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Immersive Technology in Entertainment Market Size

ID: MRFR//10715-HCR | 128 Pages | Author: Aarti Dhapte| December 2024

Immersive entertainment technology dynamics have changed greatly, and this has introduced a new kind of interactive and captivating experience for the audience. The entertainment landscape has transformed due to immersive technologies such as virtual reality (VR) and augmented reality (AR), which are applied in storytelling and audience engagement across different platforms. One of the main drivers behind the adoption of immersive technologies in entertainment is to make it more engaging, realistic, and memorable for consumers. VR games, virtual theme park experiences, and immersive stories enable users to enter virtual worlds with a presence unlike any traditional media can create. Immersive technology used by the gaming industry spearheaded its growth with a popularity surge of VR gaming, which is followed by other games being considered.
Additionally, immersive technology has recently found its way into live events and entertainment, where it offers unique experiences that captivate people's attention. On the one hand, there are VR concerts, live sports events, and theater performances available from home in AR application format. Integration of immersion technologies into filmmaking and storytelling also affects market dynamics and their growth. Filmmakers using VR or AR are able to come up with narratives that are no longer confined within the screen frame; instead, they can include viewers in storylines while blurring boundaries between fact and fiction. This type of cinema, as well as apps based on AR, gives people a greater choice when it comes to watching since they can take part in this content through interaction, therefore changing them from passive observers to active participants. Such a shift in narration paradigms can actually be a game changer for this industry because it introduces plenty of opportunities related to narrative creation along with audience involvement.
Nevertheless, within entertainment's immersive technology market, challenges lie around ensuring that there is widespread usage for this kind of device, such as VR or AR, together with the production of compelling content. Though momentum has built up around these devices, adoption rates among mainstream consumers remain uncertain. For immersive technology to be adopted, high-quality content that appeals to consumers must be created. Developers and creators of content play a pivotal role in molding the landscape of immersive entertainment by presenting their audiences with these unique experiences and demonstrating the capabilities of these technologies.

Covered Aspects:

Report Attribute/Metric Details
Market Size Value In 2022 USD 4.24 Billion
Market Size Value In 2023 USD 4.91 Billion
Growth Rate 20.5% (2023-2032)

Immersive Technology in Entertainment Industry Market Overview


Immersive Technology in Entertainment Industry Market Size was valued at USD 4.24 Billion in 2022. The Immersive Technology in Entertainment Industry market industry is projected to grow from USD 4.91 Billion in 2023 to USD 26.32 Billion by 2032, exhibiting a compound annual growth rate (CAGR) of 20.5% during the forecast period (2023 - 2032). The increasing demand for more realistic and engaging entertainment experiences, the falling cost of immersive technology hardware and software, the growing popularity of gaming, marketing and branding, film and entertainment, live events, are the key market drivers enhancing the market growth.


Figure 1: Immersive Technology in Entertainment Industry Market Size, 2023-2032 (USD Billion)


Immersive Technology in Entertainment Industry Market Overview..


Source: Secondary Research, Primary Research, MRFR Database and Analyst Review


Immersive Technology in Entertainment Industry Market Trends


Decreasing cost of immersive technology hardware and software is driving the market growth

The ongoing development of manufacturing and production techniques is one of the main factors contributing to the decreasing cost of immersive technology hardware. Technology businesses have improved their efficiency in mass production as a result of their increased experience in creating VR headsets, AR glasses, and related gadgets. Because of economies of scale brought about by this higher efficiency, production costs have decreased.


The level of hardware manufacturers' rivalry in the market for immersive technologies has increased. A number of businesses are fighting for market share, including HTC, Sony, Oculus (owned by Meta, formerly Facebook), and others. Price wars and the creation of more economical, consumer-friendly solutions are the results of this rivalry. In addition to drawing in more customers, lower prices also encourage innovation as businesses compete to provide greater features and performance for the same price.


The price of developing immersive content and applications has significantly decreased thanks to open-source software and development tools. Without purchasing pricey proprietary software licenses, developers can use a variety of tools, libraries, and resources. As a result, content development becomes more accessible and more developers are enticed to work on immersive technologies.


