欧洲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)

Historic Data: 2021-2022   |   Base Year: 2023   |   Forecast Period: 2024-2031

Analysis - by Component (Hardware and Software & Services), Technology (Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Others), and End User (Media & Entertainment, Gaming, Design & Architecture, Retail, Education, and Others)


No. of Pages: 109    |    Report Code: BMIRE00030993    |    Category: Technology, Media and Telecommunications

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Europe Immersive Entertainment Market
2023 年欧洲沉浸式娱乐市场价值为 253.0933 亿美元,预计到 2031 年将达到 1515.2613 亿美元;预计 2023 年至 2031 年的复合年增长率为 25.1%。

组织越来越多地采用数字化转型模式推动欧洲沉浸式娱乐市场发展

组织在不断变化和动态的市场中竞争激烈。因此,通过数字化转型,企业寻求增强竞争优势、提高业务绩效并实现业务增长。数字化转型已成为许多组织在激烈而动态的市场竞争中获得竞争优势的新模式。多年来,各个行业的业务发生了重大变化,数字技术是这一发展的主要贡献者。数字技术的突破改变了消费者制作和消费娱乐的方式,使该行业发生了翻天覆地的变化。通过提供新颖有趣的方式来生成、分发和消费电影、电视节目和音乐等媒体材料,生成和共享的创造性技术彻底改变了娱乐行业。过去分发娱乐的主要方式是模拟媒体,包括黑胶唱片和磁带。然而,自从数字技术引入以来,娱乐行业发生了变化,因为游戏、电影和音乐都可以在数字平台上访问。从模拟媒体到数字媒体的转变彻底改变了娱乐消费的方式。凭借随时随地流式传输内容的能力,Netflix、Amazon Prime、Spotify 和 Hulu 等流媒体服务开创了一个可访问、轻松和身临其境的娱乐体验的新时代。此外,数字技术使得复杂的特效创作成为可能,使电影制作人能够创造更具身临其境感和视觉震撼的体验。

欧洲沉浸式娱乐市场概览

欧洲沉浸式娱乐市场分为德国、法国、意大利、英国、俄罗斯和欧洲其他地区。欧洲是游戏行业强大而有竞争力的中心;其竞争优势来自于其在 VR 研究和制造业应用方面的悠久传统,以及创造力和文化多样性。在该地区,VR 生态系统由创建应用程序、内容和技术的 VR 公司维持,并得到专业研究中心的支持,包括巴黎高科大学 (FR) 和慕尼黑工业大学 (DE)。欧洲也是 VR 软件和专业应用程序的研发中心。

此外,游戏已牢固确立了其在欧洲文化中的地位,到 2023 年,一半的人口将享受电子游戏。游戏玩家数量达到 1.265 亿,进一步凸显了该行业的广泛吸引力。此外,根据国际贸易管理局 (ITA) 的数据,德国的游戏产业一直在持续增长。因此,欧洲不断发展的游戏产业正在推动该地区沉浸式娱乐市场的增长。

欧洲沉浸式娱乐市场收入及预测至 2031 年(百万美元)

欧洲沉浸式娱乐市场细分

欧洲沉浸式娱乐市场分为组件、技术、最终用户和国家。

根据组件,欧洲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,欧洲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,欧洲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,欧洲沉浸式娱乐市场分为英国、德国、法国、意大利、俄罗斯和欧洲其他地区。2023 年,英国占据了欧洲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 公司是欧洲沉浸式娱乐市场的一些领先公司。

Europe Immersive Entertainment Strategic Insights

Strategic insights for Europe Immersive Entertainment involve closely monitoring industry trends, consumer behaviours, and competitor actions to identify opportunities for growth. By leveraging data analytics, businesses can anticipate market shifts and make informed decisions that align with evolving customer needs. Understanding these dynamics helps companies adjust their strategies proactively, enhance customer engagement, and strengthen their competitive edge. Building strong relationships with stakeholders and staying agile in response to changes ensures long-term success in any market.

