Previsioni sul mercato dell\'intrattenimento immersivo in Nord America 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)
L\'ampia applicazione delle tecnologie immersive nell\'industria dell\'intrattenimento alimenta il mercato dell\'intrattenimento immersivo del Nord America
Le tecnologie immersive, dalla realtà virtuale (VR) e realtà aumentata (AR) alla realtà mista (MR) e realtà estesa (XR), offrono nuove possibilità per l\'industria dell\'intrattenimento. L\'industria dell\'intrattenimento ha assistito a un aumento dell\'utilizzo della tecnologia immersiva, che consente agli utenti di immergersi completamente in ambienti virtuali o di impegnarsi in interazioni nuove e affascinanti con personaggi e racconti fittizi. Negli anni passati, i sistemi VR erano ingombranti e costosi, il che li rendeva inaccessibili alla maggior parte dei consumatori. Tuttavia, negli ultimi anni i clienti si sono interessati alla tecnologia immersiva, poiché i visori VR sono diventati ampiamente disponibili e a prezzi ragionevoli. Ora le persone possono esplorare nuovi mondi e giocare a videogiochi immersivi nei loro salotti. Aziende come Oculus, HTC Corporation e Sony hanno fornito esperienze VR.
AR e VR producono continuamente soluzioni innovative e rivoluzionarie per l\'industria dell\'intrattenimento. Le aziende di questo settore stanno sempre più elaborando nuove idee per creare ambienti virtuali coinvolgenti per fornire un modo entusiasmante di intrattenimento che sia abbastanza coinvolgente per il pubblico. A dicembre 2023, Sony Pictures ha annunciato il lancio di un parco di intrattenimento indoor immersivo all\'Oakbrook Center di Chicago con escape room, simulatori di corse, mostre interattive, attrazioni VR, autoscontri e cibo e bevande. La destinazione di intrattenimento occuperà uno spazio commerciale di 45.000 piedi quadrati. Le esperienze immersive saranno basate su successi come Jumanji, Zombieland e Ghostbusters, dai franchise di film, TV e videogiochi dello studio. Pertanto, l\'applicazione diffusa delle tecnologie immersive nell\'industria dell\'intrattenimento guida la crescita del mercato dell\'intrattenimento immersivo.
Panoramica del mercato dell\'intrattenimento immersivo in Nord America
Il Nord America è una delle regioni in più rapida crescita in termini di innovazioni tecnologiche e adozione di tecnologie avanzate. La regione ha settori dell\'intrattenimento e del gioco ben consolidati. Negli ultimi anni, il Nord America ha assistito a un\'enorme adozione di tecnologie come AR, VR, MR, intelligenza artificiale (AI) e blockchain in tutti i principali settori verticali del settore. Con la crescente penetrazione della digitalizzazione in molti settori, l\'intrattenimento immersivo è diventato una componente essenziale del business, in particolare nei settori dei media e dell\'intrattenimento e del gioco.
Il mercato dell\'intrattenimento immersivo in Nord America è segmentato in Stati Uniti, Canada e Messico. Si prevede che gli Stati Uniti avranno la quota maggiore e registreranno il CAGR più elevato durante il periodo di previsione dal 2024 al 2031. L\'elevato tasso di digitalizzazione in vari settori, l\'aumento dell\'adozione di strumenti digitali e l\'elevata spesa tecnologica da parte delle agenzie governative alimentano la crescita del mercato dell\'intrattenimento immersivo negli Stati Uniti. Inoltre, gli Stati Uniti hanno un gran numero di attori del mercato dell\'intrattenimento immersivo che si sono sempre più concentrati sullo sviluppo di soluzioni innovative. Microsoft; Meta Platforms, Inc.; e Google LLC sono tra i principali attori del mercato in Nord America.
Ricavi e previsioni del mercato dell\'intrattenimento immersivo in Nord America fino al 2031 (milioni di $ USA)
Segmentazione del mercato dell\'intrattenimento immersivo in Nord America
Il mercato dell\'intrattenimento immersivo in Nord America è suddiviso in componenti, tecnologia, utente finale e paese.
In base ai componenti, il mercato dell\'intrattenimento immersivo in Nord America 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 Nord America 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 più grande nel 2023.
In termini di utente finale, il mercato dell\'intrattenimento immersivo del Nord America è suddiviso in media e intrattenimento, giochi, design e architettura, vendita al dettaglio, istruzione e altri. Il segmento dei media e dell\'intrattenimento ha detenuto la quota di mercato più grande nel 2023.
Per paese, il mercato dell\'intrattenimento immersivo del Nord America è suddiviso in Stati Uniti, Canada e Messico. Gli Stati Uniti hanno dominato la quota di mercato dell\'intrattenimento immersivo del Nord America nel 2023.
Microsoft Corp; Qualcomm Inc; Google LLC; Sony Group Corp; Infosys Ltd; HTC Corp; Samsung Electronics Co Ltd; Apple Inc; Magic Leap, Inc.; e Salesforce Inc sono alcune delle aziende leader che operano nel mercato dell\'intrattenimento immersivo del Nord America.
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
- Microsoft Corp.
- Qualcomm Inc.
- Google LLC.
- Sony Group Corp.
- Infosys Ltd.
- HTC Corp.
- Samsung Electronics Co Ltd.
- Apple Inc.
- Magic Leap, Inc.
- 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.