Users now have access to immersive experiences without the need for high-end, pricey technology thanks to the growth of cloud computing and streaming services. The computing power necessary for these experiences can be transferred to distant servers by cloud-based VR and AR solutions, enabling their use on less powerful hardware. For consumers who might not have access to high-end gaming computers or cellphones, this lowers the pricing barrier.


High-resolution displays, sensors, and processors—all necessary for immersive technology have gotten cheaper over time. The ability to build more affordable gadgets without sacrificing performance has been made possible by advancements in semiconductor manufacturing, which have produced smaller, more cost-effective, and power-efficient components. Thus, driving the Immersive Technology in Entertainment Industry market revenue.


Immersive Technology in Entertainment Industry Market Segment Insights


Immersive Technology in Entertainment Industry Component Insights


The Immersive Technology in Entertainment Industry market segmentation, based on Component, includes Hardware (Head-Mounted Display (HMD), Gesture Tracking Devices (GTD), Projectors & Display Walls (PDW)), Software/Platform, Services (Professional and Managed). The Hardware category generated the most income in 2022. There have been notable improvements in the performance and quality of screens used in VR headsets and AR eyewear. Improvements in refresh rates and field of view (FOV), together with high-resolution OLED and AMOLED displays, have greatly improved the visual immersion and realism of immersive experiences.


Immersive Technology in Entertainment Industry Technology Insights


The Immersive Technology in Entertainment Industry market segmentation, based on Technology, includes Mixed Reality (MR), Virtual Reality (VR), Augmented Reality (AR) and 360 Film. The Virtual Reality (VR) category generated the most income in 2022. VR offers unparalleled immersion and engagement, allowing users to step into virtual worlds and interact with content in ways that were previously impossible. This level of immersion is particularly attractive in the entertainment industry, where it enhances storytelling, gaming, and overall user experience.


Immersive Technology in Entertainment Industry Application Insights


The Immersive Technology in Entertainment Industry market segmentation, based on Application, includes Training & Learning, Emergency Services, Product Development and Sales & Marketing. The Training & Learning category generated the most income in 2022. Immersive training simulations allow learners to practice and refine their skills in a risk-free environment. This is particularly valuable in industries like aviation, healthcare, and manufacturing, where hands-on training is crucial but can be costly or risky in real-world settings.


Figure 2: Immersive Technology in Entertainment Industry Market, by application, 2022 & 2032 (USD Billion)

Immersive Technology in Entertainment Industry Market, by application, 2022 & 2032 (USD Billion)

Source: Secondary Research, Primary Research, MRFR Database and Analyst Review

Immersive Technology in Entertainment Industry Regional Insights


By region, the study provides the market insights into North America, Europe, Asia-Pacific and Rest of the World. The North America Immersive Technology in Entertainment Industry Market dominated this market in 2022 (45.80%). Due to the relatively high amount of disposable money in North America, customers may purchase hardware and content for immersive technologies. Due to this, virtual reality (VR) and augmented reality (AR) gadgets are increasingly being used for entertainment and other purposes. Further, the U.S. Immersive Technology in Entertainment Industry market held the largest market share, and the Canada Immersive Technology in Entertainment Industry market was the fastest growing market in the North America region.


Further, the major countries studied in the market report are The U.S., Canada, German, France, the UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil.


Figure 3: IMMERSIVE TECHNOLOGY IN ENTERTAINMENT INDUSTRY MARKET SHARE BY REGION 2022 (USD Billion)


IMMERSIVE TECHNOLOGY IN ENTERTAINMENT INDUSTRY MARKET SHARE BY REGION


Source: Secondary Research, Primary Research, MRFR Database and Analyst Review


Europe Immersive Technology in Entertainment Industry market accounts for the second-largest market share. The gaming industry is growing in Europe, and gamers are among the first users of immersive technology. The rise of the immersive technology market in the area has been facilitated by the popularity of VR gaming and eSports competitions. Further, the German Immersive Technology in Entertainment Industry market held the largest market share, and the UK Immersive Technology in Entertainment Industry market was the fastest growing market in the European region.


