Immersive Entertainment Market Skyrockets to $519.77 Billion by 2031 Dominated by Tech Giants - Microsoft Corp, Qualcomm Inc and Google LLC | The Insight Partners
Immersive Entertainment Market Skyrockets to $519.77 Billion by 2031 Dominated by Tech Giants - Microsoft Corp, Qualcomm Inc and Google LLC | The Insight Partners
The global immersive entertainment market is set for explosive growth, with projections indicating a surge to $519.77 Billion by 2031. This remarkable expansion, driven by widespread application of immersive technologies across entertainment industry.
全球沉浸式娛樂市場正迎來爆炸性增長,預計到2031年將激增至5197.7億。這一顯著擴張是由於沉浸式技術在娛樂行業的廣泛應用。
NEW YORK, Nov. 28, 2024 /PRNewswire/ -- According to a new comprehensive report from The Insight Partners, the "Immersive Entertainment Market Size and Forecast (2021 - 2031), Global and Regional Share, Trend, and Growth Opportunity Analysis Report Coverage: By Component, Technology, End User, and Geography", the market is observing significant growth owing to widespread application of immersive technologies across entertainment industry, increasing adoption of digital transformation model among organizations and growing spending on live events worldwide.
紐約,2024年11月28日 /PRNewswire/ -- 根據Insight Partners的一份新綜合報告《沉浸式娛樂市場規模和預測(2021 - 2031),全球和區域分享,趨勢和增長機會分析報告涵蓋:按組件、技術、用戶數和地理位置》,由於沉浸式技術在娛樂行業的廣泛應用、組織對數字化轉型模式的日益採用以及全球現場活動支出的增加,市場正在經歷顯著增長。
For Detailed Market Insights, Visit:
詳細市場洞察,請訪問:
The report runs an in-depth analysis of market trends, key players, and future opportunities. In general, the immersive entertainment market comprises a vast array of component, technology, end user and geography which are expected to register strength during the coming years.
該報告對市場趨勢、主要參與者和未來機會進行了深入分析。一般來說,沉浸式娛樂市場包括多種組件、技術、用戶數和地理位置,預計在未來幾年將展現出強勁增長。
Market Overview and Growth Trajectory:
市場概況和增長軌跡:
Immersive Entertainment Market Growth: According to an exhaustive report by The Insight Partners, the Immersive Entertainment Market is experiencing significant growth, driven by rising demand for cloud computing. The market, valued at $87.51 Billion in 2023, is expected to grow at a Compound Annual Growth Rate (CAGR) of 24.9% during 2023–2031.
沉浸式娛樂市場增長:根據Insight Partners的一份詳盡報告,沉浸式娛樂市場正在經歷顯著增長,推動因素是對雲計算的需求增加。該市場在2023年的估值爲875.1億,預計在2023到2031年間將以年複合增長率(CAGR)24.9%的速度增長。
For More Information and To Stay Updated on The Latest Developments in The Immersive Entertainment Market, Download The Sample Pages:
有關沉浸式娛樂市場的更多信息以及最新進展,請下載樣本頁面:
Technological Innovations: Over the past few years, technological advancements have brought closer to completely realistic and immersive experiences in VR and immersive entertainment. The application of AI to improve VR and immersive entertainment capabilities has been one of the main forces behind this advancement. AI is the process of educating robots to analyze and interpret data to make predictions and judgments. It can take many different forms in the context of VR and immersive entertainment such as improving the realism of virtual settings or producing lifelike interactions between users and virtual items. The power of AI to create realistic and dynamic landscapes is one of the most significant ways technologies transform VR and immersive entertainment.
技術創新:在過去幾年中,技術進步使得虛擬現實和沉浸式娛樂的完全真實和沉浸式體驗變得更近。人工智能在改善虛擬現實和沉浸式娛樂能力方面的應用已成爲這一進步的主要推動力之一。人工智能是教育機器分析和解釋數據以進行預測和判斷的過程。在虛擬現實和沉浸式娛樂的背景下,它可以採取多種不同形式,例如改善虛擬環境的真實感或在用戶與虛擬物品之間生成逼真的互動。人工智能創造真實和動態景觀的能力是科技改變虛擬現實和沉浸式娛樂的最重要方式之一。
Widespread Application of Immersive Technologies Across Entertainment Industry: Immersive technologies, from virtual reality (VR) and augmented reality (AR) to mixed reality (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.
Widespread Application of Immersive Technologies Across Entertainment Industry: Immersive technologies, from virtual reality (VR) and augmented reality (AR) to mixed reality (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.
Stay Updated on The Latest Immersive Entertainment Market Trends:
Stay Updated on The Latest Immersive Entertainment Market Trends:
Increasing Adoption of Digital Transformation Model Among Organizations: 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.
Increasing Adoption of Digital Transformation Model Among Organizations: 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.
Geographical Insights: North America dominated the immersive entertainment market in 2023; it would continue to dominate the market during the forecast period. Europe is the second-largest contributor to the global immersive entertainment market, followed by Asia Pacific.
Geographical Insights: North America dominated the immersive entertainment market in 2023; it would continue to dominate the market during the forecast period. Europe is the second-largest contributor to the global immersive entertainment market, followed by Asia Pacific.
Immersive Entertainment Market Segmentation, Applications, Geographical Insights:
沉浸式娛樂市場細分、應用、地理洞察:
- 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.
- The immersive entertainment market is segmented into five major regions: North America, Europe, APAC, Middle East and Africa, and South and Central America.
