¼¼°èÀÇ ¸ôÀÔÇü ¸¶ÄÉÆÃ ½ÃÀå º¸°í¼­(2025³â)
Immersive Marketing Global Market Report 2025
»óǰÄÚµå : 1769988
¸®¼­Ä¡»ç : The Business Research Company
¹ßÇàÀÏ : On Demand Report
ÆäÀÌÁö Á¤º¸ : ¿µ¹® 175 Pages
 ¶óÀ̼±½º & °¡°Ý (ºÎ°¡¼¼ º°µµ)
US $ 4,490 £Ü 6,312,000
PDF (Single User License) help
PDF º¸°í¼­¸¦ 1¸í¸¸ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 6,490 £Ü 9,124,000
PDF (Site License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ »ç¾÷ÀåÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 8,490 £Ü 11,936,000
PDF (Enterprise License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.


¤± Add-on °¡´É: °í°´ÀÇ ¿äû¿¡ µû¶ó ÀÏÁ¤ÇÑ ¹üÀ§ ³»¿¡¼­ CustomizationÀÌ °¡´ÉÇÕ´Ï´Ù. ÀÚ¼¼ÇÑ »çÇ×Àº ¹®ÀÇÇØ Áֽñ⠹ٶø´Ï´Ù.
¤± º¸°í¼­¿¡ µû¶ó ÃֽŠÁ¤º¸·Î ¾÷µ¥ÀÌÆ®ÇÏ¿© º¸³»µå¸³´Ï´Ù. ¹è¼Û±âÀÏÀº ¹®ÀÇÇØ Áֽñ⠹ٶø´Ï´Ù.

Çѱ۸ñÂ÷

¸ôÀÔÇü ¸¶ÄÉÆÃ ½ÃÀå ±Ô¸ð´Â ÇâÈÄ ¼ö³â°£ ºñ¾àÀûÀÎ ¼ºÀåÀÌ Àü¸ÁµË´Ï´Ù. 2029³âÀÇ ¿¬°£ Æò±Õ ¼ºÀå·ü(CAGR)Àº 31.7%·Î ¼ºÀåÇÒ Àü¸ÁÀ̸ç, 288¾ï 8,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ Àü¸ÁÀÔ´Ï´Ù. ¿¹Ãø ±â°£ÀÇ ¼ºÀåÀº ¸ÞŸ¹ö½º ÁÖµµÀÇ ºê·£µå üÇè¿¡ ´ëÇÑ ¼ö¿ä Áõ°¡, ÀüÀÚ»ó°Å·¡¿¡¼­ÀÇ ¸ôÀÔÇü ¸¶ÄÉÆÃ ÀÌ¿ë Áõ°¡, ºñÁ¢ÃËÇü °í°´ ÀΰÔÀÌÁö¸ÕÆ® ¼Ö·ç¼Ç¿¡ ´ëÇÑ ¿ä±¸ Áõ°¡, ¿øÈ°ÇÑ ¸ôÀÔ Ã¼ÇèÀ» Áö¿øÇÏ´Â 5G ³×Æ®¿öÅ© ä¿ë È®´ë, ·ÎÄÉÀÌ¼Ç ±â¹Ý ¸¶ÄÉÆÃ ÀÌ¿ë Áõ°¡¿¡ ±âÀÎÇÒ °ÍÀ¸·Î º¸ÀÔ´Ï´Ù. ÀÌ ±â°£¿¡ ¿¹»óµÇ´Â ÁÖ¿ä µ¿Çâ¿¡´Â ½Ã¼±°ú Á¦½ºÃ³ Æ®·¡Å· ±â¼ú ¹ßÀü, °¨Á¤¿¡ ÃÊÁ¡À» ¸ÂÃá Ä·ÆäÀÎ ÀÛ¼º, ½Ç½Ã°£ °¡»ó ¼î·ë °³¹ß, ¼Ò¼È ¹Ìµð¾î Ç÷§Æû ¸ôÀÔÇü ÄÜÅÙÃ÷ ÅëÇÕ, À̾߱â ÁÖµµ ¸ôÀÔÇü ±¤°íÀÇ Áö¼ÓÀûÀÎ Çõ½Å µîÀÌ Æ÷ÇԵ˴ϴÙ.

