2031 年沉浸式娱乐市场报告(按细分市场、地域、动态、最新发展和战略洞察)

  • Report Code : TIPRE00038939
  • Category : Technology, Media and Telecommunications
  • Status : Published
  • No. of Pages : 178
Buy Now

Immersive Entertainment Market Drivers and Opportunities [2021-2031]

Buy Now

沉浸式娱乐市场规模预计将从 2023 年的 875.1 亿美元增至 2031 年的 5197.7 亿美元。预计 2023 年至 2031 年期间该市场的复合年增长率为 24.9%。对云计算的需求不断增长可能仍将是市场的一个关键趋势。

沉浸式娱乐市场分析

过去几年,沉浸式娱乐市场经历了惊人的发展,吸引了客户和艺术家。沉浸式体验受到虚拟现实 (VR) 和增强现实 (AR) 等技术进步的推动,这些技术也加速了娱乐行业的快速扩张。AR、MR 和 VR 耳机、3D 显示器、3D 音频、手势识别、空间感应、全息图、语音识别、触觉、人工智能、无人机和摄像头等技术正变得越来越普及、价格合理且有价值,这鼓励了它们在游戏、教育和娱乐等领域的应用。随着技术的进步,科幻小说将越来越多地成为现实,逼真而复杂的沉浸式体验将模糊虚拟世界和物理世界之间的界限。尽管沉浸式娱乐仍处于早期阶段,但它已经开始对视频游戏、电影和音乐行业产生重大影响。在未来几年,预计将对零售、医疗保健和教育等多个不同领域产生巨大影响。

沉浸式娱乐市场概览

沉浸式娱乐旨在让观众、听众和玩家沉浸在一个更加真实、逼真和互动的世界中。这可以通过触觉反馈、VR、AR、三维音频和其他技术来实现。沉浸式娱乐旨在创造一种在参与度、可信度和整体享受方面超越传统娱乐形式的体验。VR、AR 和混合现实 (MR) 在游戏和其他应用中的使用是沉浸式娱乐的新兴趋势之一。娱乐、教育、医疗保健、电子商务和游戏等各个行业的企业都使用沉浸式技术来带来创新、改善客户体验并颠覆传统的运营实践。

定制研究以满足您的需求

我们可以优化和定制标准产品无法满足的分析和范围。这种灵活性将帮助您获得业务规划和决策所需的准确信息。

沉浸式娱乐市场:

沉浸式娱乐市场
  • Immersive Entertainment Market
    复合年增长率(2023 - 2031)
    24.9%
  • 2023 年市场规模
    875.1 亿美元
  • 市场规模 2031
    年 5197.7亿美元

市场动态

增长动力
  •  
  • 沉浸式技术的广泛应用
  • 数字化转型模型
  • 全球现场活动支出不断增长
未来趋势
  •  
  • 人工智能的采用率不断提高
机会
  •  
  • 娱乐行业的进步,沉浸式娱乐在汽车领域的出现

关键人物

  • 微软公司
  • 高通公司
  • 谷歌有限责任公司
  • 索尼集团
  • 印孚瑟斯公司
  • 宏达国际公司
  • 三星电子有限公司
  • 苹果公司
  • Magic Leap 公司 Salesforce 公司

区域概况

Immersive Entertainment Market
  • 北美
  • 欧洲
  • 亚太
  • 南美洲和中美洲
  • 中东和非洲

市场细分

Immersive Entertainment Market成分
  • 硬件
  • 软件与服务
Immersive Entertainment Market技术
  • 虚拟现实
  • 增强现实
  • 混合现实
Immersive Entertainment Market最终用户
  • 信息技术和电信
  • 金融保险业协会
  • 卫生保健
  • 政府
  • 制造业
  • 示例 PDF 通过定性和定量分析展示了内容结构和信息的性质。

沉浸式娱乐市场的驱动因素和机遇

沉浸式技术在娱乐行业的广泛应用受到市场青睐

沉浸式技术,从 VR 和 AR 到 MR 和扩展现实 (XR),为娱乐行业提供了新的可能性。娱乐行业对沉浸式技术的使用有所增加,该技术使用户可以完全沉浸在虚拟环境中,或与虚构的人物和故事进行新颖而迷人的互动。过去几年,VR 系统体积庞大且价格昂贵,大多数消费者无法使用。尽管如此,近年来,随着 VR 耳机的普及和价格合理,客户对沉浸式技术产生了浓厚的兴趣。人们现在可以在客厅探索新世界并玩沉浸式视频游戏。Oculus、HTC Corporation 和索尼等公司都提供了 VR 体验。沉浸式体验将基于该工作室的电影、电视和视频游戏系列中的热门作品,例如《勇敢者游戏》、《僵尸之地》和《捉鬼敢死队》。因此,沉浸式技术在娱乐行业的广泛应用推动了沉浸式娱乐市场的增长。

