This report contains market size and forecasts of Immersive Technologies in Global, including the following market information:
Global Immersive Technologies Market Revenue, 2016-2021, 2022-2027, ($ millions)
Global top five companies in 2020 (%)
The global Immersive Technologies market was valued at xx million in 2020 and is projected to reach US$ xx million by 2027, at a CAGR of xx% during the forecast period.
Publisher, INC (MMG) has surveyed the Immersive Technologies companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Immersive Technologies Market, By Type, 2016-2021, 2022-2027 ($ millions)
Global Immersive Technologies Market Segment Percentages, By Type, 2020 (%)
Virtual Reality (VR)
Augmented Reality (AR)
Mixed Reality (MR)
China Immersive Technologies Market, By Application, 2016-2021, 2022-2027 ($ millions)
China Immersive Technologies Market Segment Percentages, By Application, 2020 (%)
Healthcare
Education
Retail & eCommerce
Gaming
Construction
Media & Entertainment
Manufacturing
Aerospace & Defense
Others
Global Immersive Technologies Market, By Region and Country, 2016-2021, 2022-2027 ($ Millions)
Global Immersive Technologies Market Segment Percentages, By Region and Country, 2020 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Total Immersive Technologies Market Competitors Revenues in Global, by Players 2016-2021 (Estimated), ($ millions)
Total Immersive Technologies Market Competitors Revenues Share in Global, by Players 2020 (%)
Further, the report presents profiles of competitors in the market, including the following:
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
Table of Contents
1 Introduction to Research & Analysis Reports
1.1 Immersive Technologies Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Immersive Technologies Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Immersive Technologies Overall Market Size
2.1 Global Immersive Technologies Market Size: 2021 VS 2027
2.2 Global Immersive Technologies Market Size, Prospects & Forecasts: 2016-2027
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Immersive Technologies Players in Global Market
3.2 Top Global Immersive Technologies Companies Ranked by Revenue
3.3 Global Immersive Technologies Revenue by Companies
3.4 Top 3 and Top 5 Immersive Technologies Companies in Global Market, by Revenue in 2020
3.5 Global Companies Immersive Technologies Product Type
3.6 Tier 1, Tier 2 and Tier 3 Immersive Technologies Players in Global Market
3.6.1 List of Global Tier 1 Immersive Technologies Companies
3.6.2 List of Global Tier 2 and Tier 3 Immersive Technologies Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Immersive Technologies Market Size Markets, 2021 & 2027
4.1.2 Virtual Reality (VR)
4.1.3 Augmented Reality (AR)
4.1.4 Mixed Reality (MR)
4.2 By Type - Global Immersive Technologies Revenue & Forecasts
4.2.1 By Type - Global Immersive Technologies Revenue, 2016-2021
4.2.2 By Type - Global Immersive Technologies Revenue, 2022-2027
4.2.3 By Type - Global Immersive Technologies Revenue Market Share, 2016-2027
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Immersive Technologies Market Size, 2021 & 2027
5.1.2 Healthcare
5.1.3 Education
5.1.4 Retail & eCommerce
5.1.5 Gaming
5.1.6 Construction
5.1.7 Media & Entertainment
5.1.8 Manufacturing
5.1.9 Aerospace & Defense
5.1.10 Others
5.2 By Application - Global Immersive Technologies Revenue & Forecasts
5.2.1 By Application - Global Immersive Technologies Revenue, 2016-2021
5.2.2 By Application - Global Immersive Technologies Revenue, 2022-2027
5.2.3 By Application - Global Immersive Technologies Revenue Market Share, 2016-2027
6 Sights by Region
6.1 By Region - Global Immersive Technologies Market Size, 2021 & 2027
6.2 By Region - Global Immersive Technologies Revenue & Forecasts
6.2.1 By Region - Global Immersive Technologies Revenue, 2016-2021
6.2.2 By Region - Global Immersive Technologies Revenue, 2022-2027
6.2.3 By Region - Global Immersive Technologies Revenue Market Share, 2016-2027
6.3 North America
6.3.1 By Country - North America Immersive Technologies Revenue, 2016-2027
6.3.2 US Immersive Technologies Market Size, 2016-2027
6.3.3 Canada Immersive Technologies Market Size, 2016-2027
6.3.4 Mexico Immersive Technologies Market Size, 2016-2027
6.4 Europe
6.4.1 By Country - Europe Immersive Technologies Revenue, 2016-2027
6.4.2 Germany Immersive Technologies Market Size, 2016-2027
6.4.3 France Immersive Technologies Market Size, 2016-2027
6.4.4 U.K. Immersive Technologies Market Size, 2016-2027
6.4.5 Italy Immersive Technologies Market Size, 2016-2027
6.4.6 Russia Immersive Technologies Market Size, 2016-2027
6.4.7 Nordic Countries Immersive Technologies Market Size, 2016-2027
6.4.8 Benelux Immersive Technologies Market Size, 2016-2027
6.5 Asia
6.5.1 By Region - Asia Immersive Technologies Revenue, 2016-2027
6.5.2 China Immersive Technologies Market Size, 2016-2027
6.5.3 Japan Immersive Technologies Market Size, 2016-2027
6.5.4 South Korea Immersive Technologies Market Size, 2016-2027
6.5.5 Southeast Asia Immersive Technologies Market Size, 2016-2027
6.5.6 India Immersive Technologies Market Size, 2016-2027
6.6 South America
6.6.1 By Country - South America Immersive Technologies Revenue, 2016-2027
6.6.2 Brazil Immersive Technologies Market Size, 2016-2027
6.6.3 Argentina Immersive Technologies Market Size, 2016-2027
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Immersive Technologies Revenue, 2016-2027
