米国の没入型エンターテインメント市場規模、成長と動向分析レポート 2025-2033年

U.S. Immersive Entertainment Market Size, Share & Trends Analysis Report

U.S. Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology Type (Virtual Reality, Augmented Reality, Mixed Reality), By Application, And Segment Forecasts, 2025 - 2033

商品番号 : SMB-90118

出版社Grand View Research
出版年月2025年10月
ページ数120
価格タイプシングルユーザライセンス
価格USD 3,250
種別英文調査報告書

米国の没入型エンターテインメント市場 – 技術タイプ(仮想現実、拡張現実、複合現実)、用途別、およびセグメント別予測による市場規模、成長と動向分析レポート 2025-2033年

米国の没入型エンターテインメント市場規模は、2024年には401億5,000万米ドルと推定され、2033年には2,810億5,000万米ドルに達すると予測されています。2025年から2033年にかけて年平均成長率(CAGR)24.9%で成長が見込まれています。市場は、従来のメディアフォーマットを超越した、高度に魅力的でリアルなデジタル体験を求める消費者の嗜好の変化を背景に、大幅な拡大を遂げています。主要企業は、高度なグラフィックス、イマーシブなストーリーテリング、インタラクティブなゲームプレイを活用して消費者の関心を捉え、米国のイマーシブ・エンターテインメント業界における技術革新とコンテンツ開発への積極的な投資を促進しています。

没入型テクノロジーは、従来の観戦体験をはるかに超える体験を提供することで、米国スポーツにおけるファンエンゲージメントを変革しています。バーチャルリアリティ(VR)は、ファンがライブゲームを複数のダイナミックな視点から観戦したり、まるでフィールドにいるかのような没入感を味わったりすることを可能にします。eスポーツは、没入型イノベーションを最大限に活用し、インタラクティブな参加と観戦体験を提供することで、より深い没入感をもたらします。複合現実(MR)と拡張現実(AR)は、リアルタイムの選手データ、インタラクティブコンテンツ、そして強化されたビジュアルストーリーテリングによって、ライブ放送をより豊かにします。こうした没入型テクノロジーの融合は、スポーツメディアを変革し、高度にダイナミックでパーソナライズされた、魅力的なファンインタラクションを生み出しています。これは、スポーツ業界の方向性に根本的な影響を与えると予測されています。

さらに、技術の進歩は市場の成長を加速させる重要な触媒となっており、バーチャルリアリティ(VR)は依然として大きな収益シェアを維持している一方、複合現実(MR)は最も急成長を遂げているセグメントとして台頭しています。AIとリアルタイムデータ処理の統合により、より深いパーソナライゼーションと適応型体験が可能になり、ユーザーの没入感と満足度がさらに向上します。これらのトレンドにより、米国市場はイノベーションのリーダーとしての地位を確立し、成熟した技術エコシステムと、没入型エンターテインメントの限界に挑戦するスタートアップ企業や既存企業を支援する潤沢なベンチャーキャピタルの恩恵を受け、没入型エンターテインメント業界の成長を牽引しています。

このレポートは、国レベルでの収益成長を予測し、2021年から2033年までの各サブセグメントにおける最新の業界動向の分析を提供します。この調査のために、Grand View Researchは、米国の没入型エンターテイメント市場レポートをテクノロジーの種類とアプリケーションに基づいてセグメント化しました。

U.S. Immersive Entertainment Market Summary

The U.S. immersive entertainment market size was estimated at USD 40.15 billion in 2024 and is projected to reach USD 281.05 billion by 2033, growing at a CAGR of 24.9% from 2025 to 2033. The market is experiencing significant expansion driven by evolving consumer preferences for highly engaging and realistic digital experiences that transcend traditional media formats. Major industry players are leveraging advanced graphics, immersive storytelling, and interactive gameplay to capture consumer interest, thereby stimulating robust investment in technology innovation and content development within the immersive entertainment industry in the U.S.

