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Global Immersive Technologies Market Research Report 2021 - Future Opportunities, Latest Trends, In-depth Analysis, and Forecast To 2028

ReportID: 569500

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Published Date: Oct-21

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No. of Pages: 250

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Categories: IT & Telecommunication

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Format :

The A2Z Market Research report on “Global Immersive Technologies Market Report 2021 – Future Opportunities, Latest Trends, In-depth Analysis, and Forecast To 2028” offers strategic visions into the global Immersive Technologies market along with the market size (Volume – Million Units and Revenue – US$ Billion) and estimates for the duration 2021 to 2028. The said research study covers in-depth analysis of multiple market segments based on type, application, and studies different topographies. The report is also inclusive of competitive profiling of the leading Immersive Technologies product vendors, and their latest developments.

This report has been segmented by type, by application and by geography and also includes the market size and forecast for all these segments. Compounded annual growth rates for all segments have also been provided for 2021 to 2028. The study highlights current market trends for Immersive Technologies and also provides the future trends that will impact the demand. Year-on-year growth rates are also provided for each segment covered in the global Immersive Technologies market report. The report also analyzes the market from production perspective and includes raw material cost analysis, technology cost analysis, labor cost analysis, and cost overview for the Immersive Technologies market.

By geography, the market has been segmented into North America, South America, Asia, Europe, Africa and Others. Under North America, the report covers the United States, and Canada; whereas Asia includes China, Japan, India, Korea, and Southeast Asia. The key countries covered under Europe include Germany, United Kingdom, France, and Russia whereas ‘Others’ is comprised of Middle East and GCC countries. The present market size and forecast till 2028 for all the regions and sub-regions have also been provided in the report.

This report covers the Major Players’ data, including: shipment, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better. It also includes competitive scenario in the market and offers insights into the manufacturer share from 2015 to 2018 both in terms of shipment and revenue for all major players identified in the global Immersive Technologies market. Other key parameters include plant location, technology source, downstream industry, and contact information among others.

Some of the important players in Immersive Technologies market are:
EON Reality, Inc.
HCL Technologies Limited
The Samsung Group
Zeality Inc.
Oculus (Facebook Technologies, LLC.)
Immersive Technologies Pty Limited
AVEVA Group PLC
CM Labs Simulations Inc.
VI-grade GmbH
Lockheed Martin Corporation
FAAC Incorporated
Unity Software Inc.
Varjo Technologies Oy
Acer Inc.
Atheer, Inc.
Barco NV
Blippar Ltd.
Google, LLC
Honeywell International, Inc.
Magic Leap, Inc.

Market segmentation by Type:
Virtual Reality [VR]
Augmented Reality [AR]
Mixed Reality

Market segmentation by Application:
Training & Learning
Emergency Services
Product Development
and Sales & Marketing
Global Immersive Technologies Market Research Report 2021 - Future Opportunities, Latest Trends, In-depth Analysis, and Forecast To 2028

Chapter 1 Immersive Technologies Market Overview
1.1 Product Overview and Scope of Immersive Technologies
1.2 Immersive Technologies Market Segmentation by Type
1.2.1 Global Production Market Share of Immersive Technologies by Type in 2020
1.2.1 Type 1
1.2.2 Type 2
1.2.3 Type 3
1.3 Immersive Technologies Market Segmentation by Application
1.3.1 Immersive Technologies Consumption Market Share by Application in 2020
1.3.2 Application 1
1.3.3 Application 2
1.3.4 Application 3
1.4 Immersive Technologies Market Segmentation by Regions
1.4.1 North America
1.4.2 China
1.4.3 Europe
1.4.4 Southeast Asia
1.4.5 Japan
1.4.6 India
1.5 Global Market Size (Value) of Immersive Technologies (2014-2028)

Chapter 2 Global Economic Impact on Immersive Technologies Industry
2.1 Global Macroeconomic Environment Analysis
2.1.1 Global Macroeconomic Analysis
2.1.2 Global Macroeconomic Environment Development Trend
2.2 Global Macroeconomic Environment Analysis by Regions

Chapter 3 Global Immersive Technologies Market Competition by Manufacturers
3.1 Global Immersive Technologies Production and Share by Manufacturers (2020 and 2021)
3.2 Global Immersive Technologies Revenue and Share by Manufacturers (2020 and 2021)
3.3 Global Immersive Technologies Average Price by Manufacturers (2020 and 2021)
3.4 Manufacturers Immersive Technologies Manufacturing Base Distribution, Production Area and Product Type
3.5 Immersive Technologies Market Competitive Situation and Trends
3.5.1 Immersive Technologies Market Concentration Rate
3.5.2 Immersive Technologies Market Share of Top 3 and Top 5 Manufacturers
3.5.3 Mergers & Acquisitions, Expansion

