The immersive entertainment market size is expected to grow from US$ 87.51 billion in 2022 to US$ 519.77 billion by 2030; it is estimated to record a CAGR of 24.9% from 2022 to 2030.
Technology has allowed the creation of immersive experiences and new ways for audiences to connect with content. The growing market has been greatly aided by the widespread application of immersive technologies across the entertainment industry, strategic initiatives by key market players, and advancements in Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). Expanding applications in the healthcare and education sector and massive growth of the entertainment industry are the primary factors providing lucrative growth opportunities for the growth of the global immersive entertainment market.
Over the past few years, technological advancements have brought closer to completely realistic and immersive experiences in virtual reality (VR) and immersive entertainment. The application of artificial intelligence (AI) to improve VR and immersive entertainment capabilities has been one of the main forces behind this advancement. Artificial Intelligence is the process of educating robots to analyze and interpret data to make predictions or judgments. This can take many different forms in the context of virtual reality and immersive entertainment, such as improving the realism of virtual settings or producing more lifelike interactions between users and virtual items. The power of AI to create realistic and dynamic landscapes is one of the most significant ways technology transforms virtual reality and immersive entertainment. This is particularly crucial in the gaming industry, as players anticipate more realistic and captivating settings that react to their choices and actions. AI is also improving the realism of virtual characters in virtual reality and immersive entertainment. This is possible by combining machine learning and computer vision, which teach computers to make virtual figures move and animate more realistically. The creation and use of virtual reality and immersive entertainment are already significantly impacted by AI, and in the years to come, this influence will more likely increase. AI is contributing to developing more immersive and captivating user experiences by increasing the realism of virtual environments, facilitating better interactions between users and virtual objects, and automating content creation.
Microsoft Corporation; Meta Platforms, Inc.; Qualcomm Technologies, Inc.; Google LLC; Sony Corporation; Infosys; HTC Corporation; Samsung Electronics Co., Ltd.; Apple Inc.; and Magic Leap, Inc. are among the key immersive entertainment market players profiled in this market study. Several other essential immersive entertainment market players were also analyzed for a holistic view of the market and its ecosystem.
The overall immersive entertainment market size has been derived using both primary and secondary sources. To begin the immersive entertainment market research process, thorough secondary research has been conducted using internal and external sources to obtain qualitative and quantitative information related to the immersive entertainment market. The process also serves the purpose of obtaining an overview and market forecast of the immersive entertainment market growth with respect to all market segments. Also, multiple primary interviews have been conducted with industry participants and commentators to validate the data and gain more analytical insights about the topic. Participants of this process include industry experts such as VPs, business development managers, market intelligence managers, and national sales managers-along with external consultants such as valuation experts, research analysts, and key opinion leaders-specializing in the immersive entertainment market.
TABLE OF CONTENTS
1. Introduction
1.1 Scope of the Study
1.2 Market Definition, Assumptions and Limitations
1.3 Market Segmentation
2. Executive Summary
2.1 Key Insights
2.2 Market Attractiveness Analysis
3. Research Methodology
4. Immersive Entertainment Market Landscape
4.1 Overview
