Immersive Entertainment Market Overview, Growth, Trends, Analysis, Research Report (2021-2031)

Immersive Entertainment Market Size and Forecast (2021 - 2031), Global and Regional Share, Trend, and Growth Opportunity Analysis Report Coverage: By Component (Hardware and Software & Services), Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), End User (IT & Telecom, BFSI, Healthcare, Government, Manufacturing, and Others), and Geography

  • Report Code : TIPRE00038939
  • Category : Technology, Media and Telecommunications
  • Status : Published
  • No. of Pages : 178
Buy Now

Immersive Entertainment Market Drivers and Opportunities [2021-2031]

Buy Now

The immersive entertainment market size is expected to reach US$ 519.77 billion by 2031 from US$ 87.51 billion in 2023. The market is estimated to record a CAGR of 24.9% from 2023 to 2031. The rising demand for cloud computing is likely to remain a key market trend.

Immersive Entertainment Market Analysis

Over the past few years, the immersive entertainment market has seen a spectacular evolution that has attracted customers and artists. The immersive experience has been fueled by technological advancements such as virtual reality (VR) and augmented reality (AR), which have also expedited the entertainment industry's rapid expansion. Technologies such as AR, MR and VR headsets, 3D displays, 3D audio, gesture recognition, spatial sensing, holograms, speech recognition, haptics, AI, drones, and cameras are becoming accessible, affordable, and valuable, which is encouraging their adoption in areas, including gaming, education, and entertainment. With technological advancements, science fiction will increasingly become a reality with realistic and complex immersive experiences that blur the boundaries between the virtual and physical worlds. Although immersive entertainment is still in the early stages, it is already starting to significantly impact the video game, movie, and music industries. In the coming years, it is anticipated to dramatically affect several different areas, including retail, healthcare, and education.

Immersive Entertainment Market Overview

Immersive entertainment aims to immerse the spectator, listener, and player in a more realistic, lifelike, and interactive world. This can be accomplished using haptic feedback, VR, AR, three-dimensional audio, and other techniques. Immersive entertainment aims to produce an experience that surpasses conventional forms of entertainment in terms of engagement, plausibility, and overall enjoyment. The usage of VR, AR, and mixed reality (MR) for gaming and other applications is one of the emerging trends in immersive entertainment. Businesses across various industries, including entertainment, education, healthcare, e-commerce, and gaming, use immersive technologies to bring innovation, improve customer experiences, and upend traditional operational practices.

Customize Research To Suit Your Requirement

We can optimize and tailor the analysis and scope which is unmet through our standard offerings. This flexibility will help you gain the exact information needed for your business planning and decision making.

Immersive Entertainment Market: Strategic Insights

Immersive Entertainment Market

  • CAGR (2023 - 2031)
    24.9%
  • Market Size 2023
    US$ 87.51 Billion
  • Market Size 2031
    US$ 519.77 Billion

Market Dynamics

GROWTH DRIVERS
  • Widespread Application of Immersive Technologies Across Entertainment Industry
  • Increasing Adoption of Digital Transformation Model Among Organizations
  • Growing Spending on Live Events Worldwide
FUTURE TRENDS
  • Increasing Adoption of Artificial Intelligence Technology
OPPORTUNITIES
  • Advancements in Entertainment Industry, Emergence of Immersive Entertainment in Automotive Industry

Key Players

  • Microsoft Corp
  • Qualcomm Inc
  • Google LLC
  • Sony Group Corp
  • Infosys Ltd
  • HTC Corp
  • Samsung Electronics Co Ltd
  • Apple Inc
  • Magic Leap, Inc.Salesforce Inc

Regional Overview

  • North America
  • Europe
  • Asia-Pacific
  • South and Central America
  • Middle East and Africa

Market Segmentation

Component
  • Hardware
  • Software & Services
Technology
  • Virtual Reality
End User
  • IT & Telecom
  • BFSI
  • Healthcare
  • Government
  • Manufacturing
  • Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.

