Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 North America Immersive Content Creation Market, by Technology
1.4.2 North America Immersive Content Creation Market, by Component
1.4.3 North America Immersive Content Creation Market, by End-Use
1.4.4 North America Immersive Content Creation Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis – Global
4.1 Market Share Analysis, 2023
4.2 Strategies Deployed in Immersive Content Creation Market
4.3 Porter Five Forces Analysis
Chapter 5. North America Immersive Content Creation Market by Technology
5.1 North America Virtual Reality (VR) Content Market by Country
5.2 North America Augmented Reality (AR) Content Market by Country
5.3 North America Mixed Reality (MR) Content Market by Country
5.4 North America Other Technology Market by Country
Chapter 6. North America Immersive Content Creation Market by Component
6.1 North America Hardware Market by Country
6.2 North America Software Market by Country
6.3 North America Services Market by Country
Chapter 7. North America Immersive Content Creation Market by End-Use
7.1 North America Gaming Market by Country
7.2 North America Entertainment & Media Market by Country
7.3 North America Education & Training Market by Country
7.4 North America Healthcare Market by Country
7.5 North America Retail & Ecommerce Market by Country
7.6 North America Automotive Market by Country
7.7 North America Other End-Use Market by Country
Chapter 8. North America Immersive Content Creation Market by Country
8.1 US Immersive Content Creation Market
8.1.1 US Immersive Content Creation Market by Technology
8.1.2 US Immersive Content Creation Market by Component
8.1.3 US Immersive Content Creation Market by End-Use
8.2 Canada Immersive Content Creation Market
8.2.1 Canada Immersive Content Creation Market by Technology
8.2.2 Canada Immersive Content Creation Market by Component
8.2.3 Canada Immersive Content Creation Market by End-Use
8.3 Mexico Immersive Content Creation Market
8.3.1 Mexico Immersive Content Creation Market by Technology
8.3.2 Mexico Immersive Content Creation Market by Component
8.3.3 Mexico Immersive Content Creation Market by End-Use
8.4 Rest of North America Immersive Content Creation Market
8.4.1 Rest of North America Immersive Content Creation Market by Technology
8.4.2 Rest of North America Immersive Content Creation Market by Component
8.4.3 Rest of North America Immersive Content Creation Market by End-Use
Chapter 9. Company Profiles
9.1 Unity Software, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Product Launches and Product Expansions:
9.2 Meta Platforms, Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segment and Regional Analysis
9.2.4 Research & Development Expense
9.2.5 Recent strategies and developments:
9.2.5.1 Partnerships, Collaborations, and Agreements:
9.2.5.2 Product Launches and Product Expansions:
9.2.6 SWOT Analysis
9.3 Epic Games, Inc.
9.3.1 Company Overview
9.3.2 Recent strategies and developments:
9.3.2.1 Partnerships, Collaborations, and Agreements:
9.3.3 SWOT Analysis
9.4 Google LLC (Alphabet Inc.)
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expense
9.4.5 SWOT Analysis
9.5 HCL Technologies Ltd. (HCL Enterprises)
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expenses
9.5.5 SWOT Analysis
9.6 HTC Corporation
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Research & Development Expenses
9.6.4 SWOT Analysis
9.7 Magic Leap, Inc.
9.7.1 Company Overview
9.7.2 SWOT Analysis
9.8 Microsoft Corporation
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Segmental and Regional Analysis
9.8.4 Research & Development Expenses
9.8.5 SWOT Analysis
9.9 NVIDIA Corporation
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Segmental and Regional Analysis
9.9.4 Research & Development Expenses
9.9.5 SWOT Analysis
9.10. Sony Corporation
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Segmental and Regional Analysis
9.10.4 Research & Development Expenses
9.10.5 SWOT Analysis