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Europe Immersive Entertainment Report Scope

Report Attribute Details
Market size in 2023 US$ 25,309.33 Million
Market Size by 2031 US$ 1,51,526.13 Million
Global CAGR (2023 - 2031) 25.1%
Historical Data 2021-2022
Forecast period 2024-2031
Segments Covered By 组件
  • 硬件
  • 软件和服务
By 技术
  • 虚拟现实
  • 增强现实
  • 混合现实
By 最终用户
  • 媒体与娱乐
  • 游戏
  • 设计与建筑
  • 零售
  • 教育
Regions and Countries Covered 欧洲
  • 英国
  • 德国
  • 法国
  • 俄罗斯
  • 意大利
  • 欧洲其他地区
Market leaders and key company profiles
  • Microsoft Corp.
  • Qualcomm Inc.
  • Google LLC.
  • Sony Group Corp.
  • Infosys Ltd.
  • HTC Corp.
  • Samsung Electronics Co Ltd.
  • Apple Inc.
  • Salesforce Inc.
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    Europe Immersive Entertainment Regional Insights

    The regional scope of Europe Immersive Entertainment refers to the geographical area in which a business operates and competes. Understanding regional nuances, such as local consumer preferences, economic conditions, and regulatory environments, is crucial for tailoring strategies to specific markets. Businesses can expand their reach by identifying underserved regions or adapting their offerings to meet regional demands. A clear regional focus allows for more effective resource allocation, targeted marketing, and better positioning against local competitors, ultimately driving growth in those specific areas.

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    The List of Companies - Europe Immersive Entertainment Market

    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.
    Frequently Asked Questions
    How big is the Europe Immersive Entertainment Market?

    The Europe Immersive Entertainment Market is valued at US$ 25,309.33 Million in 2023, it is projected to reach US$ 1,51,526.13 Million by 2031.

    What is the CAGR for Europe Immersive Entertainment Market by (2023 - 2031)?

    As per our report Europe Immersive Entertainment Market, the market size is valued at US$ 25,309.33 Million in 2023, projecting it to reach US$ 1,51,526.13 Million by 2031. This translates to a CAGR of approximately 25.1% during the forecast period.

    What segments are covered in this report?

    The Europe Immersive Entertainment Market report typically cover these key segments-

  • 组件 (硬件, 软件和服务)
  • 技术 (虚拟现实, 增强现实, 混合现实)
  • 最终用户 (媒体与娱乐, 游戏, 设计与建筑, 零售, 教育)
  • What is the historic period, base year, and forecast period taken for Europe Immersive Entertainment Market?

    The historic period, base year, and forecast period can vary slightly depending on the specific market research report. However, for the Europe Immersive Entertainment Market report:

  • Historic Period : 2021-2022
  • Base Year : 2023
  • Forecast Period : 2024-2031
  • Who are the major players in Europe Immersive Entertainment Market?

    The Europe Immersive Entertainment Market is populated by several key players, each contributing to its growth and innovation. Some of the major players include:

  • Microsoft Corp.
  • Qualcomm Inc.
  • Google LLC.
  • Sony Group Corp.
  • Infosys Ltd.
  • HTC Corp.
  • Samsung Electronics Co Ltd.
  • Apple Inc.
  • Salesforce Inc.
  • Who should buy this report?

    The Europe Immersive Entertainment Market report is valuable for diverse stakeholders, including:

    • Investors: Provides insights for investment decisions pertaining to market growth, companies, or industry insights. Helps assess market attractiveness and potential returns.
    • Industry Players: Offers competitive intelligence, market sizing, and trend analysis to inform strategic planning, product development, and sales strategies.
    • Suppliers and Manufacturers: Helps understand market demand for components, materials, and services related to concerned industry.
    • Researchers and Consultants: Provides data and analysis for academic research, consulting projects, and market studies.
    • Financial Institutions: Helps assess risks and opportunities associated with financing or investing in the concerned market.

    Essentially, anyone involved in or considering involvement in the Europe Immersive Entertainment Market value chain can benefit from the information contained in a comprehensive market report.