2.1 Product Launches and Product Expansions:
    • 8.8.3 SWOT Analysis
  • 8.9 Apple, Inc.
    • 8.9.1 Company Overview
    • 8.9.2 Financial Analysis
    • 8.9.3 Regional Analysis
    • 8.9.4 Research & Development Expense
    • 8.9.5 Recent strategies and developments:
      • 8.9.5.1 Product Launches and Product Expansions:
    • 8.9.6 SWOT Analysis
  • 8.10. Unity Software, Inc.
    • 8.10.1 Company Overview
    • 8.10.2 Financial Analysis
    • 8.10.3 Regional Analysis
    • 8.10.4 Research & Development Expenses
    • 8.10.5 Recent strategies and developments:
      • 8.10.5.1 Partnerships, Collaborations, and Agreements:

Chapter 9. Winning Imperatives for Immersive Entertainment Market

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