+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)
New

Immersive Entertainment - Global Strategic Business Report

  • PDF Icon

    Report

  • 149 Pages
  • February 2025
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 6042860
The global market for Immersive Entertainment was valued at US$133.6 Billion in 2024 and is projected to reach US$473.9 Billion by 2030, growing at a CAGR of 23.5% from 2024 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions.

Global Immersive Entertainment Market - Key Trends & Drivers Summarized

How Is Immersive Entertainment Redefining Consumer Experiences?

Immersive entertainment is revolutionizing how audiences interact with content, creating experiences that are engaging, interactive, and deeply personalized. By leveraging advanced technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR), immersive entertainment transforms passive viewing into active participation. This transformation is particularly evident in gaming, where immersive environments allow players to be fully integrated into digital worlds. Similarly, live events such as concerts, festivals, and sports are utilizing VR and AR to provide audiences with enhanced perspectives and experiences, whether in person or remotely.

Film and television industries are also integrating immersive elements to offer 360-degree storytelling and interactive narratives, enabling viewers to explore scenes from multiple angles and influence outcomes. This shift has redefined traditional formats, giving rise to new forms of entertainment that blur the boundaries between the physical and digital realms. As content creators continue to explore the potential of immersive technologies, consumers are experiencing an entirely new level of engagement and emotional connection with entertainment media.

Why Is Immersive Entertainment Gaining Momentum Across Industries?

The adoption of immersive entertainment is gaining momentum across diverse industries, including gaming, live entertainment, education, and retail. In the gaming sector, VR headsets and motion-tracking technologies have become standard tools for delivering high-fidelity experiences, allowing players to interact with virtual environments in unprecedented ways. Similarly, live entertainment venues and event organizers are incorporating AR and MR overlays to enhance the audience experience, providing real-time data, visuals, and effects that amplify the emotional impact of performances.

The education and training sectors are also leveraging immersive entertainment to create engaging learning environments. Simulations powered by VR and AR offer hands-on experiences that enhance knowledge retention and practical skills. Retailers, on the other hand, are using immersive technologies to create virtual showrooms and interactive advertisements that captivate customers and drive engagement. This broad application of immersive entertainment across multiple sectors underscores its versatility and transformative potential, making it a key focus area for businesses looking to innovate and stay ahead of consumer trends.

How Are Advancements in Technology Fueling Immersive Entertainment?

Technological advancements are at the heart of the rapid growth and evolution of immersive entertainment. Innovations in VR and AR hardware, including lightweight headsets, haptic feedback devices, and advanced motion sensors, have significantly enhanced the realism and comfort of immersive experiences. High-resolution displays and improved refresh rates contribute to smoother visuals, while advancements in spatial audio create a more realistic and immersive sound environment. These improvements are enabling developers to push the boundaries of content creation, delivering richer and more engaging experiences.

Connectivity advancements such as 5G networks and edge computing are also playing a crucial role in enabling seamless immersive experiences. Faster data speeds and lower latency allow real-time interactions in virtual spaces, making applications like multiplayer VR gaming and virtual live events more accessible and enjoyable. Additionally, artificial intelligence (AI) and machine learning are being integrated into immersive platforms to enable real-time customization of experiences based on user behavior and preferences. These technological advancements are driving innovation, opening up new possibilities for immersive entertainment across industries.

What Factors Are Driving the Growth of the Immersive Entertainment Market?

The growth in the Immersive Entertainment market is driven by several factors, including increasing consumer demand for interactive and personalized experiences, advancements in immersive technologies, and the growing adoption of digital content across industries. The rising popularity of VR and AR devices, combined with decreasing hardware costs, has made immersive entertainment more accessible to a wider audience. The gaming industry’s embrace of immersive technologies, coupled with the rise of esports and live-streaming platforms, has further propelled market growth.

The entertainment industry’s shift toward hybrid and virtual events has also fueled the adoption of immersive solutions, as they allow organizers to deliver engaging experiences to both in-person and remote audiences. Furthermore, the integration of immersive technologies into education, retail, and healthcare sectors has expanded the scope of applications, driving additional growth opportunities. Advances in content creation tools, such as AI-driven animation and 3D modeling, are enabling faster and more cost-effective production of immersive experiences. As consumer expectations for innovation and interactivity continue to rise, the immersive entertainment market is set to experience sustained growth and evolution.

Scope of the Study

The report analyzes the Immersive Entertainment market, presented in terms of market value (US$ Thousand). The analysis covers the key segments and geographic regions outlined below.

