Pronóstico del mercado de entretenimiento inmersivo en América del Sur y Central 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)

BMIRE00031029 | Pages: 102 | Technology, Media and Telecommunications | Nov 2024 | Type: Regional | Status: Published

El mercado de entretenimiento inmersivo de América del Sur y Central se valoró en US$ 3.301,69 millones en 2023 y se espera que alcance los US$ 15.117,26 millones para 2031; se estima que registrará una CAGR del 20,9% de 2023 a 2031.

Los avances en la industria del entretenimiento impulsan el mercado de entretenimiento inmersivo de América del Sur y Central

Un aumento en el ingreso disponible aumentó el consumo de entretenimiento y ocio. La creciente popularidad de las industrias del entretenimiento como la radio, los deportes y el cine se atribuye al aumento de la población de altos ingresos que está invirtiendo significativamente en servicios de entretenimiento. Las audiencias de todos los grupos demográficos consumen medios a través de varias plataformas, incluida la publicidad digital, los eventos, la radio, la televisión, las películas, la publicidad fuera del hogar (OOH), la música, los juegos y la animación y los efectos visuales (VFX). En la industria de los medios y el entretenimiento, las tecnologías de realidad aumentada y virtual mejoran los vínculos entre los espectadores y los productores de contenido. Los consumidores de hoy viven en un mundo donde las líneas que separan los dominios digitales y físicos son cada vez más difusas. Los artistas que cancelaron eventos de entretenimiento en vivo debido al distanciamiento social durante la pandemia utilizaron contenido de entretenimiento de realidad virtual para entretener a sus audiencias. La IA es una de las innovaciones más recientes en el sector de los medios, que afecta a la radio, la televisión, los efectos visuales, etc. Las herramientas de IA se pueden utilizar para organizar y analizar las grandes cantidades de datos digitales no estructurados que poseen las empresas de entretenimiento. La IA, el aprendizaje automático y el procesamiento del lenguaje natural (PLN) se pueden utilizar para anticipar la interacción del usuario con el contenido. Por lo tanto, se espera que los avances en la industria del entretenimiento brinden oportunidades lucrativas para el crecimiento del mercado del entretenimiento inmersivo durante el período de pronóstico.

Descripción general del mercado de entretenimiento inmersivo de América del Sur y Central

El mercado de entretenimiento inmersivo de América del Sur está segmentado en Brasil, Argentina y el resto de América del Sur. El mercado regional aún se encuentra en su etapa de desarrollo. Sin embargo, tiene potencial para expandirse significativamente en los próximos años. El mercado de entretenimiento inmersivo en América del Sur ha registrado un crecimiento constante en los últimos años debido a los avances tecnológicos y la creciente demanda de experiencias inmersivas por parte de los consumidores, incluidos los juegos de realidad virtual, las aplicaciones de realidad aumentada y las experiencias de teatro inmersivas. Además, la creciente popularidad de eventos como las convenciones de juegos y las salas de juegos de realidad virtual impulsa la expansión del mercado. El crecimiento de la industria del entretenimiento se ha atribuido a la creciente penetración de las principales plataformas de transmisión OTT en la región, incluidas Netflix, Amazon Prime Video y otras. Por lo tanto, la creciente industria del entretenimiento en América del Sur está influyendo positivamente en el mercado de entretenimiento inmersivo de América del Sur.

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

Segmentación del mercado de entretenimiento inmersivo de América del Sur y Central

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

Según los componentes, el mercado de entretenimiento inmersivo de América del Sur y Central 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 Sur y Central se clasifica en realidad virtual (VR), realidad aumentada (AR), realidad mixta (MR) y otras. 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 América del Sur y Central se clasifica en medios y entretenimiento, juegos, diseño y arquitectura, comercio minorista, educación y otros. El segmento de juegos tuvo la mayor participación de mercado en 2023.

Por país, el mercado de entretenimiento inmersivo de América del Sur y Central se segmenta en Brasil, Argentina y el resto de América del Sur y Central. Brasil dominó la participación de mercado de entretenimiento inmersivo en América del Sur y Central 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 en América del Sur y Central.

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. South & Central 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. South & Central 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 - South & Central America Analysis

6.1 South & Central America Immersive Entertainment Market Overview

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

6.3 Immersive Entertainment Market Forecast Analysis

7. South & Central 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. South & Central 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. South & Central 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. South & Central America Immersive Entertainment Market - Country Analysis

10.1 South & Central America

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

10.1.1.1 South & Central America: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country

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

10.1.1.2.1 Brazil: Immersive Entertainment Market Breakdown, by Component

10.1.1.2.2 Brazil: Immersive Entertainment Market Breakdown, by Technology

10.1.1.2.3 Brazil: Immersive Entertainment Market Breakdown, by End User

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

10.1.1.3.1 Argentina: Immersive Entertainment Market Breakdown, by Component

10.1.1.3.2 Argentina: Immersive Entertainment Market Breakdown, by Technology

10.1.1.3.3 Argentina: Immersive Entertainment Market Breakdown, by End User

10.1.1.4 Rest of South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)

10.1.1.4.1 Rest of South & Central America: Immersive Entertainment Market Breakdown, by Component

10.1.1.4.2 Rest of South & Central America: Immersive Entertainment Market Breakdown, by Technology

10.1.1.4.3 Rest of South & Central America: 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. South & Central 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. South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Country

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

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

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

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

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

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

Table 14. Rest of South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Component

Table 15. Rest of South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by Technology

Table 16. Rest of South & Central America: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million) - by End User

Table 17. List of Abbreviation

 

 

List of Figures

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

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

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

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

Figure 25. Rest of South & Central America: 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. Salesforce Inc.
  • Save and reduce time carrying out entry-level research by identifying the growth, size, leading players, and segments in the South & Central 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 South & Central 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 South & Central America market trends and outlook coupled with the factors driving the South & Central 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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