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Global Immersive Technologies Market Research Report 2024
Published Date: June 2024
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Report Code: QYRE-Auto-12O10747
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Global and United States Immersive Technologies Market Report Forecast 2022 2028
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Global Immersive Technologies Market Research Report 2024

Code: QYRE-Auto-12O10747
Report
June 2024
Pages:96
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Immersive Technologies Market

The global Immersive Technologies market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Immersive Technologies is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Immersive Technologies is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Immersive Technologies in Healthcare is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Immersive Technologies include EON Reality, HCL Technologies, The Samsung Group, Zeality, Oculus (Facebook Technologies, LLC.), Immersive Technologies, AVEVA Group, CM Labs Simulations and VI-grade GmbH, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Immersive Technologies, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Immersive Technologies.

Report Scope

The Immersive Technologies market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Immersive Technologies market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Immersive Technologies companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation

Scope of Immersive Technologies Market Report

Report Metric Details
Report Name Immersive Technologies Market
Segment by Type
  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
Segment by Application
  • Healthcare
  • Education
  • Retail & eCommerce
  • Gaming
  • Construction
  • Media & Entertainment
  • Manufacturing
  • Aerospace & Defense
  • Others
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
By Company EON Reality, HCL Technologies, The Samsung Group, Zeality, Oculus (Facebook Technologies, LLC.), Immersive Technologies, AVEVA Group, CM Labs Simulations, VI-grade GmbH, FAAC Incorporated, Unity Software, Varjo Technologies, Atheer, Barc, Blippar
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
  • Chapter 3: Detailed analysis of Immersive Technologies companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
  • Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
  • Chapter 12: The main points and conclusions of the report.

FAQ for this report

Who are the main players in the Immersive Technologies Market report?

Ans: The main players in the Immersive Technologies Market are EON Reality, HCL Technologies, The Samsung Group, Zeality, Oculus (Facebook Technologies, LLC.), Immersive Technologies, AVEVA Group, CM Labs Simulations, VI-grade GmbH, FAAC Incorporated, Unity Software, Varjo Technologies, Atheer, Barc, Blippar

What are the Application segmentation covered in the Immersive Technologies Market report?

Ans: The Applications covered in the Immersive Technologies Market report are Healthcare, Education, Retail & eCommerce, Gaming, Construction, Media & Entertainment, Manufacturing, Aerospace & Defense, Others

What are the Type segmentation covered in the Immersive Technologies Market report?

Ans: The Types covered in the Immersive Technologies Market report are Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR)

