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    UK Immersive Technology in Gaming Industry Market

    ID: MRFR/ICT/58957-HCR
    200 Pages
    Aarti Dhapte
    September 2025

    UK Immersive Technology in Gaming Industry Market Research Report By Component (Hardware, Head-Mounted Display (HMD), Gesture Tracking Devices (GTD), Projectors & Display Walls (PDW), Software/Platform, Services, Professional and Managed), By Technology (Mixed Reality (MR), Virtual Reality (VR), Augmented Reality (AR), 360 Film) and By Application (Training & Learning, Emergency Services, Product Development, Sales & Marketing)- Forecast to 2035

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    Table of Contents

    UK Immersive Technology in Gaming Industry Market Summary

    The United Kingdom UK Immersive Technology in Gaming Industry is poised for substantial growth, with a market valuation projected to reach 5174 USD Million by 2035.

    Key Market Trends & Highlights

    UK Immersive Technology in Gaming Industry Key Trends and Highlights

    • The market is valued at 758.1 USD Million in 2024, indicating a robust starting point for growth.
    • A compound annual growth rate (CAGR) of 19.08% is anticipated from 2025 to 2035, reflecting strong market momentum.
    • By 2035, the market is expected to expand significantly, reaching a valuation of 5174 USD Million.
    • Growing adoption of immersive technology due to increasing consumer demand for enhanced gaming experiences is a major market driver.

    Market Size & Forecast

    2024 Market Size 758.1 (USD Million)
    2035 Market Size 5174 (USD Million)
    CAGR (2025-2035) 19.08%

    Major Players

    Sony Interactive Entertainment, Ubisoft Entertainment, PlayStation Studios, Electronic Arts, Rockstar Games, Microsoft Corporation, Unity Technologies

    UK Immersive Technology in Gaming Industry Market Trends

    There are a number of reasons why the UK Immersive Technology in Gaming Industry is growing quickly. The gaming experience is getting better as more and more people become interested in virtual reality (VR) and augmented reality (AR) technology. The UK government has seen this trend and is putting money into programs that will help new ideas in immersive technologies. The market has become more creative and developed thanks to efforts to create a thriving gaming environment and make it easy for new businesses to get money.

    One way to find new opportunities is to work with both traditional gaming firms and tech startups. This can lead to new ideas that make the user experience better.

    As esports have become increasingly popular in the UK, there has also been a need for immersive technologies to further engage audiences. The game sector is in a good position to take advantage of these chances, thanks to efforts from groups like UK Interactive Entertainment (UKIE). Recently, there has been a growing interest in social gaming experiences that use immersive technology to let players connect in virtual places. The pandemic has sped up this change, as many gamers look for new and fun ways to connect with others through gaming.

    The UK education system is also looking at immersive technologies for gamified learning experiences, which opens up even more possibilities for the game business.

    The increasing use of immersive technology in many parts of gaming shows how it could change the way games are played and experienced in the UK.

    UK Immersive Technology in Gaming Industry Market Drivers

    Market Segment Insights

    Immersive Technology in Gaming Industry Market Component Insights

    The UK Immersive Technology in Gaming Industry Market is significantly influenced by its Component segment, which encompasses various critical elements that enhance user experience and interaction. Within this sector, hardware plays a vital role, providing the essential infrastructure that supports advanced gaming environments, which has been a pivotal driver of growth in the market. Head-Mounted Displays (HMD) are particularly noteworthy as they enable users to immerse themselves fully into virtual worlds, facilitating not just gaming but also educational and training applications, showcasing their versatility in different domains.

    Gesture Tracking Devices (GTD) capture player movements, translating physical actions into digital interaction, which greatly enriches gameplay and engagement, making it a key technology in developing interactive experiences. Projectors and Display Walls (PDW) contribute by creating large-scale immersive environments, heightening the realism and appeal of the gaming experience; they are frequently used in gaming events and esports tournaments, allowing audiences to engage on a grand scale. Software and platforms stand at the forefront of the Component segment, driving innovation through continuous updates and enhancements while providing the necessary backbone for various gaming applications, including content creation and user interfaces.