米国の没入型エンターテインメント市場規模、成長と動向分析レポート 2025-2033年
U.S. Immersive Entertainment Market Size, Share & Trends Analysis Report2

Immersive technologies are transforming fan engagement in U.S. sports by elevating spectator experiences beyond traditional viewing. Virtual Reality empowers fans to watch live games from multiple dynamic perspectives or immerse themselves in the sensation of being on the field. Esports capitalize on immersive innovations, enabling interactive participation and spectator experiences that deepen involvement. Mixed Reality and Augmented Reality enrich live broadcasts with real-time player stats, interactive content, and enhanced visual storytelling. This fusion of immersive technologies is reshaping sports media, fostering highly dynamic, personalized, and engaging fan interactions that are projected to influence the sector’s trajectory fundamentally.

In addition, technology advancements are key catalysts accelerating market growth, with virtual reality maintaining a dominant revenue share while mixed reality emerges as the fastest-growing segment. The integration of AI and real-time data processing enables deeper personalization and adaptive experiences, further enhancing user immersion and satisfaction. These trends position the U.S. market as an innovation leader, benefiting from a mature technology ecosystem and substantial venture capital fueling startups and established enterprises focused on pushing the limits of immersive entertainment, thereby driving the growth of the immersive entertainment industry.

Furthermore, location-based entertainment venues are becoming pivotal in U.S., driving experiential engagement that blends physical and digital dimensions. The rise of escape rooms, themed entertainment parks, and immersive theaters exemplifies this trend, offering consumers social and participatory experiences unattainable through home-based systems alone. This physical-digital convergence enhances experiential value and extends the market reach, attracting diverse consumer segments and encouraging repeated visitation and immersive brand interactions, and fueling immersive entertainment industry expansion.

Moreover, the rapidly growing integration of immersive technologies into industries beyond entertainment, including marketing, live music, concerts, and education, is generating new monetization opportunities. Brands are adopting immersive media to create memorable, personalized interactions that foster deeper consumer engagement and loyalty. The application of these technologies in live events and advertising campaigns is reinforcing market dynamism by expanding the scope and scale at which immersive content is delivered to U.S. audiences.

U.S. Immersive Entertainment Market Report Scope

Report AttributeDetails
Market size value in 2025USD 47.35 billion
Revenue forecast in 2033USD 281.05 billion
Growth rateCAGR of 24.9% from 2025 to 2033
Base year for estimation2024
Historical data2021 – 2023
Forecast period2025 – 2033
Quantitative unitsRevenue in USD million/billion and CAGR from 2025 to 2033
Report coverageRevenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments coveredTechnology type, application
Country scopeU.S.
Key companies profiledMeta Platforms, Inc.; Microsoft Corporation; Apple Inc.; Qualcomm Technologies, Inc.; Unity Technologies; The Walt Disney Company; Universal Parks & Resorts; Six Flags Entertainment Corporation; Sony Pictures Entertainment, Inc.; Meow Wolf.
Customization scopeFree report customization (equivalent to up to 8 analyst working days) with purchase. Addition or alteration to country, & segment scope.

U.S. Immersive Entertainment Market Report Segmentation

This report forecasts revenue growth at the country level and provides an analysis of the latest industry trends in each of the sub-segments from 2021 to 2033. For this study, Grand View Research has segmented the U.S. immersive entertainment market report based on technology type and application:

  • Technology Type Outlook (Revenue, USD Million, 2021 – 2033)
  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • Others
  • Application Outlook (Revenue, USD Million, 2021 – 2033)
  • Gaming
  • Live Events
  • Museum and Cultural Experiences
  • Music and Concerts
  • Sports
  • Arcade Studios
  • Immersive Theater
  • Others