Chapter 4 Global Immersive Technologies Production, Revenue (Value) by Region (2014-2021)
4.1 Global Immersive Technologies Production by Region (2014-2021)
4.2 Global Immersive Technologies Production Market Share by Region (2014-2021)
4.3 Global Immersive Technologies Revenue (Value) and Market Share by Region (2014-2021)
4.4 Global Immersive Technologies Production, Revenue, Price and Gross Margin (2014-2021)
4.5 North America Immersive Technologies Production, Revenue, Price and Gross Margin (2014-2021)
4.6 Europe Immersive Technologies Production, Revenue, Price and Gross Margin (2014-2021)
4.7 China Immersive Technologies Production, Revenue, Price and Gross Margin (2014-2021)
4.8 Japan Immersive Technologies Production, Revenue, Price and Gross Margin (2014-2021)
4.9 Southeast Asia Immersive Technologies Production, Revenue, Price and Gross Margin (2014-2021)
4.10 India Immersive Technologies Production, Revenue, Price and Gross Margin (2014-2021)

Chapter 5 Global Immersive Technologies Supply (Production), Consumption, Export, Import by Regions (2014-2021)
5.1 Global Immersive Technologies Consumption by Regions (2014-2021)
5.2 North America Immersive Technologies Production, Consumption, Export, Import by Regions (2014-2021)
5.3 Europe Immersive Technologies Production, Consumption, Export, Import by Regions (2014-2021)
5.4 China Immersive Technologies Production, Consumption, Export, Import by Regions (2014-2021)
5.5 Japan Immersive Technologies Production, Consumption, Export, Import by Regions (2014-2021)
5.6 Southeast Asia Immersive Technologies Production, Consumption, Export, Import by Regions (2014-2021)
5.7 India Immersive Technologies Production, Consumption, Export, Import by Regions (2014-2021)

Chapter 6 Global Immersive Technologies Production, Revenue (Value), Price Trend by Type
6.1 Global Immersive Technologies Production and Market Share by Type (2014-2021)
6.2 Global Immersive Technologies Revenue and Market Share by Type (2014-2021)
6.3 Global Immersive Technologies Price by Type (2014-2021)
6.4 Global Immersive Technologies Production Growth by Type (2014-2021)

Chapter 7 Global Immersive Technologies Market Analysis by Application
7.1 Global Immersive Technologies Consumption and Market Share by Application (2014-2021)
7.2 Global Immersive Technologies Consumption Growth Rate by Application (2014-2021)
7.3 Market Drivers and Opportunities
7.3.1 Potential Applications
7.3.2 Emerging Markets/Countries

Chapter 8 Immersive Technologies Manufacturing Cost Analysis
8.1 Immersive Technologies Key Raw Materials Analysis
8.1.1 Key Raw Materials
8.1.2 Price Trend of Key Raw Materials
8.1.3 Key Suppliers of Raw Materials
8.1.4 Market Concentration Rate of Raw Materials
8.2 Proportion of Manufacturing Cost Structure
8.2.1 Raw Materials
8.2.2 Labor Cost
8.2.3 Manufacturing Expenses
8.3 Manufacturing Process Analysis of Immersive Technologies

Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers
9.1 Immersive Technologies Industrial Chain Analysis
9.2 Upstream Raw Materials Sourcing
9.3 Raw Materials Sources of Immersive Technologies Major Manufacturers in 2020
9.4 Downstream Buyers

Chapter 10 Marketing Strategy Analysis, Distributors/Traders
10.1 Marketing Channel
10.1.1 Direct Marketing
10.1.2 Indirect Marketing
10.1.3 Marketing Channel Development Trend
10.2 Market Positioning
10.2.1 Pricing Strategy
10.2.2 Brand Strategy
10.2.3 Target Client
10.3 Distributors/Traders List

Chapter 11 Market Effect Factors Analysis
11.1 Technology Progress/Risk
11.1.1 Substitutes Threat
11.1.2 Technology Progress in Related Industry
11.2 Consumer Needs/Customer Preference Change
11.3 Economic/Political Environmental Change

Chapter 12 Global Immersive Technologies Market Forecast (2021-2028)
12.1 Global Immersive Technologies Production, Revenue Forecast (2021-2028)
12.2 Global Immersive Technologies Production, Consumption Forecast by Regions (2021-2028)
12.3 Global Immersive Technologies Production Forecast by Type (2021-2028)
12.4 Global Immersive Technologies Consumption Forecast by Application (2021-2028)
12.5 Immersive Technologies Price Forecast (2021-2028)

Chapter 13 Appendix

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Global Immersive Technologies Market Research Report 2021 - Future Opportunities, Latest Trends, In-depth Analysis, and Forecast To 2028