    Services, including consulting and implementation for both professional and managed solutions, are increasingly important in facilitating the integration of immersive technologies into existing gaming systems, ensuring that organizations leverage these technologies effectively. The increasing demand for high-quality, immersive gaming experiences is spurring further development and investment in these components, leading to a dynamic and competitive landscape.

    As the UK continues to nurture its technology and gaming sectors, these components will undeniably play a critical role in defining the future of the gaming experience for players and developers alike.Consequently, understanding these elements can provide valuable insight into the trends, opportunities, and competitive advantages for stakeholders in the market.

    Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    Immersive Technology in Gaming Industry Market Technology Insights

    The UK Immersive Technology in Gaming Industry Market has witnessed a noteworthy transformation driven by advancements in Technology, particularly in the areas of Mixed Reality (MR), Virtual Reality (VR), Augmented Reality (AR), and 360 Film. Mixed Reality uniquely combines physical and digital environments, allowing users to interact with both worlds, which enhances user engagement and experience in gaming.

    Virtual Reality has become significant for developers and gamers alike, catering to an increasing demand for immersive experiences, which can transport users to fantastical realms beyond imagination.Meanwhile, Augmented Reality integrates digital elements into the real world, enabling innovative gameplay mechanics that blur the lines between virtual and actual environmentsa trend that has gained momentum in popular gaming titles. 

    Additionally, 360 Film offers viewers a more immersive storytelling approach by allowing them to explore scenes from all angles, thereby enriching the narrative experience. As the UK continues to lead in technological innovation, the growing popularity of these immersive technologies presents opportunities for new business models and expanded market growth within the gaming sector.The ability to enhance user experience through these Technologies is paving the way for the future of gaming in the UK, emphasizing the importance of continuous investment in research and development within this dynamic market landscape.

    Immersive Technology in Gaming Industry Market Application Insights

    The Application segment of the UK Immersive Technology in Gaming Industry Market encompasses various fields such as Training and Learning, Emergency Services, Product Development, and Sales and Marketing. This sector has seen substantial growth, driven by increasing adoption of virtual reality and augmented reality technologies across industries. In Training and Learning, immersive technology provides an engaging platform for skill development, enhancing retention and understanding among users.

    Emergency Services benefit from simulations that allow professionals to practice high-stakes scenarios without risk, thus improving preparedness and response times.In Product Development, immersive technology facilitates rapid prototyping and iterative design processes, allowing companies to visualize products before finalizing them. 

    Sales and Marketing harness immersive experiences to create compelling narratives that engage consumers more deeply, leading to higher conversion rates. Overall, the segmentation illustrates how immersive technology not only enhances gaming experiences but also revolutionizes traditional practices across different industries in the UK. The significant integration of this technology in various applications underlines the ongoing market growth and the opportunity for continued innovation within the gaming industry.

    Get more detailed insights about UK Immersive Technology in Gaming Industry Market Research Report - Forecast to 2035

    Regional Insights

    Key Players and Competitive Insights

    The competitive insights of the UK Immersive Technology in Gaming Industry Market reveal a dynamic landscape characterized by rapid technological advancement and evolving consumer preferences. The market is influenced by the increasing demand for immersive experiences that enhance gameplay through virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies. 

    Companies operating in this space are continuously innovating to deliver more engaging and interactive gaming experiences. Additionally, strategic partnerships, collaborations, and investments in emerging technologies are commonplace as businesses aim to differentiate themselves in a crowded market. The competitive environment benefits from both established players and new entrants, which together foster a thriving ecosystem of creativity and technology specialization, crucial for sustaining growth.

    Key Companies in the UK Immersive Technology in Gaming Industry Market market include

    Industry Developments

    The UK Immersive Technology in Gaming Industry Market continues to evolve rapidly, marked by several significant developments. Ubisoft Entertainment is developing a collaborative platform that utilizes immersive technology to connect players worldwide, expected to launch in early 2024. Additionally, in July 2023, Microsoft Corporation acquired a UK-based game studio to boost its development capabilities in immersive environments for the Xbox platform. 

    The UK government has been supportive of immersive technology initiatives, providing funding for research and development, and fostering collaboration between universities and gaming companies to drive innovation in the sector. The overall market continues to grow, driven by technological advancements and increasing consumer interest in immersive gaming experiences.