6.7.2 Turkey Immersive Technologies Market Size, 2016-2027
6.7.3 Israel Immersive Technologies Market Size, 2016-2027
6.7.4 Saudi Arabia Immersive Technologies Market Size, 2016-2027
6.7.5 UAE Immersive Technologies Market Size, 2016-2027
7 Players Profiles
7.1 EON Reality
7.1.1 EON Reality Corporate Summary
7.1.2 EON Reality Business Overview
7.1.3 EON Reality Immersive Technologies Major Product Offerings
7.1.4 EON Reality Immersive Technologies Revenue in Global (2016-2021)
7.1.5 EON Reality Key News
7.2 HCL Technologies
7.2.1 HCL Technologies Corporate Summary
7.2.2 HCL Technologies Business Overview
7.2.3 HCL Technologies Immersive Technologies Major Product Offerings
7.2.4 HCL Technologies Immersive Technologies Revenue in Global (2016-2021)
7.2.5 HCL Technologies Key News
7.3 The Samsung Group
7.3.1 The Samsung Group Corporate Summary
7.3.2 The Samsung Group Business Overview
7.3.3 The Samsung Group Immersive Technologies Major Product Offerings
7.3.4 The Samsung Group Immersive Technologies Revenue in Global (2016-2021)
7.3.5 The Samsung Group Key News
7.4 Zeality
7.4.1 Zeality Corporate Summary
7.4.2 Zeality Business Overview
7.4.3 Zeality Immersive Technologies Major Product Offerings
7.4.4 Zeality Immersive Technologies Revenue in Global (2016-2021)
7.4.5 Zeality Key News
7.5 Oculus (Facebook Technologies, LLC.)
7.5.1 Oculus (Facebook Technologies, LLC.) Corporate Summary
7.5.2 Oculus (Facebook Technologies, LLC.) Business Overview
7.5.3 Oculus (Facebook Technologies, LLC.) Immersive Technologies Major Product Offerings
7.5.4 Oculus (Facebook Technologies, LLC.) Immersive Technologies Revenue in Global (2016-2021)
7.5.5 Oculus (Facebook Technologies, LLC.) Key News
7.6 Immersive Technologies
7.6.1 Immersive Technologies Corporate Summary
7.6.2 Immersive Technologies Business Overview
7.6.3 Immersive Technologies Immersive Technologies Major Product Offerings
7.6.4 Immersive Technologies Immersive Technologies Revenue in Global (2016-2021)
7.6.5 Immersive Technologies Key News
7.7 AVEVA Group
7.7.1 AVEVA Group Corporate Summary
7.7.2 AVEVA Group Business Overview
7.7.3 AVEVA Group Immersive Technologies Major Product Offerings
7.4.4 AVEVA Group Immersive Technologies Revenue in Global (2016-2021)
7.7.5 AVEVA Group Key News
7.8 CM Labs Simulations
7.8.1 CM Labs Simulations Corporate Summary
7.8.2 CM Labs Simulations Business Overview
7.8.3 CM Labs Simulations Immersive Technologies Major Product Offerings
7.8.4 CM Labs Simulations Immersive Technologies Revenue in Global (2016-2021)
7.8.5 CM Labs Simulations Key News
7.9 VI-grade GmbH
7.9.1 VI-grade GmbH Corporate Summary
