세계의 엔터테인먼트 분야 몰입형 디스플레이 시장 : 기술별, 해상도별, 용도별, 지역별 전망 및 예측, 규모, 점유율, 동향 분석 보고서(2024-2031년)
Global Immersive Display In Entertainment Market Size, Share & Trends Analysis Report By Technology, By Resolution, By Application, By Regional Outlook and Forecast, 2024 - 2031
상품코드:1682845
리서치사:KBV Research
발행일:2025년 03월
페이지 정보:영문 276 Pages
라이선스 & 가격 (부가세 별도)
한글목차
세계의 엔터테인먼트 분야 몰입형 디스플레이 시장 규모는 예측 기간 동안 23.1%의 연평균 복합 성장률(CAGR)을 나타낼 것으로 전망되고, 2031년까지 132억 1,000만 달러에 달할 것으로 예상되고 있습니다.
KBV Cardinal matrix에서 제시된 분석을 바탕으로 Microsoft Corporation과 Meta Platforms, Inc.는 엔터테인먼트 분야 몰입형 디스플레이 시장의 선구자입니다. Samsung Electronics Co., Ltd., Sony Corporation, Panasonic Holdings Corporation 등의 기업은 엔터테인먼트 분야 몰입형 디스플레이 시장의 주요 혁신자입니다. 2024년 12월, Meta Platforms, Inc.는 다국적 컨그로머리트 기업인 LG와의 제휴를 발표하고 증강현실과 가상현실을 융합하여 원활한 경험을 실현하는 차세대 복합 현실 헤드셋을 개발했습니다. Meta의 VR 컨텐츠와 LG의 고급 디스플레이 기술을 결합한 이 헤드셋은 Apple의 Vision Pro에 필적하며 몰입형 엔터테인먼트, 스마트 홈 통합 등을 제공하는 것을 목표로 하고 있습니다.
시장 성장 촉진요인
4K, 8K, OLED, 마이크로 LED와 같은 고해상도 디스플레이를 채택하여 이미지의 선명도, 깊이, 선명도를 크게 향상시켰습니다. 4K 및 8K 디스플레이는 매우 정밀한 초고화질 영상을 제공하여 게임, 영화, 홈시어터에서의 경험을 풍부하게 해줍니다. 자체 발광 픽셀을 갖춘 OLED 기술은 완벽한 검정색과 선명한 색상을 제공하여 보다 풍부한 대비와 현실적인 이미지를 제공합니다. 따라서 이러한 디스플레이 기술의 발전으로 몰입형 엔터테인먼트 경험의 품질과 깊이가 크게 향상되었습니다.
또한 5G 네트워크의 신속한 배포와 고속 인터넷의 가용성 확대로 인해 특히 증강현실(AR)과 가상현실(VR) 분야에서 몰입형 기술의 성장과 채택이 크게 가속화되었습니다. 따라서 5G 네트워크가 전 세계적으로 확장되고 고속 인터넷이 더욱 보급됨에 따라 몰입형 디스플레이의 접근성과 채택은 계속 증가하고 있습니다.
시장 성장 억제요인
가상현실(VR) 및 증강현실(AR)과 같은 기술을 사용하여 몰입형 경험을 개발하려면 하드웨어와 소프트웨어에 많은 자금을 투자해야 합니다. 고품질의 VR 헤드셋, AR 유리, 모션 센서, 햅틱 피드백 디바이스는 비용이 많이 들고 전반적인 개발 비용이 증가합니다. 따라서 엔터테인먼트 분야에서 시장 확대는 엄청난 개발비와 구현비로 크게 방해되고 있습니다.
기술별 전망
기술에 따라 시장은 LED, OLED 등으로 분류됩니다. LED 부문은 2023년 시장에서 47%의 수익 점유율을 획득했습니다. LED 디스플레이는 높은 밝기 레벨, 생생한 색상, 오래 지속되는 성능을 제공하며 대형 스크린, 게임용 디스플레이, 가상현실 설정 등 다양한 엔터테인먼트 용도에 이상적입니다. LED 기술은 제조 비용과 유지 보수 비용이 비교적 낮기 때문에 소비자와 기업 모두가 사용하기 쉽고 광범위한 채용이 촉진됩니다.