½º¸¶Æ®Æù°ú ÀÎÅͳÝÀÇ º¸±ÞÀº ÇâÈÄ ¼ö³â°£ ¸ôÀÔÇü ¸¶ÄÉÆÃ ½ÃÀåÀ» °ßÀÎÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ½º¸¶Æ®Æù°ú ÀÎÅÍ³Ý º¸±Þ·üÀº ½º¸¶Æ®Æù°ú ¿Â¶óÀÎ Á¢¼Ó¿¡ Á¢¼ÓÇØ Á¤±âÀûÀ¸·Î »ç¿ëÇÏ´Â Àα¸ÀÇ ºñÀ²À» ¸»ÇÕ´Ï´Ù. ÀÌ·¯ÇÑ Áõ°¡´Â Á¢¼Ó ¼Óµµ, ½Å·Ú¼º, »ç¿ëÀÚ Á¢±Ù¼ºÀ» Çâ»ó½ÃŰ´Â ³×Æ®¿öÅ© ÀÎÇÁ¶óÀÇ Áøº¸¿¡ ÀÇÇÑ °ÍÀÔ´Ï´Ù. ¸ôÀÔÇü ¸¶ÄÉÆÃÀº º¸´Ù ±íÀº µðÁöÅÐ ÅëÇÕ°ú ÀÌ¿ëÀ» ÃËÁøÇÏ´Â ¸Å·ÂÀûÀ̰í ÀÎÅÍ·¢Æ¼ºêÇÑ °æÇèÀ» Á¦°øÇÔÀ¸·Î½á ÀÌ ¿¬°á¼ºÀ» Ȱ¿ëÇϰí ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î ½º¿þµ§¿¡ º»»ç¸¦ µÐ Åë½Å»ç ¿¡¸¯½¼ÀÇ ¸ðºô¸®Æ¼ º¸°í¼­¿¡ µû¸£¸é ¼¼°è ½º¸¶Æ®Æù °è¾à ¼ö´Â 2023³â 69¾ï 3,000¸¸¿¡ ´ÞÇß°í 2024³â¿¡´Â 71¾ï 6,000¸¸À¸·Î Áõ°¡Çß½À´Ï´Ù. ±× °á°ú ½º¸¶Æ®Æù°ú ÀÎÅÍ³Ý ÀÌ¿ëÀÇ Áõ°¡°¡ ¸ôÀÔÇü ¸¶ÄÉÆÃ ½ÃÀå È®´ë¿¡ Å©°Ô ±â¿©Çϰí ÀÖ½À´Ï´Ù.