Table of Contents

Chapter 1. Methodology and Scope

1.1. Market Segmentation & Scope

1.2. Market Definitions

1.3. Information Procurement

1.3.1. Information analysis

1.3.2. Market formulation & data visualization

1.3.3. Data validation & publishing

1.4. Research Scope and Assumptions

1.4.1. List of Data Sources

Chapter 2. Executive Summary

2.1. U.S. Immersive Entertainment Market Snapshot

2.2. U.S. Immersive Entertainment Market- Segment Snapshot (1/2)

2.3. U.S. Immersive Entertainment Market- Segment Snapshot (2/2)

2.4. U.S. Immersive Entertainment Market- Competitive Landscape Snapshot

Chapter 3. U.S. Immersive Entertainment Market – Industry Outlook

3.1. Market Lineage Outlook

3.2. Market Dynamics

3.2.1. Market Driver Analysis

3.2.2. Market Restraint Analysis

3.2.3. Market Challenge

3.3. U.S. Immersive Entertainment Market Analysis Tools

3.3.1. Industry Analysis – Porter’s

3.3.1.1. Bargaining power of the suppliers

3.3.1.2. Bargaining power of the buyers

3.3.1.3. Threats of substitution

3.3.1.4. Threats from new entrants

3.3.1.5. Competitive rivalry

3.3.2. PESTEL Analysis

3.3.2.1. Political landscape

3.3.2.2. Economic landscape

3.3.2.3. Social landscape

3.3.2.4. Technological landscape

3.3.2.5. Environmental landscape

3.3.2.6. Legal landscape

Chapter 4. U.S. Immersive Entertainment Market: Technology Type Estimates & Trend Analysis

4.1. Segment Dashboard

4.2. U.S. Immersive Entertainment Market: Technology Type Movement Analysis, 2024 & 2033 (USD Million)

4.3. Virtual Reality (VR)

4.3.1. Virtual Reality (VR) Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

4.4. Augmented Reality (AR)

4.4.1. Augmented Reality (AR) Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

4.5. Mixed Reality (MR)

4.5.1. Mixed Reality (MR) Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

4.6. Others

4.6.1. Others Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

Chapter 5. U.S. Immersive Entertainment Market: Application Estimates & Trend Analysis