해상도별 전망
해상도에 따라 시장은 4K, 8K 등으로 나뉩니다. 8K 부문은 2023년 시장에서 22%의 수익 점유율을 기록했습니다. 최첨단 시각 충실도와 초몰입형 체험의 추구가 8K 부문을 추진하고 있습니다. 4K의 4배 해상도를 제공하는 8K 디스플레이는 엄청나게 상세하고 현실적인 비주얼을 제공하며, 고급형 게임, VR 시뮬레이션, 엔터테인먼트 장소의 대형 디스플레이와 같은 프리미엄 용도에 이상적입니다.
용도별 전망
용도별로 보면, 시장은 극장·영화관, 엔터테인먼트 시설, 박물관·전시회, 컨텐츠 제작 스튜디오, 테마파크·유원지, 기타로 분류되고 있습니다. 극장 및 영화관 부문은 2023년 시장에서 26%의 수익 점유율을 기록했습니다. 영화관은 독특한 엔터테인먼트 경험을 추구하는 관객을 유치하기 위해 대형 스크린, 3D 투영, IMAX, 4DX와 같은 고급 디스플레이 기술을 점점 더 많이 도입하고 있습니다. 이러한 몰입형 형식은 고해상도 비주얼, 서라운드 사운드, 좌석 움직임 및 향기와 같은 환경 효과를 결합하여 전체 영화 감상 경험을 향상시킵니다.
지역별 전망
지역별로 보면 시장은 북미, 유럽, 아시아태평양, 라틴아메리카, 중동, 아프리카에 걸쳐 분석되고 있습니다. 유럽 부문은 2023년 시장에서 29%의 수익 점유율을 기록했습니다. 영국, 독일, 프랑스 등의 국가에서는 극장, 박물관, 전시회, 테마파크에서 몰입형 디스플레이를 대폭 채용하고 있습니다. 유럽의 풍부한 문화유산은 박물관과 전시회에서 몰입형 기술의 통합을 추진하고, 대화형 AR 및 VR 경험을 통해 방문자의 참여를 강화하고 있습니다.
시장 경쟁과 특성
엔터테인먼트 분야 몰입형 디스플레이 시장은 급속한 기술 진보와 몰입형 체험에 대한 소비자 수요가 높아짐에 따라 치열한 경쟁이 펼쳐지고 있습니다. 기업은 디스플레이 기술, 컨텐츠 제작, 사용자 인터페이스 설계 혁신을 통해 시장 점유율을 경쟁하고 있습니다. 주요 전략은 해상도 향상, 시야 확대, 감각적인 몰입감 향상 등으로 시청자를 매료시킵니다. 시장 진출기업은 사용자 상호 작용의 강화와 지연을 줄이기 위해 노력하고 있으며, 세계의 다양한 플랫폼과 장소에서 매끄럽고 매력적인 엔터테인먼트 경험을 제공하는 것을 목표로합니다.
목차
제1장 시장의 범위와 분석 수법
시장의 정의
목적
시장 범위
세분화
분석 방법
제2장 시장 요람
주요 하이라이트
제3장 시장 개요
서론
개요
시장구성과 시나리오
시장에 영향을 미치는 주요 요인
시장 성장 촉진요인
시장 성장 억제요인
시장 기회
시장 과제
제4장 경쟁 분석 : 세계 시장
KBV Cardinal Matrix
최근 업계 전체의 전략적 전개
사업 제휴 및 협력, 계약
제품 출시 및 확대
기업 합병 및 인수(M&A)
시장 점유율 분석(2023년)
주요 성공 전략
주요 선도 전략
주요 전략적 움직임
Porter's Five Forces 분석
제5장 세계의 엔터테인먼트 분야 몰입형 디스플레이 시장 : 기술별
세계의 LED 시장 : 지역별
세계의 OLED 시장 : 지역별
세계의 기타 기술 시장 : 지역별
제6장 세계의 엔터테인먼트 분야 몰입형 디스플레이 시장 : 해상도별
세계의 4K 시장 : 지역별
세계의 8K 시장 : 지역별
세계의 기타 해상도 시장 : 지역별
제7장 세계의 엔터테인먼트 분야 몰입형 디스플레이 시장 : 용도별
세계의 극장 및 영화관 시장 : 지역별
세계의 엔터테인먼트 장소 시장 : 지역별
세계의 테마파크 및 유원지 시장 : 지역별
세계의 박물관 및 전시회 시장 : 지역별
세계의 컨텐츠 제작 스튜디오 시장 : 지역별
세계의 기타 용도 시장 : 지역별
제8장 세계의 엔터테인먼트 분야 몰입형 디스플레이 시장 : 지역별
북미
북미의 엔터테인먼트 분야 몰입형 디스플레이 시장 : 국가별
미국
캐나다
멕시코
기타 북미
유럽
유럽의 엔터테인먼트 분야 몰입형 디스플레이 시장 : 국가별
독일
영국
프랑스
러시아
스페인
이탈리아
기타 유럽
아시아태평양
아시아태평양의 엔터테인먼트 분야 몰입형 디스플레이 시장 : 국가별
중국
일본
인도
한국
싱가포르
말레이시아
기타 아시아태평양
라틴아메리카, 중동, 아프리카
라틴아메리카, 중동, 아프리카의 엔터테인먼트 분야 몰입형 디스플레이 시장 : 국가별
브라질
아르헨티나
아랍에미리트(UAE)
사우디아라비아
남아프리카
나이지리아
기타 라틴아메리카, 중동, 아프리카
제9장 기업 프로파일
Barco NV
Leyard Optoelectronic Co Ltd
LG Electronics, Inc(LG Corporation)
Panasonic Holdings Corporation
Samsung Electronics Co., Ltd.(Samsung Group)
Sharp Corporation
Sony Corporation
HTC Corporation
Meta Platforms, Inc
Microsoft Corporation
제10장 엔터테인먼트 분야 몰입형 디스플레이 시장의 필수 성공 조건
KTH
영문 목차
영문목차
The Global Immersive Display In Entertainment Market size is expected to reach $13.21 billion by 2031, rising at a market growth of 23.1% CAGR during the forecast period.
