The immersive marketing market size is expected to see exponential growth in the next few years. It will grow to $37.97 billion in 2030 at a compound annual growth rate (CAGR) of 31.6%. The growth in the forecast period can be attributed to increasing adoption of metaverse-based marketing, rising use of ai-driven customer insights, expansion of immersive commerce experiences, growing demand for real-time engagement analytics, increasing integration of mixed reality campaigns. Major trends in the forecast period include increasing adoption of ar and vr brand experiences, rising demand for interactive product demonstrations, growing integration of data-driven personalization, expansion of virtual event and campaign platforms, enhanced focus on emotional brand engagement.
The growing penetration of smartphones and the internet is expected to drive the immersive marketing market in the coming years. Smartphone and internet penetration refers to the percentage of the population with access to and regular use of smartphones and online connectivity. This increase is largely attributed to advancements in network infrastructure, which improve connection speed, reliability, and accessibility for users. Immersive marketing, in turn, capitalizes on this connectivity by delivering engaging and interactive experiences that promote deeper digital integration and usage. For example, according to Ericsson’s Mobility Report, a Sweden-based telecommunications firm, global smartphone subscriptions reached 6.93 billion in 2023 and increased to 7.16 billion in 2024. As a result, rising smartphone and internet usage is contributing significantly to the expansion of the immersive marketing market.
Leading companies in the immersive marketing space are investing in advanced technologies and new experiences, such as immersive-events business divisions, to boost engagement and strengthen brand-consumer interactions. These immersive-events divisions offer specialized services that use virtual, augmented, or mixed reality to create dynamic experiences for both live and virtual events. For instance, in March 2025, Media Bridge, Inc, a US-based media company launched MB Activate, a new division dedicated to immersive events. This initiative expands the agency’s offerings by providing clients with innovative experiential marketing solutions, including immersive activations, artistic installations, interactive engagements, and community-driven experiences. These initiatives are crafted to foster emotional connections, generate excitement, and promote cultural relevance. Each experience is backed by media amplification, turnkey production services, live content capture, and performance analytics to ensure tangible results and meaningful audience impact.
In April 2025, Maxposure Limited, a US-based marketing firm, acquired Neutral Digital for an undisclosed amount. The purpose of this acquisition is to strengthen Maxposure’s global aviation services by incorporating immersive XR technologies to enhance training programs, in-flight entertainment, and digital engagement offerings. Neutral Digital Limited, headquartered in the UK, specializes in creating immersive content, particularly through virtual reality (VR), augmented reality (AR), and 360° video solutions.
Major companies operating in the immersive marketing market are Microsoft Corporation, Meta Platforms Inc., Unity Software Inc., HTC Corporation, Valve Corporation, Magic Leap Inc., Superside Inc., Pimax Technology (Shanghai) Co. Ltd., Varjo Technologies Oy, EON Reality Inc., Pico Interactive Inc., Resolution Games AB, Paradiso Solutions LLC, Groove Jones Inc., Virtuix Inc., Mad Hatter Experience LLC, Felix And Paul Studios Inc., Zeality LLC, Mindesk Srl, Baobab Studios Inc.
North America was the largest region in the immersive marketing market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the immersive marketing market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the immersive marketing market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The immersive marketing market consists of revenues earned by entities by providing services such as 360-degree video production, gamified marketing campaigns, location-based immersive advertising, and data analytics for immersive campaigns. The market value includes the value of related goods sold by the service provider or included within the service offering. The immersive marketing market also includes sales of haptic feedback devices and wearables, 360-degree cameras, projection mapping equipment, and spatial audio systems. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Immersive Marketing Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses immersive marketing market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for immersive marketing? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The immersive marketing market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Component: Hardware; Software or Platform; Services2) By Technology: Virtual Reality (VR); Augmented Reality (AR); Mixed Reality (MR); Others Technologies
3) By Organization: Small and Medium Enterprises (SMEs); Large Enterprises
4) By Application: Advertising and Branding; Product Launches and Demonstrations; Events and Experiential Marketing; Social Media Campaigns; Others Applications
5) By End User: Retail and E Commerce; Fashion and Beauty; Automotive; Travel and Hospitality; Real Estate; Gaming and Entertainment; Healthcare; Education; Other End Users
Subsegments:
1) By Hardware: Virtual Reality (VR) Devices; Augmented Reality (AR) Devices; Mixed Reality (MR) Devices; Wearable Devices; Sensors and Cameras2) By Software or Platform: Augmented Reality or Virtual Reality Content Management Software; Immersive Experience Platforms; 3D Modeling and Simulation Software; Analytics and Data Visualization Software; Marketing Automation Platforms for Immersive Tech
3) By Services: Consulting and Strategy Services; Content Creation and Development; Integration and Deployment Services; Maintenance and Support Services; Training and Education Services
Companies Mentioned: Microsoft Corporation; Meta Platforms Inc.; Unity Software Inc.; Epic Games Inc.; Adobe Systems Incorporated; NVIDIA Corporation; Magic Leap Inc.; HTC Corporation; Varjo Technologies Oy; EON Reality Inc.; Niantic Inc.; Zappar Ltd.; Blippar Ltd.; Groove Jones Inc.; the Glimpse Group Inc.; Accenture PLC; Infosys Limited; Tata Consultancy Services Limited; Wipro Limited; Capgemini SE; Cognizant Technology Solutions Corporation
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Immersive Marketing market report include:- Microsoft Corporation
- Meta Platforms Inc.
- Unity Software Inc.
- Epic Games Inc.
- Adobe Systems Incorporated
- NVIDIA Corporation
- Magic Leap Inc.
- HTC Corporation
- Varjo Technologies Oy
- EON Reality Inc.
- Niantic Inc.
- Zappar Ltd.
- Blippar Ltd.
- Groove Jones Inc.
- The Glimpse Group Inc.
- Accenture PLC
- Infosys Limited
- Tata Consultancy Services Limited
- Wipro Limited
- Capgemini SE
- Cognizant Technology Solutions Corporation
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 12.67 Billion |
| Forecasted Market Value ( USD | $ 37.97 Billion |
| Compound Annual Growth Rate | 31.6% |
| Regions Covered | Global |
| No. of Companies Mentioned | 22 |