7.9.2 VI-grade GmbH Business Overview
7.9.3 VI-grade GmbH Immersive Technologies Major Product Offerings
7.9.4 VI-grade GmbH Immersive Technologies Revenue in Global (2016-2021)
7.9.5 VI-grade GmbH Key News
7.10 FAAC Incorporated
7.10.1 FAAC Incorporated Corporate Summary
7.10.2 FAAC Incorporated Business Overview
7.10.3 FAAC Incorporated Immersive Technologies Major Product Offerings
7.10.4 FAAC Incorporated Immersive Technologies Revenue in Global (2016-2021)
7.10.5 FAAC Incorporated Key News
7.11 Unity Software
7.11.1 Unity Software Corporate Summary
7.11.2 Unity Software Business Overview
7.11.3 Unity Software Immersive Technologies Major Product Offerings
7.11.4 Unity Software Immersive Technologies Revenue in Global (2016-2021)
7.11.5 Unity Software Key News
7.12 Varjo Technologies
7.12.1 Varjo Technologies Corporate Summary
7.12.2 Varjo Technologies Business Overview
7.12.3 Varjo Technologies Immersive Technologies Major Product Offerings
7.12.4 Varjo Technologies Immersive Technologies Revenue in Global (2016-2021)
7.12.5 Varjo Technologies Key News
7.13 Atheer
7.13.1 Atheer Corporate Summary
7.13.2 Atheer Business Overview
7.13.3 Atheer Immersive Technologies Major Product Offerings
7.13.4 Atheer Immersive Technologies Revenue in Global (2016-2021)
7.13.5 Atheer Key News
7.14 Barc
7.14.1 Barc Corporate Summary
7.14.2 Barc Business Overview
7.14.3 Barc Immersive Technologies Major Product Offerings
7.14.4 Barc Immersive Technologies Revenue in Global (2016-2021)
7.14.5 Barc Key News
7.15 Blippar
7.15.1 Blippar Corporate Summary
7.15.2 Blippar Business Overview
7.15.3 Blippar Immersive Technologies Major Product Offerings
7.15.4 Blippar Immersive Technologies Revenue in Global (2016-2021)
7.15.5 Blippar Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
List of Tables
Table 1. Immersive Technologies Market Opportunities & Trends in Global Market
Table 2. Immersive Technologies Market Drivers in Global Market
Table 3. Immersive Technologies Market Restraints in Global Market
Table 4. Key Players of Immersive Technologies in Global Market
Table 5. Top Immersive Technologies Players in Global Market, Ranking by Revenue (2019)
Table 6. Global Immersive Technologies Revenue by Companies, (US$, Mn), 2016-2021
Table 7. Global Immersive Technologies Revenue Share by Companies, 2016-2021
Table 8. Global Companies Immersive Technologies Product Type
Table 9. List of Global Tier 1 Immersive Technologies Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Immersive Technologies Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 11. By Type
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