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Asia Pacific Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology, By Application (Gaming, Music & Concerts, Immersive Theater, Arcade Studios, Live Events, Sports, Museum & Cultural Experiences and Others), By Country and Growth Forecast, 2023 - 2030

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    Report

  • 128 Pages
  • January 2024
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5928522
The Asia Pacific Immersive Entertainment Market would witness market growth of 24.3% CAGR during the forecast period (2023-2030).

This cross-platform immersion allows for more dynamic and versatile storytelling, enabling creators to craft experiences seamlessly blending the virtual and physical worlds. This form of entertainment has ushered in a new era of storytelling. Creators are now exploring interactive narratives where users play an active role in shaping the story's outcome. This trend reshapes traditional entertainment formats, offering audiences personalized and participatory experiences. Virtual spaces for real-time collaboration have gained traction, particularly in the corporate and educational sectors. Virtual meetings, conferences, and collaborative workspaces allow users to interact and engage in a shared digital environment, transcending geographical limitations.

The gaming industry has been at the forefront of the entertainment, with VR and AR technologies enhancing the gaming experience. VR headsets provide gamers a more immersive and realistic environment, while AR overlays digital elements onto the physical world. Esports, too, has embraced immersive technologies to elevate the spectator experience, blurring the lines between gaming and traditional sports. Immersive technologies are reshaping the film and television industry by offering audiences a more engaging and interactive viewing experience. VR films and 360-degree videos immerse viewers in the story, while AR applications provide additional information or interactive elements during live broadcasts.

Invest India projects that by 2030, the media and entertainment sector in India will be worth $100 billion. The digital media subsegment, which is the second largest, is projected to increase by 30% to $6.9 billion by 2022. Additionally, according to the State Council, in 2023, the sales revenue of China's game industry hit nearly 29.23 billion yuan, expanding by 46.08 percent year on year. The revenue of China's mobile game industry surged 63.73 percent year on year to 22.85 billion yuan. Therefore, the factors mentioned above will propel market growth in this region.

The China market dominated the Asia Pacific Immersive Entertainment Market, by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $29,882.3 Million by 2030. The Japan market is registering a CAGR of 23.4% during (2023 - 2030). Additionally, The India market would showcase a CAGR of 25% during (2023 - 2030).

Based on Technology, the market is segmented into Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) and Others. Based on Application, the market is segmented into Gaming, Music & Concerts, Immersive Theater, Arcade Studios, Live Events, Sports, Museum & Cultural Experiences and Others. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

List of Key Companies Profiled

  • Meta Platforms, Inc. (Meta)
  • Microsoft Corporation
  • HTC Corporation
  • Barco NV
  • Magic Leap, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Apple, Inc.
  • Sony Corporation
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Unity Software, Inc.

