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PUBLISHER: SPER Market Research Pvt. Ltd. | PRODUCT CODE: 1774008

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PUBLISHER: SPER Market Research Pvt. Ltd. | PRODUCT CODE: 1774008

Global Immersive Technology Market Growth, Size, Trends Analysis- By Component, By Technology, By Application, By Industry - Regional Outlook, Competitive Strategies and Segment Forecast to 2034

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Immersive Technology Market Introduction and Overview

According to SPER market research, 'Global Immersive Technology Market Size- By Component, By Technology, By Application, By Industry - Regional Outlook, Competitive Strategies and Segment Forecast to 2034' state that the Global Immersive Technology Market is predicted to reach 488.69 Billion by 2034 with a CAGR 28.16%.

Immersive technology involves digital systems that simulate or replicate surrounding environments, enabling users to interact with digital content in an engaging and realistic manner. It includes technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR). These innovations merge the physical and digital realms to deliver lifelike, multisensory experiences.

Restraints: Although the immersive technology market is expanding quickly, it faces several notable challenges. High costs associated with development and deployment continue to be a major hurdle, especially for small and medium-sized businesses that may find it difficult to afford advanced hardware and software. Technical issues, including motion sickness, short battery life of devices, and a lack of high-quality content, can negatively impact user experience and slow adoption.

Scope of the report:

Report Metric Details

Market size available for years 2021-2034

Base year considered 2024

Forecast period 2025-2034

Segments covered By Component, By Technology, By Application, By Industry

Regions covered North America, Latin America, Asia-Pacific, Europe, and Middle East & Africa

Companies Covered Barco NV, EON Reality, Google LLC (Alphabet Inc.), HTC Corporation, IBM Corporation, Magic Leap, Inc., Meta Platforms, Inc., Microsoft Corporation, Samsung Electronics Co., Ltd., Sony Corporation, and Ultraleap Limited (Leap Motion, Inc.).

Global Immersive Technology Market Segmentation:

By Component: Based on the Component, Global Immersive Technology Market is segmented as; Hardware, Software, Services.

By Technology Type: Based on the Technology Type, Global Immersive Technology Market is segmented as; (Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), Others)

By Application: Based on the Application, Global Immersive Technology Market is segmented as; Training & Learning, Emergency Services, Product Development, Sales & Marketing, Others.

By Industry: Based on the Industry, Global Immersive Technology Market is segmented as; Aerospace & Defense, Manufacturing, Automotive, Education, Media & Entertainment, Gaming, Healthcare, Retail & E-commerce, Others.

By Region: This research also includes data for North America, Latin America, Asia-Pacific, Europe and Middle East & Africa.

Product Code: IACT2582

Table of Contents

1. Introduction

  • 1.1. Scope of the report
  • 1.2. Market segment analysis

2. Research Methodology

  • 2.1. Research data source
    • 2.1.1. Secondary Data
    • 2.1.2. Primary Data
    • 2.1.3. SPERs internal database
    • 2.1.4. Premium insight from KOLs
  • 2.2. Market size estimation
    • 2.2.1. Top-down and Bottom-up approach
  • 2.3. Data triangulation

3. Executive Summary

4. Market Dynamics

  • 4.1. Driver, Restraint, Opportunity and Challenges analysis
    • 4.1.1. Drivers
    • 4.1.2. Restraints
    • 4.1.3. Opportunities
    • 4.1.4. Challenges

5. Market variable and outlook

  • 5.1. SWOT Analysis
    • 5.1.1. Strengths
    • 5.1.2. Weaknesses
    • 5.1.3. Opportunities
    • 5.1.4. Threats
  • 5.2. PESTEL Analysis
    • 5.2.1. Political Landscape
    • 5.2.2. Economic Landscape
    • 5.2.3. Social Landscape
    • 5.2.4. Technological Landscape
    • 5.2.5. Environmental Landscape
    • 5.2.6. Legal Landscape
  • 5.3. PORTERs Five Forces
    • 5.3.1. Bargaining power of suppliers
    • 5.3.2. Bargaining power of buyers
    • 5.3.3. Threat of Substitute
    • 5.3.4. Threat of new entrant
    • 5.3.5. Competitive rivalry
  • 5.4. Heat Map Analysis

6. Competitive Landscape

  • 6.1. Global Immersive Technology Market Manufacturing Base Distribution, Sales Area, Product Type
  • 6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Immersive Technology Market

7. Global Immersive Technology Market, By Component, (USD Million) 2021-2034

  • 7.1. Hardware
    • 7.1.1. HMD
    • 7.1.2. GTD
    • 7.1.3. PDW
  • 7.2. Software/Platform
  • 7.3. Services
    • 7.3.1. Professional Services
    • 7.3.2. Managed Services

