2031년까지의 유럽 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

BMIRE00030993 | Pages: 109 | Technology, Media and Telecommunications | Nov 2024 | Type: Regional | Status: Published
유럽 몰입형 엔터테인먼트 시장은 2023년에 25,309.33백만 달러 규모였으며 2031년까지 1,51,526.13백만 달러에 도달할 것으로 예상되며 2023년에서 2031년까지 25.1%의 CAGR을 기록할 것으로 추산됩니다.

조직 간 디지털 혁신 모델 채택 증가로 유럽 몰입형 엔터테인먼트 시장이 성장

조직은 끊임없이 변화하고 역동적인 시장에서 경쟁하기 위해 고군분투합니다. 따라서 기업은 디지털 혁신을 통해 경쟁 우위를 높이고, 사업 성과를 개선하며, 사업 성장을 달성하고자 합니다. 디지털 혁신은 많은 조직이 치열하고 역동적인 시장 경쟁에서 경쟁 우위를 확보하는 새로운 모델이 되었습니다. 수년에 걸쳐 다양한 부문의 사업은 상당한 변화를 겪었으며 디지털 기술은 이러한 진화에 크게 기여했습니다. 디지털 기술 혁신은 소비자가 엔터테인먼트를 제작하고 소비하는 방식을 변화시켜 부문을 알아볼 수 없을 정도로 변화시켰습니다. 영화, TV 프로그램, 음악과 같은 미디어 자료를 생성, 배포, 소비하는 새롭고 흥미로운 방법을 제공함으로써, 생성 및 공유의 창의적인 기술은 엔터테인먼트 산업을 완전히 변화시켰습니다. 과거에 엔터테인먼트를 배포하는 주요 수단은 비닐 레코드와 카세트 테이프를 포함한 아날로그 미디어였습니다. 그러나 게임, 영화, 음악이 모두 디지털 플랫폼에서 접근 가능해지면서 디지털 기술이 도입된 이후로 엔터테인먼트 산업은 변화했습니다. 아날로그에서 디지털 미디어로의 전환은 엔터테인먼트 소비에 대한 접근 방식에 혁명을 일으켰습니다. 언제 어디서나 콘텐츠를 스트리밍할 수 있는 기능을 통해 Netflix, Amazon Prime, Spotify, Hulu와 같은 스트리밍 서비스는 접근성, 편의성, 몰입형 엔터테인먼트 경험의 새로운 시대를 열었습니다. 또한 디지털 기술을 통해 정교한 특수 효과를 만들어 영화 제작자가 더욱 몰입적이고 시각적으로 놀라운 경험을 만들 수 있게 되었습니다.

유럽 몰입형 엔터테인먼트 시장 개요

유럽의 몰입형 엔터테인먼트 시장은 독일, 프랑스, 이탈리아, 영국, 러시아 및 유럽의 나머지 지역으로 세분화됩니다. 유럽은 게임 산업의 강력하고 경쟁적인 허브입니다. 경쟁 우위는 VR 연구 및 제조 산업 응용 분야에서 오랜 전통과 창의성 및 문화적 다양성에 의해 형성됩니다. 이 지역에서 VR 생태계는 응용 프로그램, 콘텐츠 및 기술을 만드는 VR 회사에 의해 유지되며 ParisTech(FR) 및 Technical University of Munich(DE)를 포함한 전문 연구 허브의 지원을 받습니다. 유럽은 또한 VR 소프트웨어 및 전문 응용 프로그램을 위한 R&D 센터입니다.

게다가 게임은 유럽 문화에서 확고한 자리를 차지했으며, 2023년에는 인구의 절반이 비디오 게임을 즐겼습니다. 게이머 수는 1억 2,650만 명에 달하여 산업의 광범위한 매력을 더욱 강조했습니다. 또한 국제 무역 관리국(ITA)에 따르면 독일의 게임 산업은 지속적으로 성장해 왔습니다. 따라서 유럽에서 성장하는 게임 산업은 이 지역의 몰입형 엔터테인먼트 시장 성장을 촉진하고 있습니다.

