Previsioni sul mercato dell\'intrattenimento immersivo in America centrale e meridionale 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)
I progressi nel settore dell\'intrattenimento alimentano il mercato dell\'intrattenimento immersivo in America centrale e meridionale
Un aumento del reddito disponibile ha fatto aumentare il consumo di intrattenimento e tempo libero. La crescente popolarità di settori dell\'intrattenimento come radio, sport e film è attribuita alla crescente popolazione ad alto reddito che sta investendo in modo significativo nei servizi di intrattenimento. Il pubblico di tutte le fasce demografiche consuma media attraverso varie piattaforme, tra cui pubblicità digitale, eventi, radio, televisione, film, out-of-home (OOH), musica, giochi e animazione ed effetti visivi (VFX). Nel settore dei media e dell\'intrattenimento, le tecnologie di realtà aumentata e virtuale migliorano i legami tra spettatori e produttori di contenuti. I consumatori di oggi vivono in un mondo in cui i confini che separano i domini digitali e fisici sono sempre più sfumati. Gli artisti che hanno annullato eventi di intrattenimento dal vivo a causa del distanziamento sociale durante la pandemia hanno utilizzato contenuti di intrattenimento VR per intrattenere il loro pubblico. L\'intelligenza artificiale è una delle innovazioni più recenti nel settore dei media, che interessa radio, TV, effetti visivi e così via. Gli strumenti di intelligenza artificiale possono essere utilizzati per organizzare e analizzare le enormi quantità di dati digitali non strutturati posseduti dalle aziende di intrattenimento. L\'intelligenza artificiale, l\'apprendimento automatico e l\'elaborazione del linguaggio naturale (NLP) possono essere utilizzati per anticipare il coinvolgimento degli utenti con i contenuti. Pertanto, si prevede che i progressi nel settore dell\'intrattenimento forniranno opportunità redditizie per la crescita del mercato dell\'intrattenimento immersivo durante il periodo di previsione.
Panoramica del mercato dell\'intrattenimento immersivo in America centrale e meridionale
Il mercato dell\'intrattenimento immersivo in America centrale è segmentato in Brasile, Argentina e resto del Sud America. Il mercato regionale è ancora in fase di sviluppo. Tuttavia, ha il potenziale per espandersi in modo significativo nei prossimi anni. Il mercato dell\'intrattenimento immersivo in Sud America ha registrato una crescita costante negli ultimi anni grazie ai progressi della tecnologia e alla crescente domanda dei consumatori di esperienze immersive, tra cui giochi VR, applicazioni AR ed esperienze teatrali immersive. Inoltre, la crescente popolarità di eventi come convention di gioco e sale giochi VR guida l\'espansione del mercato. La crescita dell\'industria dell\'intrattenimento è stata attribuita alla crescente penetrazione delle principali piattaforme di streaming OTT nella regione, tra cui Netflix, Amazon Prime Video e altre. Pertanto, la crescente industria dell\'intrattenimento in Sud America sta influenzando positivamente il mercato dell\'intrattenimento immersivo del Sud America.
Ricavi e previsioni del mercato dell\'intrattenimento immersivo in Sud e Centro America fino al 2031 (milioni di $ USA)
Segmentazione del mercato dell\'intrattenimento immersivo in Sud e Centro America
Il mercato dell\'intrattenimento immersivo in Sud e Centro America è categorizzato in componente, tecnologia, utente finale e paese.
In base al componente, il mercato dell\'intrattenimento immersivo in Sud e Centro 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 del Sud e Centro 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 maggiore nel 2023.
In base all\'utente finale, il mercato dell\'intrattenimento immersivo del Sud e Centro America è suddiviso in media e intrattenimento, giochi, design e architettura, vendita al dettaglio, istruzione e altri. Il segmento dei giochi ha detenuto la quota di mercato maggiore nel 2023.
In base al paese, il mercato dell\'intrattenimento immersivo del Sud e Centro America è suddiviso in Brasile, Argentina e resto del Sud e Centro America. Il Brasile ha dominato la quota di mercato dell\'intrattenimento immersivo in America Centrale e Meridionale 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 in America Centrale e Meridionale.
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
- Microsoft Corp.
- Qualcomm Inc.
- Google LLC.
- Sony Group Corp.
- Infosys Ltd.
- HTC Corp.
- Samsung Electronics Co Ltd.
- Apple Inc.
- 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.