5.1. Segment Dashboard

5.2. U.S. Immersive Entertainment Market: Application Movement Analysis, 2024 & 2033 (USD Million)

5.3. Gaming

5.3.1. Gaming Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

5.4. Live Events

5.4.1. Live Events Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

5.5. Museum and Cultural Experiences

5.5.1. Museum and Cultural Experiences Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

5.6. Music and Concerts

5.6.1. Music and Concerts Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

5.7. Sports

5.7.1. Sports Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

5.8. Arcade Studios

5.8.1. Arcade Studios Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

5.9. Immersive Theater

5.9.1. Immersive Theater Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

5.10. Others

5.10.1. Others Market Revenue Estimates and Forecasts, 2021 – 2033 (USD million)

Chapter 6. U.S. Immersive Entertainment Market – Competitive Landscape

6.1. Recent Developments & Impact Analysis, By Key Market Participants

6.2. Company Categorization

6.3. Participant’s Overview

6.4. Financial Performance

6.5. Product Benchmarking

6.6. Company Market Positioning

6.7. Company Heat Map Analysis

6.8. Strategy Mapping

6.8.1. Partnerships

6.8.2. New Product Launches

6.8.3. Merger & Acquisition

6.8.4. Expansion

6.9. Company Profiles

6.9.1. Meta Platforms Inc.

6.9.1.1. Participant’s Overview

6.9.1.2. Financial Performance

6.9.1.3. Product Benchmarking

6.9.1.4. Recent Developments

6.9.2. Microsoft Corporation

6.9.2.1. Participant’s Overview

6.9.2.2. Financial Performance

6.9.2.3. Product Benchmarking

6.9.2.4. Recent Developments

6.9.3. Apple Inc.

6.9.3.1. Participant’s Overview

6.9.3.2. Financial Performance

6.9.3.3. Product Benchmarking

6.9.3.4. Recent Developments

6.9.4. Qualcomm Technologies, Inc.

6.9.4.1. Participant’s Overview

6.9.4.2. Financial Performance

6.9.4.3. Product Benchmarking

6.9.4.4. Recent Developments

6.9.5. Unity Technologies

6.9.5.1. Participant’s Overview

6.9.5.2. Financial Performance

6.9.5.3. Product Benchmarking

6.9.5.4. Recent Developments

6.9.6. The Walt Disney Company

6.9.6.1. Participant’s Overview

6.9.6.2. Financial Performance

6.9.6.3. Product Benchmarking

6.9.6.4. Recent Developments

6.9.7. Universal Parks & Resorts

6.9.7.1. Participant’s Overview

6.9.7.2. Financial Performance

6.9.7.3. Product Benchmarking

6.9.7.4. Recent Developments

6.9.8. Six Flags Entertainment Corporation

6.9.8.1. Participant’s Overview

6.9.8.2. Financial Performance

6.9.8.3. Product Benchmarking

6.9.8.4. Recent Developments

6.9.9. Sony Pictures Entertainment, Inc.

6.9.9.1. Participant’s Overview

6.9.9.2. Financial Performance

6.9.9.3. Product Benchmarking

6.9.9.4. Recent Developments

6.9.10. Meow Wolf

6.9.10.1. Participant’s Overview

6.9.10.2. Financial Performance

6.9.10.3. Product Benchmarking

6.9.10.4. Recent Developments

List of Tables

Table 1 U.S. Immersive Entertainment Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 2 U.S. Immersive Entertainment Market, By Technology Type, 2021 – 2033 (USD Million)

Table 3 U.S. Immersive Entertainment Market, By Application, 2021 – 2033 (USD Million)

Table 4 Virtual Reality Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 5 Augmented Reality Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 6 Mixed Reality Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 7 Others Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 8 Gaming Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 9 Live Events Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 10 Museum and Cultural Experiences Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 11 Music and Concerts Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 12 Sports Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 13 Arcade Studios Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 14 Immersive Theater Market Estimated & Forecasts, 2021 – 2033 (USD Million)

Table 15 Others Market Estimated & Forecasts, 2021 – 2033 (USD Million)

List of Figures

Fig. 1 U.S. immersive entertainment market segmentation

Fig. 2 Information procurement

Fig. 3 Data analysis models

Fig. 4 Market formulation and validation

Fig. 5 Data validating & publishing

Fig. 6 Market snapshot

Fig. 7 Segment snapshot (1/2)

Fig. 8 Segment snapshot (2/2)

Fig. 9 Competitive landscape snapshot

Fig. 10 U.S. immersive entertainment market value, 2024 (USD million)

Fig. 11 U.S. immersive entertainment – industry value chain analysis

Fig. 12 U.S. immersive entertainment market dynamics

Fig. 13 U.S. immersive entertainment market: Porter’s five forces analysis

Fig. 14 U.S. immersive entertainment market: PESTEL analysis

Fig. 15 U.S. immersive entertainment market share by technology type, 2024 & 2033 (USD million)

Fig. 16 U.S. immersive entertainment market, by technology type: market share, 2024 & 2033

Fig. 17 Virtual reality market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 18 Augmented reality market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 19 Mixed reality market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 20 Others market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 21 U.S. immersive entertainment market share by application, 2024 & 2033 (USD million)

Fig. 22 U.S. immersive entertainment market, by application: market share, 2024 & 2033

Fig. 23 Gaming market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 24 Live events market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 25 Museum and cultural experiences market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 26 Music and concerts market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 27 Sports market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 28 Arcade studios market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 29 Immersive theater market estimates & forecasts, 2021 – 2033 (Revenue, USD million)

Fig. 30 Others market estimates & forecasts, 2021-2033, (Revenue, USD million)

Fig. 31 Key company categorization

Fig. 32 Company market positioning

Fig. 33 Strategic framework