Parks invest in VR rides, AR experiences, interactive 3D displays, and projection mapping to offer visitors unique adventures that combine physical and virtual elements. These technologies allow for highly customizable and story-driven experiences, enhancing visitor engagement and satisfaction. Thus, the theme parks and amusement parks segment procured 17% revenue share in the market in 2023. As consumer expectations shift towards more technology-driven and immersive attractions, theme parks continue to innovate and integrate immersive displays to stay competitive and attract larger audiences, driving growth in this segment.
The major strategies followed by the market participants are Partnerships as the key developmental strategy to keep pace with the changing demands of end users. For instance, In December, 2024, Samsung Electronics Co., Ltd. teamed up with Dolby Laboratories, a Software company to enhance automotive displays. This collaboration will integrate Samsung's OLED technology with Dolby Vision, providing superior image quality in vehicles. This aims to streamline the implementation and evaluation process, offering an immersive entertainment experience for car manufacturers and consumers. Additionally, In June, 2024, Barco NV teamed up with WESCO, a Maintenance, repair, and operations company to expand its presence in the US market, distributing innovative display solutions like TruePix LED video walls, Infinipix Gen2 image processors, and Barco UniSee II LCD video walls. This collaboration enhances Barco's ability to bring its advanced products to a broader audience.
Based on the Analysis presented in the KBV Cardinal matrix; Microsoft Corporation and Meta Platforms, Inc. are the forerunners in the Immersive Display In Entertainment Market. Companies such as Samsung Electronics Co., Ltd., Sony Corporation and Panasonic Holdings Corporation are some of the key innovators in Immersive Display In Entertainment Market. In December, 2024, Meta Platforms, Inc. announced the partnership with LG, a Multinational conglomerate company to create a next-gen mixed-reality headset, blending augmented and virtual reality for a seamless experience. Combining Meta's VR content and LG's advanced display technology, the headset aims to rival Apple's Vision Pro, offering immersive entertainment, smart home integration, and more.
Market Growth Factors
The adoption of high-resolution displays such as 4K, 8K, OLED, and Micro-LED has greatly enhanced image clarity, depth, and vibrancy. 4K and 8K displays offer ultra-high-definition visuals with exceptional detail, enriching experiences in gaming, cinema, and home theaters. With its self-emissive pixels, OLED technology delivers perfect blacks and vibrant colors, resulting in richer contrast and more lifelike images. Hence, these advancements in display technologies are significantly enhancing the quality and depth of immersive entertainment experiences.
