Market Overview:
The global immersive technology services market is expected to grow at a CAGR of 27.8% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing demand for virtual reality (VR), augmented reality (AR), and mixed reality (MR) applications in various industries such as healthcare, education, entertainment & gaming, and others. Additionally, the growing adoption of VR headsets and AR devices is also contributing to the growth of this market. However, high cost associated with VR/AR devices may restrain the growth of this market in some regions during the forecast period.
Product Definition:
Immersive technologie services refers to the use of technology to create an immersive environment for users. This can include virtual reality, augmented reality, and mixed reality applications. These environments can be used for training simulations, education, gaming, and other purposes. The importance of immersive technologie services is that it can provide a more realistic experience than traditional methods. It can also be used to create new experiences that are not possible with traditional methods.
Virtual Reality:
Virtual reality is a digitally created experience where the user is involved in an artificial environment, which can be either virtual or real. The technology uses 3D computer graphics to create an immersive experience. It can be used by individuals as well as organizations for different purposes such as training, marketing and product development, scientific research and many more. Virtual Reality (VR) has gained significant traction in recent years with high-end smartphones allowing users to explore the technology at a lower cost.
Augmented Reality:
Augmented reality (AR) is a combination of real-world and virtual technologies, where the digital image or information is merged with the user’s perception using various devices such as smart glasses, smartphones or tablets. It creates an experience of virtual objects into real life surroundings. AR applications are used in numerous industries including entertainment, education, healthcare and marketing among others.
Application Insights:
The entertainment and game application segment led the global immersive technology services market in 2017. The growth can be attributed to the increasing use of VR and AR for creating innovative gaming experiences. For instance, in June 2017, Sony Corporation announced that it had acquired a small start-up company called Glitch Ltd., which developed an augmented reality app for mobile phones. The acquisition was made to enhance its PlayStation business¢â‚¬â„¢s innovation pipeline with new technologies such as augmented reality (AR).
The healthcare segment is expected to register significant growth over the forecast period owing to rapidly escalating demand for VR training programs across various medical fields globally. Furthermore, companies such as Microsoft Corporation; HTC Corporation; Samsung Electronics Co., Ltd.; and LG Electronics Inc. have introduced headsets specifically designed for healthcare applications thus fueling industry expansion over the coming years.
Regional Analysis:
North America dominated the global market in 2017. The growth can be attributed to the presence of key industry players such as Microsoft Corporation; Google LLC; and Facebook Inc. Furthermore, increasing investments by these companies for developing advanced technologies is expected to drive regional growth over the forecast period. For instance, in March 2018, Microsoft announced its collaboration with UPMC (University of Pittsburgh Medical Center) for developing a mixed reality tool that helps physicians better understand patients’ conditions and plan treatment outcomes more efficiently.
Growth Factors:
- Increasing demand for virtual reality (VR) and augmented reality (AR) in gaming, entertainment, and education sectors.
- Growing demand for VR/AR enabled devices such as head-mounted displays (HMDs), smartphones, tablets, etc.
- Rising adoption of VR/AR applications across various industries including automotive, healthcare, retail, etc.
- Proliferation of cloud-based services and platforms that support VR/AR applications development and deployment 5
Scope Of The Report
Report Attributes
Report Details
Report Title
Immersive Technologie Services Market Research Report
By Type
Virtual Reality, Augmented Reality, Mixed Reality
By Application
Healthcare, Education, Entertainment & Game, Others
By Companies
EON Reality, Inc., HCL Technologies Limited, The Samsung Group, Zeality Inc., Oculus, Immersive Technologies Pty Limited, CM Labs Simulations Inc., VI-grade GmbH, FAAC Incorporated, Unity Software Inc., Acer Inc., Atheer, Inc., Blippar Ltd., Google, LLC, Magic Leap, Inc.
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
131
Number of Tables & Figures
92
Customization Available
Yes, the report can be customized as per your need.
Global Immersive Technologie Services Market Report Segments:
The global Immersive Technologie Services market is segmented on the basis of:
Types
Virtual Reality, Augmented Reality, Mixed Reality
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Healthcare, Education, Entertainment & Game, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- EON Reality, Inc.