Segments:

Technology (Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology, Other Technologies); Application (Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application, Live Events Application, Other Applications).

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Virtual Reality (VR) Technology segment, which is expected to reach US$207.8 Billion by 2030 with a CAGR of a 23.3%. The Augmented Reality (AR) Technology segment is also set to grow at 22.2% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, valued at $35.1 Billion in 2024, and China, forecasted to grow at an impressive 22.3% CAGR to reach $72.4 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2024 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of major players such as Apple, Inc., Barco NV, HTC Corporation, Magic Leap, Inc., Microsoft Corporation and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Immersive Entertainment Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Immersive Entertainment Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Immersive Entertainment Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Some of the 41 companies featured in this Immersive Entertainment market report include:

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

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
World Market Trajectories
Economic Frontiers: Trends, Trials & Transformations
Immersive Entertainment - Global Key Competitors Percentage Market Share in 2024 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
Increasing Consumer Demand for Hyper-Realistic Experiences Drives Growth in Immersive Entertainment
Integration of AR and VR Technologies Expands Opportunities in Immersive Entertainment
AI-Driven Content Creation Revolutionizes Interactive and Immersive Storytelling
Rising Popularity of Virtual Concerts and Events Fuels Growth in Immersive Platforms
Metaverse Adoption Propels the Development of Fully Immersive Entertainment Experiences
Advancements in Haptic Technology Enhance Multi-Sensory Immersive Experiences
Focus on Personalization Spurs Demand for AI-Enhanced Immersive Entertainment Solutions
Growing Popularity of E-Sports and Gaming Drives Innovations in Immersive Content
Immersive Displays Transform Audience Engagement in Theaters and Theme Parks
Demand for Real-Time Interactivity Fuels Growth in Immersive Live Streaming Technologies
Expansion of Wearable Devices Broadens Accessibility to Immersive Experiences
Digital Twins in Entertainment Create New Opportunities for Immersive Storytelling
Focus on Experiential Marketing Boosts Adoption of Immersive Technologies
Advances in Audio Technology Elevate the Immersive Sound Experience in Entertainment
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Immersive Entertainment Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Immersive Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 3: World 6-Year Perspective for Immersive Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
TABLE 4: World Recent Past, Current & Future Analysis for Virtual Reality (VR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 5: World 6-Year Perspective for Virtual Reality (VR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 6: World Recent Past, Current & Future Analysis for Augmented Reality (AR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 7: World 6-Year Perspective for Augmented Reality (AR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Mixed Reality (MR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 9: World 6-Year Perspective for Mixed Reality (MR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 10: World Recent Past, Current & Future Analysis for Other Technologies by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 11: World 6-Year Perspective for Other Technologies by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 12: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 13: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for Gaming Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 15: World 6-Year Perspective for Gaming Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 16: World Recent Past, Current & Future Analysis for Immersive Theater Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 17: World 6-Year Perspective for Immersive Theater Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 18: World Recent Past, Current & Future Analysis for Arcade Studios Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 19: World 6-Year Perspective for Arcade Studios Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 20: World Recent Past, Current & Future Analysis for Music & Concerts Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 21: World 6-Year Perspective for Music & Concerts Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 22: World Recent Past, Current & Future Analysis for Live Events Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 23: World 6-Year Perspective for Live Events Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 24: USA Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 25: USA 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 26: USA Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 27: USA 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
CANADA
TABLE 28: Canada Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 29: Canada 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 30: Canada Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 31: Canada 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
JAPAN
Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 32: Japan Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 33: Japan 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 34: Japan Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 35: Japan 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
CHINA
Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 36: China Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 37: China 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 38: China Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 39: China 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
EUROPE
Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 40: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 41: Europe 6-Year Perspective for Immersive Entertainment by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
TABLE 42: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 43: Europe 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 44: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 45: Europe 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
FRANCE
Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 46: France Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 47: France 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 48: France Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 49: France 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
GERMANY
Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 50: Germany Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 51: Germany 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 52: Germany Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 53: Germany 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
ITALY
TABLE 54: Italy Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 55: Italy 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 56: Italy Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 57: Italy 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
UNITED KINGDOM
Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 58: UK Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 59: UK 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 60: UK Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 61: UK 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
REST OF EUROPE
TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 63: Rest of Europe 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 64: Rest of Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 65: Rest of Europe 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
ASIA-PACIFIC
Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 67: Asia-Pacific 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 68: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 69: Asia-Pacific 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
REST OF WORLD
TABLE 70: Rest of World Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 71: Rest of World 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
TABLE 72: Rest of World Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 73: Rest of World 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
IV. COMPETITION

Companies Mentioned

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

Table Information