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PUBLISHER: KBV Research | PRODUCT CODE: 1410321

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PUBLISHER: KBV Research | PRODUCT CODE: 1410321

Asia Pacific Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology, By Application, By Country and Growth Forecast, 2023 - 2030

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The Asia Pacific Immersive Entertainment Market would witness market growth of 24.3% CAGR during the forecast period (2023-2030).

This cross-platform immersion allows for more dynamic and versatile storytelling, enabling creators to craft experiences seamlessly blending the virtual and physical worlds. This form of entertainment has ushered in a new era of storytelling. Creators are now exploring interactive narratives where users play an active role in shaping the story's outcome. This trend reshapes traditional entertainment formats, offering audiences personalized and participatory experiences. Virtual spaces for real-time collaboration have gained traction, particularly in the corporate and educational sectors. Virtual meetings, conferences, and collaborative workspaces allow users to interact and engage in a shared digital environment, transcending geographical limitations.

The gaming industry has been at the forefront of the entertainment, with VR and AR technologies enhancing the gaming experience. VR headsets provide gamers a more immersive and realistic environment, while AR overlays digital elements onto the physical world. Esports, too, has embraced immersive technologies to elevate the spectator experience, blurring the lines between gaming and traditional sports. Immersive technologies are reshaping the film and television industry by offering audiences a more engaging and interactive viewing experience. VR films and 360-degree videos immerse viewers in the story, while AR applications provide additional information or interactive elements during live broadcasts.

Invest India projects that by 2030, the media and entertainment sector in India will be worth $100 billion. The digital media subsegment, which is the second largest, is projected to increase by 30% to $6.9 billion by 2022. Additionally, according to the State Council, in 2023, the sales revenue of China's game industry hit nearly 29.23 billion yuan, expanding by 46.08 percent year on year. The revenue of China's mobile game industry surged 63.73 percent year on year to 22.85 billion yuan. Therefore, the factors mentioned above will propel market growth in this region.

The China market dominated the Asia Pacific Immersive Entertainment Market, by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $29,882.3 Million by 2030. The Japan market is registering a CAGR of 23.4% during (2023 - 2030). Additionally, The India market would showcase a CAGR of 25% during (2023 - 2030).

Based on Technology, the market is segmented into Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) and Others. Based on Application, the market is segmented into Gaming, Music & Concerts, Immersive Theater, Arcade Studios, Live Events, Sports, Museum & Cultural Experiences and Others. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

List of Key Companies Profiled

  • Meta Platforms, Inc. (Meta)
  • Microsoft Corporation
  • HTC Corporation
  • Barco NV
  • Magic Leap, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Apple, Inc.
  • Sony Corporation
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Unity Software, Inc.

Global Immersive Entertainment Market Report Segmentation

By Technology

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • Others

By Application

  • Gaming
  • Music & Concerts
  • Immersive Theater
  • Arcade Studios
  • Live Events
  • Sports
  • Museum & Cultural Experiences
  • Others

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
  • Rest of LAMEA

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Asia Pacific Immersive Entertainment Market, by Technology
    • 1.4.2 Asia Pacific Immersive Entertainment Market, by Application
    • 1.4.3 Asia Pacific Immersive Entertainment Market, by Country
  • 1.5 Methodology for the research

Chapter 2. Market at a Glance

  • 2.1 Key Highlights

Chapter 3. Market Overview

  • 3.1 Introduction
    • 3.1.1 Overview
      • 3.1.1.1 Market Composition and Scenario
  • 3.2 Key Factors Impacting the Market
    • 3.2.1 Market Drivers
    • 3.2.2 Market Restraints

Chapter 4. Competition Analysis - Global

  • 4.1 KBV Cardinal Matrix
  • 4.2 Recent Industry Wide Strategic Developments
    • 4.2.1 Partnerships, Collaborations and Agreements
    • 4.2.2 Product Launches and Product Expansions
    • 4.2.3 Acquisition and Mergers
  • 4.3 Top Winning Strategies
    • 4.3.1 Key Leading Strategies: Percentage Distribution (2019-2023)
    • 4.3.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2019, May - 2023, Dec) Leading Players
  • 4.4 Porter Five Forces Analysis

Chapter 5. Asia Pacific Immersive Entertainment Market, by Technology

  • 5.1 Asia Pacific Virtual Reality (VR) Market, by Country
  • 5.2 Asia Pacific Augmented Reality (AR) Market, by Country
  • 5.3 Asia Pacific Mixed Reality (MR) Market, by Country
  • 5.4 Asia Pacific Others Market, by Country

Chapter 6. Asia Pacific Immersive Entertainment Market, by Application

  • 6.1 Asia Pacific Gaming Market, by Country
  • 6.2 Asia Pacific Music & Concerts Market, by Country
  • 6.3 Asia Pacific Immersive Theater Market, by Country
  • 6.4 Asia Pacific Arcade Studios Market, by Country
  • 6.5 Asia Pacific Live Events Market, by Country
  • 6.6 Asia Pacific Sports Market, by Country
  • 6.7 Asia Pacific Museum & Cultural Experiences Market, by Country
  • 6.8 Asia Pacific Others Market, by Country

