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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1490912

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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1490912

Immersive Technology Market Size - By Component (Hardware, Software, Services), By Application (Training & Learning, Emergency Services, Product Development, Sales & Marketing), By Technology, By Industry Vertical & Forecast, 2024-2032

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Immersive Technology Market size is projected to expand at over 24.5% CAGR from 2024 to 2032. Significant advancements, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) are expanding the range of applications of immersive technology across gaming, entertainment, healthcare, education, and enterprise. The increasing consumer demand for immersive experiences, driven by the desire for realistic simulations and interactive content, is driving the industry growth.

The integration of immersive technologies into various business processes, including training, marketing, and product development, is attracting enterprises seeking innovative solutions to engage customers and improve operational efficiency. For instance, in April 2024, India entered the forefront of technology by inaugurating its first Metaverse Experience Center in Noida, marking a significant leap into the future. Declining hardware costs, coupled with improvements in content quality and user experience, are other factors augmenting the market development.

The immersive technology industry is segregated into component, technology, application, industry vertical, and region.

In terms of component, the market size from the software segment is slated to showcase significant growth from 2024 to 2032, due to the development of innovative applications, content creation tools, and simulation software. Strong advancements in rendering techniques and real-time graphics are enhancing user experiences. The availability of software development kits (SDKs) and platforms for creating immersive content also lowers barriers to entry, encouraging more developers to contribute to the ecosystem.

Immersive technology industry from the augmented reality (AR) technology segment is estimated to rise at notable rate up to 2032, on account of increasing adoption in industries like retail, healthcare, and education. AR technology offers interactive and immersive experiences while enhancing customer engagement and learning outcomes. Significant developments in AR hardware, such as smart glasses and mobile devices are also improving accessibility and usability. The development of AR software applications for various use cases is further fueling the segment growth.

Regionally, the Europe immersive technology market size is expected to record robust growth from 2024 to 2032, owing to the increasing investments in AR and VR technology across sectors like gaming, healthcare, and automotive. The supportive government initiatives are driving the collaborations between technology companies and research institutions. The growing demand for immersive experiences and the adoption of immersive technologies in training, education, and entertainment sectors will also boost the regional industry expansion.

Product Code: 8645

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Research design
    • 1.1.1 Research approach
    • 1.1.2 Data collection methods
  • 1.2 Base estimates and calculations
    • 1.2.1 Base year calculation
    • 1.2.2 Key trends for market estimates
  • 1.3 Forecast model
  • 1.4 Primary research & validation
    • 1.4.1 Primary sources
    • 1.4.2 Data mining sources
  • 1.5 Market definitions

Chapter 2 Executive Summary

  • 2.1 Industry 360-degree synopsis, 2021 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Supplier landscape
    • 3.2.1 Component suppliers
    • 3.2.2 Hardware manufacturers
    • 3.2.3 Software providers
    • 3.2.4 Service providers
    • 3.2.5 System integrators
    • 3.2.6 End-users
  • 3.3 Profit margin analysis
  • 3.4 Technology & innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news & initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Growing demand for immersive entertainment experiences
      • 3.8.1.2 Increasing adoption of virtual collaboration tools and remote work solutions
      • 3.8.1.3 Rising investment in healthcare for telemedicine, surgical training, and patient rehabilitation using immersive technologies
      • 3.8.1.4 Rising technological advancements in the market
    • 3.8.2 Industry pitfalls & challenges
      • 3.8.2.1 High hardware costs
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Component 2021 - 2032 ($Bn, Units)

  • 5.1 Key trends
  • 5.2 Hardware
    • 5.2.1 Head mounted display (HMD)
    • 5.2.2 Gesture tracking devices (GTD)
    • 5.2.3 Projectors & display walls (PDW)
  • 5.3 Software
  • 5.4 Services
    • 5.4.1 Professional
    • 5.4.2 Managed

Chapter 6 Market Estimates & Forecast, By Technology, 2021 - 2032 ($Bn)

