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Global Immersive Media Solutions Market Size study & Forecast, by Deployment (Cloud-based, On-Premises), by Application (Mobile app development, Social media Engagement, Digital Campaign, AR & VR, Others) by Organization Size (Small and Medium Enterprises, Large Enterprises) and Regional Analysis, 2022-2029


Global Immersive Media Solutions Market is valued at approximately USD XX billion in 2021 and is anticipated to grow with a healthy growth rate of more than XX% over the forecast period 2022-2029.... もっと見る

 

 

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Summary

Global Immersive Media Solutions Market is valued at approximately USD XX billion in 2021 and is anticipated to grow with a healthy growth rate of more than XX% over the forecast period 2022-2029. Immersive Media Solutions are based on immersive technology that creates or imitate closely the physical world with the use of Extended reality technologies such as augmented reality, mixed reality, and virtual reality. Moreover, these solutions have application across the industries such as engineering, media, healthcare, education, and retail among others. Augmented reality deals with the modification of a real-life environment by the addition of sound, visual elements, or other sensory stimuli. Whereas Virtual reality deals with creating three dimensions based virtual environment that mimics the real-world environment. The increasing adoption of extended reality (XR) technologies across the industries and growing digitization in healthcare & education industries as well as strategic initiatives from leading market players are key factors accelerating the market growth.

The increasing adoption of Extended reality technologies (XR) across the industries is contributing to the growth of the Global Immersive Media Solutions Market. For instance, according to Statista – in 2021, global augmented reality (AR), virtual reality (VR), and mixed reality (MR) market was valued at USD 28 billion, and the market is projected to cross the mark of USD 250 billion by 2028. Also, rising proliferation of smartphones and growing emergence of immersive media solution providers would create lucrative growth prospectus for the market over the forecast period. However, data privacy and security concerns stifles market growth throughout the forecast period of 2022-2029.

The key regions considered for the Global Immersive Media Solutions Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America dominated the market in terms of revenue, owing to the dominance of leading market players and availability of required technological infrastructure and growing investment from leading market players in extended reality technologies in the region. Whereas Asia Pacific is expected to grow with a highest CAGR during the forecast period, owing to factors such as rising industrialization, and increasing investment from government authorities towards upgradation of network infrastructure, coupled with rising penetration of smartphones in the region.

Major market player included in this report are:
Zeality
VORTEX
NCTech Limited
eyeSphere
SpringboardVR
Facebook Technologies, LLC.
Sony Group Corporation
HTC Corporation
Microsoft Corporation
Google LLC

Recent Developments in the Market:
 In May 2022, Tata Elxsi announced partnership with Lenovo for development of smart Extended Reality (XR) solutions for enterprise and engineering applications. Moreover, with this partnership both the players would offer end to end solutions and services with the help of Lenovo’s smart XR devices.


Global Immersive Media Solutions Market Report Scope:
Historical Data 2019-2020-2021
Base Year for Estimation 2021
Forecast period 2022-2029
Report Coverage Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
Segments Covered Deployment, Application, Organization Size, Region
Regional Scope North America; Europe; Asia Pacific; Latin America; Rest of the World
Customization Scope Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*




The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values for the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also provides detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Deployment
Cloud-based
On-Premises
By Application
Mobile app development
Social media Engagement
Digital Campaign
AR & VR
Others
By Organization Size
Small and Medium Enterprises
Large Enterprises