Chapter 7. Asia Pacific Immersive Entertainment Market, by Country

  • 7.1 China Immersive Entertainment Market
    • 7.1.1 China Immersive Entertainment Market, by Technology
    • 7.1.2 China Immersive Entertainment Market, by Application
  • 7.2 Japan Immersive Entertainment Market
    • 7.2.1 Japan Immersive Entertainment Market, by Technology
    • 7.2.2 Japan Immersive Entertainment Market, by Application
  • 7.3 India Immersive Entertainment Market
    • 7.3.1 India Immersive Entertainment Market, by Technology
    • 7.3.2 India Immersive Entertainment Market, by Application
  • 7.4 South Korea Immersive Entertainment Market
    • 7.4.1 South Korea Immersive Entertainment Market, by Technology
    • 7.4.2 South Korea Immersive Entertainment Market, by Application
  • 7.5 Singapore Immersive Entertainment Market
    • 7.5.1 Singapore Immersive Entertainment Market, by Technology
    • 7.5.2 Singapore Immersive Entertainment Market, by Application
  • 7.6 Malaysia Immersive Entertainment Market
    • 7.6.1 Malaysia Immersive Entertainment Market, by Technology
    • 7.6.2 Malaysia Immersive Entertainment Market, by Application
  • 7.7 Rest of Asia Pacific Immersive Entertainment Market
    • 7.7.1 Rest of Asia Pacific Immersive Entertainment Market, by Technology
    • 7.7.2 Rest of Asia Pacific Immersive Entertainment Market, by Application

Chapter 8. Company Profiles

  • 8.1 Meta Platforms, Inc. (Meta)
    • 8.1.1 Company Overview
    • 8.1.2 Financial Analysis
    • 8.1.3 Segment and Regional Analysis
    • 8.1.4 Research & Development Expense
    • 8.1.5 Recent strategies and developments:
      • 8.1.5.1 Partnerships, Collaborations, and Agreements:
      • 8.1.5.2 Product Launches and Product Expansions:
    • 8.1.6 SWOT Analysis
  • 8.2 HTC Corporation
    • 8.2.1 Company Overview
    • 8.2.2 Financial Analysis
    • 8.2.3 Regional Analysis
    • 8.2.4 Research & Development Expense
    • 8.2.5 Recent strategies and developments:
      • 8.2.5.1 Product Launches and Product Expansions:
    • 8.2.6 SWOT Analysis
  • 8.3 Samsung Electronics Co., Ltd. (Samsung Group)
    • 8.3.1 Company Overview
    • 8.3.2 Financial Analysis
    • 8.3.3 Segmental and Regional Analysis
    • 8.3.4 Recent strategies and developments:
      • 8.3.4.1 Partnerships, Collaborations, and Agreements:
    • 8.3.5 SWOT Analysis
  • 8.4 Sony Corporation
    • 8.4.1 Company Overview
    • 8.4.2 Financial Analysis
    • 8.4.3 Segmental and Regional Analysis
    • 8.4.4 Research & Development Expenses
    • 8.4.5 Recent strategies and developments:
      • 8.4.5.1 Product Launches and Product Expansions:
    • 8.4.6 SWOT Analysis
  • 8.5 Qualcomm Incorporated (Qualcomm Technologies, Inc.)
    • 8.5.1 Company Overview
    • 8.5.2 Financial Analysis
    • 8.5.3 Segmental and Regional Analysis
    • 8.5.4 Research & Development Expense
    • 8.5.5 Recent strategies and developments:
      • 8.5.5.1 Product Launches and Product Expansions:
    • 8.5.6 SWOT Analysis
  • 8.6 Microsoft Corporation
    • 8.6.1 Company Overview
    • 8.6.2 Financial Analysis
    • 8.6.3 Segmental and Regional Analysis
    • 8.6.4 Research & Development Expenses
    • 8.6.5 Recent strategies and developments:
      • 8.6.5.1 Partnerships, Collaborations, and Agreements:
      • 8.6.5.2 Product Launches and Product Expansions:
      • 8.6.5.3 Acquisition and Mergers:
    • 8.6.6 SWOT Analysis
  • 8.7 Barco NV
    • 8.7.1 Company Overview
    • 8.7.2 Financial Analysis
    • 8.7.3 Segmental and Regional Analysis
    • 8.7.4 Research & Development Expense
    • 8.7.5 Recent strategies and developments:
      • 8.7.5.1 Partnerships, Collaborations, and Agreements:
  • 8.8 Magic Leap, Inc.
    • 8.8.1 Company Overview
    • 8.8.2 Recent strategies and developments:
      • 8.8.2.1 Product Launches and Product Expansions:
    • 8.8.3 SWOT Analysis
  • 8.9 Apple, Inc.
    • 8.9.1 Company Overview
    • 8.9.2 Financial Analysis
    • 8.9.3 Regional Analysis
    • 8.9.4 Research & Development Expense
    • 8.9.5 Recent strategies and developments:
      • 8.9.5.1 Product Launches and Product Expansions:
    • 8.9.6 SWOT Analysis
  • 8.10. Unity Software, Inc.
    • 8.10.1 Company Overview
    • 8.10.2 Financial Analysis
    • 8.10.3 Regional Analysis
    • 8.10.4 Research & Development Expenses
    • 8.10.5 Recent strategies and developments:
      • 8.10.5.1 Partnerships, Collaborations, and Agreements:

