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LAMEA 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

  • 126 Pages
  • January 2024
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5928420
The Latin America, Middle East and Africa Immersive Entertainment Market would witness market growth of 28.1% CAGR during the forecast period (2023-2030).

Immersive technologies are making significant inroads in healthcare, from medical training simulations to therapeutic applications. VR offers immersive and personalized interventions for exposure therapy, pain management, and rehabilitation programs. The education sector has embraced immersive technologies as powerful tools for enhancing learning experiences. Virtual classrooms, simulated environments, and VR-based training programs enable students and professionals to engage in realistic scenarios, facilitating skill development and knowledge retention.

Brands are leveraging immersive experiences to create memorable and impactful marketing campaigns. AR applications allow consumers to visualize products in their environments before purchasing, enhancing the online shopping experience. Immersive marketing strategies aim to forge deeper connections between brands and consumers. The rapid evolution of immersive technologies is a key factor driving the market. Advancements in hardware, software, and connectivity contribute to developing more sophisticated and accessible immersive experiences.

According to UAE Stat, the total disposable income in UAE was 1,100,319 AED in 2020. Higher-income levels allow for the adoption of cutting-edge entertainment technologies. Consumers in the UAE may invest in the latest VR headsets, AR glasses, and other immersive devices. This form of entertainment may extend into luxury hospitality and tourism experiences. Individuals with higher disposable income may seek exclusive immersive experiences as part of premium travel packages or luxury resort offerings. The disposable income allows individuals in the UAE to participate in immersive events and attractions. Whether VR-themed events, escape rooms, or interactive exhibitions, customers are more likely to explore and engage in exclusive immersive experiences. As a result, these aspects will boost market growth in the coming years.

The Brazil market dominated the LAMEA Immersive Entertainment Market, by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $8,209.5 Million by 2030. The Argentina market is showcasing a CAGR of 28.8% during (2023 - 2030). Additionally, The UAE market would register a CAGR of 27.7% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

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
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 LAMEA Immersive Entertainment Market, by Technology
1.4.2 LAMEA Immersive Entertainment Market, by Application
1.4.3 LAMEA 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. LAMEA Immersive Entertainment Market, by Technology
5.1 LAMEA Virtual Reality (VR) Market, by Country
5.2 LAMEA Augmented Reality (AR) Market, by Country
5.3 LAMEA Mixed Reality (MR) Market, by Country
5.4 LAMEA Others Market, by Country
Chapter 6. LAMEA Immersive Entertainment Market, by Application
6.1 LAMEA Gaming Market, by Country
6.2 LAMEA Music & Concerts Market, by Country
6.3 LAMEA Immersive Theater Market, by Country
6.4 LAMEA Arcade Studios Market, by Country
6.5 LAMEA Live Events Market, by Country
6.6 LAMEA Sports Market, by Country
6.7 LAMEA Museum & Cultural Experiences Market, by Country
6.8 LAMEA Others Market, by Country
Chapter 7. LAMEA Immersive Entertainment Market, by Country
7.1 Brazil Immersive Entertainment Market
7.1.1 Brazil Immersive Entertainment Market, by Technology
7.1.2 Brazil Immersive Entertainment Market, by Application
7.2 Argentina Immersive Entertainment Market
7.2.1 Argentina Immersive Entertainment Market, by Technology
7.2.2 Argentina Immersive Entertainment Market, by Application
7.3 UAE Immersive Entertainment Market
7.3.1 UAE Immersive Entertainment Market, by Technology
7.3.2 UAE Immersive Entertainment Market, by Application
7.4 Saudi Arabia Immersive Entertainment Market
7.4.1 Saudi Arabia Immersive Entertainment Market, by Technology
7.4.2 Saudi Arabia Immersive Entertainment Market, by Application
7.5 South Africa Immersive Entertainment Market
7.5.1 South Africa Immersive Entertainment Market, by Technology
7.5.2 South Africa Immersive Entertainment Market, by Application
7.6 Nigeria Immersive Entertainment Market
7.6.1 Nigeria Immersive Entertainment Market, by Technology
7.6.2 Nigeria Immersive Entertainment Market, by Application
7.7 Rest of LAMEA Immersive Entertainment Market
7.7.1 Rest of LAMEA Immersive Entertainment Market, by Technology
7.7.2 Rest of LAMEA 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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