Pronóstico del mercado de entretenimiento inmersivo en Europa 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)

BMIRE00030993 | Pages: 109 | Technology, Media and Telecommunications | Nov 2024 | Type: Regional | Status: Published

El mercado europeo del entretenimiento inmersivo se valoró en 25.309,33 millones de dólares en 2023 y se espera que alcance los 1.51.526,13 millones de dólares en 2031; se estima que registrará una CAGR del 25,1% entre 2023 y 2031.

La creciente adopción del modelo de transformación digital entre las organizaciones impulsa el mercado europeo del entretenimiento inmersivo

Las organizaciones luchan por competir en un mercado dinámico y en constante cambio. Por lo tanto, con la transformación digital, las empresas buscan impulsar su ventaja competitiva, mejorar el rendimiento empresarial y lograr el crecimiento empresarial. La transformación digital se ha convertido en un nuevo modelo para que muchas organizaciones obtengan ventajas competitivas en la intensa y dinámica competencia del mercado. A lo largo de los años, las empresas de varios sectores han experimentado cambios sustanciales, y la tecnología digital ha sido un importante contribuyente a esta evolución. Los avances de la tecnología digital han transformado la forma en que los consumidores producen y consumen entretenimiento, cambiando el sector más allá del reconocimiento. Al proporcionar formas nuevas e interesantes de generar, distribuir y consumir material multimedia como películas, programas de televisión y música, las técnicas creativas de generación y compartición han cambiado por completo la industria del entretenimiento. Los principales medios de distribución de entretenimiento en el pasado eran los medios analógicos, incluidos los discos de vinilo y las cintas de casete. Sin embargo, la industria del entretenimiento ha cambiado desde la introducción de la tecnología digital, ya que los juegos, las películas y la música son accesibles en plataformas digitales. El cambio de los medios analógicos a los digitales ha revolucionado el enfoque hacia el consumo de entretenimiento. Con la capacidad de transmitir contenido cuando y donde sea, los servicios de transmisión como Netflix, Amazon Prime, Spotify y Hulu han marcado el comienzo de una nueva era de accesibilidad, facilidad y experiencias de entretenimiento inmersivas. Además, las tecnologías digitales han permitido la creación de efectos especiales sofisticados, lo que permite a los cineastas crear experiencias más inmersivas y visualmente impactantes.

Descripción general del mercado de entretenimiento inmersivo en Europa

El mercado de entretenimiento inmersivo en Europa está segmentado en Alemania, Francia, Italia, el Reino Unido, Rusia y el resto de Europa. Europa es un centro sólido y competitivo para la industria del juego; Su ventaja competitiva está formada por una larga tradición en la investigación de la realidad virtual y aplicaciones industriales de fabricación, así como por la creatividad y la diversidad cultural. En la región, los ecosistemas de realidad virtual se sustentan en empresas de realidad virtual que crean aplicaciones, contenido y tecnologías y cuentan con el apoyo de centros de investigación especializados, incluidos ParisTech (FR) y la Universidad Técnica de Múnich (DE). Europa también es un centro de I+D para software de realidad virtual y aplicaciones especializadas.

Además, los juegos han confirmado firmemente su lugar en la cultura europea, con la mitad de la población disfrutando de los videojuegos en 2023. El número de jugadores alcanzó los 126,5 millones, lo que subraya aún más el amplio atractivo de la industria. Además, según la Administración de Comercio Internacional (ITA), la industria del juego en Alemania ha estado creciendo constantemente. Por lo tanto, la creciente industria del juego en Europa está impulsando el crecimiento del mercado del entretenimiento inmersivo en la región.

Ingresos y pronóstico del mercado de entretenimiento inmersivo en Europa hasta 2031 (millones de USD)

Segmentación del mercado de entretenimiento inmersivo en Europa

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

Según los componentes, el mercado de entretenimiento inmersivo en Europa 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 en Europa se clasifica en realidad virtual (RV), realidad aumentada (RA), realidad mixta (MR) y otras. El segmento de realidad virtual (RV) tuvo la mayor participación de mercado en 2023.

En términos de usuario final, el mercado de entretenimiento inmersivo en Europa 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 Europa está segmentado en el Reino Unido, Alemania, Francia, Italia, Rusia y el resto de Europa. El Reino Unido dominó la participación de mercado de entretenimiento inmersivo de Europa 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 Europa.

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. Europe 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. Europe 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 - Europe Analysis

6.1 Europe Immersive Entertainment Market Overview

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

6.3 Immersive Entertainment Market Forecast Analysis

7. Europe 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. Europe 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. Europe 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. Europe Immersive Entertainment Market - Country Analysis

10.1 Europe

10.1.1 Europe: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2023 (%)

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

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

10.1.1.2.1 United Kingdom: Immersive Entertainment Market Breakdown, by Component

10.1.1.2.2 United Kingdom: Immersive Entertainment Market Breakdown, by Technology

10.1.1.2.3 United Kingdom: Immersive Entertainment Market Breakdown, by End User

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

10.1.1.3.1 Germany: Immersive Entertainment Market Breakdown, by Component

10.1.1.3.2 Germany: Immersive Entertainment Market Breakdown, by Technology

10.1.1.3.3 Germany: Immersive Entertainment Market Breakdown, by End User

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

10.1.1.4.1 France: Immersive Entertainment Market Breakdown, by Component

10.1.1.4.2 France: Immersive Entertainment Market Breakdown, by Technology

10.1.1.4.3 France: Immersive Entertainment Market Breakdown, by End User

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

10.1.1.5.1 Italy: Immersive Entertainment Market Breakdown, by Component

10.1.1.5.2 Italy: Immersive Entertainment Market Breakdown, by Technology

10.1.1.5.3 Italy: Immersive Entertainment Market Breakdown, by End User

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

10.1.1.6.1 Russia: Immersive Entertainment Market Breakdown, by Component

10.1.1.6.2 Russia: Immersive Entertainment Market Breakdown, by Technology

10.1.1.6.3 Russia: Immersive Entertainment Market Breakdown, by End User

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Table 26. List of Abbreviation

 

 

List of Figures

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

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

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

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

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

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

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

Figure 28. Rest of Europe: 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.
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  • Highlights key business priorities in order to assist companies to realign their business strategies.
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  • Scrutinize in-depth Europe market trends and outlook coupled with the factors driving the Europe immersive entertainment market, as well as those hindering it.
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