Immersive Technology Comprehensive Study by Type (Head-Mounted Display (HMD), Gesture Tracking Devices (GTD), Projectors & Display Walls (PDW)), Application (Banking, Financial Services and Insurance (BFSI), Retail Industry, Casino & Gambling, Hospitality Industry, Gaming, Automotive Industry, Healthcare Industry, Others), Technology (Semi-Immersive, Non-Immersive, Fully-Immersive) Players and Region - Global Market Outlook to 2030

Immersive Technology Market by XX Submarkets | Forecast Years 2024-2030  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
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.

AttributesDetails
Study Period2018-2030
Base Year2023
Forecast Period2024-2030
Historical Period2018-2023
UnitValue (USD Million)
Customization ScopeAvail 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.

Report Objectives / Segmentation Covered

By Type
  • Head-Mounted Display (HMD)
  • Gesture Tracking Devices (GTD)
  • Projectors & Display Walls (PDW)
By Application
  • Banking, Financial Services and Insurance (BFSI)
  • Retail Industry
  • Casino & Gambling
  • Hospitality Industry
  • Gaming
  • Automotive Industry
  • Healthcare Industry
  • Others
By Technology
  • Semi-Immersive
  • Non-Immersive
  • Fully-Immersive

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Growing Virtual Reality Implementation Across Industry Verticals
      • 3.2.2. Demand for 3D User Experience
    • 3.3. Market Challenges
      • 3.3.1. Lack of User Awareness
      • 3.3.2. Durability Concerns
    • 3.4. Market Trends
      • 3.4.1. Emergence of HDMs In the Gaming and Entertainment Sector
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Immersive Technology, by Type, Application, Technology and Region (value) (2018-2023)
    • 5.1. Introduction
    • 5.2. Global Immersive Technology (Value)
      • 5.2.1. Global Immersive Technology by: Type (Value)
        • 5.2.1.1. Head-Mounted Display (HMD)
        • 5.2.1.2. Gesture Tracking Devices (GTD)
        • 5.2.1.3. Projectors & Display Walls (PDW)
      • 5.2.2. Global Immersive Technology by: Application (Value)
        • 5.2.2.1. Banking, Financial Services and Insurance (BFSI)
        • 5.2.2.2. Retail Industry
        • 5.2.2.3. Casino & Gambling
        • 5.2.2.4. Hospitality Industry
        • 5.2.2.5. Gaming
        • 5.2.2.6. Automotive Industry
        • 5.2.2.7. Healthcare Industry
        • 5.2.2.8. Others
      • 5.2.3. Global Immersive Technology by: Technology (Value)
        • 5.2.3.1. Semi-Immersive
        • 5.2.3.2. Non-Immersive
        • 5.2.3.3. Fully-Immersive
      • 5.2.4. Global Immersive Technology Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. Immersive Technology: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2023)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Microsoft (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Sony (Japan)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Samsung Electronics (South Korea)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Google (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. HTC Corporation (Taiwan)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Accenture (Ireland)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Oculus (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Eon Reality (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Vuzix (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. CyberGlove Systems (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Immersive Technology Sale, by Type, Application, Technology and Region (value) (2025-2030)
    • 7.1. Introduction
    • 7.2. Global Immersive Technology (Value)
      • 7.2.1. Global Immersive Technology by: Type (Value)
        • 7.2.1.1. Head-Mounted Display (HMD)
        • 7.2.1.2. Gesture Tracking Devices (GTD)
        • 7.2.1.3. Projectors & Display Walls (PDW)
      • 7.2.2. Global Immersive Technology by: Application (Value)
        • 7.2.2.1. Banking, Financial Services and Insurance (BFSI)
        • 7.2.2.2. Retail Industry
        • 7.2.2.3. Casino & Gambling
        • 7.2.2.4. Hospitality Industry
        • 7.2.2.5. Gaming
        • 7.2.2.6. Automotive Industry
        • 7.2.2.7. Healthcare Industry
        • 7.2.2.8. Others