By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
RoLA
Rest of the World

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Table of Contents

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
1.2.1. Immersive Media Solutions Market, by Region, 2019-2029 (USD Billion)
1.2.2. Immersive Media Solutions Market, by Deployment, 2019-2029 (USD Billion)
1.2.3. Immersive Media Solutions Market, by Application, 2019-2029 (USD Billion)
1.2.4. Immersive Media Solutions Market, by Organization Size, 2019-2029 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Immersive Media Solutions Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Immersive Media Solutions Market Dynamics
3.1. Immersive Media Solutions Market Impact Analysis (2019-2029)
3.1.1. Market Drivers
3.1.1.1. Increasing adoption of extended reality (XR) technologies across the industries
3.1.1.2. Growing digitization in healthcare & education industries
3.1.1.3. Strategic initiatives from leading market players
3.1.2. Market Challenges
3.1.2.1. Data privacy and security concerns
3.1.3. Market Opportunities
3.1.3.1. Rising proliferation of smartphones
3.1.3.2. Growing emergence of immersive media solution providers
Chapter 4. Global Immersive Media Solutions Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Futuristic Approach to Porter’s 5 Force Model (2019-2029)
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. Industry Experts Prospective
4.7. Analyst Recommendation & Conclusion
Chapter 5. Risk Assessment: COVID-19 Impact
5.1. Assessment of the overall impact of COVID-19 on the industry
5.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Immersive Media Solutions Market, by Deployment
6.1. Market Snapshot
6.2. Global Immersive Media Solutions Market by Deployment, Performance - Potential Analysis
6.3. Global Immersive Media Solutions Market Estimates & Forecasts by Deployment 2019-2029 (USD Billion)
6.4. Immersive Media Solutions Market, Sub Segment Analysis
6.4.1. Cloud-based
6.4.2. On-premises
Chapter 7. Global Immersive Media Solutions Market, by Application
7.1. Market Snapshot
7.2. Global Immersive Media Solutions Market by Application, Performance - Potential Analysis
7.3. Global Immersive Media Solutions Market Estimates & Forecasts by Application 2019-2029 (USD Billion)
7.4. Immersive Media Solutions Market, Sub Segment Analysis
7.4.1. Mobile app development
7.4.2. Social media Engagement
7.4.3. Digital Campaign
7.4.4. AR & VR
7.4.5. Others
Chapter 8. Global Immersive Media Solutions Market, by Organization Size
8.1. Market Snapshot
8.2. Global Immersive Media Solutions Market by Organization Size, Performance - Potential Analysis
8.3. Global Immersive Media Solutions Market Estimates & Forecasts by Organization Size 2019-2029 (USD Billion)
8.4. Immersive Media Solutions Market, Sub Segment Analysis
8.4.1. Small and Large Enterprises
8.4.2. Medium Enterprise
Chapter 9. Global Immersive Media Solutions Market, Regional Analysis
9.1. Immersive Media Solutions Market, Regional Market Snapshot
9.2. North America Immersive Media Solutions Market
9.2.1. U.S. Immersive Media Solutions Market
9.2.1.1. Deployment breakdown estimates & forecasts, 2019-2029
9.2.1.2. Application breakdown estimates & forecasts, 2019-2029
9.2.1.3. Organization Size breakdown estimates & forecasts, 2019-2029
9.2.2. Canada Immersive Media Solutions Market
9.3. Europe Immersive Media Solutions Market Snapshot
9.3.1. U.K. Immersive Media Solutions Market
9.3.2. Germany Immersive Media Solutions Market
9.3.3. France Immersive Media Solutions Market
9.3.4. Spain Immersive Media Solutions Market
9.3.5. Italy Immersive Media Solutions Market
9.3.6. Rest of Europe Immersive Media Solutions Market
9.4. Asia-Pacific Immersive Media Solutions Market Snapshot
9.4.1. China Immersive Media Solutions Market
9.4.2. India Immersive Media Solutions Market
9.4.3. Japan Immersive Media Solutions Market
9.4.4. Australia Immersive Media Solutions Market
9.4.5. South Korea Immersive Media Solutions Market
9.4.6. Rest of Asia Pacific Immersive Media Solutions Market
9.5. Latin America Immersive Media Solutions Market Snapshot
9.5.1. Brazil Immersive Media Solutions Market
9.5.2. Mexico Immersive Media Solutions Market
9.5.3. Rest of Latin America Immersive Media Solutions Market
9.6. Rest of The World Immersive Media Solutions Market

Chapter 10. Competitive Intelligence
10.1. Top Market Strategies
10.2. Company Profiles
10.2.1. Zeality
10.2.1.1. Key Information
10.2.1.2. Overview
10.2.1.3. Financial (Subject to Data Availability)
10.2.1.4. Product Summary
10.2.1.5. Recent Developments
10.2.2. VORTEX
10.2.3. NCTech Limited
10.2.4. eyeSphere
10.2.5. SpringboardVR
10.2.6. Facebook Technologies, LLC.
10.2.7. Sony Group Corporation
10.2.8. HTC Corporation
10.2.9. Microsoft Corporation
10.2.10. Google LLC
Chapter 11. Research Process
11.1. Research Process
11.1.1. Data Mining
11.1.2. Analysis
11.1.3. Market Estimation
11.1.4. Validation
11.1.5. Publishing
11.2. Research Attributes
11.3. Research Assumption

 

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