The immersive technology market size has grown exponentially in recent years. It will grow from $108.46 billion in 2023 to $154.94 billion in 2024 at a compound annual growth rate (CAGR) of 42.9%. The growth observed in the historic period can be attributed to advancements in hardware, gaming, and entertainment sectors, an increasing demand for Virtual Reality (VR) head-mounted displays (HMDs), the widespread proliferation of smartphones and Internet of Things (IoT)-connected devices, the emergence of consumer VR, and a growing demand for digitalization across various industries.
The immersive technology market size is expected to see exponential growth in the next few years. It will grow to $638.69 billion in 2028 at a compound annual growth rate (CAGR) of 42.5%. The anticipated growth in the forecast period can be attributed to the increasing adoption of immersive technology in learning and shopping, the global acceptance of multimedia tools, the rising popularity of esports, enhanced accessibility to immersive content, and a growing demand for head-mounted displays. Noteworthy trends in the forecast period encompass ongoing technological development, the emergence of the metaverse and Web 3.0, the promotion of remote collaboration, increased investment in research and development, and a rise in the utilization of immersive technology for virtual events.
The upward trajectory of gaming and entertainment is expected to drive the expansion of the immersive technology market in the coming years. Gaming and entertainment industries leverage technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) to craft interactive and captivating experiences for users. Immersive technology, encompassing VR, AR, and MR, has significantly transformed these sectors, providing users with more engaging and realistic experiences. For instance, a report by the European Space Agency in 2023 highlighted a nearly 35% increase in the percentage of parents playing video games with their children in 2021 compared to the previous year, underscoring the growing impact of gaming and entertainment on the immersive technology market.
Prominent entities within the immersive technology market are channeling their efforts towards developing cutting-edge technological solutions, particularly in the realm of immersive interactive technology, to enhance their market position. Immersive interactive technology combines various tools and techniques to create participatory experiences where users actively engage within simulated or augmented environments. In November 2022, Echo Healthcare, Inc., a US-based provider of highly realistic medical simulation training tools, introduced its latest software platform, Immersive Studio, operating on its Immersive Interactive technology. This platform enables content creation and sharing among diverse user groups without the need for goggles or headsets, facilitating group learning environments. The Immersive Studio software features a 360-degree camera for users to easily record and upload local content in a cloud-based environment, providing high-quality projections that immerse learners in realistic environments.
In January 2023, Schneider Electric, a France-based digital automation and energy management company, completed the acquisition of AVEVA, a UK-based provider of immersive technology and training systems, for an undisclosed amount. This acquisition aligns with Schneider's objective to integrate energy and process across the economic cycle, ensuring the generation of customer value. AVEVA's expertise in immersive technology and training systems positions it as a valuable addition to Schneider's portfolio, underscoring the convergence of digital automation and immersive technologies in advancing customer-centric solutions.
Major companies operating in the immersive technology market report are Google LLC, Samsung Group, Sony Corporation, Lockheed Martin Corporation, Honeywell International Inc., HCL Technologies Limited, Carl Zeiss AG, Acer Inc., PTC Inc., AVEVA Group PLC, Unity Software Inc., Barco NV, Magic Leap Inc., HTC Corporation, Immersive Technologies Pty Limited, Varjo Technologies Oy, EON Reality, Inc., FAAC Incorporated, CM Labs Simulations Inc., Oculus (Facebook Technologies, LLC.), VI-grade GmbH, Atheer Inc., NCTech Limited, Blippar Ltd., Zeality Inc.
North America was the largest region in the immersive technology market in 2023. Asia Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the immersive technology market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the immersive technology market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The immersive technology market includes revenues earned by entities by providing services such as providing operator risk assessments, consulting and strategy, streamlining processes, and enhancing customer experiences. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The immersive technology market also consists of sales of virtual reality headsets, augmented reality devices, mixed reality devices, haptic devices, 360-degree video systems, and telepresence robots. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
Immersive technology encompasses technologies designed to fully engage users in digital or simulated environments, fostering a heightened sense of presence and interaction within those settings. These technologies typically leverage a combination of hardware and software to enrich the user experience, delivering a more captivating and interactive interface.