Immersive Entertainment Market Drivers and Opportunities

Widespread Application of Immersive Technologies Across Entertainment Industry to Favor Market

Immersive technologies, from VR and AR to MR and extended reality (XR), offer new possibilities for the entertainment industry. The entertainment industry has seen a rise in the usage of immersive technology, which allows users to fully immerse themselves in virtual environments or engage in novel and fascinating interactions with fictitious characters and tales. In past years, VR systems were bulky and expensive, making them inaccessible to most consumers. Nonetheless, customers have been interested in immersive technology in recent years as VR headsets have become widely available and reasonably priced. People can now explore new worlds and play immersive video games in their living rooms. Companies such as Oculus, HTC Corporation, and Sony have provided VR experiences. Immersive experiences will be based on hits, such as Jumanji, Zombieland, and Ghostbusters, from the studio's movie, TV, and video game franchises. Thus, the widespread application of immersive technologies across the entertainment industry drives the immersive entertainment market growth.

Advancements in Entertainment Industry

An increase in disposable income surged the consumption of entertainment and leisure. Rising popularity of entertainment industries such as radio, sports, and film is attributed to the increasing high-income population. Audiences of all demographics consume media through various platforms, including digital advertising, events, radio, television, movies, out-of-home, music, games, and animation and visual effects (VFX). In the media & entertainment industry, AR and VR technologies improve the bonds between viewers and content producers. AI is one of the newest innovations in the media sector, affecting radio, TV, visual effects, and so forth. AI tools can be used to organize and analyze the vast amounts of unstructured digital data that entertainment firms own. AI, ML, and natural language processing (NLP) can be used to anticipate user engagement with content. Thus, advancements in the entertainment industry are expected to provide lucrative opportunities for the immersive entertainment market growth during the forecast period.

Immersive Entertainment Market Report Segmentation Analysis

Key segments that contributed to the derivation of the immersive entertainment market analysis are component, technology, and end user.

  • Based on component, the immersive entertainment market is segmented into hardware and software & services. The hardware segment held a larger market share in 2023.
  • Based on technology, the immersive entertainment market is segmented into virtual reality, augmented reality, mixed reality, and others. The virtual reality segment dominated the market in 2023.
  • In terms of end user, the immersive entertainment market is segmented into media & entertainment, gaming, design & architecture, retail, education, and others. The media & entertainment segment dominated the market in 2023.

Immersive Entertainment Market Share Analysis by Geography

  • The immersive entertainment market is segmented into five major regions—North America, Europe, Asia Pacific (APAC), the Middle East & Africa (MEA), and South & Central America. North America dominated the market in 2023, followed by Europe and APAC.
  • North America is one of the fastest-growing regions in terms of technological innovations and adoption of advanced technologies. The region has well-established entertainment and gaming sectors. In recent years, North America has witnessed huge adoption of technologies such as AR, VR, MR,  AI, and blockchain across all the major industry verticals. With the increasing penetration of digitization in many industries, immersive entertainment has become a vital component of business, especially in the media & entertainment and gaming sectors.

Immersive Entertainment Market Report Scope

Report Attribute Details
Market size in 2023 US$ 87.51 Billion
Market Size by 2031 US$ 519.77 Billion
Global CAGR (2023 - 2031) 24.9%
Historical Data 2021-2022
Forecast period 2024-2031
Segments Covered By Component
  • Hardware
  • Software & Services
By Technology
  • Virtual Reality
By End User
  • IT & Telecom
  • BFSI
  • Healthcare
  • Government
  • Manufacturing
Regions and Countries Covered North America
  • US
  • Canada
  • Mexico
Europe
  • UK
  • Germany
  • France
  • Russia
  • Italy
  • Rest of Europe
Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • Rest of Asia-Pacific
South and Central America
  • Brazil
  • Argentina
  • Rest of South and Central America
Middle East and Africa
  • South Africa
  • Saudi Arabia
  • UAE
  • Rest of Middle East and Africa
Market leaders and key company profiles
  • Microsoft Corp
  • Qualcomm Inc
  • Google LLC
  • Sony Group Corp
  • Infosys Ltd
  • HTC Corp
  • Samsung Electronics Co Ltd
  • Apple Inc
  • Magic Leap, Inc.Salesforce Inc
    • Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.

