![]() Immersive System - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031
The global market for Immersive System was estimated to be worth US$ 10.8 billion in 2024 and is forecast to a readjusted size of US$ 21.3 billion by 2031 with a CAGR of 9.13% during the forecast p... もっと見る
※当ページの内容はウェブ更新時の情報です。
SummaryThe global market for Immersive System was estimated to be worth US$ 10.8 billion in 2024 and is forecast to a readjusted size of US$ 21.3 billion by 2031 with a CAGR of 9.13% during the forecast period 2025-2031.The global key companies of Immersive System include Meta, Apple, Sony, Pico (Bytedance), DPVR, Microsoft, Google, HTC, and AVEVA(Schneider), etc. in 2024, the global five largest players hold a share approximately 46% in terms of revenue. This report aims to provide a comprehensive presentation of the global market for Immersive System, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Immersive System by region & country, by Type, and by Application. The Immersive System market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. 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 System. Market Segmentation By Company Meta Apple Sony Pico (Bytedance) DPVR Microsoft HTC AVEVA(Schneider) Barco Xreal Pimax Segment by Type Hardware Software Segment by Application Entertainment Education Healthcare Industrial Others By Region North America United States Canada Asia-Pacific China Japan South Korea Southeast Asia India Rest of Asia-Pacific Europe Germany France U.K. Italy Russia Rest of Europe Latin America Mexico Brazil Rest of Latin America Middle East & Africa Turkey GCC Countries South Africa Rest of MEA Chapter Outline Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry. Chapter 2: Detailed analysis of Immersive System company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc. Chapter 3: 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 4: 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 5: Revenue of Immersive System in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world. Chapter 6: Revenue of Immersive System in country level. It provides sigmate data by Type, and by Application for each country/region. Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc. Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry. Chapter 9: Conclusion. Table of Contents1 Market Overview 11.1 Immersive System Product Introduction 1 1.2 Global Immersive System Market Size Forecast (2020-2031) 1 1.3 Immersive System Market Trends & Drivers 3 1.3.1 Immersive System Industry Trends 3 1.3.2 Immersive System Market Drivers & Opportunity 4 1.3.3 Immersive System Market Challenges and Restraints 5 1.4 Limitations 5 1.5 Study Objectives 6 1.6 Years Considered 7 2 Competitive Analysis by Company 8 2.1 Global Immersive System Players Revenue Ranking (2024) 8 2.2 Global Immersive System Revenue by Company (2020-2025) 9 2.3 Key Companies Immersive System Manufacturing Base Distribution and Headquarters 10 2.4 Key Companies Immersive System Product Offered 11 2.5 Key Companies Time to Begin Mass Production of Immersive System 12 2.6 Immersive System Market Competitive Analysis 12 2.6.1 Immersive System Market Concentration Rate (2020-2025) 12 2.6.2 Global 3 and 10 Largest Companies by Immersive System Revenue in 2024 14 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Immersive System as of 2024) 14 2.7 Mergers & Acquisitions, Expansion 16 3 Segmentation by Type 18 3.1 Introduction by Type 18 3.1.1 Hardware 18 3.1.2 Software 19 3.2 Global Immersive System Sales Value by Type 19 3.2.1 Global Immersive System Sales Value