The primary components of immersive technology comprise hardware, software/platform, and services. The technologies employed in this realm include mixed reality (MR), virtual reality (VR), augmented reality (AR), and 360 film. Hardware refers to the tangible components of a computer or equipment with a specific purpose, and within immersive technology, it includes items such as head-mounted displays, gesture-tracking devices, projectors, and display walls. The application of immersive technology spans various industries, including healthcare, retail and e-commerce, education, construction, media and entertainment, gaming, manufacturing, aerospace and defense, among others, where it is utilized for purposes such as training and learning, product development, emergency services, sales, and marketing.
The immersive technology market research report is one of a series of new reports that provides immersive technology market statistics, including immersive technology global market size, regional shares, competitors with an immersive technology market share, detailed immersive technology market segments, market trends and opportunities, and any further data you may need to thrive in the immersive technology industry. This immersive technology market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The immersive technology market size is expected to see exponential growth in the next few years. It will grow to $638.69 billion in 2028 at a compound annual growth rate (CAGR) of 42.5%. The anticipated growth in the forecast period can be attributed to the increasing adoption of immersive technology in learning and shopping, the global acceptance of multimedia tools, the rising popularity of esports, enhanced accessibility to immersive content, and a growing demand for head-mounted displays. Noteworthy trends in the forecast period encompass ongoing technological development, the emergence of the metaverse and Web 3.0, the promotion of remote collaboration, increased investment in research and development, and a rise in the utilization of immersive technology for virtual events.
The upward trajectory of gaming and entertainment is expected to drive the expansion of the immersive technology market in the coming years. Gaming and entertainment industries leverage technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) to craft interactive and captivating experiences for users. Immersive technology, encompassing VR, AR, and MR, has significantly transformed these sectors, providing users with more engaging and realistic experiences. For instance, a report by the European Space Agency in 2023 highlighted a nearly 35% increase in the percentage of parents playing video games with their children in 2021 compared to the previous year, underscoring the growing impact of gaming and entertainment on the immersive technology market.
Prominent entities within the immersive technology market are channeling their efforts towards developing cutting-edge technological solutions, particularly in the realm of immersive interactive technology, to enhance their market position. Immersive interactive technology combines various tools and techniques to create participatory experiences where users actively engage within simulated or augmented environments. In November 2022, Echo Healthcare, Inc., a US-based provider of highly realistic medical simulation training tools, introduced its latest software platform, Immersive Studio, operating on its Immersive Interactive technology. This platform enables content creation and sharing among diverse user groups without the need for goggles or headsets, facilitating group learning environments. The Immersive Studio software features a 360-degree camera for users to easily record and upload local content in a cloud-based environment, providing high-quality projections that immerse learners in realistic environments.
In January 2023, Schneider Electric, a France-based digital automation and energy management company, completed the acquisition of AVEVA, a UK-based provider of immersive technology and training systems, for an undisclosed amount. This acquisition aligns with Schneider's objective to integrate energy and process across the economic cycle, ensuring the generation of customer value. AVEVA's expertise in immersive technology and training systems positions it as a valuable addition to Schneider's portfolio, underscoring the convergence of digital automation and immersive technologies in advancing customer-centric solutions.
Major companies operating in the immersive technology market report are Google LLC, Samsung Group, Sony Corporation, Lockheed Martin Corporation, Honeywell International Inc., HCL Technologies Limited, Carl Zeiss AG, Acer Inc., PTC Inc., AVEVA Group PLC, Unity Software Inc., Barco NV, Magic Leap Inc., HTC Corporation, Immersive Technologies Pty Limited, Varjo Technologies Oy, EON Reality, Inc., FAAC Incorporated, CM Labs Simulations Inc., Oculus (Facebook Technologies, LLC.), VI-grade GmbH, Atheer Inc., NCTech Limited, Blippar Ltd., Zeality Inc.
North America was the largest region in the immersive technology market in 2023. Asia Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the immersive technology market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the immersive technology market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The immersive technology market includes revenues earned by entities by providing services such as providing operator risk assessments, consulting and strategy, streamlining processes, and enhancing customer experiences. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The immersive technology market also consists of sales of virtual reality headsets, augmented reality devices, mixed reality devices, haptic devices, 360-degree video systems, and telepresence robots. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
Immersive technology encompasses technologies designed to fully engage users in digital or simulated environments, fostering a heightened sense of presence and interaction within those settings. These technologies typically leverage a combination of hardware and software to enrich the user experience, delivering a more captivating and interactive interface.
