June 5, 2024
ICT

Immersive Technology Market Size to Grow US$ 134.18 Billion By 2030

The global immersive technology market size was valued at US$ 21.66 billion in 2021 and is anticipated to grow US$ 134.18  billion by 2030, registering a CAGR of 22.46% from 2022 to 2030.

Immersive Technology Market Size 2022 To 2030

The immersive technology market report covering various industry elements and growth trends helpful for predicting the market’s future.

The study provides a strong base for the immersive technology market to be segmented into different segments. In fact, the study also covers the maximum market share during the assessment period by 2030.

This study is based on the partners that are highly competitive, key players as well as their market revenue in the forecast years of 2022 to 2030. There is also a strong focus on product revenues, sales, product categories and even the products that are experiencing the most traction. In this manner, the immersive technology report also speaks about the effectiveness of this market along with its growth during the forecast period of 2030. Other major attributes of the immersive technology market have been studied and analysed across many developments.

Market Scope

Report Coverage Details
Market Size in 2022 USD 26.53 Billion
Market Size by 2030 USD 134.18 Billion
Growth Rate from 2022 to 2030 CAGR of 22.46%
Base Year 2021
Forecast Period 2022 to 2030
Segments Covered Component, Technology, Application, Industry and Geography

Research Approach

The comprehensive report on the global immersive technology market begins with an overview, followed by the scope and objectives of the study. The report provides detailed explanation of the objectives behind this study and key vendors and distributors operating in the market and regulatory scenario for approval of products. Following this, the report provides detailed explanation of objectives of this study and laid down by accredited agencies in the purview of research in the global immersive technology market.

It is followed by market introduction, market dynamics, and an overview of the global market, which includes analysis of market drivers, restraints, and trends pertaining to the global market. Furthermore, Y-o-Y growth analysis with elaborated insights has been provided in order to understand the Y-o-Y growth trend of the global market.

For reading comprehensibility, the report has been compiled in a chapter-wise layout, with each section divided into smaller sections. The report comprises an exhaustive collection of graphs and tables that are appropriately interspersed. Pictorial representation of actual and projected values of key segments is visually appealing to readers. This also allows comparison of the market shares of key segments in the past and at the end of the forecast period.

Key Players

  • Acer Inc.
  • Atheer, Inc.
  • AVEVA Group PLC
  • Barco NV
  • Blippar Ltd.
  • Carl Zeiss AG
  • CM Labs Simulations Inc.
  • EON Reality, Inc.
  • FAAC Incorporated
  • Google, LLC
  • HCL Technologies Limited
  • Honeywell International, Inc.
  • HTC Corporation
  • Immersive Media Company
  • Immersive Technologies Pty Limited
  • Lockheed Martin Corporation
  • Magic Leap, Inc.
  • NCTech Limited
  • Oculus (Facebook Technologies, LLC.)
  • Samsung Group
  • Sony Corporation
  • Unity Software Inc.
  • Varjo Technologies Oy
  • VI-grade GmbH
  • Zeality Inc.

Market Segmentations

By Component

  • Hardware
  • Head-Mounted Display (HMD)
  • Gesture Tracking Devices (GTD)
  • Projectors & Display Walls (PDW)
  • Software/Platform
  • Services
  • Professional
  • Managed

By Technology

  • Mixed Reality (MR)
  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • 360 Film

By Application

  • Training & Learning
  • Emergency Services
  • Product Development
  • Sales & Marketing

By Industry

  • Healthcare
  • Retail & eCommerce
  • Education
  • Construction
  • Media & Entertainment
  • Gaming
  • Manufacturing
  • Aerospace & Defense
  • Others (Automotive, Energy, etc.)