      • 7.2.3. Global Immersive Technology by: Technology (Value)
        • 7.2.3.1. Semi-Immersive
        • 7.2.3.2. Non-Immersive
        • 7.2.3.3. Fully-Immersive
      • 7.2.4. Global Immersive Technology Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Immersive Technology: by Type(USD Million)
  • Table 2. Immersive Technology Head-Mounted Display (HMD) , by Region USD Million (2018-2023)
  • Table 3. Immersive Technology Gesture Tracking Devices (GTD) , by Region USD Million (2018-2023)
  • Table 4. Immersive Technology Projectors & Display Walls (PDW) , by Region USD Million (2018-2023)
  • Table 5. Immersive Technology: by Application(USD Million)
  • Table 6. Immersive Technology Banking, Financial Services and Insurance (BFSI) , by Region USD Million (2018-2023)
  • Table 7. Immersive Technology Retail Industry , by Region USD Million (2018-2023)
  • Table 8. Immersive Technology Casino & Gambling , by Region USD Million (2018-2023)
  • Table 9. Immersive Technology Hospitality Industry , by Region USD Million (2018-2023)
  • Table 10. Immersive Technology Gaming , by Region USD Million (2018-2023)
  • Table 11. Immersive Technology Automotive Industry , by Region USD Million (2018-2023)
  • Table 12. Immersive Technology Healthcare Industry , by Region USD Million (2018-2023)
  • Table 13. Immersive Technology Others , by Region USD Million (2018-2023)
  • Table 14. Immersive Technology: by Technology(USD Million)
  • Table 15. Immersive Technology Semi-Immersive , by Region USD Million (2018-2023)
  • Table 16. Immersive Technology Non-Immersive , by Region USD Million (2018-2023)
  • Table 17. Immersive Technology Fully-Immersive , by Region USD Million (2018-2023)
  • Table 18. South America Immersive Technology, by Country USD Million (2018-2023)
  • Table 19. South America Immersive Technology, by Type USD Million (2018-2023)
  • Table 20. South America Immersive Technology, by Application USD Million (2018-2023)
  • Table 21. South America Immersive Technology, by Technology USD Million (2018-2023)
  • Table 22. Brazil Immersive Technology, by Type USD Million (2018-2023)
  • Table 23. Brazil Immersive Technology, by Application USD Million (2018-2023)
  • Table 24. Brazil Immersive Technology, by Technology USD Million (2018-2023)
  • Table 25. Argentina Immersive Technology, by Type USD Million (2018-2023)
  • Table 26. Argentina Immersive Technology, by Application USD Million (2018-2023)
  • Table 27. Argentina Immersive Technology, by Technology USD Million (2018-2023)
  • Table 28. Rest of South America Immersive Technology, by Type USD Million (2018-2023)
  • Table 29. Rest of South America Immersive Technology, by Application USD Million (2018-2023)
  • Table 30. Rest of South America Immersive Technology, by Technology USD Million (2018-2023)
  • Table 31. Asia Pacific Immersive Technology, by Country USD Million (2018-2023)
  • Table 32. Asia Pacific Immersive Technology, by Type USD Million (2018-2023)
  • Table 33. Asia Pacific Immersive Technology, by Application USD Million (2018-2023)
  • Table 34. Asia Pacific Immersive Technology, by Technology USD Million (2018-2023)
  • Table 35. China Immersive Technology, by Type USD Million (2018-2023)
  • Table 36. China Immersive Technology, by Application USD Million (2018-2023)
  • Table 37. China Immersive Technology, by Technology USD Million (2018-2023)
  • Table 38. Japan Immersive Technology, by Type USD Million (2018-2023)
  • Table 39. Japan Immersive Technology, by Application USD Million (2018-2023)
  • Table 40. Japan Immersive Technology, by Technology USD Million (2018-2023)
  • Table 41. India Immersive Technology, by Type USD Million (2018-2023)
  • Table 42. India Immersive Technology, by Application USD Million (2018-2023)
  • Table 43. India Immersive Technology, by Technology USD Million (2018-2023)
  • Table 44. South Korea Immersive Technology, by Type USD Million (2018-2023)
  • Table 45. South Korea Immersive Technology, by Application USD Million (2018-2023)
  • Table 46. South Korea Immersive Technology, by Technology USD Million (2018-2023)
  • Table 47. Taiwan Immersive Technology, by Type USD Million (2018-2023)
  • Table 48. Taiwan Immersive Technology, by Application USD Million (2018-2023)