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Immersive Technologies Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Virtual Reality (VR)
1.2.3 Augmented Reality (AR)
1.2.4 Mixed Reality (MR)
1.3 Market by Application
1.3.1 Global Immersive Technologies Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Healthcare
1.3.3 Education
1.3.4 Retail & eCommerce
1.3.5 Gaming
1.3.6 Construction
1.3.7 Media & Entertainment
1.3.8 Manufacturing
1.3.9 Aerospace & Defense
1.3.10 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Immersive Technologies Market Perspective (2019-2030)
2.2 Immersive Technologies Growth Trends by Region
2.2.1 Global Immersive Technologies Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Immersive Technologies Historic Market Size by Region (2019-2024)
2.2.3 Immersive Technologies Forecasted Market Size by Region (2025-2030)
2.3 Immersive Technologies Market Dynamics
2.3.1 Immersive Technologies Industry Trends
2.3.2 Immersive Technologies Market Drivers
2.3.3 Immersive Technologies Market Challenges
2.3.4 Immersive Technologies Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Immersive Technologies Players by Revenue
3.1.1 Global Top Immersive Technologies Players by Revenue (2019-2024)
3.1.2 Global Immersive Technologies Revenue Market Share by Players (2019-2024)
3.2 Global Immersive Technologies Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Immersive Technologies Revenue
3.4 Global Immersive Technologies Market Concentration Ratio
3.4.1 Global Immersive Technologies Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Immersive Technologies Revenue in 2023
3.5 Immersive Technologies Key Players Head office and Area Served
3.6 Key Players Immersive Technologies Product Solution and Service
3.7 Date of Enter into Immersive Technologies Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Immersive Technologies Breakdown Data by Type
4.1 Global Immersive Technologies Historic Market Size by Type (2019-2024)
4.2 Global Immersive Technologies Forecasted Market Size by Type (2025-2030)
5 Immersive Technologies Breakdown Data by Application
5.1 Global Immersive Technologies Historic Market Size by Application (2019-2024)
5.2 Global Immersive Technologies Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Immersive Technologies Market Size (2019-2030)
6.2 North America Immersive Technologies Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Immersive Technologies Market Size by Country (2019-2024)
6.4 North America Immersive Technologies Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Immersive Technologies Market Size (2019-2030)
7.2 Europe Immersive Technologies Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Immersive Technologies Market Size by Country (2019-2024)
7.4 Europe Immersive Technologies Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Immersive Technologies Market Size (2019-2030)
8.2 Asia-Pacific Immersive Technologies Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Immersive Technologies Market Size by Region (2019-2024)
8.4 Asia-Pacific Immersive Technologies Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Immersive Technologies Market Size (2019-2030)
9.2 Latin America Immersive Technologies Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Immersive Technologies Market Size by Country (2019-2024)
9.4 Latin America Immersive Technologies Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Immersive Technologies Market Size (2019-2030)
10.2 Middle East & Africa Immersive Technologies Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Immersive Technologies Market Size by Country (2019-2024)
10.4 Middle East & Africa Immersive Technologies Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 EON Reality
11.1.1 EON Reality Company Detail
11.1.2 EON Reality Business Overview
11.1.3 EON Reality Immersive Technologies Introduction
11.1.4 EON Reality Revenue in Immersive Technologies Business (2019-2024)
11.1.5 EON Reality Recent Development
11.2 HCL Technologies
11.2.1 HCL Technologies Company Detail
11.2.2 HCL Technologies Business Overview
11.2.3 HCL Technologies Immersive Technologies Introduction
11.2.4 HCL Technologies Revenue in Immersive Technologies Business (2019-2024)
11.2.5 HCL Technologies Recent Development
11.3 The Samsung Group
11.3.1 The Samsung Group Company Detail
11.3.2 The Samsung Group Business Overview
11.3.3 The Samsung Group Immersive Technologies Introduction
11.3.4 The Samsung Group Revenue in Immersive Technologies Business (2019-2024)
11.3.5 The Samsung Group Recent Development
11.4 Zeality
11.4.1 Zeality Company Detail
11.4.2 Zeality Business Overview
11.4.3 Zeality Immersive Technologies Introduction
11.4.4 Zeality Revenue in Immersive Technologies Business (2019-2024)
11.4.5 Zeality Recent Development
11.5 Oculus (Facebook Technologies, LLC.)
11.5.1 Oculus (Facebook Technologies, LLC.) Company Detail
11.5.2 Oculus (Facebook Technologies, LLC.) Business Overview
11.5.3 Oculus (Facebook Technologies, LLC.) Immersive Technologies Introduction
11.5.4 Oculus (Facebook Technologies, LLC.) Revenue in Immersive Technologies Business (2019-2024)
11.5.5 Oculus (Facebook Technologies, LLC.) Recent Development
11.6 Immersive Technologies
11.6.1 Immersive Technologies Company Detail
11.6.2 Immersive Technologies Business Overview
