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Immersive Attraction Equipment Market Set to Grow at 8.5% CAGR by 2031 | Rising Tourism and Tech Integration Boost Demand

11-08-2025 10:50 AM CET | Advertising, Media Consulting, Marketing Research

Press release from: QYResearch.Inc

Immersive Attraction Equipment Market

Immersive Attraction Equipment Market

Los Angeles, United States - QY Research has unveiled its latest study titled "Global Immersive Attraction Equipment Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031." This newly released report delivers a comprehensive overview of the global Immersive Attraction Equipment market, analyzing the forces shaping its growth trajectory and providing valuable insights for stakeholders, investors, and industry professionals. the research covers key areas including market dynamics, segmentation, regional performance, competitive landscape, and emerging technology trends that are redefining industry standards. Backed by reliable data and expert analysis, the report serves as a trusted guide to understanding both microeconomic and macroeconomic factors driving market evolution.

The global market for Immersive Attraction Equipment was estimated to be worth US$ 736 million in 2024 and is forecast to a readjusted size of US$ 1254 million by 2031 with a CAGR of 8.5% during the forecast period 2025-2031.

Download Free Sample PDF Report (with full TOC, tables, and charts) To Explore Detailed Insights and Forecasts @ https://qyresearch.in/request-sample/service-software-immersive-attraction-equipment-global-market-share-and-ranking-overall-sales-and-demand-forecast-2025-2031

Immersive attraction equipment refers to entertainment devices that use high-tech means (such as virtual reality (VR), augmented reality (AR), holographic projection, surround sound, dynamic platforms, etc.) combined with creative design to create highly interactive, realistic and multi-sensory experiences for tourists. These devices create immersive scenes and stories, allowing tourists to fully immerse themselves in virtual or enhanced environments and experience visual, auditory, tactile and even olfactory experiences beyond reality. They are widely used in theme parks, museums, exhibition halls and other places to provide unique and unforgettable entertainment and educational experiences.

The main immersive attractions in the world include flying theaters, dark rides, 4D dynamic theaters, 360-degree surround theaters, dome theaters, etc. The maturity of technologies such as VR/AR, motion capture, and multi-sensory interaction has significantly improved the realism and interactivity of the equipment experience, driving continued investment in scenes such as theme parks and cultural tourism complexes.

According to our (Global Info Research) latest study, the global Immersive Attraction Equipment market size was valued at US$ 736.24 million in 2024 and is forecast to a readjusted size of USD 1,253.42 million by 2031 with a CAGR of 8.52% during review period.

From a regional perspective, the Asia-Pacific region ranks first with a market size of US$321.1 million in 2024 (accounting for 43.6% of the world), and is expected to reach US$477.85 million in 2031 (CAGR 7.12%). Its growth momentum mainly comes from the rapid expansion of theme parks in China and Southeast Asia, as well as government policy support for the integration of culture and tourism.

The global immersive equipment market presents the characteristics of "technology-intensive competition". The top six companies (Fantawild, Brogent Technologies, Intamin, etc.) account for 27.31% of the total revenue in 2024, reflecting that the market is still in a decentralized stage, and small and medium-sized technology manufacturers have opportunities to break through in niche areas (such as special effects integration and content development). Leading companies consolidate their advantages through technical patent barriers and IP content cooperation. For example, Fantawild has created a differentiated experience for flying theaters with its own IP "Boonie Bears" series, and Brogent has occupied the high-end market through a combination of dynamic track systems and VR solutions. In the future, as industry standards become stricter and the threshold for technology investment increases, leading companies are expected to further integrate supply chain resources, but the advantages of regional manufacturers (such as China Golden Horse Amusement and Dalian Botao) in localized services and cost control will still maintain the diversity of market competition.

From the perspective of application scenarios, theme parks are still the core market for immersive devices, contributing 48.51% of global sales and 71.70% of revenue in 2024, and the share is expected to drop slightly to 47.21% of sales and 69.52% of revenue in 2031. This change reflects two major trends: first, theme parks maintain passenger flow and secondary consumption through equipment iteration (such as Universal Studios' "Super Nintendo World" interactive ride); second, non-theme park scenarios (such as commercial complexes and corporate exhibition halls) are accelerating penetration, and the proportion is gradually increasing. For example, shopping malls attract young customers by introducing small immersive experiences (VR chambers, interactive art installations).

The global immersive attraction equipment market is at the intersection of rapid growth and structural change. Driven by the dual wheels of technological iteration and upgraded consumer demand, leading companies need to consolidate their technological barriers and expand cross-border cooperation, while regional manufacturers need to deepen localized needs and cost advantages. In the future, market growth will not only rely on breakt.

Competitive Landscape: -

Fantawild
Brogent Technologies
Intamin
Jinma Rides
Triotech
Dynamic Entertainment
ETF Ride Systems
Simtec
Dalian Betop
Oceaneering International
Nanfang Rides
Sansei Technologies
Simworx
MediaMation
Preston & Barbieri
MACK Rides GmbH & Co KG
DOF Robotics
Aufwind Group
Gosetto

Market Drivers and Restraints -

This section of the Immersive Attraction Equipment report discusses various drivers and restrains that have shaped the global market. The detailed study of numerous drivers of the market enable readers to get a clear perspective of the market, which includes market environment, government policies, product innovations, breakthroughs, and market risks.

The research report also points out the myriad opportunities, challenges, and market barriers present in the global Immersive Attraction Equipment market. The comprehensive nature of the information will help the reader determine and plan strategies to benefit from. Restrains, challenges, and market barriers also help the reader to understand how the company can prevent itself from facing downfall.

