Previsioni sul mercato dell\'intrattenimento immersivo nell\'Asia Pacifica fino al 2031 - Analisi regionale - per componente (hardware, software e servizi), tecnologia (realtà virtuale (VR), realtà aumentata (AR), realtà mista (MR) e altri) e utente finale (media e intrattenimento, giochi, design e architettura, vendita al dettaglio, istruzione e altri)

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

Il mercato dell\'intrattenimento immersivo dell\'Asia Pacifica è stato valutato a 20.521,08 milioni di dollari nel 2023 e si prevede che raggiungerà 1.09.766,98 milioni di dollari entro il 2031; si stima che registrerà un CAGR del 23,3% dal 2023 al 2031.

L\'emergere dell\'intrattenimento immersivo nel settore automobilistico stimola il mercato dell\'intrattenimento immersivo dell\'Asia Pacifica

L\'esperienza in cabina in un\'auto si è evoluta in un\'esperienza veramente digitale. L\'integrazione di un ambiente software nel veicolo consente ai consumatori di godere senza problemi delle opzioni di comunicazione immersive, degli strumenti di produttività e delle opzioni di intrattenimento. I veicoli connessi offrono esperienze più immersive ai passeggeri, tra cui intrattenimento personalizzato e display AR. I produttori di automobili stanno utilizzando una varietà di tecnologie immersive come VR, AR e AI per offrire ai propri clienti esperienze di intrattenimento in auto personalizzate e coinvolgenti. Numerosi produttori di automobili come BMW e Tesla si stanno concentrando sull\'integrazione di tecnologie immersive per sviluppare veicoli tecnologicamente avanzati. Queste tecnologie aiutano i produttori di automobili a migliorare la sicurezza e la protezione, nonché a migliorare l\'esperienza di guida dei clienti. A maggio 2023, Meta Platforms Inc ha annunciato che sta collaborando con International Business Machines Corp per esplorare le tecnologie AR e VR e i loro vantaggi nei veicoli in rapido movimento. Pertanto, si prevede che l\'emergere della tecnologia immersiva nel settore automobilistico, la crescente adozione di veicoli a guida autonoma e veicoli connessi e la crescente domanda di intrattenimento in auto tra i consumatori creeranno opportunità nel mercato dell\'intrattenimento immersivo nei prossimi anni.

Panoramica del mercato dell\'intrattenimento immersivo nell\'Asia Pacifica

Il mercato dell\'intrattenimento immersivo nell\'APAC è segmentato in Australia, Cina, Giappone, Corea del Sud, India e resto dell\'APAC. I settori dei media, dell\'intrattenimento e dei giochi stanno vivendo una crescita significativa grazie alla crescente penetrazione di Internet, alla crescente adozione di piattaforme over-the-top (OTT) e al crescente numero di eventi dal vivo. Nel 2023, l\'APAC ha avuto il numero più alto di giocatori, che era di circa 1,48 miliardi. La crescente industria dei giochi sta alimentando la crescita del mercato dell\'intrattenimento immersivo nell\'APAC. Con l\'evoluzione dell\'industria dei videogiochi nella regione, la stimolazione sensoriale sta rapidamente diventando una parte importante dell\'esperienza di gioco; nel frattempo, i giochi per controller portatili sembrano datati e poco coinvolgenti. Per coinvolgere i clienti, i progettisti di videogiochi stanno incorporando esperienze notevolmente migliorate e sensoriali che coinvolgono AR e simulazioni VR complete.

Inoltre, l\'industria dei videogiochi nell\'APAC è stata supportata da politiche governative favorevoli e sviluppi infrastrutturali. Paesi come Cina e Corea del Sud hanno implementato politiche per promuovere la crescita delle loro industrie di videogiochi, fornendo incentivi alle aziende per investire nello sviluppo di giochi ed eSport. Inoltre, il governo della regione si sta concentrando sullo sviluppo della tecnologia VR. A gennaio 2024, il governo sudcoreano ha svelato i suoi piani per rafforzare il settore dei videogiochi per console, mentre cerca di diversificare il panorama del settore attualmente incentrato su piattaforme mobili e online. Pertanto, l\'industria dei videogiochi in crescita nell\'APAC sta alimentando la crescita del mercato dell\'intrattenimento immersivo.

Ricavi e previsioni del mercato dell\'intrattenimento immersivo dell\'Asia Pacifico fino al 2031 (milioni di $ USA)

Segmentazione del mercato dell\'intrattenimento immersivo dell\'Asia Pacifico

Il mercato dell\'intrattenimento immersivo dell\'Asia Pacifico è suddiviso in componenti, tecnologia, utente finale e paese.

In base ai componenti, il mercato dell\'intrattenimento immersivo dell\'Asia Pacifico è suddiviso in hardware e software e servizi. Il segmento hardware ha detenuto una quota di mercato maggiore nel 2023.

In base alla tecnologia, il mercato dell\'intrattenimento immersivo dell\'Asia Pacifico è suddiviso in realtà virtuale (VR), realtà aumentata (AR), realtà mista (MR) e altri. Il segmento della realtà virtuale (VR) ha detenuto la quota di mercato maggiore nel 2023.

In termini di utente finale, il mercato dell\'intrattenimento immersivo dell\'Asia Pacifico è suddiviso in media e intrattenimento, giochi, design e architettura, vendita al dettaglio, istruzione e altri. Il segmento media e intrattenimento ha detenuto la quota di mercato più ampia nel 2023.

Per paese, il mercato dell\'intrattenimento immersivo dell\'Asia Pacifico è segmentato in Cina, Giappone, India, Corea del Sud, Australia e resto dell\'Asia Pacifico. La Cina ha dominato la quota di mercato dell\'intrattenimento immersivo dell\'Asia Pacifico nel 2023.

Microsoft Corp, Qualcomm Inc, Google LLC, Sony Group Corp, Infosys Ltd, HTC Corp, Samsung Electronics Co Ltd, Apple Inc e Salesforce Inc sono alcune delle aziende leader che operano nel mercato dell\'intrattenimento immersivo dell\'Asia Pacifico.

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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