娱乐业的进步

可支配收入的增加推动了娱乐和休闲消费的激增。广播、体育和电影等娱乐行业日益普及,这归因于高收入人口的增加。所有人口统计数据的观众都通过各种平台消费媒体,包括数字广告、活动、广播、电视、电影、户外、音乐、游戏、动画和视觉效果 (VFX)。在媒体和娱乐行业,AR 和 VR 技术改善了观众和内容制作者之间的联系。人工智能是媒体领域的最新创新之一,影响着广播、电视、视觉效果等。人工智能工具可用于组织和分析娱乐公司拥有的大量非结构化数字数据。人工智能、机器学习和自然语言处理 (NLP) 可用于预测用户对内容的参与度。因此,预计娱乐行业的进步将为预测期内沉浸式娱乐市场的增长提供丰厚的机会。

沉浸式娱乐市场报告细分分析

有助于得出沉浸式娱乐市场分析的关键部分是组件、技术和最终用户。

  • 根据组件,沉浸式娱乐市场分为硬件和软件及服务。硬件部分在 2023 年占据了更大的市场份额。
  • 根据技术,沉浸式娱乐市场细分为虚拟现实、增强现实、混合现实等。虚拟现实领域在 2023 年占据了市场主导地位。
  • 从终端用户角度来看,沉浸式娱乐市场细分为媒体和娱乐、游戏、设计和建筑、零售、教育等。2023 年,媒体和娱乐领域占据了市场主导地位。

沉浸式娱乐市场份额分析(按地区)

  • 沉浸式娱乐市场分为五大区域:北美、欧洲、亚太地区 (APAC)、中东和非洲 (MEA) 以及南美和中美。2023 年,北美占据市场主导地位,其次是欧洲和亚太地区。
  • 北美是技术创新和先进技术采用方面增长最快的地区之一。该地区拥有成熟的娱乐和游戏行业。近年来,北美在所有主要垂直行业中都大量采用了 AR、VR、MR、AI 和区块链等技术。随着数字化在许多行业中的渗透率不断提高,沉浸式娱乐已成为业务的重要组成部分,尤其是在媒体和娱乐以及游戏行业。

沉浸式娱乐市场报告范围

报告属性细节
2023 年的市场规模875.1亿美元
2031 年市场规模5197.7亿美元
全球复合年增长率(2023 - 2031)24.9%
史料2021-2022
预测期2024-2031
涵盖的领域按组件
  • 硬件
  • 软件与服务
按技术分类
  • 虚拟现实
  • 增强现实
  • 混合现实
按最终用户
  • 信息技术和电信
  • 金融保险业协会
  • 卫生保健
  • 政府
  • 制造业
覆盖地区和国家北美
  • 我们
  • 加拿大
  • 墨西哥
欧洲
  • 英国
  • 德国
  • 法国
  • 俄罗斯
  • 意大利
  • 欧洲其他地区
亚太
  • 中国
  • 印度
  • 日本
  • 澳大利亚
  • 亚太其他地区
南美洲和中美洲
  • 巴西
  • 阿根廷
  • 南美洲和中美洲其他地区
中东和非洲
  • 南非
  • 沙特阿拉伯
  • 阿联酋
  • 中东和非洲其他地区
市场领导者和主要公司简介
  • 微软公司
  • 高通公司
  • 谷歌有限责任公司
  • 索尼集团
  • 印孚瑟斯公司
  • 宏达国际公司
  • 三星电子有限公司
  • 苹果公司
  • Magic Leap 公司 Salesforce 公司
  • 示例 PDF 通过定性和定量分析展示了内容结构和信息的性质。

沉浸式娱乐市场新闻和最新发展

沉浸式娱乐市场通过收集一手和二手研究后的定性和定量数据进行评估,其中包括重要的公司出版物、协会数据和数据库。以下列出了沉浸式娱乐市场的一些发展:

