2031년까지의 아시아 태평양 몰입형 엔터테인먼트 시장 전망 - 지역 분석 - 구성 요소(하드웨어 및 소프트웨어 및 서비스), 기술(가상 현실(VR), 증강 현실(AR), 혼합 현실(MR) 및 기타), 최종 사용자(미디어 및 엔터테인먼트, 게임, 디자인 및 건축, 소매, 교육 및 기타)별
자동차 산업에서 몰입형 엔터테인먼트의 등장으로 아시아 태평양 몰입형 엔터테인먼트 시장이 활성화됨
자동차 내부 경험은 진정한 디지털 경험으로 진화했습니다. 차량에 소프트웨어 환경을 통합하면 소비자가 몰입형 커뮤니케이션 옵션, 생산성 도구 및 엔터테인먼트 옵션을 원활하게 즐길 수 있습니다. 커넥티드 카는 개인화된 엔터테인먼트 및 AR 디스플레이를 포함하여 승객에게 더욱 몰입적인 경험을 제공합니다. 자동차 제조업체는 VR, AR, AI와 같은 다양한 몰입형 기술을 사용하여 고객에게 개인화되고 매력적인 차량 내 엔터테인먼트 경험을 제공하고 있습니다. BMW와 Tesla와 같은 수많은 자동차 제조업체는 기술적으로 진보된 차량을 개발하기 위해 몰입형 기술을 통합하는 데 주력하고 있습니다. 이러한 기술은 자동차 제조업체가 안전과 보안을 강화하고 고객의 운전 경험을 개선하는 데 도움이 됩니다. 2023년 5월, Meta Platforms Inc는 International Business Machines Corp와 협력하여 AR 및 VR 기술과 빠르게 움직이는 차량에서의 이점을 탐구하고 있다고 발표했습니다. 따라서 자동차 산업에서 몰입형 기술의 등장, 자율 주행 차량 및 커넥티드 차량의 채택 증가, 소비자 사이에서 차량 내 엔터테인먼트에 대한 수요 증가는 향후 몇 년 동안 몰입형 엔터테인먼트 시장에서 기회를 창출할 것으로 예상됩니다.
아시아 태평양 몰입형 엔터테인먼트 시장 개요
APAC 몰입형 엔터테인먼트 시장은 호주, 중국, 일본, 한국, 인도 및 기타 APAC 지역으로 세분화됩니다. 미디어 및 엔터테인먼트와 게임 산업은 인터넷 보급률 증가, OTT(Over-The-Top) 플랫폼 채택 증가, 라이브 이벤트 수 증가로 인해 상당한 성장을 경험하고 있습니다. 2023년 APAC은 약 14억 8천만 명으로 가장 많은 게이머를 보유했습니다. 성장하는 게임 산업은 APAC 몰입형 엔터테인먼트 시장 성장을 촉진하고 있습니다. 게임 산업이 이 지역에서 발전함에 따라 감각적 자극이 게임 경험의 중요한 부분이 되고 있습니다. 그 과정에서 핸드헬드 컨트롤러 게임이 시대에 뒤떨어지고 간신히 매력적으로 느껴집니다. 게임 디자이너는 고객을 참여시키기 위해 AR 및 완전한 VR 시뮬레이션을 포함하는 상당히 향상되고 감각적인 경험을 통합하고 있습니다.
또한 APAC의 게임 산업은 유리한 정부 정책과 인프라 개발로 지원되었습니다. 중국과 한국과 같은 국가는 게임 산업의 성장을 촉진하는 정책을 시행하여 회사가 게임 개발과 e스포츠에 투자하도록 인센티브를 제공했습니다. 게다가 이 지역 정부는 VR 기술 개발에 집중하고 있습니다. 2024년 1월, 한국 정부는 현재 모바일 및 온라인 플랫폼에 집중된 산업 환경을 다각화하기 위해 콘솔 게임 부문을 강화할 계획을 발표했습니다. 따라서 APAC의 게임 산업이 부상하면서 몰입형 엔터테인먼트 시장 성장이 촉진되고 있습니다.