유럽 몰입형 엔터테인먼트 시장 수익 및 2031년 예측(백만 달러)

유럽 몰입형 엔터테인먼트 시장 세분화

유럽 몰입형 엔터테인먼트 시장은 구성 요소, 기술, 최종 사용자, 국가로 분류됩니다.

구성 요소를 기준으로 유럽 몰입형 엔터테인먼트 시장은 하드웨어와 소프트웨어 및 서비스로 나뉩니다. 하드웨어 세그먼트는 2023년에 더 큰 시장 점유율을 차지했습니다.

기술 기준으로 유럽 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 유럽 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 유럽 몰입형 엔터테인먼트 시장은 영국, 독일, 프랑스, 이탈리아, 러시아 및 유럽의 나머지 지역으로 세분화됩니다. 영국은 2023년에 유럽 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 유럽 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. Europe 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. Europe 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 - Europe Analysis

6.1 Europe Immersive Entertainment Market Overview

6.2 Immersive Entertainment Market Revenue (US$ Million), 2021-2031

6.3 Immersive Entertainment Market Forecast Analysis

7. Europe 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. Europe 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. Europe 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. Europe Immersive Entertainment Market - Country Analysis

10.1 Europe

10.1.1 Europe: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2023 (%)

10.1.1.1 Europe: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country

10.1.1.2 United Kingdom: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.2.1 United Kingdom: Immersive Entertainment Market Breakdown, by Component

10.1.1.2.2 United Kingdom: Immersive Entertainment Market Breakdown, by Technology

10.1.1.2.3 United Kingdom: Immersive Entertainment Market Breakdown, by End User

10.1.1.3 Germany: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.3.1 Germany: Immersive Entertainment Market Breakdown, by Component

10.1.1.3.2 Germany: Immersive Entertainment Market Breakdown, by Technology

10.1.1.3.3 Germany: Immersive Entertainment Market Breakdown, by End User

10.1.1.4 France: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.4.1 France: Immersive Entertainment Market Breakdown, by Component

10.1.1.4.2 France: Immersive Entertainment Market Breakdown, by Technology

10.1.1.4.3 France: Immersive Entertainment Market Breakdown, by End User

10.1.1.5 Italy: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.5.1 Italy: Immersive Entertainment Market Breakdown, by Component

10.1.1.5.2 Italy: Immersive Entertainment Market Breakdown, by Technology

10.1.1.5.3 Italy: Immersive Entertainment Market Breakdown, by End User

10.1.1.6 Russia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.6.1 Russia: Immersive Entertainment Market Breakdown, by Component

10.1.1.6.2 Russia: Immersive Entertainment Market Breakdown, by Technology

10.1.1.6.3 Russia: Immersive Entertainment Market Breakdown, by End User

10.1.1.7 Rest of Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.7.1 Rest of Europe: Immersive Entertainment Market Breakdown, by Component

10.1.1.7.2 Rest of Europe: Immersive Entertainment Market Breakdown, by Technology

10.1.1.7.3 Rest of Europe: 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. Europe 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. Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Country

Table 8. United Kingdom: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component

Table 9. United Kingdom: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology

Table 10. United Kingdom: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User

Table 11. Germany: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component

Table 12. Germany: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology

Table 13. Germany: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User

Table 14. France: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component

Table 15. France: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology

Table 16. France: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User

Table 17. Italy: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component

Table 18. Italy: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology

Table 19. Italy: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User

Table 20. Russia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component

Table 21. Russia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology

Table 22. Russia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User

Table 23. Rest of Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component

Table 24. Rest of Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology

Table 25. Rest of Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User

Table 26. List of Abbreviation

 

 

List of Figures

Figure 1. Europe 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. Europe Immersive Entertainment Market, by Key Countries - Revenue (2023) (US$ Million)

Figure 22. Europe: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)

Figure 23. United Kingdom: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

Figure 24. Germany: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

Figure 25. France: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

Figure 26. Italy: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

Figure 27. Russia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

Figure 28. Rest of Europe: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

Figure 29. Heat Map Analysis by Key Players

Figure 30. Company Positioning & Concentration

  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. Salesforce Inc.
  • Save and reduce time carrying out entry-level research by identifying the growth, size, leading players, and segments in the Europe 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 Europe 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 Europe market trends and outlook coupled with the factors driving the Europe 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.
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