    Market Segmentation

    Immersive Technology in Gaming Industry Market Component Outlook

    • Hardware
    • Head-Mounted Display (HMD)
    • Gesture Tracking Devices (GTD)
    • Projectors & Display Walls (PDW)
    • Software/Platform
    • Services
    • Professional and Managed

    Immersive Technology in Gaming Industry Market Technology Outlook

    • Mixed Reality (MR)
    • Virtual Reality (VR)
    • Augmented Reality (AR)
    • 360 Film

    Immersive Technology in Gaming Industry Market Application Outlook

    • Training & Learning
    • Emergency Services
    • Product Development
    • Sales & Marketing

    Report Scope

     

    Report Attribute/Metric Source: Details
    MARKET SIZE 2023 599.21(USD Million)
    MARKET SIZE 2024 758.12(USD Million)
    MARKET SIZE 2035 5174.0(USD Million)
    COMPOUND ANNUAL GROWTH RATE (CAGR) 19.076% (2025 - 2035)
    REPORT COVERAGE Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    BASE YEAR 2024
    MARKET FORECAST PERIOD 2025 - 2035
    HISTORICAL DATA 2019 - 2024
    MARKET FORECAST UNITS USD Million
    KEY COMPANIES PROFILED Square Enix, HTC Corporation, Sony Interactive Entertainment, NVIDIA Corporation, Bandai Namco Entertainment, Ubisoft Entertainment, Valve Corporation, PlayStation Studios, Epic Games, Electronic Arts, Oculus VR, Rockstar Games, Microsoft Corporation, Unity Technologies
    SEGMENTS COVERED Component, Technology, Application
    KEY MARKET OPPORTUNITIES Enhanced user experiences, Cross-platform integration, VR esports growth, AI-driven immersive narratives, Mobile AR gaming expansion
    KEY MARKET DYNAMICS rapid technological advancements, increasing consumer demand, growing investment in startups, expanding AR/VR applications, enhanced user experiences
    COUNTRIES COVERED UK

    Market Highlights

    Author
    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in Market Research and Business Consulting, working under the spectrum of Information Communication Technology, Telecommunications and Semiconductor domains. Aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. Her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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    FAQs

    What is the expected market size of the UK Immersive Technology in Gaming Industry Market in 2024?

    The UK Immersive Technology in Gaming Industry Market is expected to be valued at 758.12 million USD in 2024.

    What is the projected market size of the UK Immersive Technology in Gaming Industry Market by 2035?

    By 2035, the market is projected to reach a value of 5174.0 million USD.

    What is the expected Compound Annual Growth Rate (CAGR) for the UK Immersive Technology in Gaming Industry Market from 2025 to 2035?

    The market is expected to grow at a CAGR of 19.076% from 2025 to 2035.

    Who are the key players in the UK Immersive Technology in Gaming Industry Market?

    Major players include Square Enix, HTC Corporation, Sony Interactive Entertainment, and NVIDIA Corporation.

    What will be the market value for Hardware in the UK Immersive Technology in Gaming Industry Market in 2035?

    The value for Hardware is expected to reach 1050.0 million USD by 2035.

    What market size is anticipated for Head-Mounted Displays (HMD) in 2024?

    The Head-Mounted Displays (HMD) segment is anticipated to be valued at 200.0 million USD in 2024.

    What is the expected market value for Gesture Tracking Devices (GTD) in 2035?

    The market value for Gesture Tracking Devices (GTD) is projected to be 1260.0 million USD by 2035.

    What are the anticipated market trends for Immersive Technology in Gaming from 2025 to 2035?

    Key trends include increasing adoption of virtual reality and augmented reality technologies in gaming.

    How is the competitive landscape of the UK Immersive Technology in Gaming Industry Market expected to evolve?

    The competitive landscape is likely to see more collaborations and innovations from leading companies driving market growth.

    What is the projected market value for Software/Platform in the UK Immersive Technology in Gaming Industry Market in 2035?

    By 2035, the Software/Platform segment is expected to reach a value of 624.0 million USD.