By Geography

  • North America
  • Europe
  • Asia-Pacific
  • Latin America
  • Middle East & Africa (MEA)

TABLE OF CONTENT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Immersive Technology Market 

5.1. COVID-19 Landscape: Immersive Technology Industry Impact

5.2. COVID 19 – Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

Chapter 6. Market Dynamics Analysis and Trends

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Immersive Technology Market, By Component

8.1. Immersive Technology Market, by Component, 2022-2030

8.1.1. Hardware

8.1.1.1. Market Revenue and Forecast (2017-2030)

8.1.2. Head-Mounted Display (HMD)

8.1.2.1. Market Revenue and Forecast (2017-2030)

8.1.3. Gesture Tracking Devices (GTD)

8.1.3.1. Market Revenue and Forecast (2017-2030)

8.1.4. Projectors & Display Walls (PDW)

8.1.4.1. Market Revenue and Forecast (2017-2030)

8.1.5. Software/Platform

8.1.5.1. Market Revenue and Forecast (2017-2030)

8.1.6. Services

8.1.6.1. Market Revenue and Forecast (2017-2030)

8.1.7. Professional

8.1.7.1. Market Revenue and Forecast (2017-2030)

8.1.8. Managed

8.1.8.1. Market Revenue and Forecast (2017-2030)

Chapter 9. Global Immersive Technology Market, By Technology

9.1. Immersive Technology Market, by Technology, 2022-2030

9.1.1. Mixed Reality (MR)

9.1.1.1. Market Revenue and Forecast (2017-2030)

9.1.2. Virtual Reality (VR)

9.1.2.1. Market Revenue and Forecast (2017-2030)

9.1.3. Virtual Reality (VR)

9.1.3.1. Market Revenue and Forecast (2017-2030)

9.1.4. 360 Film

9.1.4.1. Market Revenue and Forecast (2017-2030)

Chapter 10. Global Immersive Technology Market, By Application 

10.1. Immersive Technology Market, by Application, 2022-2030

10.1.1. Training & Learning

10.1.1.1. Market Revenue and Forecast (2017-2030)

10.1.2. Emergency Services

10.1.2.1. Market Revenue and Forecast (2017-2030)

10.1.3. Product Development

10.1.3.1. Market Revenue and Forecast (2017-2030)

10.1.4. Sales & Marketing

10.1.4.1. Market Revenue and Forecast (2017-2030)

Chapter 11. Global Immersive Technology Market, By Industry 

11.1. Immersive Technology Market, by Industry, 2022-2030

11.1.1. Healthcare

11.1.1.1. Market Revenue and Forecast (2017-2030)

11.1.2. Retail & eCommerce

11.1.2.1. Market Revenue and Forecast (2017-2030)

11.1.3. Education

11.1.3.1. Market Revenue and Forecast (2017-2030)

11.1.4. Construction

11.1.4.1. Market Revenue and Forecast (2017-2030)

11.1.5. Media & Entertainment

11.1.5.1. Market Revenue and Forecast (2017-2030)

11.1.6. Gaming

11.1.6.1. Market Revenue and Forecast (2017-2030)

11.1.7. Manufacturing

11.1.7.1. Market Revenue and Forecast (2017-2030)

11.1.8. Aerospace & Defense

11.1.8.1. Market Revenue and Forecast (2017-2030)

11.1.9. Others (Automotive, Energy, etc.)

11.1.9.1. Market Revenue and Forecast (2017-2030)

Chapter 12. Global Immersive Technology Market, Regional Estimates and Trend Forecast