8. Global Immersive Technology Market, By Technology Type, (USD Million) 2021-2034

  • 8.1. Virtual Reality (VR)
  • 8.2. Augmented Reality (AR)
  • 8.3. Mixed Reality (MR)
  • 8.4. Others

9. Global Immersive Technology Market, By Application, (USD Million) 2021-2034

  • 9.1. Training & Learning
  • 9.2. Emergency Services
  • 9.3. Product Development
  • 9.4. Sales & Marketing
  • 9.5. Others

10. Global Immersive Technology Market, By Industry, (USD Million) 2021-2034

  • 10.1. Aerospace & Defense
  • 10.2. Manufacturing
  • 10.3. Automotive
  • 10.4. Education
  • 10.5. Media & Entertainment
  • 10.6. Gaming
  • 10.7. Healthcare
  • 10.8. Retail & E-commerce
  • 10.9. Others

11. Global Immersive Technology Market, (USD Million) 2021-2034

  • 11.1. Global Immersive Technology Market Size and Market Share

12. Global Immersive Technology Market, By Region, 2021-2034 (USD Million)

  • 12.1. Asia-Pacific
    • 12.1.1. Australia
    • 12.1.2. China
    • 12.1.3. India
    • 12.1.4. Japan
    • 12.1.5. South Korea
    • 12.1.6. Rest of Asia-Pacific
  • 12.2. Europe
    • 12.2.1. France
    • 12.2.2. Germany
    • 12.2.3. Italy
    • 12.2.4. Spain
    • 12.2.5. United Kingdom
    • 12.2.6. Rest of Europe
  • 12.3. Middle East and Africa
    • 12.3.1. Kingdom of Saudi Arabia
    • 12.3.2. United Arab Emirates
    • 12.3.3. Qatar
    • 12.3.4. South Africa
    • 12.3.5. Egypt
    • 12.3.6. Morocco
    • 12.3.7. Nigeria
    • 12.3.8. Rest of Middle-East and Africa
  • 12.4. North America
    • 12.4.1. Canada
    • 12.4.2. Mexico
    • 12.4.3. United States
  • 12.5. Latin America
    • 12.5.1. Argentina
    • 12.5.2. Brazil
    • 12.5.3. Rest of Latin America

13. Company Profile

  • 13.1. Barco NV
    • 13.1.1. Company details
    • 13.1.2. Financial outlook
    • 13.1.3. Product summary
    • 13.1.4.Recent developments
  • 13.2. EON Reality
    • 13.2.1. Company details
    • 13.2.2. Financial outlook
    • 13.2.3. Product summary
    • 13.2.4. Recent developments
  • 13.3. Google LLC (Alphabet Inc.)
    • 13.3.1.Company details
    • 13.3.2. Financial outlook
    • 13.3.3. Product summary
    • 13.3.4. Recent developments
  • 13.4. HTC Corporation
    • 13.4.1. Company details
    • 13.4.2. Financial outlook
    • 13.4.3. Product summary
    • 13.4.4. Recent developments
  • 13.5. IBM Corporation
    • 13.5.1. Company details
    • 13.5.2. Financial outlook
    • 13.5.3. Product summary
    • 13.5.4. Recent developments
  • 13.6. Magic Leap, Inc.
    • 13.6.1. Company details
    • 13.6.2. Financial outlook
    • 13.6.3. Product summary
    • 13.6.4. Recent developments
  • 13.7. Meta Platforms, Inc.
    • 13.7.1. Company details
    • 13.7.2. Financial outlook
    • 13.7.3. Product summary
    • 13.7.4. Recent developments
  • 13.8. Microsoft Corporation
    • 13.8.1. Company details
    • 13.8.2. Financial outlook
    • 13.8.3. Product summary
    • 13.8.4. Recent developments
  • 13.9. Samsung Electronics Co., Ltd.
    • 13.9.1. Company details
    • 13.9.2. Financial outlook
    • 13.9.3. Product summary
    • 13.9.4. Recent developments
  • 13.10. Sony Corporation
    • 13.10.1. Company details
    • 13.10.2. Financial outlook
    • 13.10.3. Product summary
    • 13.10.4. Recent developments
  • 13.11. Ultraleap Limited (Leap Motion, Inc.)
    • 13.11.1. Company details
    • 13.11.2. Financial outlook
    • 13.11.3. Product summary
    • 13.11.4. Recent developments
  • 13.12. Others

14. Conclusion

15. List of Abbreviations

16. Reference Links

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