LIST OF TABLES

  • TABLE 1 Asia Pacific Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 2 Asia Pacific Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 3 Partnerships, Collaborations and Agreements- Immersive Entertainment Market
  • TABLE 4 Product Launches And Product Expansions- Immersive Entertainment Market
  • TABLE 5 Acquisition and Mergers- Immersive Entertainment Market
  • TABLE 6 Asia Pacific Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 7 Asia Pacific Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 8 Asia Pacific Virtual Reality (VR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 9 Asia Pacific Virtual Reality (VR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 10 Asia Pacific Augmented Reality (AR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 11 Asia Pacific Augmented Reality (AR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 12 Asia Pacific Mixed Reality (MR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 13 Asia Pacific Mixed Reality (MR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 14 Asia Pacific Others Market, by Country, 2019 - 2022, USD Million
  • TABLE 15 Asia Pacific Others Market, by Country, 2023 - 2030, USD Million
  • TABLE 16 Asia Pacific Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 17 Asia Pacific Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 18 Asia Pacific Gaming Market, by Country, 2019 - 2022, USD Million
  • TABLE 19 Asia Pacific Gaming Market, by Country, 2023 - 2030, USD Million
  • TABLE 20 Asia Pacific Music & Concerts Market, by Country, 2019 - 2022, USD Million
  • TABLE 21 Asia Pacific Music & Concerts Market, by Country, 2023 - 2030, USD Million
  • TABLE 22 Asia Pacific Immersive Theater Market, by Country, 2019 - 2022, USD Million
  • TABLE 23 Asia Pacific Immersive Theater Market, by Country, 2023 - 2030, USD Million
  • TABLE 24 Asia Pacific Arcade Studios Market, by Country, 2019 - 2022, USD Million
  • TABLE 25 Asia Pacific Arcade Studios Market, by Country, 2023 - 2030, USD Million
  • TABLE 26 Asia Pacific Live Events Market, by Country, 2019 - 2022, USD Million
  • TABLE 27 Asia Pacific Live Events Market, by Country, 2023 - 2030, USD Million
  • TABLE 28 Asia Pacific Sports Market, by Country, 2019 - 2022, USD Million
  • TABLE 29 Asia Pacific Sports Market, by Country, 2023 - 2030, USD Million
  • TABLE 30 Asia Pacific Museum & Cultural Experiences Market, by Country, 2019 - 2022, USD Million
  • TABLE 31 Asia Pacific Museum & Cultural Experiences Market, by Country, 2023 - 2030, USD Million
  • TABLE 32 Asia Pacific Others Market, by Country, 2019 - 2022, USD Million
  • TABLE 33 Asia Pacific Others Market, by Country, 2023 - 2030, USD Million
  • TABLE 34 Asia Pacific Immersive Entertainment Market, by Country, 2019 - 2022, USD Million
  • TABLE 35 Asia Pacific Immersive Entertainment Market, by Country, 2023 - 2030, USD Million
  • TABLE 36 China Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 37 China Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 38 China Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 39 China Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 40 China Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 41 China Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 42 Japan Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 43 Japan Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 44 Japan Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 45 Japan Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 46 Japan Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 47 Japan Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 48 India Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 49 India Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 50 India Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 51 India Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 52 India Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 53 India Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 54 South Korea Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 55 South Korea Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 56 South Korea Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 57 South Korea Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 58 South Korea Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 59 South Korea Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 60 Singapore Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 61 Singapore Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 62 Singapore Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 63 Singapore Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 64 Singapore Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 65 Singapore Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 66 Malaysia Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 67 Malaysia Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 68 Malaysia Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 69 Malaysia Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 70 Malaysia Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 71 Malaysia Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 72 Rest of Asia Pacific Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 73 Rest of Asia Pacific Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 74 Rest of Asia Pacific Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 75 Rest of Asia Pacific Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 76 Rest of Asia Pacific Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 77 Rest of Asia Pacific Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 78 Key Information - Meta Platforms, Inc.
  • TABLE 79 Key Information - HTC Corporation
  • TABLE 80 Key Information - Samsung Electronics Co., Ltd.
  • TABLE 81 Key Information - Sony Corporation
  • TABLE 82 Key Information - Qualcomm Incorporated
  • TABLE 83 Key Information - Microsoft Corporation
  • TABLE 84 Key Information - Barco NV
  • TABLE 85 Key Information - Magic Leap, Inc.
  • TABLE 86 Key Information - Apple, Inc.
  • TABLE 87 Key Information - Unity Software, Inc.
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