Additionally, the quick rollout of 5G networks and the expanding availability of high-speed internet have significantly expedited the growth and adoption of immersive technologies, especially in the areas of augmented reality (AR) and virtual reality (VR). Therefore, as 5G networks expand globally and high-speed internet becomes more ubiquitous, the accessibility and adoption of immersive displays will continue to rise.
Market Restraining Factors
Developing immersive experiences using technologies like Virtual Reality (VR) and Augmented Reality (AR) demands substantial financial investment in hardware and software. High-quality VR headsets, AR glasses, motion sensors, and haptic feedback devices are often expensive, increasing the overall development costs. Therefore, the market's expansion in the entertainment sector is significantly hindered by the exorbitant development and implementation expenses.
Technology Outlook
Based on technology, the market is classified into LED, OLED, and others. The LED segment garnered 47% revenue share in the market in 2023. LED displays offer high brightness levels, vibrant colors, and long-lasting performance, making them ideal for various entertainment applications such as large-scale screens, gaming displays, and virtual reality setups. The relatively lower production and maintenance costs of LED technology have made it accessible to both consumers and businesses, encouraging widespread adoption.
Resolution Outlook
On the basis of resolution, the market is divided into 4K, 8K, and others. The 8K segment recorded 22% revenue share in the market in 2023. The pursuit of cutting-edge visual fidelity and an ultra-immersive experience drives the 8K segment. Offering a four times higher resolution than 4K, 8K displays provide incredibly detailed and lifelike visuals, making them ideal for premium applications such as high-end gaming, VR simulations, and large-format displays in entertainment venues.
Application Outlook
By application, the market is segmented into theater & cinema, entertainment venues, museum & exhibitions, content creation studios, theme parks & amusement parks, and others. The theater & cinema segment witnessed 26% revenue share in the market in 2023. Cinemas increasingly incorporate advanced display technologies such as large-format screens, 3D projections, IMAX, and 4DX to attract audiences seeking unique entertainment experiences. These immersive formats combine high-definition visuals, surround sound, and environmental effects like seat movement and scents, elevating the overall movie-going experience.
Regional Outlook
Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Europe segment recorded 29% revenue share in the market in 2023. Countries like the UK, Germany, and France have significantly adopted immersive displays in theaters, museums, exhibitions, and theme parks. Europe's rich cultural heritage has driven the integration of immersive technologies in museums and exhibitions, enhancing visitor engagement through interactive AR and VR experiences.
Market Competition and Attributes
The Immersive Display in Entertainment market is fiercely competitive, driven by rapid technological advancements and increasing consumer demand for immersive experiences. Companies vie for market share through innovations in display technologies, content creation, and user interface design. Key strategies include enhancing resolution, expanding field of view, and improving sensory immersion to captivate audiences. Market players also focus on enhancing user interaction and reducing latency, aiming to deliver seamless and captivating entertainment experiences across various platforms and venues globally.
Recent Strategies Deployed in the Market
Jan-2025: LG Electronics, Inc. unveiled two innovative lifestyle projectors. The PF600U combines a projector, Bluetooth speaker, and LED mood lamp, while the CineBeam S is LG's smallest 4K Ultra Short Throw projector. Both models offer superior image quality, versatile functionality, and integration with streaming platforms.
Dec-2024: Samsung Electronics Co., Ltd. teamed up with Dolby Laboratories, a Software company to enhance automotive displays. This collaboration will integrate Samsung's OLED technology with Dolby Vision, providing superior image quality in vehicles. This aims to streamline the implementation and evaluation process, offering an immersive entertainment experience for car manufacturers and consumers.
Dec-2024: Samsung Electronics Co., Ltd. announced the partnership with Universal Pictures, a Film production company to launch the limited-edition Music Frame WICKED Edition, a customizable wireless speaker offering immersive sound and aesthetic appeal. It features a WICKED-themed photo frame, exclusive autographed cards, and themed packaging. The partnership includes digital ads and in-store displays, enhancing the film's promotion.
Dec-2024: Samsung Electronics Co., Ltd. announced the partnership with TGL, backed by Tiger Woods and Rory McIlroy, as the Official Screen Provider. Samsung's advanced LED displays will enhance the fan experience at the SoFi Center and for viewers at home, showcasing match stats and sponsor branding, creating an immersive and dynamic golf viewing experience.
