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North America Immersive Simulation Market Size, Share & Trends Analysis Report By Application, By Component (Hardware, Software, and Services), By Technology Type, By Industry, By Country and Growth Forecast, 2024 - 2031

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    Report

  • 152 Pages
  • February 2025
  • Region: North America
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6056116
The North America Immersive Simulation Market is expected to witness market growth of 30.0% CAGR during the forecast period (2024-2031).

The US market dominated the North America Immersive Simulation Market by country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $16.59 billion by 2031. The Canada market is experiencing a CAGR of 32.8% during 2024-2031. Additionally, the Mexico market is expected to exhibit a CAGR of 31.7% during 2024-2031.



This market is an innovative and rapidly growing sector within the broader technology industry. With advancements in virtual reality (VR), augmented reality (AR), and mixed reality (MR), these simulations are gaining traction across various industries, revolutionizing how people experience, interact, and train in digital environments.

These simulations are being adopted across a wide range of industries and applications. These simulations are particularly popular in sectors that require high levels of training and skill acquisition. Traditional training methods can be costly, time-consuming, and sometimes dangerous, particularly in fields like healthcare, defense, and aviation.

In Canada, the aerospace industry’s recovery efforts are creating new opportunities for these simulation technologies, while Mexico’s booming e-commerce industry is driving demand for enhanced digital experiences. Canada’s aerospace industry plays a significant role in adopting these simulation technologies for training, design, and maintenance. The Aerospace Regional Recovery Initiative (ARRI), launched by the Government of Canada with a total budget of $250 million, aims to strengthen the sector’s resilience and innovation. Mexico’s e-commerce sector has seen extraordinary growth, making the country one of the top five globally in terms of retail e-commerce growth rate. According to the International Trade Administration (ITA), the market reached USD 26.2 billion in 2022, a 23% increase from 2021. The number of Mexicans using e-commerce grew to 63 million in 2022, an increase of 5.5 million over the previous year. This rapid expansion is boosting demand for immersive simulation technologies to enhance customer experiences and improve retail operations. Thus, the market in Canada and Mexico is gaining momentum, driven by advancements in the aerospace and e-commerce sectors.

List of Key Companies Profiled

  • Microsoft Corporation
  • Meta Platforms, Inc.
  • Magic Leap, Inc.
  • IBM Corporation
  • NVIDIA Corporation
  • Autodesk, Inc.
  • Lockheed Martin Corporation
  • Siemens AG
  • EON Reality, Inc.
  • Sony Corporation

Market Report Segmentation

By Application

  • Training & Learning
  • Product Development
  • Emergency Services
  • Sales & Marketing
  • Other Application

By Component

  • Hardware
  • Software
  • Services

By Technology Type

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • Other Technology Type

By Industry

  • Media & Entertainment
  • Aerospace & Defense
  • Education
  • Gaming
  • Manufacturing
  • Automotive
  • Healthcare
  • Retail & E-commerce
  • Other Industry