11.6.3 Immersive Technologies Immersive Technologies Introduction
11.6.4 Immersive Technologies Revenue in Immersive Technologies Business (2019-2024)
11.6.5 Immersive Technologies Recent Development
11.7 AVEVA Group
11.7.1 AVEVA Group Company Detail
11.7.2 AVEVA Group Business Overview
11.7.3 AVEVA Group Immersive Technologies Introduction
11.7.4 AVEVA Group Revenue in Immersive Technologies Business (2019-2024)
11.7.5 AVEVA Group Recent Development
11.8 CM Labs Simulations
11.8.1 CM Labs Simulations Company Detail
11.8.2 CM Labs Simulations Business Overview
11.8.3 CM Labs Simulations Immersive Technologies Introduction
11.8.4 CM Labs Simulations Revenue in Immersive Technologies Business (2019-2024)
11.8.5 CM Labs Simulations Recent Development
11.9 VI-grade GmbH
11.9.1 VI-grade GmbH Company Detail
11.9.2 VI-grade GmbH Business Overview
11.9.3 VI-grade GmbH Immersive Technologies Introduction
11.9.4 VI-grade GmbH Revenue in Immersive Technologies Business (2019-2024)
11.9.5 VI-grade GmbH Recent Development
11.10 FAAC Incorporated
11.10.1 FAAC Incorporated Company Detail
11.10.2 FAAC Incorporated Business Overview
11.10.3 FAAC Incorporated Immersive Technologies Introduction
11.10.4 FAAC Incorporated Revenue in Immersive Technologies Business (2019-2024)
11.10.5 FAAC Incorporated Recent Development
11.11 Unity Software
11.11.1 Unity Software Company Detail
11.11.2 Unity Software Business Overview
11.11.3 Unity Software Immersive Technologies Introduction
11.11.4 Unity Software Revenue in Immersive Technologies Business (2019-2024)
11.11.5 Unity Software Recent Development
11.12 Varjo Technologies
11.12.1 Varjo Technologies Company Detail
11.12.2 Varjo Technologies Business Overview
11.12.3 Varjo Technologies Immersive Technologies Introduction
11.12.4 Varjo Technologies Revenue in Immersive Technologies Business (2019-2024)
11.12.5 Varjo Technologies Recent Development
11.13 Atheer
11.13.1 Atheer Company Detail
11.13.2 Atheer Business Overview
11.13.3 Atheer Immersive Technologies Introduction
11.13.4 Atheer Revenue in Immersive Technologies Business (2019-2024)
11.13.5 Atheer Recent Development
11.14 Barc
11.14.1 Barc Company Detail
11.14.2 Barc Business Overview
11.14.3 Barc Immersive Technologies Introduction
11.14.4 Barc Revenue in Immersive Technologies Business (2019-2024)
11.14.5 Barc Recent Development
11.15 Blippar
11.15.1 Blippar Company Detail
11.15.2 Blippar Business Overview
11.15.3 Blippar Immersive Technologies Introduction
11.15.4 Blippar Revenue in Immersive Technologies Business (2019-2024)
11.15.5 Blippar Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
List of Tables
    Table 1. Global Immersive Technologies Market Size Growth Rate by Type (US$ Million): 2019 VS 2023 VS 2030
    Table 2. Key Players of Virtual Reality (VR)
    Table 3. Key Players of Augmented Reality (AR)
    Table 4. Key Players of Mixed Reality (MR)
    Table 5. Global Immersive Technologies Market Size Growth by Application (US$ Million): 2019 VS 2023 VS 2030
    Table 6. Global Immersive Technologies Market Size by Region (US$ Million): 2019 VS 2023 VS 2030
    Table 7. Global Immersive Technologies Market Size by Region (2019-2024) & (US$ Million)
    Table 8. Global Immersive Technologies Market Share by Region (2019-2024)
    Table 9. Global Immersive Technologies Forecasted Market Size by Region (2025-2030) & (US$ Million)
    Table 10. Global Immersive Technologies Market Share by Region (2025-2030)
    Table 11. Immersive Technologies Market Trends
    Table 12. Immersive Technologies Market Drivers
    Table 13. Immersive Technologies Market Challenges
    Table 14. Immersive Technologies Market Restraints
    Table 15. Global Immersive Technologies Revenue by Players (2019-2024) & (US$ Million)
    Table 16. Global Immersive Technologies Market Share by Players (2019-2024)
    Table 17. Global Top Immersive Technologies Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Immersive Technologies as of 2023)
    Table 18. Ranking of Global Top Immersive Technologies Companies by Revenue (US$ Million) in 2023
    Table 19. Global 5 Largest Players Market Share by Immersive Technologies Revenue (CR5 and HHI) & (2019-2024)
    Table 20. Key Players Headquarters and Area Served
    Table 21. Key Players Immersive Technologies Product Solution and Service
    Table 22. Date of Enter into Immersive Technologies Market
    Table 23. Mergers & Acquisitions, Expansion Plans
    Table 24. Global Immersive Technologies Market Size by Type (2019-2024) & (US$ Million)
    Table 25. Global Immersive Technologies Revenue Market Share by Type (2019-2024)
    Table 26. Global Immersive Technologies Forecasted Market Size by Type (2025-2030) & (US$ Million)
    Table 27. Global Immersive Technologies Revenue Market Share by Type (2025-2030)
    Table 28. Global Immersive Technologies Market Size by Application (2019-2024) & (US$ Million)
    Table 29. Global Immersive Technologies Revenue Market Share by Application (2019-2024)
    Table 30. Global Immersive Technologies Forecasted Market Size by Application (2025-2030) & (US$ Million)
    Table 31. Global Immersive Technologies Revenue Market Share by Application (2025-2030)