Dec-2024: Meta Platforms, Inc. announced the partnership with LG, a Multinational conglomerate company to create a next-gen mixed-reality headset, blending augmented and virtual reality for a seamless experience. Combining Meta's VR content and LG's advanced display technology, the headset aims to rival Apple's Vision Pro, offering immersive entertainment, smart home integration, and more.
Nov-2024: Leyard Optoelectronic Co Ltd. unveiled Phase I of its self-developed full-process High-Level MIP (Micro LED packaging technology) line at its Leadstar facility in Wuxi, Jiangsu. This production line aims to drive the LED display industrial chain forward, accelerate cost reduction and efficiency, and promote large-scale application of Micro LED display products.
List of Key Companies Profiled
Barco NV
Leyard Optoelectronic Co Ltd.
LG Electronics, Inc. (LG Corporation)
Panasonic Holdings Corporation
Samsung Electronics Co., Ltd. (Samsung Group)
Sharp Corporation
Sony Corporation
HTC Corporation
Meta Platforms, Inc.
Microsoft Corporation
Global Immersive Display In Entertainment Market Report Segmentation
By Technology
LED
OLED
Other Technology
By Resolution
4K
8K
Other Resolution
By Application
Theater & Cinema
Entertainment Venues
Theme Parks & Amusement Parks
Museum & Exhibitions
Content Creation Studios
Other Application
By Geography
North America
US
Canada
Mexico
Rest of North America
Europe
Germany
UK
France
Russia
Spain
Italy
Rest of Europe
Asia Pacific
China
Japan
India
South Korea
Singapore
Malaysia
Rest of Asia Pacific
LAMEA
Brazil
Argentina
UAE
Saudi Arabia
South Africa
Nigeria
Rest of LAMEA
Table of Contents
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Immersive Display In Entertainment Market, by Technology
1.4.2 Global Immersive Display In Entertainment Market, by Resolution
1.4.3 Global Immersive Display In Entertainment Market, by Application
1.4.4 Global Immersive Display In Entertainment Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.3 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Partnerships, Collaborations & Agreements : 2021, Mar - 2024, Dec) Leading Players
4.5 Porter Five Forces Analysis
Chapter 5. Global Immersive Display In Entertainment Market by Technology
5.1 Global LED Market by Region
5.2 Global OLED Market by Region
5.3 Global Other Technology Market by Region
Chapter 6. Global Immersive Display In Entertainment Market by Resolution
6.1 Global 4K Market by Region
6.2 Global 8K Market by Region
6.3 Global Other Resolution Market by Region
Chapter 7. Global Immersive Display In Entertainment Market by Application
7.1 Global Theater & Cinema Market by Region
7.2 Global Entertainment Venues Market by Region
7.3 Global Theme Parks & Amusement Parks Market by Region
7.4 Global Museum & Exhibitions Market by Region
7.5 Global Content Creation Studios Market by Region
7.6 Global Other Application Market by Region
Chapter 8. Global Immersive Display In Entertainment Market by Region
8.1 North America Immersive Display In Entertainment Market
8.1.1 North America Immersive Display In Entertainment Market by Technology
8.1.1.1 North America LED Market by Country
8.1.1.2 North America OLED Market by Country
8.1.1.3 North America Other Technology Market by Country
8.1.2 North America Immersive Display In Entertainment Market by Resolution
8.1.2.1 North America 4K Market by Country
8.1.2.2 North America 8K Market by Country
8.1.2.3 North America Other Resolution Market by Country
8.1.3 North America Immersive Display In Entertainment Market by Application
8.1.3.1 North America Theater & Cinema Market by Country
8.1.3.2 North America Entertainment Venues Market by Country
8.1.3.3 North America Theme Parks & Amusement Parks Market by Country
8.1.3.4 North America Museum & Exhibitions Market by Country
8.1.3.5 North America Content Creation Studios Market by Country
8.1.3.6 North America Other Application Market by Country
8.1.4 North America Immersive Display In Entertainment Market by Country
8.1.4.1 US Immersive Display In Entertainment Market