The Asia-Pacific Immersive Technology in Entertainment Industry Market is expected to grow at the fastest CAGR from 2023 to 2032. China and South Korea in particular have emerged as major producers and developers of immersive technology gear in the Asia-Pacific region. For instance, Taiwan-based businesses like HTC and Pimax are well known for creating top-notch VR headsets. Moreover, China’s Immersive Technology in Entertainment Industry market held the largest market share, and the Indian Immersive Technology in Entertainment Industry market was the fastest growing market in the Asia-Pacific region.


Immersive Technology in Entertainment Industry Key Market Players & Competitive Insights


Leading market players are investing heavily in research and development in order to expand their product lines, which will help the Immersive Technology in Entertainment Industry market, grow even more. Market participants are also undertaking a variety of strategic activities to expand their footprint, with important market developments including new product launches, contractual agreements, mergers and acquisitions, higher investments, and collaboration with other organizations. To expand and survive in a more competitive and rising market climate, Immersive Technology in Entertainment Industry industry must offer cost-effective items.


Manufacturing locally to minimize operational costs is one of the key business tactics used by manufacturers in the Immersive Technology in Entertainment Industry industry to benefit clients and increase the market sector. In recent years, the Immersive Technology in Entertainment Industry industry has offered some of the most significant advantages to medicine. Major players in the Immersive Technology in Entertainment Industry market, including 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. and others, are attempting to increase market demand by investing in research and development operations.


Sony Group Corp. (Sony) manufactures a variety of products, including devices, tools, medical equipment, semiconductors, and electronics. The company's products include batteries, software, televisions, cell phones, cameras, music systems, game consoles, and other electrical equipment. Sony produces, buys, and distributes motion films, television programs, and recorded music in addition to operating television and digital networks. Through distributors, sales divisions, and online direct sales, the company promotes its products. Under the names Airpeak, Sony, PlayStation, Walkman, Blu-ray, Cyber-shot, Bravia, Exmor, and Experia, it offers products for sale. Africa, the Middle East, Asia-Pacific, and the Americas are all where the company has activities. Sony's corporate headquarters are in Minato-Ku, Tokyo, Japan.


A technological business called Unity Software Inc. (Unity Technologies) creates software platforms. The business offers the (RT3D) development platform, which gives programmers the means to make complex, interactive 2D, 3D, VR, and AR experiences. The product lines offered by Unity Technologies include, among others, Unity Plus, Unity Enterprise, Unity MARS, Unity Build Server, Pixyz, Optimization Accelerator, and multiplayer games. In addition, the business offers RT3D in a variety of industries, including architecture, games, movies, and engineering and construction. San Francisco, California, in the United States, serves as the home base for Unity Technologies.


Key Companies in the Immersive Technology in Entertainment Industry market include




  • 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.




Immersive Technology in Entertainment Industry Market Segmentation


Immersive Technology in Entertainment Industry Component Outlook




  • Hardware



    • Head-Mounted Display (HMD)




    • Gesture Tracking Devices (GTD)




    • Projectors & Display Walls (PDW)






  • Software/Platform



  • Services



    • Professional




    • Managed






Immersive Technology in Entertainment Industry Technology Outlook




  • Mixed Reality (MR)




  • Virtual Reality (VR)




  • Augmented Reality (AR)




  • 360 Film




Immersive Technology in Entertainment Industry Application Outlook




  • Training & Learning




  • Emergency Services




  • Product Development




  • Sales & Marketing




Immersive Technology in Entertainment Industry Regional Outlook





  • North America



    • U.S.




    • Canada






  • Europe



    • Germany




    • France




    • UK




    • Italy




    • Spain




    • Rest of Europe






  • Asia-Pacific



    • China




    • Japan




    • India




    • Australia




    • South Korea




    • Australia




    • Rest of Asia-Pacific






  • Rest of the World



    • Middle East




    • Africa




    • Latin America






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