¸ôÀÔÇü ¸¶ÄÉÆÃ ºÐ¾ßÀÇ ÁÖ¿ä ±â¾÷µéÀº Âü¿©¸¦ ³ôÀÌ°í ºê·£µå¿Í ¼ÒºñÀÚÀÇ »óÈ£ÀÛ¿ëÀ» °­È­Çϱâ À§ÇØ ¸ôÀÔÇü À̺¥Æ® »ç¾÷ ºÎ¹®°ú °°Àº ÷´Ü ±â¼ú°ú »õ·Î¿î °æÇè¿¡ ÅõÀÚÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ¸ôÀÔÇü À̺¥Æ® »ç¾÷ºÎ´Â, ¶óÀ̺ê¿Í ¹öÃß¾ó ¾çÂÊÀÇ À̺¥Æ®¿¡¼­ ´ÙÀ̳ª¹ÍÇÑ Ã¼ÇèÀ» âÃâÇϱâ À§Çؼ­, °¡»ó Çö½Ç, Áõ°­ Çö½Ç, º¹ÇÕ Çö½ÇÀ» ÀÌ¿ëÇÑ Àü¹® ¼­ºñ½º¸¦ Á¦°øÇϰí ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¸é, ¹Ì±¹À» °ÅÁ¡À¸·Î ÇÏ´Â Media Bridge, Inc´Â 2025³â 3¿ù, ¸ôÀÔÇü À̺¥Æ® Àü¹®ÀÇ ½ÅºÎ¹® MB Activate¸¦ ½ÃÀÛÇß½À´Ï´Ù. ÀÌ ÀÌ´Ï¼ÅÆ¼ºê´Â ¸ôÀÔÇü ¾×Ƽº£À̼Ç, ¿¹¼úÀû ¼³Ä¡, ÀÎÅÍ·¢Æ¼ºê ÀΰÔÀÌÁö¸ÕÆ®, Ä¿¹Â´ÏƼ ÁÖµµÀÇ Ã¼Çè µî Çõ½ÅÀûÀΠüÇèÇü ¸¶ÄÉÆÃ ¼Ö·ç¼ÇÀ» °í°´¿¡°Ô Á¦°øÇÔÀ¸·Î½á µ¿»çÀÇ ¼­ºñ½º¸¦ È®´ëÇÏ´Â °ÍÀÔ´Ï´Ù. ÀÌ·¯ÇÑ ÀÌ´Ï¼ÅÆ¼ºê´Â °¨Á¤ÀûÀÎ ¿¬°áÀ» À°¼ºÇϰí ÈïºÐÀ» ¸¸µé¾î ³»¸ç ¹®È­ÀûÀÎ °ü·Ã¼ºÀ» ÃËÁøÇϵµ·Ï ¸¸µé¾îÁ® ÀÖ½À´Ï´Ù. °¢ üÇèÀº ¹Ìµð¾î ÁõÆø, ÅÏŰÇü Á¦Á¶ ¼­ºñ½º, ¶óÀ̺ê ÄÜÅÙÃ÷ ĸó, ÆÛÆ÷¸Õ½º ºÐ¼®¿¡ ÀÇÇØ µÞ¹ÞħµÇ¸ç ±¸Ã¼ÀûÀÎ °á°ú¿Í ÀÇ¹Ì ÀÖ´Â ½ÃûÀÚ ÀÓÆÑÆ®¸¦ È®½ÇÈ÷ ÇÕ´Ï´Ù.

¸ñÂ÷

Á¦1Àå ÁÖ¿ä ¿ä¾à

Á¦2Àå ½ÃÀå Æ¯Â¡

Á¦3Àå ½ÃÀå µ¿Çâ ¹× Àü·«

Á¦4Àå ½ÃÀå : ±Ý¸®, ÀÎÇ÷¹À̼Ç, ÁöÁ¤ÇÐ, ¹«¿ªÀüÀï ¹× °ü¼¼, ±×¸®°í Äڷγª ¹× ȸº¹ÀÌ ½ÃÀå¿¡ ¹ÌÄ¡´Â ¿µÇâÀ» Æ÷ÇÔÇÑ °Å½Ã°æÁ¦ ½Ã³ª¸®¿À

