Global Immersive Technology Market Overview:
Immersion also as a term refers to the merging of three distinct aspects of human experience. The three foundations are sound, vision, and intuitive interaction. These work individually to construct environments, but when the three are combined to form one single experience, it creates a fully immersive experience. With advancements in technology, the form factor of AR VR devices can change even further, allowing for smooth incorporation into everyday lives through a variety of use cases. The most promising innovations are VR and AR, and considering the current strong interest in the former, a majority of business insiders believe the AR market will eclipse VR in sales, perhaps over the next three years. This is mostly due to AR's greater suitability for practical usage and its applicability across a broad spectrum of industries.
Attributes | Details |
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Study Period | 2018-2030 |
Base Year | 2023 |
Forecast Period | 2024-2030 |
Historical Period | 2018-2023 |
Unit | Value (USD Million) |
Customization Scope | Avail customization with purchase of this report. Add or modify country, region & or narrow down segments in the final scope subject to feasibility |
Influencing Trend:
Emergence of HDMs In the Gaming and Entertainment Sector
Market Growth Drivers:
Growing Virtual Reality Implementation Across Industry Verticals and Demand for 3D User Experience
Challenges:
Lack of User Awareness and Durability Concerns
Restraints:
Technical Glitches and Errors and Costly Virtual Reality Headsets
Opportunities:
Adoption of Immersive VR In Aerospace & Defense for Training and Simulation
Competitive Landscape:
The companies are exploring the market by adopting mergers & acquisitions, expansions, investments, new service launches, and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions to avail a competitive advantage through combined synergies.
Some of the key players profiled in the report are Microsoft (United States), Sony (Japan), Samsung Electronics (South Korea), Google (United States), HTC Corporation (Taiwan), Accenture (Ireland), Oculus (United States), Eon Reality (United States), Vuzix (United States) and CyberGlove Systems (United States). Additionally, following companies can also be profiled that are part of our coverage like Sixense Enterprises (United States), NextVR, Inc. (United States), Immersive Media Company (Canada), NCTech Limited (United Kingdom) and Leap Motion (United States). Analyst at AMA Research see United States Players to retain maximum share of Global Immersive Technology market by 2030. Considering Market by Technology, the sub-segment i.e. Semi-Immersive will boost the Immersive Technology market.
Latest Market Insights:
On 23rd June 2018 – Oculus VR (A Facebook Subsidiary) Launched its “Social Club VR” Designed for Realistic Gambling Experience.
What Can be Explored with the Immersive Technology Market Study
Gain Market Understanding
Identify Growth Opportunities
Analyze and Measure the Global Immersive Technology Market by Identifying Investment across various Industry Verticals
Understand the Trends that will drive Future Changes in Immersive Technology
Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Immersive Technology market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Immersive Technology market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Immersive Technology Based Product Manufactures, New Entrants and Investors, Venture Capitalists, Government Bodies, Corporate Entities, Government and Private Research Organizations and Others.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.