    1. EXECUTIVE
    2. SUMMARY
    3. Market Overview
    4. Key Findings
    5. Market Segmentation
    6. Competitive Landscape
    7. Challenges and Opportunities
    8. Future Outlook
    9. MARKET INTRODUCTION
    10. Definition
    11. Scope of the study
    12. Research Objective
    13. Assumption
    14. Limitations
    15. RESEARCH
    16. METHODOLOGY
    17. Overview
    18. Data
    19. Mining
    20. Secondary Research
    21. Primary
    22. Research
    23. Primary Interviews and Information Gathering
    24. Process
    25. Breakdown of Primary Respondents
    26. Forecasting
    27. Model
    28. Market Size Estimation
    29. Bottom-Up
    30. Approach
    31. Top-Down Approach
    32. Data
    33. Triangulation
    34. Validation
    35. MARKET
    36. DYNAMICS
    37. Overview
    38. Drivers
    39. Restraints
    40. Opportunities
    41. MARKET FACTOR ANALYSIS
    42. Value chain Analysis
    43. Porter's
    44. Five Forces Analysis
    45. Bargaining Power of Suppliers
    46. Bargaining
    47. Power of Buyers
    48. Threat of New Entrants
    49. Threat
    50. of Substitutes
    51. Intensity of Rivalry
    52. COVID-19
    53. Impact Analysis
    54. Market Impact Analysis
    55. Regional
    56. Impact
    57. Opportunity and Threat Analysis
    58. UK
    59. Immersive Technology in Gaming Industry Market, BY Component (USD Million)
    60. Hardware
    61. Head-Mounted
    62. Display (HMD)
    63. Gesture Tracking Devices (GTD)
    64. Projectors
    65. & Display Walls (PDW)
    66. Software/Platform
    67. Services
    68. Professional
    69. and Managed
    70. UK Immersive Technology
    71. in Gaming Industry Market, BY Technology (USD Million)
    72. Mixed
    73. Reality (MR)
    74. Virtual Reality (VR)
    75. Augmented
    76. Reality (AR)
    77. Film
    78. UK
    79. Immersive Technology in Gaming Industry Market, BY Application (USD Million)
    80. Training
    81. & Learning
    82. Emergency Services
    83. Product
    84. Development
    85. Sales & Marketing
    86. Competitive Landscape
    87. Overview
    88. Competitive
    89. Analysis
    90. Market share Analysis
    91. Major
    92. Growth Strategy in the Immersive Technology in Gaming Industry Market
    93. Competitive
    94. Benchmarking
    95. Leading Players in Terms of Number of Developments
    96. in the Immersive Technology in Gaming Industry Market
    97. Key
    98. developments and growth strategies
    99. New Product Launch/Service
    100. Deployment
    101. Merger & Acquisitions
    102. Joint
    103. Ventures
    104. Major Players Financial Matrix
    105. Sales
    106. and Operating Income
    107. Major Players R&D Expenditure.
    108. Company
    109. Profiles
    110. Square Enix
    111. Financial
    112. Overview
    113. Products Offered
    114. Key
    115. Developments
    116. SWOT Analysis
    117. Key
    118. Strategies
    119. HTC Corporation
    120. Financial
    121. Overview
    122. Products Offered
    123. Key
    124. Developments
    125. SWOT Analysis
    126. Key
    127. Strategies
    128. Sony Interactive Entertainment
    129. Financial
    130. Overview
    131. Products Offered
    132. Key
    133. Developments
    134. SWOT Analysis
    135. Key
    136. Strategies
    137. NVIDIA Corporation
    138. Financial
    139. Overview
    140. Products Offered
    141. Key
    142. Developments
    143. SWOT Analysis
    144. Key
    145. Strategies
    146. Bandai Namco Entertainment
    147. Financial
    148. Overview
    149. Products Offered
    150. Key
    151. Developments
    152. SWOT Analysis
    153. Key
    154. Strategies
    155. Ubisoft Entertainment
    156. Financial
    157. Overview
    158. Products Offered
    159. Key
    160. Developments
    161. SWOT Analysis
    162. Key
    163. Strategies
    164. Valve Corporation
    165. Financial
    166. Overview
    167. Products Offered
    168. Key
    169. Developments
    170. SWOT Analysis
    171. Key
    172. Strategies
    173. PlayStation Studios
    174. Financial
    175. Overview
    176. Products Offered
    177. Key
    178. Developments
    179. SWOT Analysis
    180. Key