by Type (2020 VS 2024 VS 2031) 20 3.2.2 Global Immersive System Sales Value, by Type (2020-2031) 21 3.2.3 Global Immersive System Sales Value, by Type (%) (2020-2031) 22 4 Segmentation by Application 23 4.1 Introduction by Application 23 4.1.1 Entertainment 23 4.1.2 Education 24 4.1.3 Healthcare 24 4.1.4 Industrial 25 4.1.5 Others 26 4.2 Global Immersive System Sales Value by Application 27 4.2.1 Global Immersive System Sales Value by Application (2020 VS 2024 VS 2031) 28 4.2.2 Global Immersive System Sales Value, by Application (2020-2031) 29 4.2.3 Global Immersive System Sales Value, by Application (%) (2020-2031) 30 5 Segmentation by Region 32 5.1 Global Immersive System Sales Value by Region 32 5.1.1 Global Immersive System Sales Value by Region: 2020 VS 2024 VS 2031 32 5.1.2 Global Immersive System Sales Value by Region (2020-2025) 32 5.1.3 Global Immersive System Sales Value by Region (2026-2031) 33 5.1.4 Global Immersive System Sales Value by Region (%), (2020-2031) 33 5.2 North America 35 5.2.1 North America Immersive System Sales Value, 2020-2031 35 5.2.2 North America Immersive System Sales Value by Country (%), 2024 36 5.3 Europe 37 5.3.1 Europe Immersive System Sales Value, 2020-2031 37 5.3.2 Europe Immersive System Sales Value by Country (%), 2024 38 5.4 Asia Pacific 39 5.4.1 Asia Pacific Immersive System Sales Value, 2020-2031 39 5.4.2 Asia Pacific Immersive System Sales Value by Region (%), 2024 40 5.5 Latin America 41 5.5.1 Latin America Immersive System Sales Value, 2020-2031 41 5.5.2 Latin America Immersive System Sales Value by Country (%), 2024 42 5.6 Middle East & Africa 43 5.6.1 Middle East & Africa Immersive System Sales Value, 2020-2031 43 5.6.2 Middle East & Africa Immersive System Sales Value by Country (%), 2024 44 6 Segmentation by Key Countries/Regions 45 6.1 Key Countries/Regions Immersive System Sales Value Growth Trends, 2020 VS 2024 VS 2031 45 6.2 Key Countries/Regions Immersive System Sales Value, 2020-2031 46 6.3 United States 50 6.3.1 United States Immersive System Sales Value, 2020-2031 50 6.3.2 United States Immersive System Sales Value by Type (%), 2024 51 6.3.3 United States Immersive System Sales Value by Application, 2024 52 6.4 Europe 53 6.4.1 Europe Immersive System Sales Value, 2020-2031 53 6.4.2 Europe Immersive System Sales Value by Type (%), 2024 54 6.4.3 Europe Immersive System Sales Value by Application, 2024 55 6.5 China 56 6.5.1 China Immersive System Sales Value, 2020-2031 56 6.5.2 China Immersive System Sales Value by Type (%), 2024 57 6.5.3 China Immersive System Sales Value by Application, 2024 58 6.6 Japan 59 6.6.1 Japan Immersive System Sales Value, 2020-2031 59 6.6.2 Japan Immersive System Sales Value by Type (%), 2024 60 6.6.3 Japan Immersive System Sales Value by Application, 2024 61 6.7 South Korea 62 6.7.1 South Korea Immersive System Sales Value, 2020-2031 62 6.7.2 South Korea Immersive System Sales Value by Type (%), 2024 63 6.7.3 South Korea Immersive System Sales Value by Application, 2024 64 6.8 Southeast Asia 65 6.8.1 Southeast Asia Immersive System Sales Value, 2020-2031 65 6.8.2 Southeast Asia Immersive System Sales Value by Type (%), 2024 66 6.8.3 Southeast Asia Immersive System Sales Value by Application, 2024 67 6.9 India 68 6.9.1 India Immersive System Sales Value, 2020-2031 68 6.9.2 India Immersive System Sales Value by Type (%), 2024 69 6.9.3 India Immersive System Sales Value by Application, 2024 70 7 Company Profiles 71 7.1 Meta 71 7.1.1 Meta Profile 71 7.1.2 Meta Main Business 72 7.1.3 Meta Immersive System Products, Services and Solutions 72 7.1.4 Meta Immersive