Europe Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology, By Application (Gaming, Music & Concerts, Immersive Theater, Arcade Studios, Live Events, Sports, Museum & Cultural Experiences and Others), By Country and Growth Fo

Europe Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology, By Application (Gaming, Music & Concerts, Immersive Theater, Arcade Studios, Live Events, Sports, Museum & Cultural Experiences and Others), By Country and Growth Forecast, 2023 - 2030


The Europe Immersive Entertainment Market would witness market growth of 22.9% CAGR during the forecast period (2023-2030).

The rise of location-based entertainment (LBE), where immersive technologies are used to create unique experiences in physical venues like theme parks and entertainment centers, is anticipated to boost market growth. LBE has been influential in expanding the market by offering consumers innovative and interactive experiences beyond the conventional home environment, which is expected to drive market development over the forecast period.

VR has grown in popularity, transforming how users consume content and interact with virtual environments. The development of high-quality VR headsets and the proliferation of VR content across various industries, from gaming to education, has propelled this technology into the mainstream. As hardware becomes more available and affordable, the VR trend is set to continue its upward trajectory. AR has found applications in gaming, marketing, and everyday experiences. The success of AR-powered mobile apps like Pokémon Go has demonstrated the mass appeal of this technology. As AR hardware evolves and becomes more sophisticated, its integration into this form of entertainment experiences is expected to diversify.

According to the UK government's Office for National Statistics, people's median disposable income reached £32,300. In contrast to a longer-term gain of 1.7% per year over the ten years preceding 2022 (FYE 2013 to FYE 2022), the median household disposable income climbed by an average of 0.7% per year between FYE 2020 and FYE 2022. Rising disposable income contributes to the success of subscription-based models for premium immersive content. Consumers may subscribe to premium VR content services, unlocking exclusive, high-quality experiences. Due to the aforementioned factors the market growth will drive in this region.

The Germany market dominated the Europe Immersive Entertainment Market, by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $25,219.6 Million by 2030. The UK market is exhibiting a CAGR of 21.7% during (2023 - 2030). Additionally, The France market would experience a CAGR of 23.8% during (2023 - 2030).

Based on Technology, the market is segmented into Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) and Others. Based on Application, the market is segmented into Gaming, Music & Concerts, Immersive Theater, Arcade Studios, Live Events, Sports, Museum & Cultural Experiences and Others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

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


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Immersive Entertainment Market, by Technology
1.4.2 Europe Immersive Entertainment Market, by Application
1.4.3 Europe Immersive Entertainment Market, by Country
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. Europe Immersive Entertainment Market, by Technology
5.1 Europe Virtual Reality (VR) Market, by Country
5.2 Europe Augmented Reality (AR) Market, by Country
5.3 Europe Mixed Reality (MR) Market, by Country
5.4 Europe Others Market, by Country
Chapter 6. Europe Immersive Entertainment Market, by Application
6.1 Europe Gaming Market, by Country
6.2 Europe Music & Concerts Market, by Country
6.3 Europe Immersive Theater Market, by Country
6.4 Europe Arcade Studios Market, by Country
6.5 Europe Live Events Market, by Country
6.6 Europe Sports Market, by Country
6.7 Europe Museum & Cultural Experiences Market, by Country
6.8 Europe Others Market, by Country
Chapter 7. Europe Immersive Entertainment Market, by Country
7.1 Germany Immersive Entertainment Market
7.1.1 Germany Immersive Entertainment Market, by Technology
7.1.2 Germany Immersive Entertainment Market, by Application
7.2 UK Immersive Entertainment Market
7.2.1 UK Immersive Entertainment Market, by Technology
7.2.2 UK Immersive Entertainment Market, by Application
7.3 France Immersive Entertainment Market
7.3.1 France Immersive Entertainment Market, by Technology
7.3.2 France Immersive Entertainment Market, by Application
7.4 Russia Immersive Entertainment Market
7.4.1 Russia Immersive Entertainment Market, by Technology
7.4.2 Russia Immersive Entertainment Market, by Application
7.5 Spain Immersive Entertainment Market
7.5.1 Spain Immersive Entertainment Market, by Technology
7.5.2 Spain Immersive Entertainment Market, by Application
7.6 Italy Immersive Entertainment Market
7.6.1 Italy Immersive Entertainment Market, by Technology
7.6.2 Italy Immersive Entertainment Market, by Application
7.7 Rest of Europe Immersive Entertainment Market
7.7.1 Rest of Europe Immersive Entertainment Market, by Technology
7.7.2 Rest of Europe 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:

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