12.1. North America

12.1.1. Market Revenue and Forecast, by Component (2017-2030)

12.1.2. Market Revenue and Forecast, by Technology (2017-2030)

12.1.3. Market Revenue and Forecast, by Application (2017-2030)

12.1.4. Market Revenue and Forecast, by Industry (2017-2030)

12.1.5. U.S.

12.1.5.1. Market Revenue and Forecast, by Component (2017-2030)

12.1.5.2. Market Revenue and Forecast, by Technology (2017-2030)

12.1.5.3. Market Revenue and Forecast, by Application (2017-2030)

12.1.5.4. Market Revenue and Forecast, by Industry (2017-2030)

12.1.6. Rest of North America

12.1.6.1. Market Revenue and Forecast, by Component (2017-2030)

12.1.6.2. Market Revenue and Forecast, by Technology (2017-2030)

12.1.6.3. Market Revenue and Forecast, by Application (2017-2030)

12.1.6.4. Market Revenue and Forecast, by Industry (2017-2030)

12.2. Europe

12.2.1. Market Revenue and Forecast, by Component (2017-2030)

12.2.2. Market Revenue and Forecast, by Technology (2017-2030)

12.2.3. Market Revenue and Forecast, by Application (2017-2030)

12.2.4. Market Revenue and Forecast, by Industry (2017-2030)

12.2.5. UK

12.2.5.1. Market Revenue and Forecast, by Component (2017-2030)

12.2.5.2. Market Revenue and Forecast, by Technology (2017-2030)

12.2.5.3. Market Revenue and Forecast, by Application (2017-2030)

12.2.5.4. Market Revenue and Forecast, by Industry (2017-2030)

12.2.6. Germany

12.2.6.1. Market Revenue and Forecast, by Component (2017-2030)

12.2.6.2. Market Revenue and Forecast, by Technology (2017-2030)

12.2.6.3. Market Revenue and Forecast, by Application (2017-2030)

12.2.6.4. Market Revenue and Forecast, by Industry (2017-2030)

12.2.7. France

12.2.7.1. Market Revenue and Forecast, by Component (2017-2030)

12.2.7.2. Market Revenue and Forecast, by Technology (2017-2030)

12.2.7.3. Market Revenue and Forecast, by Application (2017-2030)

12.2.7.4. Market Revenue and Forecast, by Industry (2017-2030)

12.2.8. Rest of Europe

12.2.8.1. Market Revenue and Forecast, by Component (2017-2030)

12.2.8.2. Market Revenue and Forecast, by Technology (2017-2030)

12.2.8.3. Market Revenue and Forecast, by Application (2017-2030)

12.2.8.4. Market Revenue and Forecast, by Industry (2017-2030)

12.3. APAC

12.3.1. Market Revenue and Forecast, by Component (2017-2030)

12.3.2. Market Revenue and Forecast, by Technology (2017-2030)

12.3.3. Market Revenue and Forecast, by Application (2017-2030)

12.3.4. Market Revenue and Forecast, by Industry (2017-2030)

12.3.5. India

12.3.5.1. Market Revenue and Forecast, by Component (2017-2030)

12.3.5.2. Market Revenue and Forecast, by Technology (2017-2030)

12.3.5.3. Market Revenue and Forecast, by Application (2017-2030)

12.3.5.4. Market Revenue and Forecast, by Industry (2017-2030)

12.3.6. China

12.3.6.1. Market Revenue and Forecast, by Component (2017-2030)

12.3.6.2. Market Revenue and Forecast, by Technology (2017-2030)

12.3.6.3. Market Revenue and Forecast, by Application (2017-2030)

12.3.6.4. Market Revenue and Forecast, by Industry (2017-2030)

12.3.7. Japan

12.3.7.1. Market Revenue and Forecast, by Component (2017-2030)

12.3.7.2. Market Revenue and Forecast, by Technology (2017-2030)

12.3.7.3. Market Revenue and Forecast, by Application (2017-2030)

12.3.7.4. Market Revenue and Forecast, by Industry (2017-2030)

12.3.8. Rest of APAC

12.3.8.1. Market Revenue and Forecast, by Component (2017-2030)

12.3.8.2. Market Revenue and Forecast, by Technology (2017-2030)

12.3.8.3. Market Revenue and Forecast, by Application (2017-2030)

12.3.8.4. Market Revenue and Forecast, by Industry (2017-2030)

12.4. MEA

12.4.1. Market Revenue and Forecast, by Component (2017-2030)

12.4.2. Market Revenue and Forecast, by Technology (2017-2030)

12.4.3. Market Revenue and Forecast, by Application (2017-2030)

12.4.4. Market Revenue and Forecast, by Industry (2017-2030)

12.4.5. GCC

12.4.5.1. Market Revenue and Forecast, by Component (2017-2030)

12.4.5.2. Market Revenue and Forecast, by Technology (2017-2030)

12.4.5.3. Market Revenue and Forecast, by Application (2017-2030)

12.4.5.4. Market Revenue and Forecast, by Industry (2017-2030)

12.4.6. North Africa

12.4.6.1. Market Revenue and Forecast, by Component (2017-2030)

12.4.6.2. Market Revenue and Forecast, by Technology (2017-2030)