  • Table 49. Taiwan Immersive Technology, by Technology USD Million (2018-2023)
  • Table 50. Australia Immersive Technology, by Type USD Million (2018-2023)
  • Table 51. Australia Immersive Technology, by Application USD Million (2018-2023)
  • Table 52. Australia Immersive Technology, by Technology USD Million (2018-2023)
  • Table 53. Rest of Asia-Pacific Immersive Technology, by Type USD Million (2018-2023)
  • Table 54. Rest of Asia-Pacific Immersive Technology, by Application USD Million (2018-2023)
  • Table 55. Rest of Asia-Pacific Immersive Technology, by Technology USD Million (2018-2023)
  • Table 56. Europe Immersive Technology, by Country USD Million (2018-2023)
  • Table 57. Europe Immersive Technology, by Type USD Million (2018-2023)
  • Table 58. Europe Immersive Technology, by Application USD Million (2018-2023)
  • Table 59. Europe Immersive Technology, by Technology USD Million (2018-2023)
  • Table 60. Germany Immersive Technology, by Type USD Million (2018-2023)
  • Table 61. Germany Immersive Technology, by Application USD Million (2018-2023)
  • Table 62. Germany Immersive Technology, by Technology USD Million (2018-2023)
  • Table 63. France Immersive Technology, by Type USD Million (2018-2023)
  • Table 64. France Immersive Technology, by Application USD Million (2018-2023)
  • Table 65. France Immersive Technology, by Technology USD Million (2018-2023)
  • Table 66. Italy Immersive Technology, by Type USD Million (2018-2023)
  • Table 67. Italy Immersive Technology, by Application USD Million (2018-2023)
  • Table 68. Italy Immersive Technology, by Technology USD Million (2018-2023)
  • Table 69. United Kingdom Immersive Technology, by Type USD Million (2018-2023)
  • Table 70. United Kingdom Immersive Technology, by Application USD Million (2018-2023)
  • Table 71. United Kingdom Immersive Technology, by Technology USD Million (2018-2023)
  • Table 72. Netherlands Immersive Technology, by Type USD Million (2018-2023)
  • Table 73. Netherlands Immersive Technology, by Application USD Million (2018-2023)
  • Table 74. Netherlands Immersive Technology, by Technology USD Million (2018-2023)
  • Table 75. Rest of Europe Immersive Technology, by Type USD Million (2018-2023)
  • Table 76. Rest of Europe Immersive Technology, by Application USD Million (2018-2023)
  • Table 77. Rest of Europe Immersive Technology, by Technology USD Million (2018-2023)
  • Table 78. MEA Immersive Technology, by Country USD Million (2018-2023)
  • Table 79. MEA Immersive Technology, by Type USD Million (2018-2023)
  • Table 80. MEA Immersive Technology, by Application USD Million (2018-2023)
  • Table 81. MEA Immersive Technology, by Technology USD Million (2018-2023)
  • Table 82. Middle East Immersive Technology, by Type USD Million (2018-2023)
  • Table 83. Middle East Immersive Technology, by Application USD Million (2018-2023)
  • Table 84. Middle East Immersive Technology, by Technology USD Million (2018-2023)
  • Table 85. Africa Immersive Technology, by Type USD Million (2018-2023)
  • Table 86. Africa Immersive Technology, by Application USD Million (2018-2023)
  • Table 87. Africa Immersive Technology, by Technology USD Million (2018-2023)
  • Table 88. North America Immersive Technology, by Country USD Million (2018-2023)
  • Table 89. North America Immersive Technology, by Type USD Million (2018-2023)
  • Table 90. North America Immersive Technology, by Application USD Million (2018-2023)
  • Table 91. North America Immersive Technology, by Technology USD Million (2018-2023)
  • Table 92. United States Immersive Technology, by Type USD Million (2018-2023)
  • Table 93. United States Immersive Technology, by Application USD Million (2018-2023)
  • Table 94. United States Immersive Technology, by Technology USD Million (2018-2023)
  • Table 95. Canada Immersive Technology, by Type USD Million (2018-2023)
  • Table 96. Canada Immersive Technology, by Application USD Million (2018-2023)
  • Table 97. Canada Immersive Technology, by Technology USD Million (2018-2023)
  • Table 98. Mexico Immersive Technology, by Type USD Million (2018-2023)
  • Table 99. Mexico Immersive Technology, by Application USD Million (2018-2023)
  • Table 100. Mexico Immersive Technology, by Technology USD Million (2018-2023)