8.1.4.1.1 US Immersive Display In Entertainment Market by Technology
8.1.4.1.2 US Immersive Display In Entertainment Market by Resolution
8.1.4.1.3 US Immersive Display In Entertainment Market by Application
8.1.4.2 Canada Immersive Display In Entertainment Market
8.1.4.2.1 Canada Immersive Display In Entertainment Market by Technology
8.1.4.2.2 Canada Immersive Display In Entertainment Market by Resolution
8.1.4.2.3 Canada Immersive Display In Entertainment Market by Application
8.1.4.3 Mexico Immersive Display In Entertainment Market
8.1.4.3.1 Mexico Immersive Display In Entertainment Market by Technology
8.1.4.3.2 Mexico Immersive Display In Entertainment Market by Resolution
8.1.4.3.3 Mexico Immersive Display In Entertainment Market by Application
8.1.4.4 Rest of North America Immersive Display In Entertainment Market
8.1.4.4.1 Rest of North America Immersive Display In Entertainment Market by Technology
8.1.4.4.2 Rest of North America Immersive Display In Entertainment Market by Resolution
8.1.4.4.3 Rest of North America Immersive Display In Entertainment Market by Application
8.2 Europe Immersive Display In Entertainment Market
8.2.1 Europe Immersive Display In Entertainment Market by Technology
8.2.1.1 Europe LED Market by Country
8.2.1.2 Europe OLED Market by Country
8.2.1.3 Europe Other Technology Market by Country
8.2.2 Europe Immersive Display In Entertainment Market by Resolution
8.2.2.1 Europe 4K Market by Country
8.2.2.2 Europe 8K Market by Country
8.2.2.3 Europe Other Resolution Market by Country
8.2.3 Europe Immersive Display In Entertainment Market by Application
8.2.3.1 Europe Theater & Cinema Market by Country
8.2.3.2 Europe Entertainment Venues Market by Country
8.2.3.3 Europe Theme Parks & Amusement Parks Market by Country
8.2.3.4 Europe Museum & Exhibitions Market by Country
8.2.3.5 Europe Content Creation Studios Market by Country
8.2.3.6 Europe Other Application Market by Country
8.2.4 Europe Immersive Display In Entertainment Market by Country
8.2.4.1 Germany Immersive Display In Entertainment Market
8.2.4.1.1 Germany Immersive Display In Entertainment Market by Technology
8.2.4.1.2 Germany Immersive Display In Entertainment Market by Resolution
8.2.4.1.3 Germany Immersive Display In Entertainment Market by Application
8.2.4.2 UK Immersive Display In Entertainment Market
8.2.4.2.1 UK Immersive Display In Entertainment Market by Technology
8.2.4.2.2 UK Immersive Display In Entertainment Market by Resolution
8.2.4.2.3 UK Immersive Display In Entertainment Market by Application
8.2.4.3 France Immersive Display In Entertainment Market
8.2.4.3.1 France Immersive Display In Entertainment Market by Technology
8.2.4.3.2 France Immersive Display In Entertainment Market by Resolution
8.2.4.3.3 France Immersive Display In Entertainment Market by Application
8.2.4.4 Russia Immersive Display In Entertainment Market
8.2.4.4.1 Russia Immersive Display In Entertainment Market by Technology
8.2.4.4.2 Russia Immersive Display In Entertainment Market by Resolution
8.2.4.4.3 Russia Immersive Display In Entertainment Market by Application
8.2.4.5 Spain Immersive Display In Entertainment Market
8.2.4.5.1 Spain Immersive Display In Entertainment Market by Technology
8.2.4.5.2 Spain Immersive Display In Entertainment Market by Resolution
8.2.4.5.3 Spain Immersive Display In Entertainment Market by Application
8.2.4.6 Italy Immersive Display In Entertainment Market
8.2.4.6.1 Italy Immersive Display In Entertainment Market by Technology
8.2.4.6.2 Italy Immersive Display In Entertainment Market by Resolution
8.2.4.6.3 Italy Immersive Display In Entertainment Market by Application
8.2.4.7 Rest of Europe Immersive Display In Entertainment Market
8.2.4.7.1 Rest of Europe Immersive Display In Entertainment Market by Technology
8.2.4.7.2 Rest of Europe Immersive Display In Entertainment Market by Resolution
8.2.4.7.3 Rest of Europe Immersive Display In Entertainment Market by Application
8.3 Asia Pacific Immersive Display In Entertainment Market