12.4.6.3. Market Revenue and Forecast, by Application (2017-2030)

12.4.6.4. Market Revenue and Forecast, by Industry (2017-2030)

12.4.7. South Africa

12.4.7.1. Market Revenue and Forecast, by Component (2017-2030)

12.4.7.2. Market Revenue and Forecast, by Technology (2017-2030)

12.4.7.3. Market Revenue and Forecast, by Application (2017-2030)

12.4.7.4. Market Revenue and Forecast, by Industry (2017-2030)

12.4.8. Rest of MEA

12.4.8.1. Market Revenue and Forecast, by Component (2017-2030)

12.4.8.2. Market Revenue and Forecast, by Technology (2017-2030)

12.4.8.3. Market Revenue and Forecast, by Application (2017-2030)

12.4.8.4. Market Revenue and Forecast, by Industry (2017-2030)

12.5. Latin America

12.5.1. Market Revenue and Forecast, by Component (2017-2030)

12.5.2. Market Revenue and Forecast, by Technology (2017-2030)

12.5.3. Market Revenue and Forecast, by Application (2017-2030)

12.5.4. Market Revenue and Forecast, by Industry (2017-2030)

12.5.5. Brazil

12.5.5.1. Market Revenue and Forecast, by Component (2017-2030)

12.5.5.2. Market Revenue and Forecast, by Technology (2017-2030)

12.5.5.3. Market Revenue and Forecast, by Application (2017-2030)

12.5.5.4. Market Revenue and Forecast, by Industry (2017-2030)

12.5.6. Rest of LATAM

12.5.6.1. Market Revenue and Forecast, by Component (2017-2030)

12.5.6.2. Market Revenue and Forecast, by Technology (2017-2030)

12.5.6.3. Market Revenue and Forecast, by Application (2017-2030)

12.5.6.4. Market Revenue and Forecast, by Industry (2017-2030)

Chapter 13. Company Profiles

13.1. Acer Inc.

13.1.1. Company Overview

13.1.2. Product Offerings

13.1.3. Financial Performance

13.1.4. Recent Initiatives

13.2. Atheer, Inc.

13.2.1. Company Overview

13.2.2. Product Offerings

13.2.3. Financial Performance

13.2.4. Recent Initiatives

13.3. AVEVA Group PLC

13.3.1. Company Overview

13.3.2. Product Offerings

13.3.3. Financial Performance

13.3.4. Recent Initiatives

13.4. Barco NV

13.4.1. Company Overview

13.4.2. Product Offerings

13.4.3. Financial Performance

13.4.4. Recent Initiatives

13.5. Blippar Ltd.

13.5.1. Company Overview

13.5.2. Product Offerings

13.5.3. Financial Performance

13.5.4. Recent Initiatives

13.6. Carl Zeiss AG

13.6.1. Company Overview

13.6.2. Product Offerings

13.6.3. Financial Performance

13.6.4. Recent Initiatives

13.7. CM Labs Simulations Inc.

13.7.1. Company Overview

13.7.2. Product Offerings

13.7.3. Financial Performance

13.7.4. Recent Initiatives

13.8. EON Reality, Inc.

13.8.1. Company Overview

13.8.2. Product Offerings

13.8.3. Financial Performance

13.8.4. Recent Initiatives

13.9. FAAC Incorporated

13.9.1. Company Overview

13.9.2. Product Offerings

13.9.3. Financial Performance

13.9.4. Recent Initiatives

13.10. Google, LLC

13.10.1. Company Overview

13.10.2. Product Offerings

13.10.3. Financial Performance

13.10.4. Recent Initiatives

Chapter 14. Research Methodology

14.1. Primary Research

14.2. Secondary Research

14.3. Assumptions

Chapter 15. Appendix

15.1. About Us

15.2. Glossary of Terms

Why should you invest in this report?

If you are aiming to enter the global immersive technology market, this report is a comprehensive guide that provides crystal clear insights into this niche market. All the major application areas for immersive technology are covered in this report and information is given on the important regions of the world where this market is likely to boom during the forecast period of 2022-2030 so that you can plan your strategies to enter this market accordingly.

Besides, through this report, you can have a complete grasp of the level of competition you will be facing in this hugely competitive market and if you are an established player in this market already, this report will help you gauge the strategies that your competitors have adopted to stay as market leaders in this market. For new entrants to this market, the voluminous data provided in this report is invaluable.

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Prathamesh

I have completed my education in Bachelors in Computer Application. A focused learner having a keen interest in the field of digital marketing, SEO, SMM, and Google Analytics enthusiastic to learn new things along with building leadership skills.

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