※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.
몰입형 엔터테인먼트 시장 규모는 2023년 875억 1,000만 달러, 2031년에는 5,197억 7,000만 달러에 달할 것으로 예상되며, 2023년부터 2031년까지 연평균 24.9%의 성장률을 나타낼 것으로 추정됩니다.
몰입형 엔터테인먼트 시장은 북미, 유럽, 아시아태평양, 중동 및 아프리카, 중남미, 중남미 등 5개 주요 지역으로 구분되며, 2023년에는 북미가 시장을 장악하고 유럽과 아시아태평양이 각각 그 뒤를 이을 것으로 예상됩니다. 북미는 기술 혁신과 첨단 기술 채택 측면에서 가장 빠르게 성장하는 지역 중 하나입니다. 이 지역은 엔터테인먼트와 게임 분야가 잘 확립되어 있습니다. 최근 북미에서는 AR, VR, MR, 인공지능(AI), 블록체인 등의 기술이 모든 주요 산업 분야에서 대량으로 채택되고 있습니다. 많은 산업에서 디지털화가 확산되고 있는 가운데, 몰입형 엔터테인먼트는 특히 미디어 & 엔터테인먼트 및 게임 분야에서 비즈니스에 필수적인 요소로 자리 잡고 있습니다.
북미 몰입형 엔터테인먼트 시장은 미국, 캐나다, 멕시코로 구분됩니다. 미국은 2024년부터 2031년까지 예측 기간 동안 가장 큰 점유율을 차지하며 가장 높은 CAGR을 나타낼 것으로 예상됩니다. 다양한 산업 분야의 높은 디지털화 속도, 디지털 도구의 도입 증가, 정부 기관의 높은 기술 지출이 미국 몰입형 엔터테인먼트 시장의 성장을 견인하고 있습니다. 또한, 미국에는 몰입형 엔터테인먼트 시장의 많은 기업들이 혁신적인 솔루션 개발에 점점 더 많은 노력을 기울이고 있습니다. Microsoft, Meta Platforms, Google 등이 북미 시장의 주요 시장 기업입니다.
최종 사용자에 따라 시장은 미디어 및 엔터테인먼트, 게임, 디자인 및 건축, 소매, 교육, 기타로 나뉩니다. 몰입형 엔터테인먼트 시장에서는 게임 분야가 가장 큰 비중을 차지하고 있습니다. 전 세계 소비자들은 Half-Life: Alyx, Horizon: Call of the Mountain, Resident Evil Village, Gran Turismo 7, Ingress Prime, Pokemon GO, and Jurassic World Alive 등 AR과 VR을 활용한 체험형 게임에 대한 수요가 증가하고 있습니다. 이로 인해 시장 기업들은 VR 기술, 그래픽, 처리 능력을 갖춘 기술적으로 진보된 게임을 개발하게 되었고, 게임 경험은 더욱 향상되어 많은 관객을 끌어들이고 있습니다. 또한 모바일 게임, 온라인 멀티기업 게임, e스포츠에 대한 수요와 접근성이 높아지면서 게임 분야 몰입형 엔터테인먼트 시장의 성장을 가속하고 있습니다.
Microsoft Corp, Qualcomm Inc, Google LLC, Sony Group Corp, Infosys Ltd, HTC Corp, Samsung Electronics Co Ltd, Apple Inc, Magic Leap, Inc, Salesforce, Inc. Inc 등이 이 시장 조사에 소개된 주요 몰입형 엔터테인먼트 시장 기업들입니다.
몰입형 엔터테인먼트의 전체 시장 규모는 1차 및 2차 정보를 통해 도출되었습니다. 몰입형 엔터테인먼트 시장 규모와 관련된 질적 및 양적 정보를 얻기 위해 내부 및 외부 소스를 사용하여 철저한 보조 연구를 수행했습니다. 또한 이 과정을 통해 모든 시장 부문에 대한 시장 개요와 예측을 얻을 수 있습니다. 또한, 데이터를 검증하고 분석적 통찰력을 얻기 위해 업계 관계자와 여러 차례의 1차 인터뷰를 진행했습니다. 이 과정에는 부사장, 시장 개척 관리자, 시장 인텔리전스 관리자, 국내 영업 관리자와 같은 업계 전문가와 몰입형 엔터테인먼트 시장을 전문으로 하는 평가 전문가, 리서치 애널리스트, KOL(Key Opinion Leader)와 같은 외부 컨설턴트가 참여했습니다.
목차
제1장 서론
제2장 주요 요약
제3장 조사 방법
- 2차 조사
- 1차 조사
- 가설 책정
- 거시경제 요인 분석
- 기초 수치 작성
- 데이터 삼각측량
- 국가 레벨 데이터
제4장 몰입형 엔터테인먼트 시장 구도
제5장 몰입형 엔터테인먼트 시장 : 주요 시장 역학
- 몰입형 엔터테인먼트 시장 - 주요 시장 역학
- 시장 성장 촉진요인
- 시장 성장 억제요인
- 시장 기회
- 향후 동향
- 성장 촉진요인과 억제요인의 영향
제6장 몰입형 엔터테인먼트 시장 : 세계 시장 분석
- 몰입형 엔터테인먼트 시장 매출, 2021-2031년
- 몰입형 엔터테인먼트 시장 예측 분석
제7장 몰입형 엔터테인먼트 시장 분석 - 컴포넌트별
제8장 몰입형 엔터테인먼트 시장 분석 - 기술별
- 가상현실(VR)
- 증강현실(AR)
- 혼합현실(MR)
- 기타
제9장 몰입형 엔터테인먼트 시장 분석 - 최종사용자별
- 미디어 및 엔터테인먼트
- 게임
- 디자인 및 아키텍처
- 소매
- 교육
- 기타
제10장 몰입형 엔터테인먼트 시장 - 지역별 분석
- 북미
- 유럽
- 영국
- 독일
- 프랑스
- 이탈리아
- 러시아 연방
- 기타 유럽
- 아시아태평양
- 중국
- 일본
- 인도
- 한국
- 호주
- 아시아태평양 기타 국가
- 중동 및 아프리카
- 아랍에미리트(UAE)
- 사우디아라비아
- 남아프리카공화국
- 기타 중동 및 아프리카
- 남미
제11장 경쟁 구도
제12장 업계 상황
제13장 기업 개요
- Microsoft Corp
- Qualcomm Inc
- Google LLC
- Sony Group Corp
- Infosys Ltd
- HTC Corp
- Samsung Electronics Co Ltd
- Apple Inc
- Magic Leap, Inc.
- Salesforce Inc
제14장 부록
LSH 24.07.17
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.
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. 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