2031년까지 북미 몰입형 엔터테인먼트 시장 전망 - 지역 분석 - 구성 요소(하드웨어 및 소프트웨어 및 서비스), 기술(가상 현실(VR), 증강 현실(AR), 혼합 현실(MR) 및 기타), 최종 사용자(미디어 및 엔터테인먼트, 게임, 디자인 및 건축, 소매, 교육 및 기타)별

BMIRE00031017 | Pages: 104 | Technology, Media and Telecommunications | Nov 2024 | Type: Regional | Status: Published

북미 몰입형 엔터테인먼트 시장은 2023년에 33,105.67백만 달러 규모였으며, 2031년까지 2,17,769.94백만 달러에 도달할 것으로 예상되며, 2023년에서 2031년까지 26.5%의 CAGR을 기록할 것으로 추산됩니다.

엔터테인먼트 산업 전반에 걸친 몰입형 기술의 광범위한 적용으로 북미 몰입형 엔터테인먼트 시장이 활성화됨

가상 현실(VR)과 증강 현실(AR)에서 혼합 현실(MR)과 확장 현실(XR)에 이르기까지 몰입형 기술은 엔터테인먼트 산업에 새로운 가능성을 제공합니다. 엔터테인먼트 산업에서는 사용자가 가상 환경에 완전히 몰입하거나 허구의 캐릭터와 이야기와 새롭고 흥미로운 상호 작용을 할 수 있는 몰입형 기술 사용이 증가했습니다. 지난 몇 년 동안 VR 시스템은 크고 비쌌기 때문에 대부분 소비자가 이용할 수 없었습니다. 그럼에도 불구하고, VR 헤드셋이 널리 보급되고 가격이 합리적이 되면서 최근 몇 년 동안 고객들은 몰입형 기술에 관심을 보였습니다. 사람들은 이제 새로운 세계를 탐험하고 거실에서 몰입형 비디오 게임을 즐길 수 있습니다. Oculus, HTC Corporation, Sony와 같은 회사에서 VR 경험을 제공했습니다.

AR과 VR은 엔터테인먼트 산업을 위한 혁신적이고 획기적인 솔루션을 지속적으로 생산합니다. 이 분야의 회사는 관객이 충분히 몰입할 수 있는 흥미로운 엔터테인먼트 방식을 제공하기 위해 매력적인 가상 환경을 만드는 새로운 아이디어를 점점 더 많이 내놓고 있습니다. 2023년 12월, Sony Pictures는 시카고의 Oakbrook Center에 탈출실, 레이싱 시뮬레이터, 대화형 전시, VR 어트랙션, 범퍼카, 음식 및 음료를 갖춘 몰입형 실내 엔터테인먼트 파크를 출시한다고 발표했습니다. 이 엔터테인먼트 목적지는 45,000제곱피트 규모의 소매 공간을 차지할 것입니다. 몰입형 경험은 스튜디오의 영화, TV 및 비디오 게임 프랜차이즈인 Jumanji, Zombieland, Ghostbusters와 같은 히트작을 기반으로 합니다. 따라서 엔터테인먼트 산업 전반에 걸쳐 몰입형 기술이 광범위하게 적용되면서 몰입형 엔터테인먼트 시장이 성장하고 있습니다.

북미 몰입형 엔터테인먼트 시장 개요

북미는 기술 혁신과 첨단 기술 도입 측면에서 가장 빠르게 성장하는 지역 중 하나입니다. 이 지역에는 잘 확립된 엔터테인먼트 및 게임 부문이 있습니다. 최근 몇 년 동안 북미는 모든 주요 산업 분야에서 AR, VR, MR, 인공 지능(AI), 블록체인과 같은 기술이 엄청나게 도입되었습니다. 많은 산업에서 디지털화가 확산되면서 몰입형 엔터테인먼트는 특히 미디어 및 엔터테인먼트와 게임 부문에서 비즈니스의 중요한 구성 요소가 되었습니다.

북미 몰입형 엔터테인먼트 시장은 미국, 캐나다, 멕시코로 세분화됩니다. 미국은 2024년부터 2031년까지의 예측 기간 동안 가장 큰 점유율을 차지하고 가장 높은 CAGR을 기록할 것으로 예상됩니다. 다양한 산업에서의 높은 디지털화 속도, 디지털 도구 도입 증가, 정부 기관의 높은 기술 지출은 미국 몰입형 엔터테인먼트 시장의 성장을 촉진합니다. 또한 미국에는 혁신적인 솔루션 개발에 점점 더 주력하고 있는 많은 수의 몰입형 엔터테인먼트 시장 참여자가 있습니다. Microsoft, Meta Platforms, Inc., Google LLC는 북미의 주요 시장 참여자 중 일부입니다.

북미 몰입형 엔터테인먼트 시장 수익 및 2031년 예측(백만 달러)

북미 몰입형 엔터테인먼트 시장 세분화

북미 몰입형 엔터테인먼트 시장은 구성 요소, 기술, 최종 사용자 및 국가로 분류됩니다.

구성 요소를 기준으로 북미 몰입형 엔터테인먼트 시장은 하드웨어와 소프트웨어 및 서비스로 나뉩니다. 하드웨어 세그먼트는 2023년에 더 큰 시장 점유율을 차지했습니다.

기술 기준으로 북미 몰입형 엔터테인먼트 시장은 가상 현실(VR), 증강 현실(AR), 혼합 현실(MR) 및 기타로 분류됩니다. 가상 현실(VR) 부문은 2023년에 가장 큰 시장 점유율을 차지했습니다.

최종 사용자 측면에서 북미 몰입형 엔터테인먼트 시장은 미디어 및 엔터테인먼트, 게임, 디자인 및 건축, 소매, 교육 및 기타로 분류됩니다. 미디어 및 엔터테인먼트 부문은 2023년에 가장 큰 시장 점유율을 차지했습니다.

국가별로 북미 몰입형 엔터테인먼트 시장은 미국, 캐나다, 멕시코로 세분화됩니다. 미국은 2023년에 북미 몰입형 엔터테인먼트 시장 점유율을 지배했습니다.

Microsoft Corp; Qualcomm Inc; Google LLC; Sony Group Corp; Infosys Ltd; HTC Corp; Samsung Electronics Co Ltd; Apple Inc; Magic Leap, Inc.; Salesforce Inc는 북미 몰입형 엔터테인먼트 시장에서 운영되는 몇몇 선도 기업입니다.

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

  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. Magic Leap, Inc.
  10. 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.
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