    Table 32. North America Immersive Technologies Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 33. North America Immersive Technologies Market Size by Country (2019-2024) & (US$ Million)
    Table 34. North America Immersive Technologies Market Size by Country (2025-2030) & (US$ Million)
    Table 35. Europe Immersive Technologies Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 36. Europe Immersive Technologies Market Size by Country (2019-2024) & (US$ Million)
    Table 37. Europe Immersive Technologies Market Size by Country (2025-2030) & (US$ Million)
    Table 38. Asia-Pacific Immersive Technologies Market Size Growth Rate by Region (US$ Million): 2019 VS 2023 VS 2030
    Table 39. Asia-Pacific Immersive Technologies Market Size by Region (2019-2024) & (US$ Million)
    Table 40. Asia-Pacific Immersive Technologies Market Size by Region (2025-2030) & (US$ Million)
    Table 41. Latin America Immersive Technologies Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 42. Latin America Immersive Technologies Market Size by Country (2019-2024) & (US$ Million)
    Table 43. Latin America Immersive Technologies Market Size by Country (2025-2030) & (US$ Million)
    Table 44. Middle East & Africa Immersive Technologies Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 45. Middle East & Africa Immersive Technologies Market Size by Country (2019-2024) & (US$ Million)
    Table 46. Middle East & Africa Immersive Technologies Market Size by Country (2025-2030) & (US$ Million)
    Table 47. EON Reality Company Detail
    Table 48. EON Reality Business Overview
    Table 49. EON Reality Immersive Technologies Product
    Table 50. EON Reality Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 51. EON Reality Recent Development
    Table 52. HCL Technologies Company Detail
    Table 53. HCL Technologies Business Overview
    Table 54. HCL Technologies Immersive Technologies Product
    Table 55. HCL Technologies Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 56. HCL Technologies Recent Development
    Table 57. The Samsung Group Company Detail
    Table 58. The Samsung Group Business Overview
    Table 59. The Samsung Group Immersive Technologies Product
    Table 60. The Samsung Group Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 61. The Samsung Group Recent Development
    Table 62. Zeality Company Detail
    Table 63. Zeality Business Overview
    Table 64. Zeality Immersive Technologies Product
    Table 65. Zeality Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 66. Zeality Recent Development
    Table 67. Oculus (Facebook Technologies, LLC.) Company Detail
    Table 68. Oculus (Facebook Technologies, LLC.) Business Overview
    Table 69. Oculus (Facebook Technologies, LLC.) Immersive Technologies Product
    Table 70. Oculus (Facebook Technologies, LLC.) Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 71. Oculus (Facebook Technologies, LLC.) Recent Development
    Table 72. Immersive Technologies Company Detail
    Table 73. Immersive Technologies Business Overview
    Table 74. Immersive Technologies Immersive Technologies Product
    Table 75. Immersive Technologies Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 76. Immersive Technologies Recent Development
    Table 77. AVEVA Group Company Detail
    Table 78. AVEVA Group Business Overview
    Table 79. AVEVA Group Immersive Technologies Product
    Table 80. AVEVA Group Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 81. AVEVA Group Recent Development
    Table 82. CM Labs Simulations Company Detail
    Table 83. CM Labs Simulations Business Overview
    Table 84. CM Labs Simulations Immersive Technologies Product
    Table 85. CM Labs Simulations Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 86. CM Labs Simulations Recent Development
    Table 87. VI-grade GmbH Company Detail
    Table 88. VI-grade GmbH Business Overview
    Table 89. VI-grade GmbH Immersive Technologies Product
    Table 90. VI-grade GmbH Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 91. VI-grade GmbH Recent Development
    Table 92. FAAC Incorporated Company Detail
    Table 93. FAAC Incorporated Business Overview
    Table 94. FAAC Incorporated Immersive Technologies Product
    Table 95. FAAC Incorporated Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 96. FAAC Incorporated Recent Development
    Table 97. Unity Software Company Detail
    Table 98. Unity Software Business Overview
    Table 99. Unity Software Immersive Technologies Product
    Table 100. Unity Software Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 101. Unity Software Recent Development
    Table 102. Varjo Technologies Company Detail
    Table 103. Varjo Technologies Business Overview
    Table 104. Varjo Technologies Immersive Technologies Product
    Table 105. Varjo Technologies Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 106. Varjo Technologies Recent Development
    Table 107. Atheer Company Detail
    Table 108. Atheer Business Overview
    Table 109. Atheer Immersive Technologies Product
    Table 110. Atheer Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 111. Atheer Recent Development
    Table 112. Barc Company Detail
    Table 113. Barc Business Overview
    Table 114. Barc Immersive Technologies Product
    Table 115. Barc Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 116. Barc Recent Development
