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)
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
- Microsoft Corp.
- Qualcomm Inc.
- Google LLC.
- Sony Group Corp.
- Infosys Ltd.
- HTC Corp.
- Samsung Electronics Co Ltd.
- Apple Inc.
- 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.
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- 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.