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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 Regional Outlook and Forecast, 2023 - 2030

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    Report

  • 242 Pages
  • January 2024
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5928454
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 Telefónica, 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”.

Cardinal Matrix - Market Competition Analysis

Based on the Analysis presented in the 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 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 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 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.

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 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

Companies Mentioned

  • 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.

Methodology

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