Pronóstico del mercado de entretenimiento inmersivo de Asia Pacífico hasta 2031: análisis regional, por componente (hardware, software y servicios), tecnología (realidad virtual (VR), realidad aumentada (AR), realidad mixta (MR) y otros) y usuario final (medios y entretenimiento, juegos, diseño y arquitectura, comercio minorista, educación y otros)

BMIRE00030980 | Pages: 121 | Technology, Media and Telecommunications | Nov 2024 | Type: Regional | Status: Published

El mercado de entretenimiento inmersivo de Asia Pacífico se valoró en 20.521,08 millones de dólares en 2023 y se espera que alcance los 1.09.766,98 millones de dólares en 2031; se estima que registrará una CAGR del 23,3% entre 2023 y 2031.

El surgimiento del entretenimiento inmersivo en la industria automotriz impulsa el mercado de entretenimiento inmersivo de Asia Pacífico

La experiencia en la cabina del automóvil ha evolucionado hasta convertirse en una experiencia verdaderamente digital. La integración de un entorno de software en el vehículo permite a los consumidores disfrutar sin problemas de las opciones de comunicación inmersiva, las herramientas de productividad y las opciones de entretenimiento. Los vehículos conectados ofrecen experiencias más inmersivas a los pasajeros, incluido el entretenimiento personalizado y las pantallas de realidad aumentada. Los fabricantes de automóviles están utilizando una variedad de tecnologías inmersivas como VR, AR e IA para ofrecer a sus clientes experiencias de entretenimiento en el automóvil personalizadas y atractivas. Numerosos fabricantes de automóviles, como BMW y Tesla, se están centrando en la integración de tecnologías inmersivas para desarrollar vehículos tecnológicamente avanzados. Estas tecnologías ayudan a los fabricantes de automóviles a mejorar la seguridad y la protección, así como a mejorar la experiencia de conducción de los clientes. En mayo de 2023, Meta Platforms Inc anunció que está trabajando con International Business Machines Corp para explorar las tecnologías de AR y VR y sus beneficios en vehículos de rápido movimiento. Por lo tanto, se espera que la aparición de la tecnología inmersiva en la industria automotriz, la creciente adopción de vehículos de conducción autónoma y vehículos conectados, y la creciente demanda de entretenimiento en el automóvil entre los consumidores creen oportunidades en el mercado del entretenimiento inmersivo en los próximos años.

Descripción general del mercado de entretenimiento inmersivo de Asia Pacífico

El mercado de entretenimiento inmersivo de APAC está segmentado en Australia, China, Japón, Corea del Sur, India y el resto de APAC. Las industrias de los medios de comunicación, el entretenimiento y los juegos están experimentando un crecimiento significativo debido a la creciente penetración de Internet, la creciente adopción de plataformas OTT (over-the-top) y el creciente número de eventos en vivo. En 2023, APAC tuvo el mayor número de jugadores, que fue de alrededor de 1.48 mil millones. La creciente industria de los juegos está impulsando el crecimiento del mercado de entretenimiento inmersivo de APAC. A medida que la industria del juego evoluciona en la región, la estimulación sensorial se está convirtiendo rápidamente en una parte importante de la experiencia de juego; en el proceso, hace que los juegos con controlador portátil parezcan anticuados y marginalmente atractivos. Para atraer a los clientes, los diseñadores de juegos están incorporando experiencias sensoriales significativamente mejoradas que involucran AR y simulaciones de VR completas.

Además, la industria del juego en APAC ha sido apoyada por políticas gubernamentales favorables y desarrollos de infraestructura. Países como China y Corea del Sur han implementado políticas para promover el crecimiento de sus industrias de juego, brindando incentivos para que las empresas inviertan en el desarrollo de juegos y deportes electrónicos. Además, el gobierno de la región se está centrando en el desarrollo de la tecnología de VR. En enero de 2024, el gobierno de Corea del Sur dio a conocer sus planes para impulsar el sector de los juegos de consola en su búsqueda de diversificar el panorama de la industria actualmente centrado en plataformas móviles y en línea. Por lo tanto, la creciente industria del juego en APAC está impulsando el crecimiento del mercado del entretenimiento inmersivo.

Ingresos y pronóstico del mercado de entretenimiento inmersivo de Asia Pacífico hasta 2031 (millones de USD)

Segmentación del mercado de entretenimiento inmersivo de Asia Pacífico

El mercado de entretenimiento inmersivo de Asia Pacífico se clasifica en componentes, tecnología, usuario final y país.

