Europe Immersive Entertainment Market Forecast to 2031 - Regional Analysis - by Component (Hardware and Software & Services), Technology (Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Others), and End User (Media & Entertainment, Gaming, Design & Architecture, Retail, Education, and Others)

BMIRE00030993 | Pages: 109 | Technology, Media and Telecommunications | Nov 2024 | Type: Regional | Status: Published

The Europe immersive entertainment market was valued at US$ 25,309.33 million in 2023 and is expected to reach US$ 1,51,526.13 million by 2031; it is estimated to record a CAGR of 25.1% from 2023 to 2031.

Increasing Adoption of Digital Transformation Model Among Organizations Drives Europe Immersive Entertainment Market

Organizations struggle to compete in a constantly changing and dynamic market. Hence, with digital transformation, businesses seek to boost their competitive advantage, enhance business performance, and achieve business growth. Digital transformation has become a new model for many organizations to gain competitive advantages in the intense and dynamic market competition. Over the years, business across various sectors has undergone substantial change, with digital technology being a major contributor to this evolution. Digital technology breakthroughs have transformed the way consumers produce and consume entertainment, changing the sector beyond recognition. By providing new and interesting ways to generate, distribute, and consume media material such as movies, TV shows, and music, creative techniques of generating and sharing have completely changed the entertainment industry. The main means of distributing entertainment in the past were analog media, including vinyl records and cassette tapes. However, the entertainment industry has changed since the introduction of digital technology, as games, movies, and music are all accessible on digital platforms. The shift from analog to digital media has revolutionized the approach toward entertainment consumption. With the ability to stream content whenever and wherever, streaming services such as Netflix, Amazon Prime, Spotify, and Hulu have ushered in a new era of accessibility, ease, and immersive entertainment experiences. Additionally, digital technologies have enabled the creation of sophisticated special effects, allowing filmmakers to create more immersive and visually stunning experiences.

Europe Immersive Entertainment Market Overview

The immersive entertainment market in Europe is segmented into Germany, France, Italy, the UK, Russia, and the Rest of Europe. Europe is a strong and competitive hub for the gaming industry; its competitive advantage is formed by a long-standing tradition in VR research and manufacturing industry applications, as well as creativity and cultural diversity. In the region, VR ecosystems are sustained by VR companies that create applications, content, and technologies and are supported by specialized research hubs, including ParisTech (FR) and the Technical University of Munich (DE). Europe is also an R&D center for VR software and specialized applications.

Moreover, gaming has firmly confirmed its place in European culture, with half of the population enjoying video games in 2023. The number of gamers reached 126.5 million, further underscoring the industry's broad appeal. Further, as per the International Trade Administration (ITA), the gaming industry in Germany has been consistently growing. Thus, the growing gaming industry in Europe is fueling the immersive entertainment market growth in the region.

Europe Immersive Entertainment Market Revenue and Forecast to 2031 (US$ Million)

Europe Immersive Entertainment Market Revenue and Forecast to 2031 (US$ Million)

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Europe Immersive Entertainment Market Segmentation

The Europe immersive entertainment market is categorized into component, technology, end user, and country.

Based on Component, the Europe immersive entertainment market is bifurcated into hardware and software & services. The hardware segment held a larger market share in 2023.

By technology, the Europe immersive entertainment market is categorized into virtual reality (VR), augmented reality (AR), mixed reality (MR), and others. The virtual reality (VR) segment held the largest market share in 2023.

In terms of end user, the Europe immersive entertainment market is categorized into media & entertainment, gaming, design & architecture, retail, education, and others. The media & entertainment segment held the largest market share in 2023.

By country, the Europe immersive entertainment market is segmented into the UK, Germany, France, Italy, Russia, and the Rest of Europe. The UK dominated the Europe immersive entertainment market share in 2023.

Microsoft Corp, Qualcomm Inc, Google LLC, Sony Group Corp, Infosys Ltd, HTC Corp, Samsung Electronics Co Ltd, Apple Inc, and Salesforce Inc are some of the leading companies operating in the Europe immersive entertainment market.

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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