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Immersive Technology Market Size - By Component (Hardware, Software, Services), By Application (Training & Learning, Emergency Services, Product Development, Sales & Marketing), By Technology, By Industry Vertical & Forecast, 2024-2032

  • Report ID: GMI8645
  • Published Date: Mar 2024
  • Report Format: PDF

Report Content

Chapter 1   Methodology & Scope

1.1   Research design

1.1.1    Research approach

1.1.2    Data collection methods

1.2   Base estimates and calculations

1.2.1    Base year calculation

1.2.2    Key trends for market estimates

1.3   Forecast model

1.4   Primary research & validation

1.4.1    Primary sources

1.4.2    Data mining sources

1.5   Market definitions

Chapter 2   Executive Summary

2.1   Industry 360-degree synopsis, 2021 - 2032

Chapter 3   Industry Insights

3.1   Industry ecosystem analysis

3.2   Supplier landscape

3.2.1    Component suppliers

3.2.2    Hardware manufacturers

3.2.3    Software providers

3.2.4    Service providers

3.2.5    System integrators

3.2.6    End-users

3.3   Profit margin analysis

3.4   Technology & innovation landscape

3.5   Patent analysis

3.6   Key news & initiatives

3.7   Regulatory landscape

3.8   Impact forces

3.8.1   Growth drivers

3.8.1.1    Growing demand for immersive entertainment experiences

3.8.1.2    Increasing adoption of virtual collaboration tools and remote work solutions

3.8.1.3    Rising investment in healthcare for telemedicine, surgical training, and patient rehabilitation using immersive technologies

3.8.1.4    Rising technological advancements in the market

3.8.2   Industry pitfalls & challenges

3.8.2.1    High hardware costs

3.9   Growth potential analysis

3.10   Porter’s analysis

3.11   PESTEL analysis

Chapter 4   Competitive Landscape, 2023

4.1   Introduction

4.2   Company market share analysis

4.3   Competitive positioning matrix

4.4   Strategic outlook matrix

Chapter 5   Market Estimates & Forecast, By Component 2021 - 2032 ($Bn, Units)

5.1   Key trends

5.2   Hardware

5.2.1    Head mounted display (HMD)

5.2.2    Gesture tracking devices (GTD)

5.2.3    Projectors & display walls (PDW)

5.3   Software

5.4   Services

5.4.1    Professional

5.4.2    Managed

Chapter 6   Market Estimates & Forecast, By Technology, 2021 - 2032 ($Bn)

6.1   Key trends

6.2   Virtual reality

6.3   Augmented reality

6.4   Mixed reality

6.5   Others

Chapter 7   Market Estimates & Forecast, By Application, 2021 - 2032 ($Bn)

7.1   Key trends

7.2   Training & learning

7.3   Emergency services

7.4   Product development

7.5   Sales & marketing

7.6   Others

Chapter 8   Market Estimates & Forecast, By industry vertical, 2021 - 2032 ($Bn)

8.1   Key trends

8.2   Aerospace & defense

8.2.1    Virtual reality

8.2.2    Augmented reality

8.2.3    Mixed reality

8.3   Manufacturing

8.3.1    Virtual reality

8.3.2    Augmented reality

8.3.3    Mixed reality

8.4   Automotive

8.4.1    Virtual reality

8.4.2    Augmented reality

8.4.3    Mixed reality

8.5   Education

8.5.1    Virtual reality

8.5.2    Augmented reality

8.5.3    Mixed reality

8.6   Media & entertainment

8.6.1    Virtual reality

8.6.2    Augmented reality

8.6.3    Mixed reality

8.7   Gaming

8.7.1    Virtual reality

8.7.2    Augmented reality

8.7.3    Mixed reality

8.8   Healthcare

8.8.1    Virtual reality

8.8.2    Augmented reality

8.8.3    Mixed reality

8.9   Retail & e-commerce

8.9.1    Virtual reality

8.9.2    Augmented reality

8.9.3    Mixed reality

8.10    Others

Chapter 9   Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn)

9.1   Key trends

9.2   North America

9.2.1   U.S.

9.2.2   Canada

9.3   Europe

9.3.1   UK

9.3.2   Germany

9.3.3   France

9.3.4   Spain

9.3.5   Italy

9.3.6   Russia

9.3.7   Nordics

9.3.8   Rest of Europe

9.4   Asia Pacific

9.4.1   China

9.4.2   India

9.4.3   Japan

9.4.4   South Korea

9.4.5   ANZ

9.4.6   Southeast Asia

9.4.7   Rest of Asia Pacific

9.5   Latin America

9.5.1   Brazil

9.5.2   Mexico

9.5.3   Argentina

9.5.4   Rest of Latin America

9.6   MEA

9.6.1   UAE

9.6.2   South Africa

9.6.3   Saudi Arabia

9.6.4   Rest of MEA

Chapter 10   Company Profiles

10.1    Atheer, Inc.

10.2    AVEVA Group PLC

10.3    Barco NV

10.4    Blippar Ltd.

10.5    Comp12

10.6    EON Reality

10.7    Google LLC (Alphabet Inc.)

10.8    HCL Technologies Ltd.

10.9    Honeywell International Inc.

10.10    HTC Corporation

10.11    IBM Corporation

10.12    Immersive Media Company

10.13    Magic Leap, Inc.

10.14    Meta Platforms Inc.

10.15    Microsoft Corporation

10.16    Samsung Electronics Co., Ltd.

10.17    Sony Corporation

10.18    Ultraleap Limited (Leap Motion, Inc.)

10.19    Unity Software Inc.

10.20    Zeality Inc.

   

   

Authors: Preeti Wadhwani

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 20
  • Tables & Figures: 300
  • Countries covered: 22
  • Pages: 250
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