8.3.1 Asia Pacific Immersive Display In Entertainment Market by Technology
8.3.1.1 Asia Pacific LED Market by Country
8.3.1.2 Asia Pacific OLED Market by Country
8.3.1.3 Asia Pacific Other Technology Market by Country
8.3.2 Asia Pacific Immersive Display In Entertainment Market by Resolution
8.3.2.1 Asia Pacific 4K Market by Country
8.3.2.2 Asia Pacific 8K Market by Country
8.3.2.3 Asia Pacific Other Resolution Market by Country
8.3.3 Asia Pacific Immersive Display In Entertainment Market by Application
8.3.3.1 Asia Pacific Theater & Cinema Market by Country
8.3.3.2 Asia Pacific Entertainment Venues Market by Country
8.3.3.3 Asia Pacific Theme Parks & Amusement Parks Market by Country
8.3.3.4 Asia Pacific Museum & Exhibitions Market by Country
8.3.3.5 Asia Pacific Content Creation Studios Market by Country
8.3.3.6 Asia Pacific Other Application Market by Country
8.3.4 Asia Pacific Immersive Display In Entertainment Market by Country
8.3.4.1 China Immersive Display In Entertainment Market
8.3.4.1.1 China Immersive Display In Entertainment Market by Technology
8.3.4.1.2 China Immersive Display In Entertainment Market by Resolution
8.3.4.1.3 China Immersive Display In Entertainment Market by Application
8.3.4.2 Japan Immersive Display In Entertainment Market
8.3.4.2.1 Japan Immersive Display In Entertainment Market by Technology
8.3.4.2.2 Japan Immersive Display In Entertainment Market by Resolution
8.3.4.2.3 Japan Immersive Display In Entertainment Market by Application
8.3.4.3 India Immersive Display In Entertainment Market
8.3.4.3.1 India Immersive Display In Entertainment Market by Technology
8.3.4.3.2 India Immersive Display In Entertainment Market by Resolution
8.3.4.3.3 India Immersive Display In Entertainment Market by Application
8.3.4.4 South Korea Immersive Display In Entertainment Market
8.3.4.4.1 South Korea Immersive Display In Entertainment Market by Technology
8.3.4.4.2 South Korea Immersive Display In Entertainment Market by Resolution
8.3.4.4.3 South Korea Immersive Display In Entertainment Market by Application
8.3.4.5 Singapore Immersive Display In Entertainment Market
8.3.4.5.1 Singapore Immersive Display In Entertainment Market by Technology
8.3.4.5.2 Singapore Immersive Display In Entertainment Market by Resolution
8.3.4.5.3 Singapore Immersive Display In Entertainment Market by Application
8.3.4.6 Malaysia Immersive Display In Entertainment Market
8.3.4.6.1 Malaysia Immersive Display In Entertainment Market by Technology
8.3.4.6.2 Malaysia Immersive Display In Entertainment Market by Resolution
8.3.4.6.3 Malaysia Immersive Display In Entertainment Market by Application
8.3.4.7 Rest of Asia Pacific Immersive Display In Entertainment Market
8.3.4.7.1 Rest of Asia Pacific Immersive Display In Entertainment Market by Technology
8.3.4.7.2 Rest of Asia Pacific Immersive Display In Entertainment Market by Resolution
8.3.4.7.3 Rest of Asia Pacific Immersive Display In Entertainment Market by Application
8.4 LAMEA Immersive Display In Entertainment Market
8.4.1 LAMEA Immersive Display In Entertainment Market by Technology
8.4.1.1 LAMEA LED Market by Country
8.4.1.2 LAMEA OLED Market by Country
8.4.1.3 LAMEA Other Technology Market by Country
8.4.2 LAMEA Immersive Display In Entertainment Market by Resolution
8.4.2.1 LAMEA 4K Market by Country
8.4.2.2 LAMEA 8K Market by Country
8.4.2.3 LAMEA Other Resolution Market by Country
8.4.3 LAMEA Immersive Display In Entertainment Market by Application
8.4.3.1 LAMEA Theater & Cinema Market by Country
8.4.3.2 LAMEA Entertainment Venues Market by Country
8.4.3.3 LAMEA Theme Parks & Amusement Parks Market by Country
8.4.3.4 LAMEA Museum & Exhibitions Market by Country
8.4.3.5 LAMEA Content Creation Studios Market by Country
8.4.3.6 LAMEA Other Application Market by Country
8.4.4 LAMEA Immersive Display In Entertainment Market by Country
8.4.4.1 Brazil Immersive Display In Entertainment Market
8.4.4.1.1 Brazil Immersive Display In Entertainment Market by Technology
