Asia Pacific Immersive Entertainment Market Forecast to 2031 - Regional Analysis - by Component, Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), and End User
The Asia Pacific immersive entertainment market was valued at US$ 20,521.08 million in 2023 and is expected to reach US$ 1,09,766.98 million by 2031; it is estimated to record a CAGR of 23.3% from 2023 to 2031.
Emergence of Immersive Entertainment in Automotive Industry Boosts Asia Pacific Immersive Entertainment Market
The automotive in-cabin experience has evolved into a truly digital experience. The integration of a software environment in the vehicle allows consumers to seamlessly enjoy the immersive communication options, productivity tools, and entertainment options. Connected vehicles offer more immersive experiences to passengers, including personalized entertainment and AR displays. Automotive manufacturers are using a variety of immersive technologies such as VR, AR, and AI to offer their customers personalized and engaging in-car entertainment experiences. Numerous automotive manufacturers such as BMW and Tesla are focusing on integrating immersive technologies to develop technologically advanced vehicles. These technologies help automotive manufacturers enhance safety and security, as well as improve the driving experience of customers. In May 2023, Meta Platforms Inc announced that it is working with International Business Machines Corp to explore AR and VR technologies and their benefits in fast-moving vehicles. Thus, the emergence of immersive technology in the automotive industry, increasing adoption of autonomous driving vehicles and connected vehicles, and rising demand for in-car entertainment among consumers are expected to create opportunities in the immersive entertainment market in the coming years.
Asia Pacific Immersive Entertainment Market Overview
The APAC immersive entertainment market is segmented into Australia, China, Japan, South Korea, India, and the Rest of APAC. The media & entertainment and gaming industries are experiencing significant growth owing to rising internet penetration, increasing adoption of over-the-top (OTT) platforms, and growing number of live events. In 2023, APAC had the highest number of gamers, which was around 1.48 billion. The growing gaming industry is fueling the APAC immersive entertainment market growth. As the gaming industry is evolving in the region, sensory stimulation is rapidly becoming an important part of the gaming experience; in the process, making hand-held controller games feel dated and marginally engaging. To engage customers, gaming designers are incorporating significantly enhanced and sensorial experiences involving AR and complete VR simulations.
Furthermore, the gaming industry in APAC has been supported by favorable government policies and infrastructure developments. Countries such as China and South Korea have implemented policies to promote the growth of their gaming industries, providing incentives for companies to invest in game development and esports. Moreover, the government of the region is focusing on the development of VR technology. In January 2024, the South Korean government unveiled its plans to bolster the console gaming sector as it seeks to diversify the industry landscape currently focused on mobile and online platforms. Thus, the rising gaming industry in APAC is fueling the immersive entertainment market growth.
Asia Pacific Immersive Entertainment Market Revenue and Forecast to 2031 (US$ Million)
Asia Pacific Immersive Entertainment Market Segmentation
The Asia Pacific immersive entertainment market is categorized into component, technology, end user, and country.
Based on component, the Asia Pacific immersive entertainment market is bifurcated into hardware and software & services. The hardware segment held a larger market share in 2023.
By technology, the Asia Pacific immersive entertainment market is categorized into virtual reality (VR), augmented reality (AR), mixed reality (MR), and others. The virtual reality (VR) segment held the largest market share in 2023.
In terms of end user, the Asia Pacific immersive entertainment market is categorized into media & entertainment, gaming, design & architecture, retail, education, and others. The media & entertainment segment held the largest market share in 2023.
By country, the Asia Pacific immersive entertainment market is segmented into China, Japan, India, South Korea, Australia, and the Rest of Asia Pacific. China dominated the Asia Pacific immersive entertainment market share in 2023.
Microsoft Corp, Qualcomm Inc, Google LLC, Sony Group Corp, Infosys Ltd, HTC Corp, Samsung Electronics Co Ltd, Apple Inc, and Salesforce Inc are some of the leading companies operating in the Asia Pacific immersive entertainment market.