    181. Strategies
    182. Epic Games
    183. Financial
    184. Overview
    185. Products Offered
    186. Key
    187. Developments
    188. SWOT Analysis
    189. Key
    190. Strategies
    191. Electronic Arts
    192. Financial
    193. Overview
    194. Products Offered
    195. Key
    196. Developments
    197. SWOT Analysis
    198. Key
    199. Strategies
    200. Oculus VR
    201. Financial
    202. Overview
    203. Products Offered
    204. Key
    205. Developments
    206. SWOT Analysis
    207. Key
    208. Strategies
    209. Rockstar Games
    210. Financial
    211. Overview
    212. Products Offered
    213. Key
    214. Developments
    215. SWOT Analysis
    216. Key
    217. Strategies
    218. Microsoft Corporation
    219. Financial
    220. Overview
    221. Products Offered
    222. Key
    223. Developments
    224. SWOT Analysis
    225. Key
    226. Strategies
    227. Unity Technologies
    228. Financial
    229. Overview
    230. Products Offered
    231. Key
    232. Developments
    233. SWOT Analysis
    234. Key
    235. Strategies
    236. References
    237. Related
    238. Reports
    239. LIST
    240. OF ASSUMPTIONS
    241. UK Immersive Technology in Gaming Industry
    242. Market SIZE ESTIMATES & FORECAST, BY COMPONENT, 2019-2035 (USD Billions)
    243. UK
    244. Immersive Technology in Gaming Industry Market SIZE ESTIMATES & FORECAST, BY
    245. TECHNOLOGY, 2019-2035 (USD Billions)
    246. UK Immersive Technology
    247. in Gaming Industry Market SIZE ESTIMATES & FORECAST, BY APPLICATION, 2019-2035
    248. (USD Billions)
    249. PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL
    250. ACQUISITION/PARTNERSHIP
    251. LIST
    252. Of figures
    253. MARKET SYNOPSIS
    254. UK
    255. IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET ANALYSIS BY COMPONENT
    256. UK
    257. IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET ANALYSIS BY TECHNOLOGY
    258. UK
    259. IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET ANALYSIS BY APPLICATION
    260. KEY
    261. BUYING CRITERIA OF IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET
    262. RESEARCH
    263. PROCESS OF MRFR
    264. DRO ANALYSIS OF IMMERSIVE TECHNOLOGY
    265. IN GAMING INDUSTRY MARKET
    266. DRIVERS IMPACT ANALYSIS: IMMERSIVE
    267. TECHNOLOGY IN GAMING INDUSTRY MARKET
    268. RESTRAINTS IMPACT
    269. ANALYSIS: IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET
    270. SUPPLY
    271. / VALUE CHAIN: IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET
    272. IMMERSIVE
    273. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY COMPONENT, 2025 (% SHARE)
    274. IMMERSIVE
    275. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY COMPONENT, 2019 TO 2035 (USD Billions)
    276. IMMERSIVE
    277. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY TECHNOLOGY, 2025 (% SHARE)
    278. IMMERSIVE
    279. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY TECHNOLOGY, 2019 TO 2035 (USD Billions)
    280. IMMERSIVE
    281. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY APPLICATION, 2025 (% SHARE)
    282. IMMERSIVE
    283. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY APPLICATION, 2019 TO 2035 (USD Billions)
    284. BENCHMARKING
    285. OF MAJOR COMPETITORS

    UK Immersive Technology in Gaming Industry Market Segmentation

     

    • Immersive Technology in Gaming Industry Market By Component (USD Million, 2019-2035)

      • Hardware
      • Head-Mounted Display (HMD)
      • Gesture Tracking Devices (GTD)
      • Projectors & Display Walls (PDW)
      • Software/Platform
      • Services
      • Professional and Managed

     

    • Immersive Technology in Gaming Industry Market By Technology (USD Million, 2019-2035)

      • Mixed Reality (MR)
      • Virtual Reality (VR)
      • Augmented Reality (AR)
      • 360 Film

     

    • Immersive Technology in Gaming Industry Market By Application (USD Million, 2019-2035)

      • Training & Learning
      • Emergency Services
      • Product Development
      • Sales & Marketing

     

     

     

     

     

     

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