Global Immersive Technology Market Size By Component (Hardware, Software), By Technology (Virtual Reality, Augmented Reality), By Application (Training & Learning, Emergency Services, Product Development), By Industry Vertical (Healthcare, Education, Retail & ecommerce, Gaming), By Geographic Scope And Forecast
Published on: 2024-08-13 | No of Pages : 320 | Industry : latest updates trending Report
Publisher : MIR | Format : PDF&Excel
Global Immersive Technology Market Size By Component (Hardware, Software), By Technology (Virtual Reality, Augmented Reality), By Application (Training & Learning, Emergency Services, Product Development), By Industry Vertical (Healthcare, Education, Retail & ecommerce, Gaming), By Geographic Scope And Forecast
Immersive Technology Market Size And Forecast
Immersive Technology Market size was valued at USD 22.6 Billion in 2021 and is projected to reach USD 138.5 Billion by 2030, growing at a CAGR of 22.32 % from 2023 to 2030.
The global demand for immersive technology is majorly driven by a rise in user experience, improved accessibility, and increasing application in the entertainment, healthcare, education, and marketing industry. The possibilities of immersive technology have substantially increased due to developments in fields of technology including artificial intelligence, machine learning, and cloud computing. This has produced increasingly complex and realistic immersive experiences, which has increased demand. The Global Immersive Technology Market report provides a holistic evaluation of the market. The report offers a comprehensive analysis of key segments, trends, drivers, restraints, competitive landscape, and factors that are playing a substantial role in the market.
Global Immersive Technology Market Definition
Any technology that aims to provide the user with a fully immersive experience is referred to as immersive technology. This can incorporate a variety of technologies, including 360-degree video, augmented reality, mixed reality, and virtual reality. Immersive technology can be used for a variety of purposes, including training, education, and entertainment. As an illustration, it can be used to develop new types of entertainment that let the user completely immerse themselves in the experience, realistic simulations for training reasons, or offer a more interesting method to study.
Global Immersive Technology Market Overview
Immersive technology is about to explode in exciting new directions. Numerous trends, ranging from virtual reality to augmented reality and beyond, are influencing the direction of this fast-developing industry. There are some of the most fascinating advancements in immersive technology. These developments have the potential to alter how we engage with technology and the outside world as the 21st century progresses. Moreover, globally, the landscape of education and training is quickly changing due to immersive learning. This innovative method of instructing and training target audiences makes full use of the most recent techniques, frameworks, and tools, including cutting-edge innovations like AR, VR, and AI, among others.
Immersive learning is gaining popularity among all key players in the education ecosystem since it provides candidates with hands-on experience and practical knowledge. These technologies use a mix of hardware, software, and content to provide the user with an immersive experience that makes them feel as though they are in a different setting or universe. This can involve building a virtual world that the user can explore, using augmented reality to overlay digital content in the real world, or using 360-degree video to deliver an entirely immersive video experience. Enhanced user experience, improved accessibility, growing application, and advancement in technology is driving the Global Immersive Technology Market worldwide.
Global Immersive Technology Market Segmentation Analysis
The Global Immersive Technology Market is segmented on the basis of Component, Technology, Application, Industry Vertical, and Geography.
Immersive Technology Market, By Component
- Hardware
- Software
- Services
Based on Component, the Immersive Technology Market is segmented into Hardware, Software, and Services.
Immersive Technology Market, By Technology
- Virtual Reality
- Augmented Reality
- Mixed Reality
- Other
Based on Technology, the Immersive Technology Market is segmented into Virtual Reality, Augmented Reality, Mixed Reality, and Other.
Immersive Technology Market, By Application
- Training & Learning
- Emergency Services
- Product Development
- Sales & Marketing
Based on Application, the Immersive Technology Market is segmented into Training & Learning, Emergency Services, Product Development, and Sales & Marketing.
Immersive Technology Market, By Industry Vertical
- Healthcare
- Education
- Retail and Ecommerce
- Gaming
- Construction
- Media & Entertainment
- Manufacturing
- Aerospace & Defense
- Others
Based on Industry Vertical, the Immersive Technology Market is segmented into Healthcare, Education, Retail and Ecommerce, Gaming, Construction, Media & Entertainment, Manufacturing, Aerospace & Defense, and Others.
Immersive Technology Market, By Geography
- North America
- Europe
- Asia Pacific
- Middle East And Africa
- Latin America
Based on Regional Analysis, the Global Immersive Technology Market is classified into North America, Europe, Asia Pacific, Middle East And Africa, and Latin America. The largest share of the market will be dominated by North America. In recent years, the demand for immersive technology in the North America region has increased significantly due to a number of factors. The main factors influencing demand for immersive technology in North America such as the entertainment industry, innovation, education and training, healthcare, and the rise in consumer demand.
Key Players
The “Global Immersive Technology Market” study report will provide valuable insight with an emphasis on the global market. The major players in the market are Google, Unity Software, Inc, Eon Reality Inc., HCL Technologies Ltd, Zeality Inc., Immersive Technologies Pty, Ltd, Oculus (Facebook), Aveva Group PLC, CM Labs Simulations Inc., VI-grade GmbH, Lockheed Martin Corporation, FAAC Incorporated, Varjo Technologies, Blippar Ltd, Magic Leap, Inc., Acer Inc, Blipper Ltd, and Others.
Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with product benchmarking and SWOT analysis.
Ace Matrix Analysis
The Ace Matrix provided in the report would help to understand how the major key players involved in this industry are performing as we provide a ranking for these companies based on various factors such as service features & innovations, scalability, innovation of services, industry coverage, industry reach, and growth roadmap. Based on these factors, we rank the companies into four categories as Active, Cutting Edge, Emerging, and Innovators.
Market Attractiveness
The image of market attractiveness provided would further help to get information about the region that is majorly leading in the Global Immersive Technology Market. We cover the major impacting factors that are responsible for driving the industry growth in the given region.
Porter’s Five Forces
The image provided would further help to get information about Porter’s five forces framework providing a blueprint for understanding the behavior of competitors and a player’s strategic positioning in the respective industry. Porter’s five forces model can be used to assess the competitive landscape in the Global Immersive Technology Market, gauge the attractiveness of a certain sector, and assess investment possibilities.
Report Scope
REPORT ATTRIBUTES | DETAILS |
---|---|
Study Period | 2018-2030 |
Base Year | 2021 |
Forecast Period | 2023-2030 |
Historical Period | 2018-2020 |
Unit | Value (USD Billion) |
Key Companies Profiled | Google, Unity Software, Inc, Eon Reality Inc., HCL Technologies Ltd, Zeality Inc., Immersive Technologies Pty, Ltd, Oculus, Aveva Group PLC, CM Labs Simulations Inc., VI-grade GmbH, Lockheed Martin Corporation. |
Segments Covered | By Component, By Technology, By Application, By Industry Vertical, and By Geography. |
Customization scope | Free report customization (equivalent up to 4 analyst’s working days) with purchase. Addition or alteration to country, regional & segment scope. |
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Reasons to Purchase this Report
• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors• Provision of market value (USD Billion) data for each segment and sub-segment• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled• Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players• The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions• Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis• Provides insight into the market through Value Chain• Market dynamics scenario, along with growth opportunities of the market in the years to come• 6-month post-sales analyst support
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