System Revenue (US$ Million) & (2020-2025) 73 7.2 Apple 74 7.2.1 Apple Profile 74 7.2.2 Apple Main Business 74 7.2.3 Apple Immersive System Products, Services and Solutions 75 7.2.4 Apple Immersive System Revenue (US$ Million) & (2020-2025) 76 7.3 Sony 76 7.3.1 Sony Profile 76 7.3.2 Sony Main Business 77 7.3.3 Sony Immersive System Products, Services and Solutions 77 7.3.4 Sony Immersive System Revenue (US$ Million) & (2020-2025) 78 7.4 Pico (Bytedance) 79 7.4.1 Pico (Bytedance) Profile 79 7.4.2 Pico (Bytedance) Main Business 79 7.4.3 Pico (Bytedance) Immersive System Products, Services and Solutions 80 7.4.4 Pico (Bytedance) Immersive System Revenue (US$ Million) & (2020-2025) 81 7.5 DPVR 82 7.5.1 DPVR Profile 82 7.5.2 DPVR Main Business 82 7.5.3 DPVR Immersive System Products, Services and Solutions 83 7.5.4 DPVR Immersive System Revenue (US$ Million) & (2020-2025) 84 7.6 Microsoft 84 7.6.1 Microsoft Profile 84 7.6.2 Microsoft Main Business 85 7.6.3 Microsoft Immersive System Products, Services and Solutions 86 7.6.4 Microsoft Immersive System Revenue (US$ Million) & (2020-2025) 86 7.7 Google 87 7.7.1 Google Profile 87 7.7.2 Google Main Business 87 7.7.3 Google Immersive System Products, Services and Solutions 88 7.7.4 Google Immersive System Revenue (US$ Million) & (2020-2025) 88 7.8 HTC 89 7.8.1 HTC Profile 89 7.8.2 HTC Main Business 89 7.8.3 HTC Immersive System Products, Services and Solutions 90 7.8.4 HTC Immersive System Revenue (US$ Million) & (2020-2025) 94 7.9 AVEVA(Schneider) 94 7.9.1 AVEVA(Schneider) Profile 94 7.9.2 AVEVA(Schneider) Main Business 95 7.9.3 AVEVA(Schneider) Immersive System Products, Services and Solutions 96 7.9.4 AVEVA(Schneider) Immersive System Revenue (US$ Million) & (2020-2025) 97 7.10 Barco 97 7.10.1 Barco Profile 97 7.10.2 Barco Main Business 98 7.10.3 Barco Immersive System Products, Services and Solutions 98 7.10.4 Barco Immersive System Revenue (US$ Million) & (2020-2025) 100 7.11 Xreal 100 7.11.1 Xreal Profile 101 7.11.2 Xreal Main Business 101 7.11.3 Xreal Immersive System Products, Services and Solutions 101 7.11.4 Xreal Immersive System Revenue (US$ Million) & (2020-2025) 102 7.12 Pimax 103 7.12.1 Pimax Profile 103 7.12.2 Pimax Main Business 103 7.12.3 Pimax Immersive System Products, Services and Solutions 104 7.12.4 Pimax Immersive System Revenue (US$ Million) & (2020-2025) 105 8 Industry Chain Analysis 106 8.1 Immersive System Industrial Chain 106 8.2 Immersive System Upstream Analysis 106 8.2.1 Key Raw Materials 106 8.2.2 Raw Materials Key Suppliers 107 8.2.3 Manufacturing Cost Structure 108 8.3 Midstream Analysis 108 8.4 Downstream Analysis (Customers Analysis) 109 8.5 Sales Model and Sales Channels 110 8.5.1 Immersive System Sales Model 110 8.5.2 Sales Channel 111 8.5.3 Immersive System Distributors 111 9 Research Findings and Conclusion 112 10 Appendix 113 10.1 Research Methodology 113 10.1.1 Methodology/Research Approach 113 10.1.2 Data Source 116 10.2 Author Details 119 10.3 Disclaimer 120
ご注文は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。本レポートと同分野(産業機械)の最新刊レポート
QYResearch社の機械・設備分野での最新刊レポート
本レポートと同じKEY WORD(demand)の最新刊レポート
よくあるご質問QYResearch社はどのような調査会社ですか?QYリサーチ(QYResearch)は幅広い市場を対象に調査・レポート出版を行う、中国に本社をおく調査会社です。 QYResearchでは年間数百タイトルの調査レポートを出版しています。... もっと見る 調査レポートの納品までの日数はどの程度ですか?在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
注文の手続きはどのようになっていますか?1)お客様からの御問い合わせをいただきます。
お支払方法の方法はどのようになっていますか?納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
データリソース社はどのような会社ですか?当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
|
詳細検索
2025/05/08 10:26 144.64 円 164.07 円 195.13 円 |