Market Report Segmentation

By Technology
  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • Others
By Application
  • Gaming
  • Music & Concerts
  • Immersive Theater
  • Arcade Studios
  • Live Events
  • Sports
  • Museum & Cultural Experiences
  • Others
By Country
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Immersive Entertainment Market, by Technology
1.4.2 Asia Pacific Immersive Entertainment Market, by Application
1.4.3 Asia Pacific Immersive Entertainment Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
Chapter 4. Competition Analysis - Global
4.1 Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Top Winning Strategies
4.3.1 Key Leading Strategies: Percentage Distribution (2019-2023)
4.3.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2019, May - 2023, Dec) Leading Players
4.4 Porter Five Forces Analysis
Chapter 5. Asia Pacific Immersive Entertainment Market, by Technology
5.1 Asia Pacific Virtual Reality (VR) Market, by Country
5.2 Asia Pacific Augmented Reality (AR) Market, by Country
5.3 Asia Pacific Mixed Reality (MR) Market, by Country
5.4 Asia Pacific Others Market, by Country
Chapter 6. Asia Pacific Immersive Entertainment Market, by Application
6.1 Asia Pacific Gaming Market, by Country
6.2 Asia Pacific Music & Concerts Market, by Country
6.3 Asia Pacific Immersive Theater Market, by Country
6.4 Asia Pacific Arcade Studios Market, by Country
6.5 Asia Pacific Live Events Market, by Country
6.6 Asia Pacific Sports Market, by Country
6.7 Asia Pacific Museum & Cultural Experiences Market, by Country
6.8 Asia Pacific Others Market, by Country
Chapter 7. Asia Pacific Immersive Entertainment Market, by Country
7.1 China Immersive Entertainment Market
7.1.1 China Immersive Entertainment Market, by Technology
7.1.2 China Immersive Entertainment Market, by Application
7.2 Japan Immersive Entertainment Market
7.2.1 Japan Immersive Entertainment Market, by Technology
7.2.2 Japan Immersive Entertainment Market, by Application
7.3 India Immersive Entertainment Market
7.3.1 India Immersive Entertainment Market, by Technology
7.3.2 India Immersive Entertainment Market, by Application
7.4 South Korea Immersive Entertainment Market
7.4.1 South Korea Immersive Entertainment Market, by Technology
7.4.2 South Korea Immersive Entertainment Market, by Application
7.5 Singapore Immersive Entertainment Market
7.5.1 Singapore Immersive Entertainment Market, by Technology
7.5.2 Singapore Immersive Entertainment Market, by Application
7.6 Malaysia Immersive Entertainment Market
7.6.1 Malaysia Immersive Entertainment Market, by Technology
7.6.2 Malaysia Immersive Entertainment Market, by Application
7.7 Rest of Asia Pacific Immersive Entertainment Market
7.7.1 Rest of Asia Pacific Immersive Entertainment Market, by Technology
7.7.2 Rest of Asia Pacific Immersive Entertainment Market, by Application
Chapter 8. Company Profiles
8.1 Meta Platforms, Inc. (Meta)
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Segment and Regional Analysis
8.1.4 Research & Development Expense
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Product Launches and Product Expansions:
8.1.6 SWOT Analysis
8.2 HTC Corporation
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Regional Analysis
8.2.4 Research & Development Expense
8.2.5 Recent strategies and developments:
8.2.5.1 Product Launches and Product Expansions:
8.2.6 SWOT Analysis
8.3 Samsung Electronics Co., Ltd. (Samsung Group)
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental and Regional Analysis
8.3.4 Recent strategies and developments:
8.3.4.1 Partnerships, Collaborations, and Agreements:
8.3.5 SWOT Analysis
8.4 Sony Corporation
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expenses
8.4.5 Recent strategies and developments:
8.4.5.1 Product Launches and Product Expansions:
8.4.6 SWOT Analysis
8.5 Qualcomm Incorporated (Qualcomm Technologies, Inc.)
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Segmental and Regional Analysis
8.5.4 Research & Development Expense
8.5.5 Recent strategies and developments:
8.5.5.1 Product Launches and Product Expansions:
8.5.6 SWOT Analysis
8.6 Microsoft Corporation
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Segmental and Regional Analysis
8.6.4 Research & Development Expenses
8.6.5 Recent strategies and developments:
8.6.5.1 Partnerships, Collaborations, and Agreements:
8.6.5.2 Product Launches and Product Expansions:
8.6.5.3 Acquisition and Mergers:
8.6.6 SWOT Analysis
8.7 Barco NV
8.7.1 Company Overview
8.7.2 Financial Analysis
8.7.3 Segmental and Regional Analysis
8.7.4 Research & Development Expense
8.7.5 Recent strategies and developments:
8.7.5.1 Partnerships, Collaborations, and Agreements:
8.8 Magic Leap, Inc.
8.8.1 Company Overview
8.8.2 Recent strategies and developments:
8.8.2.1 Product Launches and Product Expansions:
8.8.3 SWOT Analysis
8.9 Apple, Inc.
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Regional Analysis
8.9.4 Research & Development Expense
8.9.5 Recent strategies and developments:
8.9.5.1 Product Launches and Product Expansions:
8.9.6 SWOT Analysis
8.10. Unity Software, Inc.
8.10.1 Company Overview
8.10.2 Financial Analysis
8.10.3 Regional Analysis
8.10.4 Research & Development Expenses
8.10.5 Recent strategies and developments:
8.10.5.1 Partnerships, Collaborations, and Agreements:

Companies Mentioned

  • Meta Platforms, Inc. (Meta)
  • Microsoft Corporation
  • HTC Corporation
  • Barco NV
  • Magic Leap, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Apple, Inc.
  • Sony Corporation
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Unity Software, Inc.

Methodology

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