Previsioni sul mercato dell\'intrattenimento immersivo in Europa 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)

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

Il mercato europeo dell\'intrattenimento immersivo è stato valutato a 25.309,33 milioni di dollari nel 2023 e si prevede che raggiungerà 1.51.526,13 milioni di dollari entro il 2031; si stima che registrerà un CAGR del 25,1% dal 2023 al 2031.

La crescente adozione del modello di trasformazione digitale tra le organizzazioni guida il mercato europeo dell\'intrattenimento immersivo

Le organizzazioni lottano per competere in un mercato in continuo cambiamento e dinamico. Quindi, con la trasformazione digitale, le aziende cercano di aumentare il loro vantaggio competitivo, migliorare le prestazioni aziendali e ottenere una crescita aziendale. La trasformazione digitale è diventata un nuovo modello per molte organizzazioni per ottenere vantaggi competitivi nell\'intensa e dinamica concorrenza di mercato. Nel corso degli anni, le aziende in vari settori hanno subito cambiamenti sostanziali, con la tecnologia digitale che ha contribuito in modo importante a questa evoluzione. Le innovazioni della tecnologia digitale hanno trasformato il modo in cui i consumatori producono e consumano intrattenimento, cambiando il settore in modo irriconoscibile. Fornendo nuovi e interessanti modi per generare, distribuire e consumare materiale multimediale come film, programmi TV e musica, le tecniche creative di generazione e condivisione hanno cambiato completamente l\'industria dell\'intrattenimento. In passato, il mezzo principale per distribuire l\'intrattenimento era il supporto analogico, inclusi dischi in vinile e musicassette. Tuttavia, l\'industria dell\'intrattenimento è cambiata dall\'introduzione della tecnologia digitale, poiché giochi, film e musica sono tutti accessibili su piattaforme digitali. Il passaggio dai media analogici a quelli digitali ha rivoluzionato l\'approccio al consumo di intrattenimento. Con la possibilità di trasmettere contenuti in streaming quando e dove vuoi, servizi di streaming come Netflix, Amazon Prime, Spotify e Hulu hanno inaugurato una nuova era di accessibilità, facilità ed esperienze di intrattenimento immersive. Inoltre, le tecnologie digitali hanno consentito la creazione di effetti speciali sofisticati, consentendo ai registi di creare esperienze più coinvolgenti e visivamente sbalorditive.

Panoramica del mercato dell\'intrattenimento immersivo in Europa

Il mercato dell\'intrattenimento immersivo in Europa è segmentato in Germania, Francia, Italia, Regno Unito, Russia e resto d\'Europa. L\'Europa è un hub forte e competitivo per l\'industria dei giochi; il suo vantaggio competitivo è costituito da una lunga tradizione nella ricerca VR e nelle applicazioni del settore manifatturiero, nonché da creatività e diversità culturale. Nella regione, gli ecosistemi VR sono sostenuti da aziende VR che creano applicazioni, contenuti e tecnologie e sono supportate da hub di ricerca specializzati, tra cui ParisTech (FR) e la Technical University of Munich (DE). L\'Europa è anche un centro di ricerca e sviluppo per software VR e applicazioni specializzate.

Inoltre, il gaming ha saldamente confermato il suo posto nella cultura europea, con metà della popolazione che si diverte con i videogiochi nel 2023. Il numero di giocatori ha raggiunto i 126,5 milioni, sottolineando ulteriormente l\'ampio fascino del settore. Inoltre, secondo l\'International Trade Administration (ITA), l\'industria del gaming in Germania è in costante crescita. Pertanto, la crescente industria del gaming in Europa sta alimentando la crescita del mercato dell\'intrattenimento immersivo nella regione.

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

Segmentazione del mercato dell\'intrattenimento immersivo in Europa

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

In base ai componenti, il mercato dell\'intrattenimento immersivo in Europa 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 in Europa 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 in Europa 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 grande nel 2023.

Per paese, il mercato dell\'intrattenimento immersivo europeo è segmentato in Regno Unito, Germania, Francia, Italia, Russia e resto d\'Europa. Il Regno Unito ha dominato la quota di mercato dell\'intrattenimento immersivo europeo 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 europeo.

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.
  • Save and reduce time carrying out entry-level research by identifying the growth, size, leading players, and segments in the Europe 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 Europe 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 Europe market trends and outlook coupled with the factors driving the Europe 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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