8.4.4.1.2 Brazil Immersive Display In Entertainment Market by Resolution
8.4.4.1.3 Brazil Immersive Display In Entertainment Market by Application
8.4.4.2 Argentina Immersive Display In Entertainment Market
8.4.4.2.1 Argentina Immersive Display In Entertainment Market by Technology
8.4.4.2.2 Argentina Immersive Display In Entertainment Market by Resolution
8.4.4.2.3 Argentina Immersive Display In Entertainment Market by Application
8.4.4.3 UAE Immersive Display In Entertainment Market
8.4.4.3.1 UAE Immersive Display In Entertainment Market by Technology
8.4.4.3.2 UAE Immersive Display In Entertainment Market by Resolution
8.4.4.3.3 UAE Immersive Display In Entertainment Market by Application
8.4.4.4 Saudi Arabia Immersive Display In Entertainment Market
8.4.4.4.1 Saudi Arabia Immersive Display In Entertainment Market by Technology
8.4.4.4.2 Saudi Arabia Immersive Display In Entertainment Market by Resolution
8.4.4.4.3 Saudi Arabia Immersive Display In Entertainment Market by Application
8.4.4.5 South Africa Immersive Display In Entertainment Market
8.4.4.5.1 South Africa Immersive Display In Entertainment Market by Technology
8.4.4.5.2 South Africa Immersive Display In Entertainment Market by Resolution
8.4.4.5.3 South Africa Immersive Display In Entertainment Market by Application
8.4.4.6 Nigeria Immersive Display In Entertainment Market
8.4.4.6.1 Nigeria Immersive Display In Entertainment Market by Technology
8.4.4.6.2 Nigeria Immersive Display In Entertainment Market by Resolution
8.4.4.6.3 Nigeria Immersive Display In Entertainment Market by Application
8.4.4.7 Rest of LAMEA Immersive Display In Entertainment Market
8.4.4.7.1 Rest of LAMEA Immersive Display In Entertainment Market by Technology
8.4.4.7.2 Rest of LAMEA Immersive Display In Entertainment Market by Resolution
8.4.4.7.3 Rest of LAMEA Immersive Display In Entertainment Market by Application
Chapter 9. Company Profiles
9.1 Barco NV
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 Leyard Optoelectronic Co Ltd
9.2.1 Company Overview
9.2.2 Recent strategies and developments:
9.2.2.1 Partnerships, Collaborations, and Agreements:
9.2.2.2 Product Launches and Product Expansions:
9.2.3 SWOT Analysis
9.3 LG Electronics, Inc. (LG Corporation)
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Regional & Segmental Analysis
9.3.4 Research & Development Expenses
9.3.5 Recent strategies and developments:
9.3.5.1 Product Launches and Product Expansions:
9.3.6 SWOT Analysis
9.4 Panasonic Holdings Corporation
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 SWOT Analysis
9.5 Samsung Electronics Co., Ltd. (Samsung Group)
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expenses
9.5.5 Recent strategies and developments:
9.5.5.1 Partnerships, Collaborations, and Agreements:
9.5.6 SWOT Analysis
9.6 Sharp Corporation
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segmental & Regional Analysis
9.6.4 Research & Development Expense
9.6.5 Recent strategies and developments:
9.6.5.1 Product Launches and Product Expansions:
9.6.6 SWOT Analysis
9.7 Sony Corporation
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Segmental and Regional Analysis
9.7.4 Research & Development Expenses
9.7.5 Recent strategies and developments:
9.7.5.1 Product Launches and Product Expansions:
9.7.6 SWOT Analysis
9.8 HTC Corporation
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Research & Development Expenses
9.8.4 Recent strategies and developments:
9.8.4.1 Product Launches and Product Expansions:
9.8.5 SWOT Analysis
9.9 Meta Platforms, Inc.
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Segment and Regional Analysis
9.9.4 Research & Development Expense
9.9.5 Recent strategies and developments:
9.9.5.1 Partnerships, Collaborations, and Agreements:
9.9.6 SWOT Analysis
9.10. Microsoft Corporation
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Segmental and Regional Analysis
9.10.4 Research & Development Expenses
9.10.5 SWOT Analysis
Chapter 10. Winning Imperatives of Immersive Display in Entertainment Market