北美沉浸式娱乐市场预测至 2031 年 - 区域分析 - 按组件(硬件和软件及服务)、技术(虚拟现实 (VR)、增强现实 (AR)、混合现实 (MR) 等)和最终用户(媒体和娱乐、游戏、设计和建筑、零售、教育等)
沉浸式技术在娱乐行业的广泛应用推动了北美沉浸式娱乐市场的发展
从虚拟现实 (VR) 和增强现实 (AR) 到混合现实 (MR) 和扩展现实 (XR),沉浸式技术为娱乐行业提供了新的可能性。娱乐行业见证了沉浸式技术的使用率的上升,该技术允许用户完全沉浸在虚拟环境中或与虚构的人物和故事进行新颖而迷人的互动。在过去的几年里,VR 系统体积庞大、价格昂贵,大多数消费者无法使用。尽管如此,近年来,随着 VR 头戴设备的普及和价格合理,客户对沉浸式技术产生了浓厚的兴趣。人们现在可以在客厅里探索新世界并玩沉浸式视频游戏。Oculus、HTC Corporation 和 Sony 等公司都提供了 VR 体验。
AR 和 VR 不断为娱乐行业提供创新和突破性的解决方案。该行业的公司越来越多地提出新想法,以创造引人入胜的虚拟环境,为观众提供一种令人兴奋的娱乐方式。2023 年 12 月,索尼影业宣布在芝加哥 Oakbrook Center 推出一个沉浸式室内娱乐公园,其中包括密室逃脱、赛车模拟器、互动展览、VR 景点、碰碰车以及餐饮。这个娱乐目的地将占据 45,000 平方英尺的零售空间。沉浸式体验将基于该工作室的电影、电视和视频游戏系列中的热门作品,如《勇敢者游戏》、《僵尸之地》和《捉鬼敢死队》。因此,沉浸式技术在娱乐行业的广泛应用推动了沉浸式娱乐市场的增长。
北美沉浸式娱乐市场概览
北美是技术创新和先进技术采用方面增长最快的地区之一。该地区拥有成熟的娱乐和游戏行业。近年来,北美在所有主要垂直行业中广泛采用了 AR、VR、MR、人工智能 (AI) 和区块链等技术。随着数字化在许多行业中的渗透率不断提高,沉浸式娱乐已成为业务的重要组成部分,尤其是在媒体和娱乐以及游戏领域。
北美沉浸式娱乐市场分为美国、加拿大和墨西哥。预计在 2024 年至 2031 年的预测期内,美国将占据最大份额并录得最高复合年增长率。各行业的高数字化率、数字工具的采用率增加以及政府机构的高技术支出推动了美国沉浸式娱乐市场的增长。此外,美国拥有大量沉浸式娱乐市场参与者,他们越来越专注于开发创新解决方案。微软、Meta Platforms, Inc. 和 Google LLC 是北美的主要市场参与者。
北美沉浸式娱乐市场收入和预测到 2031 年(百万美元)
北美沉浸式娱乐市场细分
北美沉浸式娱乐市场分为组件、技术、最终用户和国家。
根据组件,北美沉浸式娱乐市场分为硬件和软件与服务。硬件部分在 2023 年占据了更大的市场份额。
按照技术,北美沉浸式娱乐市场分为虚拟现实 (VR)、增强现实 (AR)、混合现实 (MR) 等。虚拟现实 (VR) 领域在 2023 年占据了最大的市场份额。
就最终用户而言,北美沉浸式娱乐市场分为媒体和娱乐、游戏、设计和建筑、零售、教育等。媒体和娱乐领域在 2023 年占据了最大的市场份额。
按国家/地区划分,北美沉浸式娱乐市场细分为美国、加拿大和墨西哥。美国在 2023 年占据了北美沉浸式娱乐市场份额的主导地位。
微软公司;高通公司;谷歌有限责任公司;索尼集团公司;印孚瑟斯有限公司;宏达国际公司;三星电子有限公司;苹果公司;Magic Leap, Inc.;和 Salesforce Inc 是北美沉浸式娱乐市场的一些领先公司。
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. North 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. North 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 - North America Analysis
6.1 North America Immersive Entertainment Market Overview
6.2 Immersive Entertainment Market Revenue (US$ Million), 2021-2031
6.3 Immersive Entertainment Market Forecast Analysis
7. North 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. North 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. North 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. North America Immersive Entertainment Market - Country Analysis
10.1 North America
10.1.1 North America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
10.1.1.1 North America: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
10.1.1.2 United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.2.1 United States: Immersive Entertainment Market Breakdown, by Component
10.1.1.2.2 United States: Immersive Entertainment Market Breakdown, by Technology
10.1.1.2.3 United States: Immersive Entertainment Market Breakdown, by End User
10.1.1.3 Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.3.1 Canada: Immersive Entertainment Market Breakdown, by Component
10.1.1.3.2 Canada: Immersive Entertainment Market Breakdown, by Technology
10.1.1.3.3 Canada: Immersive Entertainment Market Breakdown, by End User
10.1.1.4 Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.4.1 Mexico: Immersive Entertainment Market Breakdown, by Component
10.1.1.4.2 Mexico: Immersive Entertainment Market Breakdown, by Technology
10.1.1.4.3 Mexico: 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 Magic Leap, 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
13.10 Salesforce Inc
13.10.1 Key Facts
13.10.2 Business Description
13.10.3 Products and Services
13.10.4 Financial Overview
13.10.5 SWOT Analysis
13.10.6 Key Developments
14. Appendix
14.1 Word Index
14.2 About The Insight Partners
List of Tables
Table 1. North 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. North America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Country
Table 8. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
Table 9. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
Table 10. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
Table 11. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
Table 12. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
Table 13. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
Table 14. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component
Table 15. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology
Table 16. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User
Table 17. List of Abbreviation
List of Figures
Figure 1. North 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. North America Immersive Entertainment Market, by Key Countries - Revenue (2023) (US$ Million)
Figure 22. North America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
Figure 23. United States: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 24. Canada: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 25. Mexico: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
Figure 26. Heat Map Analysis by Key Players
Figure 27. Company Positioning & Concentration
- Microsoft Corp.
- Qualcomm Inc.
- Google LLC.
- Sony Group Corp.
- Infosys Ltd.
- HTC Corp.
- Samsung Electronics Co Ltd.
- Apple Inc.
- Magic Leap, Inc.
- Salesforce Inc.
- Save and reduce time carrying out entry-level research by identifying the growth, size, leading players, and segments in the North 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 North 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 North America market trends and outlook coupled with the factors driving the North 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.