    Table 117. Blippar Company Detail
    Table 118. Blippar Business Overview
    Table 119. Blippar Immersive Technologies Product
    Table 120. Blippar Revenue in Immersive Technologies Business (2019-2024) & (US$ Million)
    Table 121. Blippar Recent Development
    Table 122. Research Programs/Design for This Report
    Table 123. Key Data Information from Secondary Sources
    Table 124. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Immersive Technologies Market Size Comparison by Type (2024-2030) & (US$ Million)
    Figure 2. Global Immersive Technologies Market Share by Type: 2023 VS 2030
    Figure 3. Virtual Reality (VR) Features
    Figure 4. Augmented Reality (AR) Features
    Figure 5. Mixed Reality (MR) Features
    Figure 6. Global Immersive Technologies Market Size Comparison by Application (2024-2030) & (US$ Million)
    Figure 7. Global Immersive Technologies Market Share by Application: 2023 VS 2030
    Figure 8. Healthcare Case Studies
    Figure 9. Education Case Studies
    Figure 10. Retail & eCommerce Case Studies
    Figure 11. Gaming Case Studies
    Figure 12. Construction Case Studies
    Figure 13. Media & Entertainment Case Studies
    Figure 14. Manufacturing Case Studies
    Figure 15. Aerospace & Defense Case Studies
    Figure 16. Others Case Studies
    Figure 17. Immersive Technologies Report Years Considered
    Figure 18. Global Immersive Technologies Market Size (US$ Million), Year-over-Year: 2019-2030
    Figure 19. Global Immersive Technologies Market Size, (US$ Million), 2019 VS 2023 VS 2030
    Figure 20. Global Immersive Technologies Market Share by Region: 2023 VS 2030
    Figure 21. Global Immersive Technologies Market Share by Players in 2023
    Figure 22. Global Top Immersive Technologies Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Immersive Technologies as of 2023)
    Figure 23. The Top 10 and 5 Players Market Share by Immersive Technologies Revenue in 2023
    Figure 24. North America Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 25. North America Immersive Technologies Market Share by Country (2019-2030)
    Figure 26. United States Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 27. Canada Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 28. Europe Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 29. Europe Immersive Technologies Market Share by Country (2019-2030)
    Figure 30. Germany Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 31. France Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 32. U.K. Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 33. Italy Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 34. Russia Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 35. Nordic Countries Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 36. Asia-Pacific Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 37. Asia-Pacific Immersive Technologies Market Share by Region (2019-2030)
    Figure 38. China Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 39. Japan Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 40. South Korea Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 41. Southeast Asia Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 42. India Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 43. Australia Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 44. Latin America Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 45. Latin America Immersive Technologies Market Share by Country (2019-2030)
    Figure 46. Mexico Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 47. Brazil Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 48. Middle East & Africa Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 49. Middle East & Africa Immersive Technologies Market Share by Country (2019-2030)
    Figure 50. Turkey Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 51. Saudi Arabia Immersive Technologies Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 52. EON Reality Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 53. HCL Technologies Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 54. The Samsung Group Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 55. Zeality Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 56. Oculus (Facebook Technologies, LLC.) Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 57. Immersive Technologies Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 58. AVEVA Group Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 59. CM Labs Simulations Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 60. VI-grade GmbH Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 61. FAAC Incorporated Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 62. Unity Software Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 63. Varjo Technologies Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 64. Atheer Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 65. Barc Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 66. Blippar Revenue Growth Rate in Immersive Technologies Business (2019-2024)
    Figure 67. Bottom-up and Top-down Approaches for This Report
    Figure 68. Data Triangulation
    Figure 69. Key Executives Interviewed
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