- 根據組件,沉浸式娛樂市場分爲硬件和軟件&服務。在2023年,硬件細分市場佔據了更大的市場份額。
- 根據技術,沉浸式娛樂市場分爲虛擬現實、增強現實、混合現實和其他。在2023年,虛擬現實細分市場主導了市場。
- 在最終用戶方面,沉浸式娛樂市場分爲媒體&娛樂、arvr遊戲、設計&建築、零售、教育和其他。在2023年,媒體&娛樂細分市場主導了市場。
- 沉浸式娛樂市場分爲五個主要區域:北美、歐洲、亞太、中東和非洲,以及南美和中美洲。
Purchase Premium Copy of Global Immersive Entertainment Market Size and Growth Report (2023-2031) at:
在以下地址購買《全球沉浸式娛樂市場規模與增長報告(2023-2031)》的高級版:
Key Players and Competitive Landscape:
關鍵參與者和競爭格局:
The Immersive Entertainment Market is characterized by the presence of several major players, including:
沉浸式娛樂市場的特點是存在多個主要參與者,包括:
- Microsoft Corp
- Qualcomm Inc
- Google LLC
- Sony Group Corp
- Infosys Ltd
- HTC Corp
- Samsung Electronics Co Ltd
- Apple Inc
- Magic Leap, Inc
- Salesforce Inc
- 微軟公司
- 高通股份有限公司
- Google有限責任公司
- 索尼集團有限公司
- 印孚瑟斯有限公司
- HTC corp
- 三星電子有限公司
- 蘋果公司
- 魔術跳躍公司
- Salesforce 公司
These companies are adopting strategies such as new product launches, joint ventures, and geographical expansion to maintain their competitive edge in the market.
這些公司正在採取新產品推出、合資企業和地理擴張等策略,以保持市場競爭優勢。
For Region-Specific Market Data, Check Out Brief Sample Pages:
查看地域特定市場數據,請查看簡要示例頁面:
Immersive Entertainment Market Recent Developments and Innovations:
沉浸式娛樂市場最近的發展和創新:
- "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."
- "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."
- "微軟公司與Xbox合作推出了'點亮你的夢想體驗'。"夢境敘述與這些強大的視覺效果相結合,真正創造了一種沉浸式娛樂體驗,將粉絲帶入幻想的世界。"在Outernet的'點亮你的夢想'沉浸式音視頻體驗提供了一個幻想與現實交匯的世界,由夢境心理學家Ian Wallace策劃。受三款Xbox遊戲的啓發——《星空》,《賽博朋克2077:幻影自由》,以及尚未發佈的《塞努亞的傳奇:地獄刀2》——參與者被帶入不同的世界,鼓勵他們用想象力去夢想、探索和創造。"
- "高通公司宣佈了Snapdragon XR2+ Gen 2平台,這是一種單芯片架構,能夠以每秒90幀解鎖0.43萬空間計算,爲工作和遊戲提供令人驚歎的視覺清晰度。Snapdragon XR2+ Gen 2支持每眼0.43萬的分辨率,並且支持12個或更多同時攝像頭提供清晰、沉浸式的混合現實(MR)和虛擬現實(VR)體驗。"
Need A Diverse Region or Sector? Customize Research to Suit Your Requirement:
需要一個多樣化的地區或板塊?定製研究以滿足您的需求:
Conclusion:
結論:
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.
在過去幾年中,沉浸式娛樂市場經歷了一場引人矚目的演變,吸引了客戶和藝術家。沉浸式體驗得益於虛擬現實(VR)和增強現實(AR)等技術進步,這也加速了娛樂行業的快速發展。AR、MR和VR頭顯、3D顯示器、3D音頻、手勢識別、空間感應、全息圖、語音識別、觸覺反饋、人工智能、無人機和攝像機等技術正變得易於獲取、經濟實惠且有價值,這鼓勵了它們在遊戲、教育和娛樂等領域的應用。隨着技術的進步,科幻將越來越成爲現實,提供逼真而複雜的沉浸式體驗,模糊虛擬與物理世界之間的界限。儘管沉浸式娛樂仍處於早期階段,但已經開始對視頻遊戲、電影和音樂行業產生顯著影響。在未來幾年,預計它將顯著影響零售、醫療保健和教育等多個領域。
With projected growth to $519.77 Billion by 2031, the Immersive Entertainment Market represents a significant opportunity for raw material suppliers, hardware manufacturers, software developers, system integrators, investors, industry stakeholders, end users and others. By staying abreast of market trends, embracing innovation, and focusing on quality and performance, companies can position themselves for success in this dynamic and evolving market landscape.
預計到2031年,沉浸式娛樂市場的規模將達到5197.7億,這爲原材料供應商、硬件製造商、軟件開發商、系統集成商、投資者、行業利益相關者、最終用戶等提供了重要的機會。通過緊跟市場趨勢、擁抱創新以及關注質量和性能,公司可以在這個動態發展且不斷演變的市場環境中爲成功奠定基礎。
Related Report Titles:
相關報告標題:
- Immersive Virtual Reality Market Size and Forecasts (2021 - 2031)
- Immersive Technologies Market Size and Forecasts (2021 - 2031)
- Virtual Reality (VR) Market Analysis and Forecast by Size, Share, Growth, Trends 2031
- Augmented Reality and Virtual Reality Market Report 2031
- 沉浸式虛擬現實市場規模及預測(2021 - 2031)
- 沉浸式技術市場規模及預測(2021 - 2031)
- 虛擬現實(VR)市場規模、份額、增長、趨勢分析及預測 2031
- 增強現實和虛擬現實市場報告 2031
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The Insight Partners is a one stop industry research provider of actionable intelligence. We help our clients in getting solutions to their research requirements through our syndicated and consulting research services. We specialize in industries such as Semiconductor and Electronics, Aerospace and Defense, Automotive and Transportation, Biotechnology, Healthcare IT, Manufacturing and Construction, Medical Device, Technology, Media and Telecommunications, Chemicals and Materials.
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SOURCE The Insight Partners
資源:The Insight Partners