A Global Immersive Entertainment Market Size study & Forecast, by Technology Type (Virtual Reality (VR)

Global Immersive Entertainment Market Size study & Forecast, by Technology Type (Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), Others), by Application (Gaming, Live Events, Museum and Cultural Experiences, Music and Concerts, Sports, Arcade Studios, Immersive Theater, Others), and Regional Analysis, 2023-2030


Global Immersive Entertainment Market is valued approximately at USD XX billion in 2022 and is anticipated to grow with a healthy growth rate of more than XX% over the forecast period 2023-2030. The immersive entertainment market encompasses a broad range of industries and technologies that aim to provide users with highly engaging and interactive experiences that blur the lines between the physical and digital worlds. This market includes various forms of entertainment, such as virtual reality (VR), augmented reality (AR), mixed reality (MR), 360-degree video, immersive gaming, and interactive media experiences. Key components of the immersive entertainment market include hardware devices such as VR headsets, AR glasses, motion controllers, and haptic feedback devices, as well as software applications, games, simulations and content creation tools tailored for immersive experiences. The market growth is driven by key factors such as innovations and development in technology such as VR & AR, and demand for improved entertainment experiences.

As per Statista, user base for AR and VR devices remains relatively small, with growth expectations until 2027 not reaching a level that would position mixed reality as the dominant computing platform in the near term. This year, it's estimated that 98 million individuals will be utilizing VR hardware, while 23 million will be engaging with more sophisticated AR technology. However, by 2027, both AR and VR are anticipated to exceed 100 million users globally. Furthermore, the entertainment industry has experienced a significant surge due to the pandemic. With widespread lockdowns and social distancing measures, people turned to entertainment as a primary source of comfort and distraction. Binge-watching became a prevalent activity as individuals sought solace and relief from feelings of isolation and melancholy. Research conducted by the National Library of Medicine revealed that a staggering 73.7% of respondents noted a substantial uptick in their consumption of TV and internet content. Moreover, adults aged 18 and above reported experiencing heightened levels of psychological distress, with percentages rising from 20.8% to 29.5%. Additionally, the prevalence of sleep disturbances ranged between 20.2% and 24.7%, underscoring the profound impact of the pandemic on mental well-being. As a result, the entertainment industry saw increased demand and engagement as people sought refuge and diversion during challenging times. However, lack of awareness stifles market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Immersive Entertainment Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominated the regional market in 2022 with largest revenue share due to concentration of major companies and start-ups within the region, contributing to its economic stronghold in the market. Along with this, Asia Pacific is expected to be the fastest growing region owing to many companies within the market are actively engaged in expanding their market presence to reach a broader customer base and reinforce their position in the industry.

Major market player included in this report are:
Qualcomm Technologies, Inc.
Meta Platforms, Inc.
Microsoft Corporation
HTC Corporation
Barco NV
Magic Leap, Inc.
Samsung Electronics Co., Ltd.
Apple Inc.
Sony Group Corporation
Unity Technologies

Recent Developments in the Market:
 NA

Global Immersive Entertainment Market Report Scope:
 Historical Data – 2020 - 2021
 Base Year for Estimation – 2022
 Forecast period - 2023-2030
 Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
 Segments Covered – Technology, Application, Region
 Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players.

The detailed segments and sub-segment of the market are explained below:

By Technology:
Virtual Reality (VR)
Augmented Reality (AR)
Mixed Reality (MR)
Others

By Application:
Gaming
Live Events
Museum and Cultural Experiences
Music and Concerts
Sports
Arcade Studios
Immersive Theater
Others

By Region:
North America
U.S.
Canada

Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC

Latin America
Brazil
Mexico

Middle East & Africa
Saudi Arabia
South Africa
Rest of Middle East & Africa

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

Please note:The single user license is non-downloadable and non-printable. Global Site license allows these actions.


Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
1.2.1. Immersive Entertainment Market, by region, 2020-2030 (USD Billion)
1.2.2. Immersive Entertainment Market, by Technology, 2020-2030 (USD Billion)
1.2.3. Immersive Entertainment Market, by Application, 2020-2030 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Immersive Entertainment Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Industry Evolution
2.2.2. Scope of the Study
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Immersive Entertainment Market Dynamics
3.1. Immersive Entertainment Market Impact Analysis (2020-2030)
3.1.1. Market Drivers
3.1.1.1. Innovations and development in technology such as VR & AR
3.1.1.2. Demand for improved entertainment experiences.
3.1.2. Market Challenges
3.1.2.1. Lack of awareness
3.1.3. Market Opportunities
3.1.3.1. Growing gaming industry
3.1.3.2. Technological advancement in entertainment industry
Chapter 4. Global Immersive Entertainment Market: Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Porter’s 5 Force Impact Analysis
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economic
4.3.3. Social
4.3.4. Technological
4.3.5. Environmental
4.3.6. Legal
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. COVID-19 Impact Analysis
4.7. Disruptive Trends
4.8. Industry Expert Perspective
4.9. Analyst Recommendation & Conclusion
Chapter 5. Global Immersive Entertainment Market, by Technology
5.1. Market Snapshot
5.2. Global Immersive Entertainment Market by Technology, Performance - Potential Analysis
5.3. Global Immersive Entertainment Market Estimates & Forecasts by Technology 2020-2030 (USD Billion)
5.4. Immersive Entertainment Market, Sub Segment Analysis
5.4.1. Virtual Reality (VR)
5.4.2. Augmented Reality (AR)
5.4.3. Mixed Reality (MR)
5.4.4. Others
5.4.5.
Chapter 6. Global Immersive Entertainment Market, by Application
6.1. Market Snapshot
6.2. Global Immersive Entertainment Market by Application, Performance - Potential Analysis
6.3. Global Immersive Entertainment Market Estimates & Forecasts by Application 2020-2030 (USD Billion)
6.4. Immersive Entertainment Market, Sub Segment Analysis
6.4.1. Gaming
6.4.2. Live Events
6.4.3. Museum and Cultural Experiences
6.4.4. Music and Concerts
6.4.5. Sports
6.4.6. Arcade Studios
6.4.7. Immersive Theater
6.4.8. Others
Chapter 7. Global Immersive Entertainment Market, Regional Analysis
7.1. Top Leading Countries
7.2. Top Emerging Countries
7.3. Immersive Entertainment Market, Regional Market Snapshot
7.4. North America Immersive Entertainment Market
7.4.1. U.S. Immersive Entertainment Market
7.4.1.1. Technology breakdown estimates & forecasts, 2020-2030
7.4.1.2. Application breakdown estimates & forecasts, 2020-2030
7.4.2. Canada Immersive Entertainment Market
7.5. Europe Immersive Entertainment Market Snapshot
7.5.1. U.K. Immersive Entertainment Market
7.5.2. Germany Immersive Entertainment Market
7.5.3. France Immersive Entertainment Market
7.5.4. Spain Immersive Entertainment Market
7.5.5. Italy Immersive Entertainment Market
7.5.6. Rest of Europe Immersive Entertainment Market
7.6. Asia-Pacific Immersive Entertainment Market Snapshot
7.6.1. China Immersive Entertainment Market
7.6.2. India Immersive Entertainment Market
7.6.3. Japan Immersive Entertainment Market
7.6.4. Australia Immersive Entertainment Market
7.6.5. South Korea Immersive Entertainment Market
7.6.6. Rest of Asia Pacific Immersive Entertainment Market
7.7. Latin America Immersive Entertainment Market Snapshot
7.7.1. Brazil Immersive Entertainment Market
7.7.2. Mexico Immersive Entertainment Market
7.8. Middle East & Africa Immersive Entertainment Market
7.8.1. Saudi Arabia Immersive Entertainment Market
7.8.2. South Africa Immersive Entertainment Market
7.8.3. Rest of Middle East & Africa Immersive Entertainment Market
Chapter 8. Competitive Intelligence
8.1. Key Company SWOT Analysis
8.1.1. Company 1
8.1.2. Company 2
8.1.3. Company 3
8.2. Top Market Strategies
8.3. Company Profiles
8.3.1. Qualcomm Technologies, Inc.
8.3.1.1. Key Information
8.3.1.2. Overview
8.3.1.3. Financial (Subject to Data Availability)
8.3.1.4. Product Summary
8.3.1.5. Recent Developments
8.3.2. Meta Platforms, Inc.
8.3.3. Microsoft Corporation
8.3.4. HTC Corporation
8.3.5. Barco NV
8.3.6. Magic Leap, Inc.
8.3.7. Samsung Electronics Co., Ltd.
8.3.8. Apple Inc.
8.3.9. Sony Group Corporation
8.3.10. Unity Technologies
Chapter 9. Research Process
9.1. Research Process
9.1.1. Data Mining
9.1.2. Analysis
9.1.3. Market Estimation
9.1.4. Validation
9.1.5. Publishing
9.2. Research Attributes
9.3. Research Assumption
List of Tables
TABLE 1. Global Immersive Entertainment Market, report scope
TABLE 2. Global Immersive Entertainment Market estimates & forecasts by Region 2020-2030 (USD Billion)
TABLE 3. Global Immersive Entertainment Market estimates & forecasts by Technology 2020-2030 (USD Billion)
TABLE 4. Global Immersive Entertainment Market estimates & forecasts by Application 2020-2030 (USD Billion)
TABLE 5. Global Immersive Entertainment Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
TABLE 6. Global Immersive Entertainment Market by region, estimates & forecasts, 2020-2030 (USD Billion)
TABLE 7. Global Immersive Entertainment Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
TABLE 8. Global Immersive Entertainment Market by region, estimates & forecasts, 2020-2030 (USD Billion)
TABLE 9. Global Immersive Entertainment Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
TABLE 10. Global Immersive Entertainment Market by region, estimates & forecasts, 2020-2030 (USD Billion)
TABLE 11. Global Immersive Entertainment Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
TABLE 12. Global Immersive Entertainment Market by region, estimates & forecasts, 2020-2030 (USD Billion)