Á¦5Àå ¼¼°èÀÇ ¼ºÀå ºÐ¼® ¹× Àü·« ºÐ¼® ÇÁ·¹ÀÓ¿öÅ©

Á¦6Àå ½ÃÀå ¼¼ºÐÈ­

Á¦7Àå Áö¿ªº° ¹× ±¹°¡º° ºÐ¼®

Á¦8Àå ¾Æ½Ã¾ÆÅÂÆò¾ç ½ÃÀå

Á¦9Àå Áß±¹ ½ÃÀå

Á¦10Àå Àεµ ½ÃÀå

Á¦11Àå ÀϺ» ½ÃÀå

Á¦12Àå È£ÁÖ ½ÃÀå

Á¦13Àå Àεµ³×½Ã¾Æ ½ÃÀå

Á¦14Àå Çѱ¹ ½ÃÀå

Á¦15Àå ¼­À¯·´ ½ÃÀå

Á¦16Àå ¿µ±¹ ½ÃÀå

Á¦17Àå µ¶ÀÏ ½ÃÀå

Á¦18Àå ÇÁ¶û½º ½ÃÀå

Á¦19Àå ÀÌÅ»¸®¾Æ ½ÃÀå

Á¦20Àå ½ºÆäÀÎ ½ÃÀå

Á¦21Àå µ¿À¯·´ ½ÃÀå

Á¦22Àå ·¯½Ã¾Æ ½ÃÀå

Á¦23Àå ºÏ¹Ì ½ÃÀå

Á¦24Àå ¹Ì±¹ ½ÃÀå

Á¦25Àå ij³ª´Ù ½ÃÀå

Á¦26Àå ³²¹Ì ½ÃÀå

Á¦27Àå ºê¶óÁú ½ÃÀå

Á¦28Àå Áßµ¿ ½ÃÀå

Á¦29Àå ¾ÆÇÁ¸®Ä« ½ÃÀå

Á¦30Àå °æÀï ±¸µµ ¹× ±â¾÷ ÇÁ·ÎÆÄÀÏ

Á¦31Àå ±âŸ ÁÖ¿ä ±â¾÷ ¹× Çõ½Å ±â¾÷

Á¦32Àå ¼¼°è ½ÃÀå °æÀï º¥Ä¡¸¶Å· ¹× ´ë½Ãº¸µå

Á¦33Àå ÁÖ¿ä ÀμöÇÕº´(M&A)

Á¦34Àå ÃÖ±Ù ½ÃÀå µ¿Çâ

Á¦35Àå ½ÃÀåÀÇ ÀáÀç·ÂÀÌ ³ôÀº ±¹°¡, ºÎ¹® ¹× Àü·«

Á¦36Àå ºÎ·Ï

AJY
¿µ¹® ¸ñÂ÷

¿µ¹®¸ñÂ÷

Immersive marketing is an approach that deeply engages consumers by delivering interactive experiences that foster a sense of involvement with a brand. This strategy aims to capture attention and create strong emotional ties through impactful and memorable interactions.

The primary components of immersive marketing are hardware, software or platforms, and services. Hardware includes the physical elements of a computer system or electronic device such as processors, memory, hard drives, motherboards, and peripheral devices. This category also covers advanced technologies like virtual reality (VR), augmented reality (AR), mixed reality (MR), and other related innovations. The market consists of a wide spectrum of players, ranging from small and medium-sized enterprises (SMEs) to large corporations. Immersive marketing is used in various areas, including advertising and branding, product launches and demonstrations, events and experiential marketing, and social media campaigns. It serves multiple end-user industries such as retail and e-commerce, fashion and beauty, automotive, travel and hospitality, real estate, gaming and entertainment, healthcare, education, and more.

The immersive marketing market research report is one of a series of new reports from The Business Research Company that provides immersive marketing market statistics, including the immersive marketing industry's global market size, regional shares, competitors with the immersive marketing market share, detailed immersive marketing market segments, market trends and opportunities, and any further data you may need to thrive in the immersive marketing market. This immersive marketing market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The immersive marketing market size has grown exponentially in recent years. It will grow from$7.28 billion in 2024 to $9.61 billion in 2025 at a compound annual growth rate (CAGR) of 32.0%. Growth during the historic period can be attributed to rising consumer demand for personalized brand interactions, increased smartphone usage and mobile internet availability, greater corporate investment in digital advertising, the growing popularity of gaming and esports communities, and the expanded use of 360-degree content in marketing campaigns.

The immersive marketing market size is expected to see exponential growth in the next few years. It will grow to$28.88 billion in 2029 at a compound annual growth rate (CAGR) of 31.7%. Growth in the forecast period can be attributed to the rising demand for metaverse-driven brand experiences, increasing use of immersive marketing in e-commerce, a growing need for contactless customer engagement solutions, expanding adoption of 5G networks that support seamless immersive experiences, and the rising use of location-based marketing. Key trends expected during this period include advancements in eye and gesture tracking technology, the creation of emotion-focused campaigns, the development of real-time virtual showrooms, the integration of immersive content into social media platforms, and continued innovation in narrative-driven immersive advertising.

The growing penetration of smartphones and the internet is expected to drive the immersive marketing market in the coming years. Smartphone and internet penetration refers to the percentage of the population with access to and regular use of smartphones and online connectivity. This increase is largely attributed to advancements in network infrastructure, which improve connection speed, reliability, and accessibility for users. Immersive marketing, in turn, capitalizes on this connectivity by delivering engaging and interactive experiences that promote deeper digital integration and usage. For example, according to Ericsson's Mobility Report, a Sweden-based telecommunications firm, global smartphone subscriptions reached 6.93 billion in 2023 and increased to 7.16 billion in 2024. As a result, rising smartphone and internet usage is contributing significantly to the expansion of the immersive marketing market.