By Country

  • US
  • Canada
  • Mexico
  • Rest of North America

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 North America Immersive Simulation Market, by Application
1.4.2 North America Immersive Simulation Market, by Component
1.4.3 North America Immersive Simulation Market, by Technology Type
1.4.4 North America Immersive Simulation Market, by Industry
1.4.5 North America Immersive Simulation 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
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 The 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 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2022, Jun - 2024, Dec) Leading Players
4.5 Porter Five Forces Analysis
Chapter 5. North America Immersive Simulation Market by Application
5.1 North America Training & Learning Market by Country
5.2 North America Product Development Market by Country
5.3 North America Emergency Services Market by Country
5.4 North America Sales & Marketing Market by Country
5.5 North America Other Application Market by Country
Chapter 6. North America Immersive Simulation Market by Component
6.1 North America Hardware Market by Country
6.2 North America Software Market by Country
6.3 North America Services Market by Country
Chapter 7. North America Immersive Simulation Market by Technology Type
7.1 North America Virtual Reality (VR) Market by Country
7.2 North America Augmented Reality (AR) Market by Country
7.3 North America Mixed Reality (MR) Market by Country
7.4 North America Other Technology Type Market by Country
Chapter 8. North America Immersive Simulation Market by Industry
8.1 North America Media & Entertainment Market by Country
8.2 North America Aerospace & Defense Market by Country
8.3 North America Education Market by Country
8.4 North America Gaming Market by Country
8.5 North America Manufacturing Market by Country
8.6 North America Automotive Market by Country
8.7 North America Healthcare Market by Country
8.8 North America Retail & E-commerce Market by Country
8.9 North America Other Industry Market by Country
Chapter 9. North America Immersive Simulation Market by Country
9.1 US Immersive Simulation Market
9.1.1 US Immersive Simulation Market by Application
9.1.2 US Immersive Simulation Market by Component
9.1.3 US Immersive Simulation Market by Technology Type
9.1.4 US Immersive Simulation Market by Industry
9.2 Canada Immersive Simulation Market
9.2.1 Canada Immersive Simulation Market by Application
9.2.2 Canada Immersive Simulation Market by Component
9.2.3 Canada Immersive Simulation Market by Technology Type
9.2.4 Canada Immersive Simulation Market by Industry
9.3 Mexico Immersive Simulation Market
9.3.1 Mexico Immersive Simulation Market by Application
9.3.2 Mexico Immersive Simulation Market by Component
9.3.3 Mexico Immersive Simulation Market by Technology Type
9.3.4 Mexico Immersive Simulation Market by Industry
9.4 Rest of North America Immersive Simulation Market
9.4.1 Rest of North America Immersive Simulation Market by Application
9.4.2 Rest of North America Immersive Simulation Market by Component
9.4.3 Rest of North America Immersive Simulation Market by Technology Type
9.4.4 Rest of North America Immersive Simulation Market by Industry
Chapter 10. Company Profiles
10.1 Microsoft Corporation
10.1.1 Company Overview
10.1.2 Financial Analysis
10.1.3 Segmental and Regional Analysis
10.1.4 Research & Development Expenses
10.1.5 Recent Strategies and Developments
10.1.5.1 Partnerships, Collaborations, and Agreements
10.1.5.2 Acquisition and Mergers
10.1.6 SWOT Analysis
10.2 Meta Platforms, Inc.
10.2.1 Company Overview
10.2.2 Financial Analysis
10.2.3 Segment and Regional Analysis
10.2.4 Research & Development Expense
10.2.5 Recent Strategies and Developments
10.2.5.1 Partnerships, Collaborations, and Agreements
10.2.5.2 Product Launches and Product Expansions
10.2.6 SWOT Analysis
10.3 Magic Leap, Inc.
10.3.1 Company Overview
10.3.2 Recent Strategies and Developments
10.3.2.1 Partnerships, Collaborations, and Agreements
10.3.2.2 Product Launches and Product Expansions
10.3.3 SWOT Analysis
10.4 IBM Corporation
10.4.1 Company Overview
10.4.2 Financial Analysis
10.4.3 Regional & Segmental Analysis
10.4.4 Research & Development Expenses
10.4.5 SWOT Analysis
10.5 NVIDIA Corporation
10.5.1 Company Overview
10.5.2 Financial Analysis
10.5.3 Segmental and Regional Analysis
10.5.4 Research & Development Expenses
10.5.5 Recent Strategies and Developments
10.5.5.1 Partnerships, Collaborations, and Agreements
10.5.6 SWOT Analysis
10.6 Autodesk, Inc.
10.6.1 Company Overview
10.6.2 Financial Analysis
10.6.3 Regional Analysis
10.6.4 Research & Development Expenses
10.6.5 Recent Strategies and Developments
10.6.5.1 Acquisition and Mergers
10.6.6 SWOT Analysis
10.7 Lockheed Martin Corporation
10.7.1 Company Overview
10.7.2 Financial Analysis
10.7.3 Segmental and Regional Analysis
10.7.4 Research & Development Expense
10.7.5 Recent Strategies and Developments
10.7.5.1 Partnerships, Collaborations, and Agreements
10.7.5.2 Product Launches and Product Expansions
10.7.6 SWOT Analysis
10.8 Siemens AG
10.8.1 Company Overview
10.8.2 Financial Analysis
10.8.3 Segmental and Regional Analysis
10.8.4 Research & Development Expense
10.8.5 Recent Strategies and Developments
10.8.5.1 Partnerships, Collaborations, and Agreements
10.8.6 SWOT Analysis
10.9 EON Reality, Inc.
10.9.1 Company Overview
10.9.2 Recent Strategies and Developments
10.9.2.1 Partnerships, Collaborations, and Agreements
10.10. Sony Corporation
10.10.1 Company Overview
10.10.2 Financial Analysis
10.10.3 Segmental and Regional Analysis
10.10.4 Research & Development Expenses
10.10.5 SWOT Analysis

Companies Mentioned

  • Microsoft Corporation
  • Meta Platforms, Inc.
  • Magic Leap, Inc.
  • IBM Corporation
  • NVIDIA Corporation
  • Autodesk, Inc.
  • Lockheed Martin Corporation
  • Siemens AG
  • EON Reality, Inc.
  • Sony Corporation

Methodology

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