Table Of Contents
1. Introduction
1.1 The Insight Partners Research Report Guidance
1.2 Market Segmentation
2. Executive Summary
2.1 Key Insights
2.2 Market Attractiveness
3. Research Methodology
3.1 Secondary Research
3.2 Primary Research
3.2.1 Hypothesis formulation:
3.2.2 Macro-economic factor analysis:
3.2.3 Developing base number:
3.2.4 Data Triangulation:
3.2.5 Country level data:
4. Asia Pacific Immersive Entertainment Market Landscape
4.1 Overview
4.2 PEST Analysis
4.3 Ecosystem Analysis
4.3.1 List of Vendors in the Value Chain
5. Asia Pacific Immersive Entertainment Market - Key Market Dynamics
5.1 Market Drivers
5.1.1 Widespread Application of Immersive Technologies Across Entertainment Industry
5.1.2 Increasing Adoption of Digital Transformation Model Among Organizations
5.1.3 Growing Spending on Live Events Worldwide
5.2 Market Restraints
5.2.1 High Cost Associated with Immersive Entertainment Solutions
5.3 Market Opportunities
5.3.1 Advancements in Entertainment Industry
5.3.2 Emergence of Immersive Entertainment in Automotive Industry
5.4 Future Trends
5.4.1 Increasing Adoption of Artificial Intelligence Technology
5.5 Impact of Drivers and Restraints:
6. Immersive Entertainment Market - Asia Pacific Analysis
6.1 Asia Pacific Immersive Entertainment Market Overview
6.2 Immersive Entertainment Market revenue (US$ Million), 2021-2031
6.3 Immersive Entertainment Market Forecast Analysis
7. Asia Pacific Immersive Entertainment Market Analysis - by Component
7.1 Hardware
7.1.1 Overview
7.1.2 Hardware: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
7.2 Software and Services
7.2.1 Overview
7.2.2 Software and Services: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
8. Asia Pacific Immersive Entertainment Market Analysis - by Technology
8.1 Virtual Reality (VR)
8.1.1 Overview
8.1.2 Virtual Reality (VR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
8.2 Augmented Reality (AR)
8.2.1 Overview
8.2.2 Augmented Reality (AR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
8.3 Mixed Reality (MR)
8.3.1 Overview
8.3.2 Mixed Reality (MR): Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
8.4 Others
8.4.1 Overview
8.4.2 Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9. Asia Pacific Immersive Entertainment Market Analysis - by End User
9.1 Media and Entertainment
9.1.1 Overview
9.1.2 Media and Entertainment: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9.2 Gaming
9.2.1 Overview
9.2.2 Gaming: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9.3 Design and Architecture
9.3.1 Overview
9.3.2 Design and Architecture: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9.4 Retail
9.4.1 Overview
9.4.2 Retail: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9.5 Education
9.5.1 Overview
9.5.2 Education: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
9.6 Others
9.6.1 Overview
9.6.2 Others: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10. Asia Pacific Immersive Entertainment Market - Country Analysis
10.1 Asia Pacific
10.1.1 Asia Pacific: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
10.1.1.1 Asia Pacific: Immersive Entertainment Market - Revenue and Forecast Analysis - by Country
10.1.1.2 China: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.2.1 China: Immersive Entertainment Market Breakdown, by Component
10.1.1.2.2 China: Immersive Entertainment Market Breakdown, by Technology
10.1.1.2.3 China: Immersive Entertainment Market Breakdown, by End User
10.1.1.3 Japan: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.3.1 Japan: Immersive Entertainment Market Breakdown, by Component
10.1.1.3.2 Japan: Immersive Entertainment Market Breakdown, by Technology
10.1.1.3.3 Japan: Immersive Entertainment Market Breakdown, by End User
10.1.1.4 India: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.4.1 India: Immersive Entertainment Market Breakdown, by Component
10.1.1.4.2 India: Immersive Entertainment Market Breakdown, by Technology
10.1.1.4.3 India: Immersive Entertainment Market Breakdown, by End User
10.1.1.5 South Korea: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.5.1 South Korea: Immersive Entertainment Market Breakdown, by Component
10.1.1.5.2 South Korea: Immersive Entertainment Market Breakdown, by Technology
10.1.1.5.3 South Korea: Immersive Entertainment Market Breakdown, by End User
10.1.1.6 Australia: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.6.1 Australia: Immersive Entertainment Market Breakdown, by Component
10.1.1.6.2 Australia: Immersive Entertainment Market Breakdown, by Technology
10.1.1.6.3 Australia: Immersive Entertainment Market Breakdown, by End User
10.1.1.7 Rest of APAC: Immersive Entertainment Market - Revenue and Forecast to 2031 (US$ Million)
10.1.1.7.1 Rest of APAC: Immersive Entertainment Market Breakdown, by Component
10.1.1.7.2 Rest of APAC: Immersive Entertainment Market Breakdown, by Technology
10.1.1.7.3 Rest of APAC: Immersive Entertainment Market Breakdown, by End User