The immersive display in entertainment market size is expected to see exponential growth in the next few years. It will grow to $10.04 billion in 2030 at a compound annual growth rate (CAGR) of 22.4%. The growth in the forecast period can be attributed to rising investment in immersive venues, demand for experiential entertainment, advancements in display brightness and resolution, growth of content creation studios, increasing urban entertainment infrastructure. Major trends in the forecast period include large-format immersive video walls, multi-sensory entertainment environments, real-time interactive visual storytelling, ultra-high-resolution panoramic displays, location-based immersive entertainment growth.
The increasing popularity of live events is anticipated to drive the expansion of the immersive display segment in the entertainment market in the coming years. Live events are defined as real-time gatherings or broadcasts where audiences experience content simultaneously, either physically or virtually. This growing interest in live events is fueled by people’s desire for social interaction, enabling them to share experiences, engage with others, and develop a sense of community. Immersive displays in entertainment elevate live events by offering captivating, multi-sensory experiences that engage audiences and strengthen social and emotional connections. For example, in July 2025, according to The Department for Culture, Media and Sport (DCMS), a UK-based government organization, between April 2024 and March 2025, 30% of adults reported attending live sports events in person within the previous 12 months. Consequently, the rising interest in live events is contributing to the growth of immersive displays in the entertainment market.
Companies in the immersive display entertainment market are investing in advanced technologies, such as ultra-high-resolution LED screens, to elevate audience engagement and deliver visually striking experiences. These displays use small LEDs to produce bright, detailed, and color-accurate images, creating fully immersive environments in large-scale venues. In June 2023, US-based Sphere Entertainment Co. launched Sphere Studios, an immersive content studio designed to produce multi-sensory live entertainment. The studio introduced Big Sky, an ultra-high-resolution 16K x 16K camera system, enabling audiences to experience content with exceptional detail and realism. Combined with haptic seating, spatial audio, and environmental effects such as wind, heat, and scent, these innovations allow artists to transport viewers to both real and imagined worlds without leaving their seats, setting a new standard for large-scale entertainment.
In October 2025, Ross Video Limited, a Canada‑based live production technology company, acquired ioversal for an undisclosed amount. Through this acquisition, Ross Video intends to enhance its technological expertise in experiential audiovisual production, broadening its end‑to‑end live production ecosystem to incorporate immersive experience solutions. ioversal international GmbH is a Germany‑based audiovisual technology company specializing in the development of the Vertex platform, a suite of tools for immersive and interactive audiovisual experiences used in interactive exhibits, live entertainment, large-scale productions, and projection mapping.
Major companies operating in the immersive display in entertainment market are Samsung Electronics Co. Ltd., Sony Group Corporation, LG Electronics Inc., Panasonic Holdings Corporation, NEC Corporation, Sharp Corporation, Seiko Epson Corporation, Hisense Group Co. Ltd., Barco N.V., ViewSonic Corporation, Absen Optoelectronic Co. Ltd., Planar Systems Inc., Christie Digital Systems USA Inc., HTC Corporation, Shenzhen INFiLED Electronics Co. Ltd., ROE Visual Co. Ltd., Kopin Corporation, NanoLumens Inc., Leyard Optoelectronic Co. Ltd., AU Optronics Corp., BOE Technology Group Co. Ltd., Unilumin Group Co. Ltd., Daktronics Inc., Optoma Corporation, BenQ Corporation.
North America was the largest region in the immersive display in entertainment market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the immersive display in entertainment 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 display in entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The immersive display in entertainment market consists of revenues earned by entities by providing services such as analytics and personalization services, hybrid experiences, and educational entertainment, interactive storytelling, simulations and training for entertainment, haptic and sensory experiences, immersive advertising and brand experiences, live streaming of immersive content, immersive music and audio services. The market value includes the value of related goods sold by the service provider or included within the service offering. The immersive display in entertainment market also includes sales of haptic feedback systems, high-resolution projection systems, augmented reality (AR) and mixed reality (MR) devices. 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 Display in Entertainment Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses immersive display in entertainment 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 display in entertainment? 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 display in entertainment 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 Technology: Light-Emitting Diode (LED); Organic Light-Emitting Diode (OLED); Other Technologies2) By Resolution: 4K; 8K; Other Resolutions
3) By Application: Theater and Cinema; Entertainment Venues; Museum and Exhibitions; Content Creation Studios; Theme Parks and Amusement Parks; Other Applications
Subsegments:
1) By Light-Emitting Diode (LED): Mini Light-Emitting Diode; Micro Light-Emitting Diode; Conventional Light-Emitting Diode2) By Organic Light-Emitting Diode (OLED): Flexible Organic Light-Emitting Diode; Transparent Organic Light-Emitting Diode; Top Emission Organic Light-Emitting Diode; Bottom Emission Organic Light-Emitting Diode
3) By Other Technologies: Quantum Dot; Liquid Crystal Display; Micro Electromechanical System
Companies Mentioned: Samsung Electronics Co. Ltd.; Sony Group Corporation; LG Electronics Inc.; Panasonic Holdings Corporation; NEC Corporation; Sharp Corporation; Seiko Epson Corporation; Hisense Group Co. Ltd.; Barco N.V.; ViewSonic Corporation; Absen Optoelectronic Co. Ltd.; Planar Systems Inc.; Christie Digital Systems USA Inc.; HTC Corporation; Shenzhen INFiLED Electronics Co. Ltd.; ROE Visual Co. Ltd.; Kopin Corporation; NanoLumens Inc.; Leyard Optoelectronic Co. Ltd.; AU Optronics Corp.; BOE Technology Group Co. Ltd.; Unilumin Group Co. Ltd.; Daktronics Inc.; Optoma Corporation; BenQ 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 Display in Entertainment market report include:- Samsung Electronics Co. Ltd.
- Sony Group Corporation
- LG Electronics Inc.
- Panasonic Holdings Corporation
- NEC Corporation
- Sharp Corporation
- Seiko Epson Corporation
- Hisense Group Co. Ltd.
- Barco N.V.
- ViewSonic Corporation
- Absen Optoelectronic Co. Ltd.
- Planar Systems Inc.
- Christie Digital Systems USA Inc.
- HTC Corporation
- Shenzhen INFiLED Electronics Co. Ltd.
- ROE Visual Co. Ltd.
- Kopin Corporation
- NanoLumens Inc.
- Leyard Optoelectronic Co. Ltd.
- AU Optronics Corp.
- BOE Technology Group Co. Ltd.
- Unilumin Group Co. Ltd.
- Daktronics Inc.
- Optoma Corporation
- BenQ Corporation
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 4.48 Billion |
| Forecasted Market Value ( USD | $ 10.04 Billion |
| Compound Annual Growth Rate | 22.4% |
| Regions Covered | Global |
| No. of Companies Mentioned | 26 |