아시아 태평양 몰입형 엔터테인먼트 시장 수익 및 2031년 예측(백만 달러)
아시아 태평양 몰입형 엔터테인먼트 시장 세분화
아시아 태평양 몰입형 엔터테인먼트 시장은 구성 요소, 기술, 최종 사용자, 국가로 분류됩니다.
구성 요소를 기준으로 아시아 태평양 몰입형 엔터테인먼트 시장은 하드웨어와 소프트웨어 및 서비스로 나뉩니다. 하드웨어 세그먼트는 2023년에 더 큰 시장 점유율을 차지했습니다.
기술 기준으로 아시아 태평양 몰입형 엔터테인먼트 시장은 가상 현실(VR), 증강 현실(AR), 혼합 현실(MR) 및 기타로 분류됩니다. 가상 현실(VR) 세그먼트는 2023년에 가장 큰 시장 점유율을 차지했습니다.
최종 사용자 측면에서 아시아 태평양 몰입형 엔터테인먼트 시장은 미디어 및 엔터테인먼트, 게임, 디자인 및 건축, 소매, 교육 및 기타로 분류됩니다. 미디어 및 엔터테인먼트 부문은 2023년에 가장 큰 시장 점유율을 차지했습니다.
국가별로 아시아 태평양 몰입형 엔터테인먼트 시장은 중국, 일본, 인도, 한국, 호주 및 아시아 태평양의 나머지 지역으로 세분화됩니다. 중국은 2023년에 아시아 태평양 몰입형 엔터테인먼트 시장 점유율을 지배했습니다.
Microsoft Corp, Qualcomm Inc, Google LLC, Sony Group Corp, Infosys Ltd, HTC Corp, Samsung Electronics Co Ltd, Apple Inc, Salesforce Inc는 아시아 태평양 몰입형 엔터테인먼트 시장에서 운영되는 주요 기업 중 일부입니다.
TABLE OF CONTENTS
1. Introduction
1.1 The Insight Partners Research Report Guidance
1.2 Market Segmentation
2. Executive Summary
2.1 Key Insights
2.2 Market Attractiveness
3. Research Methodology
3.1 Secondary Research
3.2 Primary Research
3.2.1 Hypothesis formulation:
3.2.2 Macro-economic factor analysis:
3.2.3 Developing base number:
3.2.4 Data Triangulation:
3.2.5 Country level data:
4. Asia Pacific 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. Asia Pacific Immersive Entertainment Market - Key Market Dynamics
5.1 Market Drivers
5.1.1 Widespread Application of Immersive Technologies Across Entertainment Industry
5.1.2 Increasing Adoption of Digital Transformation Model Among Organizations
5.1.3 Growing Spending on Live Events Worldwide
5.2 Market Restraints
5.2.1 High Cost Associated with Immersive Entertainment Solutions
5.3 Market Opportunities
5.3.1 Advancements in Entertainment Industry
5.3.2 Emergence of Immersive Entertainment in Automotive Industry
5.4 Future Trends
5.4.1 Increasing Adoption of Artificial Intelligence Technology
5.5 Impact of Drivers and Restraints:
6. Immersive Entertainment Market - Asia Pacific Analysis
6.1 Asia Pacific Immersive Entertainment Market Overview
6.2 Immersive Entertainment Market revenue (US$ Million), 2021-2031
6.3 Immersive Entertainment Market Forecast Analysis
7. Asia Pacific Immersive Entertainment Market Analysis - by Component
7.1 Hardware
7.1.1 Overview
7.1.2 Hardware: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
7.2 Software and Services
7.2.1 Overview
7.2.2 Software and Services: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
8. Asia Pacific Immersive Entertainment Market Analysis - by Technology
8.1 Virtual Reality (VR)
8.1.1 Overview
8.1.2 Virtual Reality (VR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
8.2 Augmented Reality (AR)
8.2.1 Overview
8.2.2 Augmented Reality (AR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
8.3 Mixed Reality (MR)
8.3.1 Overview
8.3.2 Mixed Reality (MR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
8.4 Others
8.4.1 Overview
8.4.2 Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9. Asia Pacific Immersive Entertainment Market Analysis - by End User
9.1 Media and Entertainment
9.1.1 Overview
9.1.2 Media and Entertainment: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9.2 Gaming
9.2.1 Overview
9.2.2 Gaming: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9.3 Design and Architecture
9.3.1 Overview
9.3.2 Design and Architecture: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9.4 Retail
9.4.1 Overview
9.4.2 Retail: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9.5 Education
9.5.1 Overview
9.5.2 Education: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9.6 Others
9.6.1 Overview
9.6.2 Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10. Asia Pacific Immersive Entertainment Market - Country Analysis
10.1 Asia Pacific
10.1.1 Asia Pacific: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
10.1.1.1 Asia Pacific: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
10.1.1.2 China: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.2.1 China: Immersive Entertainment Market Breakdown, by Component
10.1.1.2.2 China: Immersive Entertainment Market Breakdown, by Technology
