Subscribe Us

header ads

Recents

header ads

Immersive Technology Market Size, Growth, Demands Outlook and Forecasts to 2030

 According to the research report, the global immersivetechnology market size is expected to touch USD134.18  Billion by 2030, from USD 21.66  Billion in 2021, growing with a significant CAGR of 22.46% from 2022 to 2030. 

Immersive Technology Market Size 2022 To 2030

The immersive technology market report offers a comprehensive study of the current state expected at the major drivers, market strategies, and key vendors’ growth. The report presents energetic visions to conclude and study the market size, market hopes, and competitive surroundings. The research also focuses on the important achievements of the market, research & development, and regional growth of the leading competitors operating in the market. The current trends of the global immersive technology market in conjunction with the geographical landscape of this vertical have also been included in this report.

The report offers intricate dynamics about different aspects of the global immersive technology market, which aids companies operating in the market in making strategic development decisions. The study also elaborates on significant changes that are highly anticipated to configure growth of the global immersive technology market during the forecast period. It also includes a key indicator assessment that highlights growth prospects of this market and estimates statistics related to growth of the market in terms of value (US$ Mn) and volume (tons).

Sample Link https://www.precedenceresearch.com/sample/2130

 Report Scope of the Immersive Technology Market

Report CoverageDetails
Market Size in 2022

USD 26.53 Billion

Market Size by 2030

USD 134.18 Billion

Growth Rate from 2022 to 2030CAGR of 22.46%
Base Year2021
Forecast Period2022 to 2030
Segments CoveredComponent, Technology, Application, Industry and Geography

This study covers a detailed segmentation of the global immersive technology market, along with key information and a competition outlook. The report mentions company profiles of players that are currently dominating the global immersive technology market, wherein various developments, expansions, and winning strategies practiced and implemented by leading players have been presented in detail.

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 Segmentation

 

  • 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.

Research Methodology

The research methodology adopted by analysts for compiling the global immersive technology market report is based on detailed primary as well as secondary research. With the help of in-depth insights of the market-affiliated information that is obtained and legitimated by market-admissible resources, analysts have offered riveting observations and authentic forecasts for the global market.

During the primary research phase, analysts interviewed market stakeholders, investors, brand managers, vice presidents, and sales and marketing managers. Based on data obtained through interviews of genuine resources, analysts have emphasized the changing scenario of the global market.

For secondary research, analysts scrutinized numerous annual report publications, white papers, market association publications, and company websites to obtain the necessary understanding of the global immersive technology market.

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

Contact Us:

Precedence Research

Apt 1408 1785 Riverside Drive Ottawa, ON, K1G 3T7, Canada

Call: +1 774 402 6168

Email: sales@precedenceresearch.com

Website: https://www.precedenceresearch.com

Post a Comment

0 Comments