TABLE 13. Global Immersive Entertainment Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
TABLE 14. Global Immersive Entertainment Market by region, estimates & forecasts, 2020-2030 (USD Billion)
TABLE 15. U.S. Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 16. U.S. Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 17. U.S. Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 18. Canada Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 19. Canada Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 20. Canada Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 21. UK Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 22. UK Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 23. UK Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 24. Germany Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 25. Germany Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 26. Germany Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 27. France Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 28. France Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 29. France Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 30. Italy Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 31. Italy Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 32. Italy Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 33. Spain Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 34. Spain Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 35. Spain Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 36. RoE Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 37. RoE Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 38. RoE Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 39. China Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 40. China Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 41. China Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 42. India Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 43. India Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 44. India Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 45. Japan Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 46. Japan Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 47. Japan Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 48. South Korea Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 49. South Korea Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 50. South Korea Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 51. Australia Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 52. Australia Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 53. Australia Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 54. RoAPAC Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 55. RoAPAC Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 56. RoAPAC Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 57. Brazil Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 58. Brazil Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 59. Brazil Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 60. Mexico Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 61. Mexico Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 62. Mexico Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 63. RoLA Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 64. RoLA Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 65. RoLA Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 66. Saudi Arabia Immersive Entertainment Market estimates & forecasts, 2020-2030 (USD Billion)
TABLE 67. South Africa Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 68. RoMEA Immersive Entertainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
TABLE 69. List of secondary sources, used in the study of global Immersive Entertainment Market
TABLE 70. List of primary sources, used in the study of global Immersive Entertainment Market
TABLE 71. Years considered for the study
TABLE 72. Exchange rates considered
List of tables and figures and dummy in nature, final lists may vary in the final deliverable
List of figures
FIGURE 1. Global Immersive Entertainment Market, research methodology
FIGURE 2. Global Immersive Entertainment Market, Market estimation techniques
FIGURE 3. Global Market size estimates & forecast methods
FIGURE 4. Global Immersive Entertainment Market, key trends 2022
FIGURE 5. Global Immersive Entertainment Market, growth prospects 2023-2030
FIGURE 6. Global Immersive Entertainment Market, porters 5 force model
FIGURE 7. Global Immersive Entertainment Market, pest analysis
FIGURE 8. Global Immersive Entertainment Market, value chain analysis
FIGURE 9. Global Immersive Entertainment Market by segment, 2020 & 2030 (USD Billion)
FIGURE 10. Global Immersive Entertainment Market by segment, 2020 & 2030 (USD Billion)
FIGURE 11. Global Immersive Entertainment Market by segment, 2020 & 2030 (USD Billion)
FIGURE 12. Global Immersive Entertainment Market by segment, 2020 & 2030 (USD Billion)
FIGURE 13. Global Immersive Entertainment Market by segment, 2020 & 2030 (USD Billion)
FIGURE 14. Global Immersive Entertainment Market, regional snapshot 2020 & 2030
FIGURE 15. North America Immersive Entertainment Market 2020 & 2030 (USD Billion)
FIGURE 16. Europe Immersive Entertainment Market 2020 & 2030 (USD Billion)
FIGURE 17. Asia pacific Immersive Entertainment Market 2020 & 2030 (USD Billion)
FIGURE 18. Latin America Immersive Entertainment Market 2020 & 2030 (USD Billion)
FIGURE 19. Middle East & Africa Immersive Entertainment Market 2020 & 2030 (USD Billion)
List of tables and figures and dummy in nature, final lists may vary in the final deliverable

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