10.1.1.2.3 China: Immersive Entertainment Market Breakdown, by End User
10.1.1.3 Japan: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.3.1 Japan: Immersive Entertainment Market Breakdown, by Component
10.1.1.3.2 Japan: Immersive Entertainment Market Breakdown, by Technology
10.1.1.3.3 Japan: Immersive Entertainment Market Breakdown, by End User
10.1.1.4 India: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.4.1 India: Immersive Entertainment Market Breakdown, by Component
10.1.1.4.2 India: Immersive Entertainment Market Breakdown, by Technology
10.1.1.4.3 India: Immersive Entertainment Market Breakdown, by End User
10.1.1.5 South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.5.1 South Korea: Immersive Entertainment Market Breakdown, by Component
10.1.1.5.2 South Korea: Immersive Entertainment Market Breakdown, by Technology
10.1.1.5.3 South Korea: Immersive Entertainment Market Breakdown, by End User
10.1.1.6 Australia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.6.1 Australia: Immersive Entertainment Market Breakdown, by Component
10.1.1.6.2 Australia: Immersive Entertainment Market Breakdown, by Technology
10.1.1.6.3 Australia: Immersive Entertainment Market Breakdown, by End User
10.1.1.7 Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.7.1 Rest of APAC: Immersive Entertainment Market Breakdown, by Component
10.1.1.7.2 Rest of APAC: Immersive Entertainment Market Breakdown, by Technology
10.1.1.7.3 Rest of APAC: Immersive Entertainment Market Breakdown, by End User
11. Competitive Landscape
11.1 Heat Map Analysis by Key Players
11.2 Company Positioning & Concentration
12. Industry Landscape
12.1 Overview
12.2 Market Initiative
12.3 Product Development
12.4 Mergers & Acquisitions
13. Company Profiles
13.1 Microsoft Corp
13.1.1 Key Facts
13.1.2 Business Description
13.1.3 Products and Services
13.1.4 Financial Overview
13.1.5 SWOT Analysis
13.1.6 Key Developments
13.2 Qualcomm Inc
13.2.1 Key Facts
13.2.2 Business Description
13.2.3 Products and Services
13.2.4 Financial Overview
13.2.5 SWOT Analysis
13.2.6 Key Developments
13.3 Google LLC
13.3.1 Key Facts
13.3.2 Business Description
13.3.3 Products and Services
13.3.4 Financial Overview
13.3.5 SWOT Analysis
13.3.6 Key Developments
13.4 Sony Group Corp
13.4.1 Key Facts
13.4.2 Business Description
13.4.3 Products and Services
13.4.4 Financial Overview
13.4.5 SWOT Analysis
13.4.6 Key Developments
13.5 Infosys Ltd
13.5.1 Key Facts
13.5.2 Business Description
13.5.3 Products and Services
13.5.4 Financial Overview
13.5.5 SWOT Analysis
13.5.6 Key Developments
13.6 HTC Corp
13.6.1 Key Facts
13.6.2 Business Description
13.6.3 Products and Services
13.6.4 Financial Overview
13.6.5 SWOT Analysis
13.6.6 Key Developments
13.7 Samsung Electronics Co Ltd
13.7.1 Key Facts
13.7.2 Business Description
13.7.3 Products and Services
13.7.4 Financial Overview
13.7.5 SWOT Analysis
13.7.6 Key Developments
13.8 Apple Inc
13.8.1 Key Facts
13.8.2 Business Description
13.8.3 Products and Services
13.8.4 Financial Overview
13.8.5 SWOT Analysis
13.8.6 Key Developments
13.9 Salesforce Inc
13.9.1 Key Facts
13.9.2 Business Description
13.9.3 Products and Services
13.9.4 Financial Overview
13.9.5 SWOT Analysis
13.9.6 Key Developments
14. Appendix
14.1 Word Index
14.2 About The Insight Partners
List of Tables
Table 1. Asia Pacific Immersive Entertainment Market Segmentation
Table 2. List of Vendors
Table 3. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Table 4. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
Table 5. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
Table 6. Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
Table 7. Asia Pacific: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Country
Table 8. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
Table 9. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
Table 10. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
Table 11. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
Table 12. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