    Immersive Entertainment Market News and Recent Developments

    The immersive entertainment market is evaluated by gathering qualitative and quantitative data post primary and secondary research, which includes important corporate publications, association data, and databases. A few of the developments in the immersive entertainment market are listed below:

    • Microsoft Corp collaborated with Xbox on the ‘Power Your Dreams experience’. "The dream narration mixed with these powerful visuals really creates an immersive entertainment experience that takes fans into a world of imagination." The Power Your Dreams immersive audio-visual experience at the Outernet offers a world where imagination meets reality and is curated by dream psychologist, Ian Wallace. Inspired by three Xbox titles — Starfield, Cyberpunk 2077: Phantom Liberty, and the as-yet-unreleased Senua's Saga: Hellblade 2 — participants are taken on a journey through different worlds and encouraged to use their imagination to dream, explore, and create.

    (Source: Microsoft Corp, Press Release, November 2023)

    • Qualcomm Inc announced the Snapdragon XR2+ Gen 2 Platform, a single-chip architecture that unlocks 4.3K spatial computing at 90 frames per second for breathtaking visual clarity across work and play. The Snapdragon XR2+ Gen 2 supports 4.3K per eye resolution and 12 or more concurrent cameras to deliver crisp, immersive mixed reality (MR) and virtual reality (VR) experiences.

    (Source: Qualcomm Inc, Press Release, January 2024)

    Immersive Entertainment Market Report Coverage and Deliverables

    The "Immersive Entertainment Market Size and Forecast (2021–2031)" provides a detailed analysis of the market covering the areas mentioned below:

    • Immersive entertainment market size and forecast at global, regional, and country levels for all the key market segments covered under the scope
    • Immersive entertainment market trends as well as market dynamics such as drivers, restraints, and key opportunities
    • Detailed PEST/Porter’s Five Forces and SWOT analysis
    • Immersive entertainment market analysis covering key market trends, global and regional framework, major players, regulations, and recent market developments
    • Industry landscape and competition analysis covering market concentration, heat map analysis, prominent players, and recent developments for the immersive entertainment market
    • Detailed company profiles
    Report Coverage
    Report Coverage

    Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

    Segment Covered
    Segment Covered

    Component, Technology, Organization Size, and End User

    Regional Scope
    Regional Scope

    North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

    Country Scope
    Country Scope

    This text is related
    to country scope.

    Frequently Asked Questions


    What are the future trends of the immersive entertainment market?

    Integration of artificial intelligence is the future trend of the immersive entertainment market.

    What is the estimated global market size for the immersive entertainment in 2022?

    The immersive entertainment was valued at US$ 87.51 billion in 2022 and is projected to reach US$ 519.77 billion by 2030; it is expected to grow at a CAGR of 24.9% during 2022–2030.

    Which region is holding the major market share of global immersive entertainment market?

    The North America held the largest market share in 2022, followed by Europe and Asia Pacific.

    Which are the key players holding the major market share of immersive entertainment?

    The key players, holding majority shares, in immersive entertainment includes Microsoft; Meta Platforms, Inc.; Qualcomm Technologies, Inc; Google LLC; and Sony Corporation among others.

    What are the driving factors impacting the immersive entertainment market?

    Widespread application of immersive technologies across entertainment industry, strategic initiatives by key market players, and advancements in Virtual Reality (VR), Augmented Reality (AR), And Mixed Reality (MR) are the driving factors impacting the immersive entertainment market grrowth.

    Which is the fastest growing regional market?

    North America is anticipated to grow with the highest CAGR over the forecast period.

    The List of Companies - Immersive Entertainment Market 

    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. Magic Leap, Inc.
    10. Salesforce Inc

    Trends and growth analysis reports related to Technology, Media and Telecommunications : READ MORE..