Pronóstico del mercado de entretenimiento inmersivo en América del Norte 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)

BMIRE00031017 | Pages: 104 | Technology, Media and Telecommunications | Nov 2024 | Type: Regional | Status: Published
El mercado de entretenimiento inmersivo de América del Norte se valoró en US$ 33.105,67 millones en 2023 y se espera que alcance los US$ 2.17.769,94 millones para 2031; se estima que registrará una CAGR del 26,5% entre 2023 y 2031.

La aplicación generalizada de tecnologías inmersivas en la industria del entretenimiento impulsa el mercado de entretenimiento inmersivo de América del Norte

Las tecnologías inmersivas, desde la realidad virtual (RV) y la realidad aumentada (RA) hasta la realidad mixta (MR) y la realidad extendida (XR), ofrecen nuevas posibilidades para la industria del entretenimiento. La industria del entretenimiento ha visto un aumento en el uso de tecnología inmersiva, que permite a los usuarios sumergirse por completo en entornos virtuales o participar en interacciones novedosas y fascinantes con personajes y cuentos ficticios. En los últimos años, los sistemas de realidad virtual eran voluminosos y costosos, lo que los hacía inaccesibles para la mayoría de los consumidores. Sin embargo, en los últimos años, los clientes se han interesado por la tecnología inmersiva, ya que los cascos de realidad virtual se han vuelto ampliamente disponibles y tienen un precio razonable. Ahora, las personas pueden explorar nuevos mundos y jugar videojuegos inmersivos en sus salas de estar. Empresas como Oculus, HTC Corporation y Sony han proporcionado experiencias de realidad virtual.

La realidad aumentada y la realidad virtual producen continuamente soluciones innovadoras y revolucionarias para la industria del entretenimiento. Las empresas de este sector están ideando cada vez más ideas nuevas para crear entornos virtuales atractivos que proporcionen una forma emocionante de entretenimiento que sea lo suficientemente atractiva para el público. En diciembre de 2023, Sony Pictures anunció el lanzamiento de un parque de entretenimiento interior inmersivo en Oakbrook Center en Chicago con salas de escape, simuladores de carreras, exhibiciones interactivas, atracciones de realidad virtual, autos chocadores y comida y bebida. El destino de entretenimiento ocupará un espacio comercial de 45.000 pies cuadrados. Las experiencias inmersivas se basarán en éxitos como Jumanji, Zombieland y Ghostbusters, de las franquicias de películas, televisión y videojuegos del estudio. Por lo tanto, la aplicación generalizada de tecnologías inmersivas en la industria del entretenimiento impulsa el crecimiento del mercado del entretenimiento inmersivo.

Descripción general del mercado de entretenimiento inmersivo en América del Norte

América del Norte es una de las regiones de más rápido crecimiento en términos de innovaciones tecnológicas y adopción de tecnologías avanzadas. La región tiene sectores de entretenimiento y juegos bien establecidos. En los últimos años, América del Norte ha sido testigo de una gran adopción de tecnologías como AR, VR, MR, inteligencia artificial (IA) y blockchain en todas las principales verticales de la industria. Con la creciente penetración de la digitalización en muchas industrias, el entretenimiento inmersivo se ha convertido en un componente vital de los negocios, especialmente en los sectores de medios y entretenimiento y juegos.

El mercado de entretenimiento inmersivo de América del Norte está segmentado en EE. UU., Canadá y México. Se espera que EE. UU. tenga la mayor participación y registre la CAGR más alta durante el período de pronóstico de 2024 a 2031. La alta tasa de digitalización en varias industrias, el aumento en la adopción de herramientas digitales y el alto gasto tecnológico por parte de las agencias gubernamentales impulsan el crecimiento del mercado de entretenimiento inmersivo de EE. UU. Además, Estados Unidos tiene una gran cantidad de actores del mercado de entretenimiento inmersivo que se han centrado cada vez más en el desarrollo de soluciones innovadoras. Microsoft; Meta Platforms, Inc.; y Google LLC se encuentran entre los actores clave del mercado en América del Norte.

Ingresos y pronóstico del mercado de entretenimiento inmersivo de América del Norte hasta 2031 (millones de USD)

Segmentación del mercado de entretenimiento inmersivo de América del Norte

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

Según los componentes, el mercado de entretenimiento inmersivo de América del Norte 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 América del Norte se clasifica en realidad virtual (VR), realidad aumentada (AR), realidad mixta (MR) y otros. El segmento de realidad virtual (RV) tuvo la mayor participación de mercado en 2023.

En términos de usuario final, el mercado de entretenimiento inmersivo de América del Norte se clasifica en medios y entretenimiento, juegos, diseño y arquitectura, comercio 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 América del Norte se segmenta en EE. UU., Canadá y México. Estados Unidos dominó la participación de mercado de entretenimiento inmersivo de América del Norte en 2023.

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

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. North America 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. North America 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 - North America Analysis

6.1 North America Immersive Entertainment Market Overview

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

6.3 Immersive Entertainment Market Forecast Analysis

7. North America 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. North America 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. North America 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. North America Immersive Entertainment Market - Country Analysis

10.1 North America

10.1.1 North America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)

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

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

10.1.1.2.1 United States: Immersive Entertainment Market Breakdown, by Component

10.1.1.2.2 United States: Immersive Entertainment Market Breakdown, by Technology

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

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

10.1.1.3.1 Canada: Immersive Entertainment Market Breakdown, by Component

10.1.1.3.2 Canada: Immersive Entertainment Market Breakdown, by Technology

10.1.1.3.3 Canada: Immersive Entertainment Market Breakdown, by End User

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

10.1.1.4.1 Mexico: Immersive Entertainment Market Breakdown, by Component

10.1.1.4.2 Mexico: Immersive Entertainment Market Breakdown, by Technology

10.1.1.4.3 Mexico: 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 Magic Leap, 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

13.10 Salesforce Inc

13.10.1 Key Facts

13.10.2 Business Description

13.10.3 Products and Services

13.10.4 Financial Overview

13.10.5 SWOT Analysis

13.10.6 Key Developments

14. Appendix

14.1 Word Index

14.2 About The Insight Partners

 

 

List of Tables

Table 1. North America 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. North America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Country

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

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

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

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

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

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

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

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

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

Table 17. List of Abbreviation

 

 

List of Figures

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

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

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

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

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

Figure 26. Heat Map Analysis by Key Players

Figure 27. 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. Magic Leap, Inc.
  10. Salesforce Inc.
  • Save and reduce time carrying out entry-level research by identifying the growth, size, leading players, and segments in the North America 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 North America 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 North America market trends and outlook coupled with the factors driving the North America 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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