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Company Basic Information, Sales Area and Its Competitors
  • Table 109. Company Basic Information, Sales Area and Its Competitors
  • Table 110. Company Basic Information, Sales Area and Its Competitors
  • Table 111. Immersive Technology: by Type(USD Million)
  • Table 112. Immersive Technology Head-Mounted Display (HMD) , by Region USD Million (2025-2030)
  • Table 113. Immersive Technology Gesture Tracking Devices (GTD) , by Region USD Million (2025-2030)
  • Table 114. Immersive Technology Projectors & Display Walls (PDW) , by Region USD Million (2025-2030)
  • Table 115. Immersive Technology: by Application(USD Million)
  • Table 116. Immersive Technology Banking, Financial Services and Insurance (BFSI) , by Region USD Million (2025-2030)
  • Table 117. Immersive Technology Retail Industry , by Region USD Million (2025-2030)
  • Table 118. Immersive Technology Casino & Gambling , by Region USD Million (2025-2030)
  • Table 119. Immersive Technology Hospitality Industry , by Region USD Million (2025-2030)
  • Table 120. Immersive Technology Gaming , by Region USD Million (2025-2030)
  • Table 121. Immersive Technology Automotive Industry , by Region USD Million (2025-2030)
  • Table 122. Immersive Technology Healthcare Industry , by Region USD Million (2025-2030)
  • Table 123. Immersive Technology Others , by Region USD Million (2025-2030)
  • Table 124. Immersive Technology: by Technology(USD Million)
  • Table 125. Immersive Technology Semi-Immersive , by Region USD Million (2025-2030)
  • Table 126. Immersive Technology Non-Immersive , by Region USD Million (2025-2030)
  • Table 127. Immersive Technology Fully-Immersive , by Region USD Million (2025-2030)
  • Table 128. South America Immersive Technology, by Country USD Million (2025-2030)
  • Table 129. South America Immersive Technology, by Type USD Million (2025-2030)
  • Table 130. South America Immersive Technology, by Application USD Million (2025-2030)
  • Table 131. South America Immersive Technology, by Technology USD Million (2025-2030)
  • Table 132. Brazil Immersive Technology, by Type USD Million (2025-2030)
  • Table 133. Brazil Immersive Technology, by Application USD Million (2025-2030)
  • Table 134. Brazil Immersive Technology, by Technology USD Million (2025-2030)
  • Table 135. Argentina Immersive Technology, by Type USD Million (2025-2030)
  • Table 136. Argentina Immersive Technology, by Application USD Million (2025-2030)
  • Table 137. Argentina Immersive Technology, by Technology USD Million (2025-2030)
  • Table 138. Rest of South America Immersive Technology, by Type USD Million (2025-2030)
  • Table 139. Rest of South America Immersive Technology, by Application USD Million (2025-2030)
  • Table 140. Rest of South America Immersive Technology, by Technology USD Million (2025-2030)
  • Table 141. Asia Pacific Immersive Technology, by Country USD Million (2025-2030)
  • Table 142. Asia Pacific Immersive Technology, by Type USD Million (2025-2030)
  • Table 143. Asia Pacific Immersive Technology, by Application USD Million (2025-2030)
  • Table 144. Asia Pacific Immersive Technology, by Technology USD Million (2025-2030)
  • Table 145. China Immersive Technology, by Type USD Million (2025-2030)
  • Table 146. China Immersive Technology, by Application USD Million (2025-2030)
  • Table 147. China Immersive Technology, by Technology USD Million (2025-2030)
  • Table 148. Japan Immersive Technology, by Type USD Million (2025-2030)
  • Table 149. Japan Immersive Technology, by Application USD Million (2025-2030)
  • Table 150. Japan Immersive Technology, by Technology USD Million (2025-2030)
  • Table 151. India Immersive Technology, by Type USD Million (2025-2030)
  • Table 152. India Immersive Technology, by Application USD Million (2025-2030)
  • Table 153. India Immersive Technology, by Technology USD Million (2025-2030)
  • Table 154. South Korea Immersive Technology, by Type USD Million (2025-2030)
  • Table 155. South Korea Immersive Technology, by Application USD Million (2025-2030)
  • Table 156. South Korea Immersive Technology, by Technology USD Million (2025-2030)
  • Table 157. Taiwan Immersive Technology, by Type USD Million (2025-2030)