Table 13. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
Table 14. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
Table 15. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
Table 16. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
Table 17. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
Table 18. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
Table 19. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
Table 20. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
Table 21. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
Table 22. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
Table 23. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component
Table 24. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology
Table 25. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User
Table 26. List of Abbreviation
List of Figures
Figure 1. Asia Pacific Immersive Entertainment Market Segmentation, by Country
Figure 2. PEST Analysis
Figure 3. Immersive Entertainment Market - Key Market Dynamics
Figure 4. Impact Analysis of Drivers and Restraints
Figure 5. Immersive Entertainment Market Revenue (US$ Million), 2021-2031
Figure 6. Immersive Entertainment Market Share (%) - by Component (2023 and 2031)
Figure 7. Hardware: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 8. Software and Services: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 9. Immersive Entertainment Market Share (%) - by Technology (2023 and 2031)
Figure 10. Virtual Reality (VR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 11. Augmented Reality (AR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 12. Mixed Reality (MR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 13. Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 14. Immersive Entertainment Market Share (%) - by End User (2023 and 2031)
Figure 15. Media and Entertainment: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 16. Gaming: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 17. Design and Architecture: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 18. Retail: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 19. Education: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 20. Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 21. Asia Pacific: Immersive Entertainment Market, by Key Countries - Revenue (2023) (US$ Million)
Figure 22. Asia Pacific: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
Figure 23. China: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
Figure 24. Japan: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
Figure 25. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
Figure 26. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
Figure 27. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
Figure 28. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)
Figure 29. Heat Map Analysis by Key Players
Figure 30. Company Positioning & Concentration
- Microsoft Corp.
- Qualcomm Inc.
- Google LLC.
- Sony Group Corp.
- Infosys Ltd.
- HTC Corp.
- Samsung Electronics Co Ltd.
- Apple Inc.
- Salesforce Inc.
- Save and reduce time carrying out entry-level research by identifying the growth, size, leading players, and segments in the Asia Pacific immersive entertainment market.
- Highlights key business priorities in order to assist companies to realign their business strategies.
- The key findings and recommendations highlight crucial progressive industry trends in the Asia Pacific immersive entertainment market, thereby allowing players across the value chain to develop effective long-term strategies.
- Develop/modify business expansion plans by using substantial growth offering developed and emerging markets.
- Scrutinize in-depth Asia Pacific market trends and outlook coupled with the factors driving the Asia Pacific immersive entertainment market, as well as those hindering it.
- Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to client products, segmentation, pricing, and distribution.