  • 微软公司与 Xbox 合作推出了“Power Your Dreams 体验”。 “梦境叙述与这些强大的视觉效果相结合,真正创造了一种身临其境的娱乐体验,将粉丝带入一个充满想象力的世界。”Outernet 的 Power Your Dreams 沉浸式视听体验提供了一个想象与现实相遇的世界,由梦境心理学家 Ian Wallace 策划。受到三款 Xbox 游戏的启发——Starfield、Cyber​​punk 2077:Phantom Liberty 和尚未发布的 Senua's Saga:Hellblade 2——参与者将踏上穿越不同世界的旅程,并鼓励他们发挥想象力去梦想、探索和创造。

(来源:微软公司,新闻稿,2023 年 11 月)

  • 高通公司宣布推出骁龙 XR2+ 第二代平台,该平台采用单芯片架构,以每秒 90 帧的速度实现 4.3K 空间计算,在工作和娱乐中实现令人惊叹的视觉清晰度。骁龙 XR2+ 第二代支持每眼 4.3K 分辨率和 12 个或更多并发摄像头,可提供清晰、身临其境的混合现实 (MR) 和虚拟现实 (VR) 体验。

(来源:高通公司,新闻稿,2024 年 1 月)

沉浸式娱乐市场报告覆盖范围和交付成果

“沉浸式娱乐市场规模和预测(2021-2031)”对市场进行了详细的分析,涵盖了以下领域:

  • 沉浸式娱乐市场规模及全球、地区和国家层面所有主要细分市场的预测
  • 沉浸式娱乐市场趋势以及市场动态,如驱动因素、限制因素和关键机遇
  • 详细的 PEST/波特五力分析和 SWOT 分析
  • 沉浸式娱乐市场分析涵盖关键市场趋势、全球和区域框架、主要参与者、法规和最新市场发展
  • 行业格局和竞争分析,涵盖市场集中度、热点图分析、知名参与者以及沉浸式娱乐市场的最新发展
  • 详细的公司简介
Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

This text is related
to segments covered.

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

This text is related
to country scope.

Frequently Asked Questions


What are the future trends of the immersive entertainment market?

Integration of artificial intelligence is the future trend of the immersive entertainment market.

What is the estimated global market size for the immersive entertainment in 2022?

The immersive entertainment was valued at US$ 87.51 billion in 2022 and is projected to reach US$ 519.77 billion by 2030; it is expected to grow at a CAGR of 24.9% during 2022–2030.

Which region is holding the major market share of global immersive entertainment market?

The North America held the largest market share in 2022, followed by Europe and Asia Pacific.

Which are the key players holding the major market share of immersive entertainment?

The key players, holding majority shares, in immersive entertainment includes Microsoft; Meta Platforms, Inc.; Qualcomm Technologies, Inc; Google LLC; and Sony Corporation among others.

What are the driving factors impacting the immersive entertainment market?

Widespread application of immersive technologies across entertainment industry, strategic initiatives by key market players, and advancements in Virtual Reality (VR), Augmented Reality (AR), And Mixed Reality (MR) are the driving factors impacting the immersive entertainment market grrowth.

Which is the fastest growing regional market?

North America is anticipated to grow with the highest CAGR over the forecast period.

The List of Companies - Immersive Entertainment Market 

  1. Microsoft Corp
  2. Qualcomm Inc
  3. Google LLC
  4. Sony Group Corp
  5. Infosys Ltd
  6. HTC Corp
  7. Samsung Electronics Co Ltd
  8. Apple Inc
  9. Magic Leap, Inc.
  10. Salesforce Inc

The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

  1. Data Collection and Secondary Research:

As a market research and consulting firm operating from a decade, we have published and advised several client across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.

Several associations trade associates, technical forums, institutes, societies and organization are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in last 3 years are scrutinized and analyzed to understand the current market trends.

  1. Primary Research:

The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.

For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.

A typical research interview fulfils the following functions:

  • Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
  • Validates and strengthens in-house secondary research findings
  • Develops the analysis team’s expertise and market understanding

Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  • Industry participants: VPs, business development managers, market intelligence managers and national sales managers
  • Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.

Below is the breakup of our primary respondents by company, designation, and region:

Research Methodology

Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.

  1. Data Analysis:

Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.

  • Macro-Economic Factor Analysis:

We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.

  • Country Level Data:

Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.

  • Company Profile:

The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.

  • Developing Base Number:

Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.

  1. Data Triangulation and Final Review:

The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.

We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.

We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.

Your data will never be shared with third parties, however, we may send you information from time to time about our products that may be of interest to you. By submitting your details, you agree to be contacted by us. You may contact us at any time to opt-out.

Trends and growth analysis reports related to Technology, Media and Telecommunications : READ MORE..