- HCL Technologies Limited
- The Samsung Group
- Zeality Inc.
- Oculus
- Immersive Technologies Pty Limited
- CM Labs Simulations Inc.
- VI-grade GmbH
- FAAC Incorporated
- Unity Software Inc.
- Acer Inc.
- Atheer, Inc.
- Blippar Ltd.
- Google, LLC
- Magic Leap, Inc.
Highlights of The Immersive Technologie Services Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Virtual Reality
- Augmented Reality
- Mixed Reality
- By Application:
- Healthcare
- Education
- Entertainment & Game
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Immersive Technologie Services Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Immersive Technologie Services is a company that provides virtual reality technology and services. It offers software, hardware, and services to help businesses create, experience, and manage virtual reality environments.
Some of the major players in the immersive technologie services market are EON Reality, Inc., HCL Technologies Limited, The Samsung Group, Zeality Inc., Oculus, Immersive Technologies Pty Limited, CM Labs Simulations Inc., VI-grade GmbH, FAAC Incorporated, Unity Software Inc., Acer Inc., Atheer, Inc., Blippar Ltd., Google, LLC, Magic Leap, Inc..
The immersive technologie services market is expected to register a CAGR of 27.8%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Immersive Technologie Services Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Immersive Technologie Services Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Immersive Technologie Services Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Immersive Technologie Services Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Immersive Technologie Services Market Size & Forecast, 2020-2028 4.5.1 Immersive Technologie Services Market Size and Y-o-Y Growth 4.5.2 Immersive Technologie Services Market Absolute $ Opportunity
Chapter 5 Global Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Market Size Forecast by Type
5.2.1 Virtual Reality
5.2.2 Augmented Reality
5.2.3 Mixed Reality
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Market Size Forecast by Applications
6.2.1 Healthcare
6.2.2 Education
6.2.3 Entertainment & Game
6.2.4 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Immersive Technologie Services Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Immersive Technologie Services Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Analysis and Forecast
9.1 Introduction
9.2 North America Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Market Size Forecast by Type
9.6.1 Virtual Reality
9.6.2 Augmented Reality
9.6.3 Mixed Reality
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Market Size Forecast by Applications
9.10.1 Healthcare
9.10.2 Education
9.10.3 Entertainment & Game
9.10.4 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Analysis and Forecast
10.1 Introduction
10.2 Europe Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Market Size Forecast by Type
10.6.1 Virtual Reality
10.6.2 Augmented Reality
10.6.3 Mixed Reality
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Market Size Forecast by Applications
10.10.1 Healthcare
10.10.2 Education
10.10.3 Entertainment & Game
10.10.4 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Market Size Forecast by Type
11.6.1 Virtual Reality
11.6.2 Augmented Reality
11.6.3 Mixed Reality
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Market Size Forecast by Applications
11.10.1 Healthcare
11.10.2 Education
11.10.3 Entertainment & Game
11.10.4 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Analysis and Forecast
12.1 Introduction
12.2 Latin America Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Market Size Forecast by Type
12.6.1 Virtual Reality
12.6.2 Augmented Reality
12.6.3 Mixed Reality
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Market Size Forecast by Applications
12.10.1 Healthcare
12.10.2 Education
12.10.3 Entertainment & Game
12.10.4 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Market Size Forecast by Type
13.6.1 Virtual Reality
13.6.2 Augmented Reality
13.6.3 Mixed Reality
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Market Size Forecast by Applications
13.10.1 Healthcare
13.10.2 Education
13.10.3 Entertainment & Game
13.10.4 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Immersive Technologie Services Market: Competitive Dashboard
14.2 Global Immersive Technologie Services Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 EON Reality, Inc.
14.3.2 HCL Technologies Limited
14.3.3 The Samsung Group
14.3.4 Zeality Inc.
14.3.5 Oculus
14.3.6 Immersive Technologies Pty Limited
14.3.7 CM Labs Simulations Inc.
14.3.8 VI-grade GmbH
14.3.9 FAAC Incorporated
14.3.10 Unity Software Inc.
14.3.11 Acer Inc.
14.3.12 Atheer, Inc.
14.3.13 Blippar Ltd.
14.3.14 Google, LLC
14.3.15 Magic Leap, Inc.