  • Table 158. Taiwan Immersive Technology, by Application USD Million (2025-2030)
  • Table 159. Taiwan Immersive Technology, by Technology USD Million (2025-2030)
  • Table 160. Australia Immersive Technology, by Type USD Million (2025-2030)
  • Table 161. Australia Immersive Technology, by Application USD Million (2025-2030)
  • Table 162. Australia Immersive Technology, by Technology USD Million (2025-2030)
  • Table 163. Rest of Asia-Pacific Immersive Technology, by Type USD Million (2025-2030)
  • Table 164. Rest of Asia-Pacific Immersive Technology, by Application USD Million (2025-2030)
  • Table 165. Rest of Asia-Pacific Immersive Technology, by Technology USD Million (2025-2030)
  • Table 166. Europe Immersive Technology, by Country USD Million (2025-2030)
  • Table 167. Europe Immersive Technology, by Type USD Million (2025-2030)
  • Table 168. Europe Immersive Technology, by Application USD Million (2025-2030)
  • Table 169. Europe Immersive Technology, by Technology USD Million (2025-2030)
  • Table 170. Germany Immersive Technology, by Type USD Million (2025-2030)
  • Table 171. Germany Immersive Technology, by Application USD Million (2025-2030)
  • Table 172. Germany Immersive Technology, by Technology USD Million (2025-2030)
  • Table 173. France Immersive Technology, by Type USD Million (2025-2030)
  • Table 174. France Immersive Technology, by Application USD Million (2025-2030)
  • Table 175. France Immersive Technology, by Technology USD Million (2025-2030)
  • Table 176. Italy Immersive Technology, by Type USD Million (2025-2030)
  • Table 177. Italy Immersive Technology, by Application USD Million (2025-2030)
  • Table 178. Italy Immersive Technology, by Technology USD Million (2025-2030)
  • Table 179. United Kingdom Immersive Technology, by Type USD Million (2025-2030)
  • Table 180. United Kingdom Immersive Technology, by Application USD Million (2025-2030)
  • Table 181. United Kingdom Immersive Technology, by Technology USD Million (2025-2030)
  • Table 182. Netherlands Immersive Technology, by Type USD Million (2025-2030)
  • Table 183. Netherlands Immersive Technology, by Application USD Million (2025-2030)
  • Table 184. Netherlands Immersive Technology, by Technology USD Million (2025-2030)
  • Table 185. Rest of Europe Immersive Technology, by Type USD Million (2025-2030)
  • Table 186. Rest of Europe Immersive Technology, by Application USD Million (2025-2030)
  • Table 187. Rest of Europe Immersive Technology, by Technology USD Million (2025-2030)
  • Table 188. MEA Immersive Technology, by Country USD Million (2025-2030)
  • Table 189. MEA Immersive Technology, by Type USD Million (2025-2030)
  • Table 190. MEA Immersive Technology, by Application USD Million (2025-2030)
  • Table 191. MEA Immersive Technology, by Technology USD Million (2025-2030)
  • Table 192. Middle East Immersive Technology, by Type USD Million (2025-2030)
  • Table 193. Middle East Immersive Technology, by Application USD Million (2025-2030)
  • Table 194. Middle East Immersive Technology, by Technology USD Million (2025-2030)
  • Table 195. Africa Immersive Technology, by Type USD Million (2025-2030)
  • Table 196. Africa Immersive Technology, by Application USD Million (2025-2030)
  • Table 197. Africa Immersive Technology, by Technology USD Million (2025-2030)
  • Table 198. North America Immersive Technology, by Country USD Million (2025-2030)
  • Table 199. North America Immersive Technology, by Type USD Million (2025-2030)
  • Table 200. North America Immersive Technology, by Application USD Million (2025-2030)
  • Table 201. North America Immersive Technology, by Technology USD Million (2025-2030)
  • Table 202. United States Immersive Technology, by Type USD Million (2025-2030)
  • Table 203. United States Immersive Technology, by Application USD Million (2025-2030)
  • Table 204. United States Immersive Technology, by Technology USD Million (2025-2030)
  • Table 205. Canada Immersive Technology, by Type USD Million (2025-2030)
  • Table 206. Canada Immersive Technology, by Application USD Million (2025-2030)
  • Table 207. Canada Immersive Technology, by Technology USD Million (2025-2030)
  • Table 208. Mexico Immersive Technology, by Type USD Million (2025-2030)