The primary components of immersive technology comprise hardware, software/platform, and services. The technologies employed in this realm include mixed reality (MR), virtual reality (VR), augmented reality (AR), and 360 film. Hardware refers to the tangible components of a computer or equipment with a specific purpose, and within immersive technology, it includes items such as head-mounted displays, gesture-tracking devices, projectors, and display walls. The application of immersive technology spans various industries, including healthcare, retail and e-commerce, education, construction, media and entertainment, gaming, manufacturing, aerospace and defense, among others, where it is utilized for purposes such as training and learning, product development, emergency services, sales, and marketing.
The immersive technology market research report is one of a series of new reports that provides immersive technology market statistics, including immersive technology global market size, regional shares, competitors with an immersive technology market share, detailed immersive technology market segments, market trends and opportunities, and any further data you may need to thrive in the immersive technology industry. This immersive technology market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Immersive Technology Market Characteristics3. Immersive Technology Market Trends and Strategies32. Global Immersive Technology Market Competitive Benchmarking33. Global Immersive Technology Market Competitive Dashboard34. Key Mergers and Acquisitions in the Immersive Technology Market
4. Immersive Technology Market - Macro Economic Scenario
5. Global Immersive Technology Market Size and Growth
6. Immersive Technology Market Segmentation
360 Film
7. Immersive Technology Market Regional and Country Analysis
8. Asia-Pacific Immersive Technology Market
9. China Immersive Technology Market
10. India Immersive Technology Market
11. Japan Immersive Technology Market
12. Australia Immersive Technology Market
13. Indonesia Immersive Technology Market
14. South Korea Immersive Technology Market
15. Western Europe Immersive Technology Market
16. UK Immersive Technology Market
17. Germany Immersive Technology Market
18. France Immersive Technology Market
19. Italy Immersive Technology Market
20. Spain Immersive Technology Market
21. Eastern Europe Immersive Technology Market
22. Russia Immersive Technology Market
23. North America Immersive Technology Market
24. USA Immersive Technology Market
25. Canada Immersive Technology Market
26. South America Immersive Technology Market
27. Brazil Immersive Technology Market
28. Middle East Immersive Technology Market
29. Africa Immersive Technology Market
30. Immersive Technology Market Competitive Landscape and Company Profiles
31. Immersive Technology Market Other Major and Innovative Companies
35. Immersive Technology Market Future Outlook and Potential Analysis
36. Appendix
Executive Summary
Immersive Technology Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on immersive technology market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase
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- Understand customers based on the latest market shares.
- Benchmark performance against key competitors.
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- Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Description:
Where is the largest and fastest growing market for immersive technology ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The immersive technology market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
- The impact of higher inflation in many countries and the resulting spike in interest rates.
- The continued but declining impact of COVID-19 on supply chains and consumption patterns.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Component: Hardware; Software/Platform; Services2) By Technology: Mixed Reality (MR); Virtual Reality (VR); Augmented Reality (AR); 360 Film
3) By Application: Training & Learning; Product Development; Emergency Services; Sales & Marketing
4)By Industry: Healthcare; Retail & eCommerce; Education; Construction; Media & Entertainment; Gaming; Manufacturing; Aerospace & Defense; Others (Automotive, Energy)
Key Companies Mentioned: Google LLC; Samsung Group; Sony Corporation; Lockheed Martin Corporation; Honeywell International Inc.Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Google LLC
- Samsung Group
- Sony Corporation
- Lockheed Martin Corporation
- Honeywell International Inc.
- HCL Technologies Limited
- Carl Zeiss AG
- Acer Inc.
- PTC Inc.
- AVEVA Group PLC
- Unity Software Inc.
- Barco NV
- Magic Leap Inc.
- HTC Corporation
- Immersive Technologies Pty Limited
- Varjo Technologies Oy
- EON Reality, Inc.
- FAAC Incorporated
- CM Labs Simulations Inc.
- Oculus (Facebook Technologies, LLC.)
- VI-grade GmbH
- Atheer Inc.
- NCTech Limited
- Blippar Ltd.
- Zeality Inc.
Methodology
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | March 2024 |
Forecast Period | 2024 - 2028 |
Estimated Market Value ( USD | $ 154.94 Billion |
Forecasted Market Value ( USD | $ 638.69 Billion |
Compound Annual Growth Rate | 42.5% |
Regions Covered | Global |
No. of Companies Mentioned | 25 |