  • 6.1 Key trends
  • 6.2 Virtual reality
  • 6.3 Augmented reality
  • 6.4 Mixed reality
  • 6.5 Others

Chapter 7 Market Estimates & Forecast, By Application, 2021 - 2032 ($Bn)

  • 7.1 Key trends
  • 7.2 Training & learning
  • 7.3 Emergency services
  • 7.4 Product development
  • 7.5 Sales & marketing
  • 7.6 Others

Chapter 8 Market Estimates & Forecast, By Industry Vertical, 2021 - 2032 ($Bn)

  • 8.1 Key trends
  • 8.2 Aerospace & defense
    • 8.2.1 Virtual reality
    • 8.2.2 Augmented reality
    • 8.2.3 Mixed reality
  • 8.3 Manufacturing
    • 8.3.1 Virtual reality
    • 8.3.2 Augmented reality
    • 8.3.3 Mixed reality
  • 8.4 Automotive
    • 8.4.1 Virtual reality
    • 8.4.2 Augmented reality
    • 8.4.3 Mixed reality
  • 8.5 Education
    • 8.5.1 Virtual reality
    • 8.5.2 Augmented reality
    • 8.5.3 Mixed reality
  • 8.6 Media & entertainment
    • 8.6.1 Virtual reality
    • 8.6.2 Augmented reality
    • 8.6.3 Mixed reality
  • 8.7 Gaming
    • 8.7.1 Virtual reality
    • 8.7.2 Augmented reality
    • 8.7.3 Mixed reality
  • 8.8 Healthcare
    • 8.8.1 Virtual reality
    • 8.8.2 Augmented reality
    • 8.8.3 Mixed reality
  • 8.9 Retail & e-commerce
    • 8.9.1 Virtual reality
    • 8.9.2 Augmented reality
    • 8.9.3 Mixed reality
  • 8.10 Others

Chapter 9 Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn)

  • 9.1 Key trends
  • 9.2 North America
    • 9.2.1 U.S.
    • 9.2.2 Canada
  • 9.3 Europe
    • 9.3.1 UK
    • 9.3.2 Germany
    • 9.3.3 France
    • 9.3.4 Spain
    • 9.3.5 Italy
    • 9.3.6 Russia
    • 9.3.7 Nordics
    • 9.3.8 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 China
    • 9.4.2 India
    • 9.4.3 Japan
    • 9.4.4 South Korea
    • 9.4.5 ANZ
    • 9.4.6 Southeast Asia
    • 9.4.7 Rest of Asia Pacific
  • 9.5 Latin America
    • 9.5.1 Brazil
    • 9.5.2 Mexico
    • 9.5.3 Argentina
    • 9.5.4 Rest of Latin America
  • 9.6 MEA
    • 9.6.1 UAE
    • 9.6.2 South Africa
    • 9.6.3 Saudi Arabia
    • 9.6.4 Rest of MEA

Chapter 10 Company Profiles

  • 10.1 Atheer, Inc.
  • 10.2 AVEVA Group PLC
  • 10.3 Barco NV
  • 10.4 Blippar Ltd.
  • 10.5 Comp12
  • 10.6 EON Reality
  • 10.7 Google LLC (Alphabet Inc.)
  • 10.8 HCL Technologies Ltd.
  • 10.9 Honeywell International Inc.
  • 10.10 HTC Corporation
  • 10.11 IBM Corporation
  • 10.12 Immersive Media Company
  • 10.13 Magic Leap, Inc.
  • 10.14 Meta Platforms Inc.
  • 10.15 Microsoft Corporation
  • 10.16 Samsung Electronics Co., Ltd.
  • 10.17 Sony Corporation
  • 10.18 Ultraleap Limited (Leap Motion, Inc.)
  • 10.19 Unity Software Inc.
  • 10.20 Zeality Inc.
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Jeroen Van Heghe

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Christine Sirois

Manager - Americas

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