  • Table 209. Mexico Immersive Technology, by Application USD Million (2025-2030)
  • Table 210. Mexico Immersive Technology, by Technology USD Million (2025-2030)
  • Table 211. Research Programs/Design for This Report
  • Table 212. Key Data Information from Secondary Sources
  • Table 213. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Immersive Technology: by Type USD Million (2018-2023)
  • Figure 5. Global Immersive Technology: by Application USD Million (2018-2023)
  • Figure 6. Global Immersive Technology: by Technology USD Million (2018-2023)
  • Figure 7. South America Immersive Technology Share (%), by Country
  • Figure 8. Asia Pacific Immersive Technology Share (%), by Country
  • Figure 9. Europe Immersive Technology Share (%), by Country
  • Figure 10. MEA Immersive Technology Share (%), by Country
  • Figure 11. North America Immersive Technology Share (%), by Country
  • Figure 12. Global Immersive Technology share by Players 2023 (%)
  • Figure 13. Global Immersive Technology share by Players (Top 3) 2023(%)
  • Figure 14. Global Immersive Technology share by Players (Top 5) 2023(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Microsoft (United States) Revenue, Net Income and Gross profit
  • Figure 17. Microsoft (United States) Revenue: by Geography 2023
  • Figure 18. Sony (Japan) Revenue, Net Income and Gross profit
  • Figure 19. Sony (Japan) Revenue: by Geography 2023
  • Figure 20. Samsung Electronics (South Korea) Revenue, Net Income and Gross profit
  • Figure 21. Samsung Electronics (South Korea) Revenue: by Geography 2023
  • Figure 22. Google (United States) Revenue, Net Income and Gross profit
  • Figure 23. Google (United States) Revenue: by Geography 2023
  • Figure 24. HTC Corporation (Taiwan) Revenue, Net Income and Gross profit
  • Figure 25. HTC Corporation (Taiwan) Revenue: by Geography 2023
  • Figure 26. Accenture (Ireland) Revenue, Net Income and Gross profit
  • Figure 27. Accenture (Ireland) Revenue: by Geography 2023
  • Figure 28. Oculus (United States) Revenue, Net Income and Gross profit
  • Figure 29. Oculus (United States) Revenue: by Geography 2023
  • Figure 30. Eon Reality (United States) Revenue, Net Income and Gross profit
  • Figure 31. Eon Reality (United States) Revenue: by Geography 2023
  • Figure 32. Vuzix (United States) Revenue, Net Income and Gross profit
  • Figure 33. Vuzix (United States) Revenue: by Geography 2023
  • Figure 34. CyberGlove Systems (United States) Revenue, Net Income and Gross profit
  • Figure 35. CyberGlove Systems (United States) Revenue: by Geography 2023
  • Figure 36. Global Immersive Technology: by Type USD Million (2025-2030)
  • Figure 37. Global Immersive Technology: by Application USD Million (2025-2030)
  • Figure 38. Global Immersive Technology: by Technology USD Million (2025-2030)
  • Figure 39. South America Immersive Technology Share (%), by Country
  • Figure 40. Asia Pacific Immersive Technology Share (%), by Country
  • Figure 41. Europe Immersive Technology Share (%), by Country
  • Figure 42. MEA Immersive Technology Share (%), by Country
  • Figure 43. North America Immersive Technology Share (%), by Country
List of companies from research coverage that are profiled in the study
  • 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)
  • CyberGlove Systems (United States)
Additional players considered in the study are as follows:
Sixense Enterprises (United States) , NextVR, Inc. (United States) , Immersive Media Company (Canada) , NCTech Limited (United Kingdom) , Leap Motion (United States)
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Jan 2024 234 Pages 72 Tables Base Year: 2023 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

Top performing companies in the Global Immersive Technology market 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), to name a few.
"Emergence of HDMs In the Gaming and Entertainment Sector" is seen as one of major influencing trends for Immersive Technology Market during projected period 2023-2030.
Head-Mounted Display (HMD) segment in Global market to hold robust market share owing to "Growing Virtual Reality Implementation Across Industry Verticals ".

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