Leading companies in the immersive marketing space are investing in advanced technologies and new experiences, such as immersive-events business divisions, to boost engagement and strengthen brand-consumer interactions. These immersive-events divisions offer specialized services that use virtual, augmented, or mixed reality to create dynamic experiences for both live and virtual events. For instance, in March 2025, Media Bridge, Inc, a US-based media company launched MB Activate, a new division dedicated to immersive events. This initiative expands the agency's offerings by providing clients with innovative experiential marketing solutions, including immersive activations, artistic installations, interactive engagements, and community-driven experiences. These initiatives are crafted to foster emotional connections, generate excitement, and promote cultural relevance. Each experience is backed by media amplification, turnkey production services, live content capture, and performance analytics to ensure tangible results and meaningful audience impact.

In April 2025, Maxposure Limited, a US-based marketing firm, acquired Neutral Digital for an undisclosed amount. The purpose of this acquisition is to strengthen Maxposure's global aviation services by incorporating immersive XR technologies to enhance training programs, in-flight entertainment, and digital engagement offerings. Neutral Digital Limited, headquartered in the UK, specializes in creating immersive content, particularly through virtual reality (VR), augmented reality (AR), and 360° video solutions.

Major players in the immersive marketing market are Microsoft Corporation, Meta Platforms Inc., Unity Software Inc., HTC Corporation, Valve Corporation, Magic Leap Inc., Superside Inc., Pimax Technology (Shanghai) Co. Ltd., Varjo Technologies Oy, EON Reality Inc., Pico Interactive Inc., Resolution Games AB, Paradiso Solutions LLC, Groove Jones Inc., Virtuix Inc., Mad Hatter Experience LLC, Felix And Paul Studios Inc., Zeality LLC, Mindesk Srl, Baobab Studios Inc.

North America was the largest region in the immersive marketing market in 2024. Asia Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in immersive marketing report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the immersive marketing market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The immersive marketing market consists of revenues earned by entities by providing services such as 360-degree video production, gamified marketing campaigns, location-based immersive advertising, and data analytics for immersive campaigns. The market value includes the value of related goods sold by the service provider or included within the service offering. The immersive marketing market also includes sales of haptic feedback devices and wearables, 360-degree cameras, projection mapping equipment, and spatial audio systems. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Immersive Marketing Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on immersive marketing market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

Where is the largest and fastest growing market for immersive marketing ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The immersive marketing market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

Scope

Table of Contents

1. Executive Summary

2. Immersive Marketing Market Characteristics

3. Immersive Marketing Market Trends And Strategies

4. Immersive Marketing Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Immersive Marketing Growth Analysis And Strategic Analysis Framework

6. Immersive Marketing Market Segmentation

7. Immersive Marketing Market Regional And Country Analysis

8. Asia-Pacific Immersive Marketing Market

9. China Immersive Marketing Market

10. India Immersive Marketing Market

11. Japan Immersive Marketing Market

12. Australia Immersive Marketing Market

13. Indonesia Immersive Marketing Market

14. South Korea Immersive Marketing Market

15. Western Europe Immersive Marketing Market

16. UK Immersive Marketing Market

17. Germany Immersive Marketing Market

18. France Immersive Marketing Market

19. Italy Immersive Marketing Market

20. Spain Immersive Marketing Market

21. Eastern Europe Immersive Marketing Market

22. Russia Immersive Marketing Market

23. North America Immersive Marketing Market

24. USA Immersive Marketing Market

25. Canada Immersive Marketing Market

26. South America Immersive Marketing Market

27. Brazil Immersive Marketing Market

28. Middle East Immersive Marketing Market

29. Africa Immersive Marketing Market

30. Immersive Marketing Market Competitive Landscape And Company Profiles

31. Immersive Marketing Market Other Major And Innovative Companies

32. Global Immersive Marketing Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Immersive Marketing Market

34. Recent Developments In The Immersive Marketing Market

35. Immersive Marketing Market High Potential Countries, Segments and Strategies

36. Appendix

(ÁÖ)±Û·Î¹úÀÎÆ÷¸ÞÀÌ¼Ç 02-2025-2992 kr-info@giikorea.co.kr
¨Ï Copyright Global Information, Inc. All rights reserved.
PC¹öÀü º¸±â