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Immersive Technology Market Size At Around US$ 134.18 Bn In 2030

The immersive technology market would grow at a CAGR of 22.46% over the predicted time frame. The market is expected to increase in value from US$ 26.53 Bn in 2022 to US$ 134.18 Bn in 2030.

Immersive Technology Market Size 2022 To 2030

The on immersive technology Market, which provides a business strategy, research & development activities, concise outline of the market valuation, valuable insights pertaining to market share, size, supply chain analysis, competitive landscape and regional proliferation of this industry.

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Report Scope of the Immersive Technology Market

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

A recent report provides crucial insights along with application based and forecast information in the Global Immersive technology Market. The report provides a comprehensive analysis of key factors that are expected to drive the growth of this market. This study also provides a detailed overview of the opportunities along with the current trends observed in the Immersive technology market.

A quantitative analysis of the industry is compiled for a period of 10 years in order to assist players to grow in the market. Insights on specific revenue figures generated are also given in the report, along with projected revenue at the end of the forecast period.

Companies and Manufacturers Covered

The study covers key players operating in the market along with prime schemes and strategies implemented by each player to hold high positions in the industry. Such a tough vendor landscape provides a competitive outlook of the industry, consequently existing as a key insight. These insights were thoroughly analysed and prime business strategies and products that offer high revenue generation capacities were identified. Key players of the global Immersive technology market are included as given below:

Immersive technology Market 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 Segments

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)

Report Objectives

  • To define, describe, and forecast the global immersive technology market based on product, and region
  • To provide detailed information regarding the major factors influencing the growth of the market (drivers, opportunities, and industry-specific challenges)
  • To strategically analyze micromarkets1 with respect to individual growth trends, future prospects, and contributions to the total market
  • To analyze opportunities in the market for stakeholders and provide details of the competitive landscape for market leaders
  • To forecast the size of market segments with respect to four main regions—North America, Europe, Asia Pacific and the Rest of the World (RoW)2
  • To strategically profile key players and comprehensively analyze their product portfolios, market shares, and core competencies3
  • To track and analyze competitive developments such as acquisitions, expansions, new product launches, and partnerships in the 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

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