Según los componentes, el mercado de entretenimiento inmersivo de Asia Pacífico se bifurca en hardware y software y servicios. El segmento de hardware tuvo una mayor participación de mercado en 2023.

Por tecnología, el mercado de entretenimiento inmersivo de Asia Pacífico se clasifica en realidad virtual (VR), realidad aumentada (AR), realidad mixta (MR) y otros. El segmento de realidad virtual (VR) tuvo la mayor participación de mercado en 2023.

En términos de usuario final, el mercado de entretenimiento inmersivo de Asia Pacífico se clasifica en medios y entretenimiento, juegos, diseño y arquitectura, venta minorista, educación y otros. El segmento de medios y entretenimiento tuvo la mayor participación de mercado en 2023.

Por país, el mercado de entretenimiento inmersivo de Asia Pacífico está segmentado en China, Japón, India, Corea del Sur, Australia y el resto de Asia Pacífico. China dominó la participación de mercado de entretenimiento inmersivo de Asia Pacífico en 2023.

Microsoft Corp, Qualcomm Inc, Google LLC, Sony Group Corp, Infosys Ltd, HTC Corp, Samsung Electronics Co Ltd, Apple Inc y Salesforce Inc son algunas de las empresas líderes que operan en el mercado de entretenimiento inmersivo de Asia Pacífico.

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. Asia Pacific 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. Asia Pacific 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 - Asia Pacific Analysis

6.1 Asia Pacific Immersive Entertainment Market Overview

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

6.3 Immersive Entertainment Market Forecast Analysis

7. Asia Pacific 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. Asia Pacific 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. Asia Pacific 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. Asia Pacific Immersive Entertainment Market - Country Analysis

10.1 Asia Pacific

10.1.1 Asia Pacific: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country

10.1.1.1 Asia Pacific: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country

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

10.1.1.2.1 China: Immersive Entertainment Market Breakdown, by Component

10.1.1.2.2 China: Immersive Entertainment Market Breakdown, by Technology

10.1.1.2.3 China: Immersive Entertainment Market Breakdown, by End User

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

10.1.1.3.1 Japan: Immersive Entertainment Market Breakdown, by Component

10.1.1.3.2 Japan: Immersive Entertainment Market Breakdown, by Technology

10.1.1.3.3 Japan: Immersive Entertainment Market Breakdown, by End User

10.1.1.4 India: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.4.1 India: Immersive Entertainment Market Breakdown, by Component

10.1.1.4.2 India: Immersive Entertainment Market Breakdown, by Technology

10.1.1.4.3 India: Immersive Entertainment Market Breakdown, by End User

10.1.1.5 South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.5.1 South Korea: Immersive Entertainment Market Breakdown, by Component

10.1.1.5.2 South Korea: Immersive Entertainment Market Breakdown, by Technology

10.1.1.5.3 South Korea: Immersive Entertainment Market Breakdown, by End User

10.1.1.6 Australia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.6.1 Australia: Immersive Entertainment Market Breakdown, by Component

10.1.1.6.2 Australia: Immersive Entertainment Market Breakdown, by Technology

10.1.1.6.3 Australia: Immersive Entertainment Market Breakdown, by End User

10.1.1.7 Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.7.1 Rest of APAC: Immersive Entertainment Market Breakdown, by Component

10.1.1.7.2 Rest of APAC: Immersive Entertainment Market Breakdown, by Technology

10.1.1.7.3 Rest of APAC: 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. Asia Pacific 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. Asia Pacific: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Country

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

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

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

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

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

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

Table 14. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component

Table 15. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology

Table 16. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User

Table 17. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component

Table 18. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology

Table 19. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User

Table 20. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component

Table 21. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology

Table 22. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User

Table 23. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Component

Table 24. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by Technology

Table 25. Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million) - by End User

Table 26. List of Abbreviation

 

 

List of Figures

Figure 1. Asia Pacific 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. Asia Pacific: Immersive Entertainment Market, by Key Countries - Revenue (2023) (US$ Million)

Figure 22. Asia Pacific: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)

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

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

Figure 25. India: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)

Figure 26. South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)

Figure 27. Australia: Immersive Entertainment Market - Revenue and Forecast to 2031(US$ Million)

Figure 28. Rest of APAC: 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 Asia Pacific 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 Asia Pacific 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 Asia Pacific market trends and outlook coupled with the factors driving the Asia Pacific 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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