4.2 PEST Analysis
4.3 Ecosystem Analysis
 4.3.1 List of Vendors in the Value Chain
5. Immersive Entertainment Market - Key Market Dynamics
5.1 Key Market Drivers
5.2 Key Market Restraints
5.3 Key Market Opportunities
5.4 Future Trends
5.5 Impact Analysis of Drivers and Restraints
6. Immersive Entertainment Market - Global Market Analysis
6.1 Immersive Entertainment - Global Market Overview
6.2 Immersive Entertainment - Global Market and Forecast to 2030
7. Immersive Entertainment Market - Revenue Analysis (USD Million) - By Component, 2020-2030
7.1 Overview
7.2 Hardware
7.3 Software and Services
8. Immersive Entertainment Market - Revenue Analysis (USD Million) - By Technology, 2020-2030
8.1 Overview
8.2 Virtual Reality (VR)
8.3 Augmented Reality (AR)
8.4 Mixed Reality (MR)
8.5 Others
9. Immersive Entertainment Market - Revenue Analysis (USD Million) - By End User, 2020-2030
9.1 Overview
9.2 Media and Entertainment
9.3 Gaming
9.4 Design and Architecture
9.5 Education
9.6 Retail
9.7 Others
10. Immersive Entertainment Market - Revenue Analysis (USD Million), 2020-2030 - Geographical Analysis
10.1 North America
 10.1.1 North America Immersive Entertainment Market Overview
 10.1.2 North America Immersive Entertainment Market Revenue and Forecasts to 2030
 10.1.3 North America Immersive Entertainment Market Revenue and Forecasts and Analysis - By Component
 10.1.4 North America Immersive Entertainment Market Revenue and Forecasts and Analysis - By Technology
 10.1.5 North America Immersive Entertainment Market Revenue and Forecasts and Analysis - By End User
 10.1.6 North America Immersive Entertainment Market Revenue and Forecasts and Analysis - By Countries
 10.1.6.1 United States Immersive Entertainment Market
 10.1.6.1.1 United States Immersive Entertainment Market, by Component
 10.1.6.1.2 United States Immersive Entertainment Market, by Technology
 10.1.6.1.3 United States Immersive Entertainment Market, by End User
 10.1.6.2 Canada Immersive Entertainment Market
 10.1.6.2.1 Canada Immersive Entertainment Market, by Component
 10.1.6.2.2 Canada Immersive Entertainment Market, by Technology
 10.1.6.2.3 Canada Immersive Entertainment Market, by End User
 10.1.6.3 Mexico Immersive Entertainment Market
 10.1.6.3.1 Mexico Immersive Entertainment Market, by Component
 10.1.6.3.2 Mexico Immersive Entertainment Market, by Technology
 10.1.6.3.3 Mexico Immersive Entertainment Market, by End User
 Note - Similar analysis would be provided for below mentioned regions/countries
 
10.2 Europe
 10.2.1 Germany
 10.2.2 France
 10.2.3 Italy
 10.2.4 United Kingdom
 10.2.5 Russia
 10.2.6 Rest of Europe
10.3 Asia-Pacific
 10.3.1 Australia
 10.3.2 China
 10.3.3 India
 10.3.4 Japan
 10.3.5 South Korea
 10.3.6 Rest of Asia-Pacific
10.4 Middle East and Africa
 10.4.1 South Africa
 10.4.2 Saudi Arabia
 10.4.3 U.A.E
 10.4.4 Rest of Middle East and Africa
10.5 South and Central America
 10.5.1 Brazil
 10.5.2 Argentina
 10.5.3 Rest of South and Central America
11. Pre and Post Covid-19 Impact
12. Industry Landscape
12.1 Mergers and Acquisitions
12.2 Agreements, Collaborations, Joint Ventures
12.3 New Product Launches
12.4 Expansions and Other Strategic Developments
13. Competitive Landscape
13.1 Heat Map Analysis by Key Players
13.2 Company Positioning and Concentration
14. Immersive Entertainment Market - Key Company Profiles
14.1 Microsoft
 14.1.1 Key Facts
 14.1.2 Business Description
 14.1.3 Products and Services
 14.1.4 Financial Overview
 14.1.5 SWOT Analysis
 14.1.6 Key Developments
 Note - Similar information would be provided for below list of companies
 
14.2 Meta Platforms Inc
14.3 Qualcomm Technologies Inc
14.4 Google LLC
14.5 Sony Corporation
14.6 Infosys
14.7 HTC Corporation
14.8 Samsung
14.9 Apple Inc
14.10 Magic Leap Inc
15. Appendix
15.1 Glossary
15.2 About
15.3 Market Intelligence Cloud
LIST OF TABLES
LIST OF FIGURES
The List of Companies - Immersive Entertainment Market?
- Microsoft Corporation
- Meta Platforms, Inc.
- Qualcomm Technologies, Inc.
- Google?LLC
- Sony Corporation
- Infosys
- HTC Corporation
- Samsung Electronics Co., Ltd.
- Apple Inc.
- Magic Leap, Inc.