亚太沉浸式娱乐市场预测至 2031 年 - 区域分析 - 按组件(硬件和软件及服务)、技术(虚拟现实 (VR)、增强现实 (AR)、混合现实 (MR) 等)和最终用户(媒体和娱乐、游戏、设计和建筑、零售、教育等)

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

2023 年亚太沉浸式娱乐市场价值为 205.2108 亿美元,预计到 2031 年将达到 1097.6698 亿美元;预计 2023 年至 2031 年的复合年增长率为 23.3%。

汽车行业沉浸式娱乐的兴起推动了亚太沉浸式娱乐市场的发展

汽车车内体验已发展成为真正的数字体验。车辆中软件环境的集成使消费者可以无缝享受沉浸式通信选项、生产力工具和娱乐选项。联网汽车为乘客提供更多沉浸式体验,包括个性化娱乐和 AR 显示。汽车制造商正在使用 VR、AR 和 AI 等各种沉浸式技术,为客户提供个性化和引人入胜的车载娱乐体验。宝马和特斯拉等众多汽车制造商都专注于整合沉浸式技术来开发技术先进的汽车。这些技术可帮助汽车制造商提高安全性,并改善客户的驾驶体验。2023 年 5 月,Meta Platforms Inc 宣布正在与 International Business Machines Corp 合作探索 AR 和 VR 技术及其在快速行驶车辆中的优势。因此,沉浸式技术在汽车行业的出现、自动驾驶汽车和联网汽车的日益普及以及消费者对车载娱乐的需求不断增长,预计将在未来几年为沉浸式娱乐市场创造机会。

亚太沉浸式娱乐市场概览

亚太地区沉浸式娱乐市场分为澳大利亚、中国、日本、韩国、印度和亚太地区其他地区。由于互联网普及率不断提高、OTT 平台的采用率不断提高以及现场活动数量不断增加,媒体和娱乐以及游戏行业正在经历显着增长。2023 年,亚太地区的游戏玩家数量最多,约为 14.8 亿。不断发展的游戏行业正在推动亚太地区沉浸式娱乐市场的增长。随着该地区游戏产业的发展,感官刺激正迅速成为游戏体验的重要组成部分;在此过程中,手持控制器游戏感觉过时且吸引力有限。为了吸引客户,游戏设计师正在融入涉及 AR 和完整 VR 模拟的显著增强和感官体验。

此外,亚太地区的游戏产业得到了政府优惠政策和基础设施发展的支持。中国和韩国等国家已经实施政策以促进其游戏产业的发展,为公司投资游戏开发和电子竞技提供激励。此外,该地区的政府正专注于 VR 技术的发展。2024 年 1 月,韩国政府公布了加强主机游戏行业的计划,以寻求实现目前专注于移动和在线平台的行业格局多元化。因此,亚太地区游戏产业的崛起正在推动沉浸式娱乐市场的增长。

亚太沉浸式娱乐市场收入及预测至 2031 年(百万美元)

亚太沉浸式娱乐市场细分

亚太沉浸式娱乐市场分为组件、技术、最终用户和国家。

根据组件,亚太沉浸式娱乐市场分为硬件和软件与服务。硬件部分在 2023 年占据了更大的市场份额。

按技术划分,亚太沉浸式娱乐市场分为虚拟现实 (VR)、增强现实 (AR)、混合现实 (MR) 等。虚拟现实 (VR) 部分在 2023 年占据了最大的市场份额。

就最终用户而言,亚太沉浸式娱乐市场分为媒体与娱乐、游戏、设计与建筑、零售、教育等。 2023 年,媒体和娱乐领域占据了最大的市场份额。

按国家/地区划分,亚太沉浸式娱乐市场分为中国、日本、印度、韩国、澳大利亚和亚太其他地区。2023 年,中国占据了亚太沉浸式娱乐市场份额的主导地位。

微软公司、高通公司、谷歌有限责任公司、索尼集团公司、印孚瑟斯有限公司、宏达国际公司、三星电子有限公司、苹果公司和 Salesforce Inc 是亚太沉浸式娱乐市场的一些领先公司。

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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