2031년까지의 남미 및 중미 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

BMIRE00031029 | Pages: 102 | Technology, Media and Telecommunications | Nov 2024 | Type: Regional | Status: Published
남미 및 중미 몰입형 엔터테인먼트 시장은 2023년에 3,301.69백만 달러로 평가되었으며 2031년까지 15,117.26백만 달러에 도달할 것으로 예상되며 2023년에서 2031년까지 20.9%의 CAGR을 기록할 것으로 추산됩니다.

엔터테인먼트 산업의 발전이 남미 및 중미 몰입형 엔터테인먼트 시장을 촉진합니다.

가처분 소득의 증가로 엔터테인먼트와 여가 소비가 급증했습니다. 라디오, 스포츠, 영화와 같은 엔터테인먼트 산업의 인기 상승은 엔터테인먼트 서비스에 상당한 투자를 하는 고소득 인구의 증가에 기인합니다. 모든 인구 통계의 청중은 디지털 광고, 이벤트, 라디오, 텔레비전, 영화, 옥외(OOH), 음악, 게임, 애니메이션 및 시각 효과(VFX)를 포함한 다양한 플랫폼을 통해 미디어를 소비합니다. 미디어 및 엔터테인먼트 산업에서 증강 및 가상 현실 기술은 시청자와 콘텐츠 제작자 간의 유대감을 개선합니다. 오늘날의 소비자들은 디지털과 물리적 영역을 구분하는 경계가 점점 모호해지는 세상에 살고 있습니다. 팬데믹 동안 사회적 거리두기로 인해 라이브 엔터테인먼트 이벤트를 취소한 아티스트들은 VR 엔터테인먼트 콘텐츠를 활용하여 청중을 즐겁게 했습니다. AI는 라디오, TV, 시각 효과 등에 영향을 미치는 미디어 부문의 최신 혁신 중 하나입니다. AI 도구를 사용하면 엔터테인먼트 회사가 소유한 방대한 양의 비정형 디지털 데이터를 구성하고 분석할 수 있습니다. AI, ML 및 자연어 처리(NLP)를 사용하여 콘텐츠에 대한 사용자 참여를 예상할 수 있습니다. 따라서 엔터테인먼트 산업의 발전은 예측 기간 동안 몰입형 엔터테인먼트 시장 성장에 수익성 있는 기회를 제공할 것으로 예상됩니다.

남미 및 중미 몰입형 엔터테인먼트 시장 개요

남미 몰입형 엔터테인먼트 시장은 브라질, 아르헨티나 및 기타 남미로 세분화됩니다. 이 지역 시장은 아직 개발 단계에 있습니다. 그러나 앞으로 몇 년 안에 상당히 확장될 가능성이 있습니다. 남미의 몰입형 엔터테인먼트 시장은 기술의 발전과 VR 게임, AR 애플리케이션, 몰입형 극장 경험을 포함한 몰입형 경험에 대한 소비자 수요 증가로 인해 최근 몇 년 동안 꾸준한 성장을 보고해 왔습니다. 또한 게임 컨벤션 및 VR 아케이드와 같은 이벤트의 인기 증가로 인해 시장이 확대되고 있습니다. 엔터테인먼트 산업의 성장은 Netflix, Amazon Prime Video 등을 포함한 이 지역의 주요 스트리밍 OTT 플랫폼의 침투율이 높아진 데 기인합니다. 따라서 남미에서 성장하는 엔터테인먼트 산업은 남미 몰입형 엔터테인먼트 시장에 긍정적인 영향을 미치고 있습니다.

남중미 몰입형 엔터테인먼트 시장 수익 및 2031년 예측(백만 달러)

남중미 몰입형 엔터테인먼트 시장 세분화

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

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

기술별로 남중미 몰입형 엔터테인먼트 시장은 가상 현실(VR), 증강 현실(AR), 혼합 현실(MR) 등으로 분류됩니다. 가상 현실(VR) 세그먼트는 2023년에 가장 큰 시장 점유율을 차지했습니다.

최종 사용자 측면에서 남중미 몰입형 엔터테인먼트 시장은 미디어 및 엔터테인먼트, 게임, 디자인 및 건축, 소매, 교육 및 기타로 분류됩니다. 게임 세그먼트는 2023년에 가장 큰 시장 점유율을 차지했습니다.

국가별로 남중미 몰입형 엔터테인먼트 시장은 브라질, 아르헨티나, 그리고 남중미의 나머지 지역으로 세분화됩니다. 브라질은 2023년에 남중미 몰입형 엔터테인먼트 시장 점유율에서 우위를 차지했습니다.

Microsoft Corp, Qualcomm Inc, Google LLC, Sony Group Corp, Infosys Ltd, HTC Corp, Samsung Electronics Co Ltd, Apple Inc, Salesforce Inc는 남중미 몰입형 엔터테인먼트 시장에서 활동하는 대표적인 기업입니다.

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. South & Central America 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. South & Central America 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 - South & Central America Analysis

6.1 South & Central America Immersive Entertainment Market Overview

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

6.3 Immersive Entertainment Market Forecast Analysis

7. South & Central America 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. South & Central America 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. South & Central America 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. South & Central America Immersive Entertainment Market - Country Analysis

10.1 South & Central America

10.1.1 South & Central America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)

10.1.1.1 South & Central America: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country

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

10.1.1.2.1 Brazil: Immersive Entertainment Market Breakdown, by Component

10.1.1.2.2 Brazil: Immersive Entertainment Market Breakdown, by Technology

10.1.1.2.3 Brazil: Immersive Entertainment Market Breakdown, by End User

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

10.1.1.3.1 Argentina: Immersive Entertainment Market Breakdown, by Component

10.1.1.3.2 Argentina: Immersive Entertainment Market Breakdown, by Technology

10.1.1.3.3 Argentina: Immersive Entertainment Market Breakdown, by End User

10.1.1.4 Rest of South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.4.1 Rest of South & Central America: Immersive Entertainment Market Breakdown, by Component

10.1.1.4.2 Rest of South & Central America: Immersive Entertainment Market Breakdown, by Technology

10.1.1.4.3 Rest of South & Central America: 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. South & Central America 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. South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Country

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

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

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

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

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

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

Table 14. Rest of South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component

Table 15. Rest of South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology

Table 16. Rest of South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User

Table 17. List of Abbreviation

 

 

List of Figures

Figure 1. South & Central America 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. South & Central America Immersive Entertainment Market, by Key Countries - Revenue (2023) (US$ Million)

Figure 22. South & Central America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)

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

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

Figure 25. Rest of South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

Figure 26. Heat Map Analysis by Key Players

Figure 27. 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 South & Central America 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 South & Central America 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 South & Central America market trends and outlook coupled with the factors driving the South & Central America 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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