Regional Insights -

The report takes readers on a journey through four key regions: United States, Asia-Pacific, and EMEA. Key nations like the United States, Germany, the United Kingdom, China, Japan, South Korea, and more are thoroughly examined. The data is presented in a timeline from 2024 as the base year, with projections extending to 2031.

North America: United States, Canada, Mexico

Latin America: Brazil and other key markets

Asia Pacific: China, Japan, South Korea, India, ASEAN countries

Europe, Middle East & Africa (EMEA): Major European economies, GCC countries, and African nations

The report provides a region-wise breakdown of market share, consumption trends, and future prospects.

Detailed of Immersive Attraction Equipment Market Segmentation -

The report offers great insights into important segments of the global Immersive Attraction Equipment market while concentrating on their CAGR, market size, market share, and future growth potential. The global Immersive Attraction Equipment market is mainly segmented according to type of product, application, and region. Each segment in these categories is extensively researched to become familiar with their growth prospects and key trends. Segmental analysis is highly important to identify key growth pockets of a global market. The report provides specific information on the market growth and demand of different products and applications to help players to focus on profitable areas of the global Immersive Attraction Equipment market.

Segmentation By Type :-

Flying Theater
Dark Ride
Others

Segmentation By Application -

Theme Park
Museum
Other

This segmentation helps identify high-growth opportunities and niche segments for investors and businesses.

Request for Pre-Order Enquiry On This Exclusive Report @ https://qyresearch.in/pre-order-inquiry/service-software-immersive-attraction-equipment-global-market-share-and-ranking-overall-sales-and-demand-forecast-2025-2031

Why This Report is a Must-Have -

ᗒ Historical Analysis (2020-2024) & Forecasts (2025-2031): Gain a clear understanding of market trends and future growth potential.

ᗒ Comprehensive Market Segmentation: Detailed breakdown by Type, Application, and Region to identify lucrative opportunities.

ᗒ Competitive Landscape: Insights into key players, their market share, and strategic developments like mergers, acquisitions, and expansion plans.

ᗒ Drivers & Restraints: Understand the factors shaping the market's growth and the challenges that could impact your strategy.

ᗒ Expert Opinions & Market Dynamics: Benefit from expert analysis to navigate market risks and capitalize on emerging trends.

Immersive Attraction Equipment Market Report Objectives -

(1) Analyzing the size of the global Immersive Attraction Equipment market on the basis of value and volume

(2) Accurately calculating the market shares, consumption, and other vital factors of different segments of the global Immersive Attraction Equipment market

(3) Exploring key dynamics of the global Immersive Attraction Equipment market

(4) Highlighting important trends of the global Immersive Attraction Equipment market in terms of production, revenue, and sales

(5) Deeply profiling top players of the global Immersive Attraction Equipment market and showing how they compete in the industry

(6) Studying manufacturing processes and costs, product pricing, and various trends related to them

(7) Showing the performance of different regions and countries in the global Immersive Attraction Equipment market

(8) Forecasting the market size and share of all segments, regions, and the global market.

Important Questions Answered included in the Report:-

(A) What is the market size and growth rate of the global and regional market by various segments?

(B) What is the market size and growth rate of the market for selective Countries?

(C) Which region or sub-segment is expected to drive the market in the forecast period?

(D) What factors are estimated to drive and restrain the market growth?

(E) What are the key technology and market trends shaping the market?

(F) what are the key opportunity in the market?

(G) Who are the leading manufacturers operating in the global Immersive Attraction Equipment market?

(H) Which key player accounted for the highest market share?

(I) What are the growth opportunities for the new entrants in the global Immersive Attraction Equipment market?

Table of Contents - Major Key Points:

1 Market Overview
1.1 Immersive Attraction Equipment Product Introduction
1.2 Global Immersive Attraction Equipment Market Size Forecast (2020-2031)
1.3 Immersive Attraction Equipment Market Trends & Drivers
1.3.1 Immersive Attraction Equipment Industry Trends
1.3.2 Immersive Attraction Equipment Market Drivers & Opportunity
1.3.3 Immersive Attraction Equipment Market Challenges
1.3.4 Immersive Attraction Equipment Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Immersive Attraction Equipment Players Revenue Ranking (2024)
2.2 Global Immersive Attraction Equipment Revenue by Company (2020-2025)
2.3 Key Companies Immersive Attraction Equipment Manufacturing Base Distribution and Headquarters
2.4 Key Companies Immersive Attraction Equipment Product Offered
2.5 Key Companies Time to Begin Mass Production of Immersive Attraction Equipment
2.6 Immersive Attraction Equipment Market Competitive Analysis
2.6.1 Immersive Attraction Equipment Market Concentration Rate (2020-2025)
2.6.2 Global 5 and 10 Largest Companies by Immersive Attraction Equipment Revenue in 2024
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Immersive Attraction Equipment as of 2024)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Flying Theater
3.1.2 Dark Ride
3.1.3 Others
3.2 Global Immersive Attraction Equipment Sales Value by Type
3.2.1 Global Immersive Attraction Equipment Sales Value by Type (2020 VS 2024 VS 2031)
3.2.2 Global Immersive Attraction Equipment Sales Value, by Type (2020-2031)
3.2.3 Global Immersive Attraction Equipment Sales Value, by Type (%) (2020-2031)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Theme Park
4.1.2 Museum
4.1.3 Other
4.2 Global Immersive Attraction Equipment Sales Value by Application
4.2.1 Global Immersive Attraction Equipment Sales Value by Application (2020 VS 2024 VS 2031)
4.2.2 Global Immersive Attraction Equipment Sales Value, by Application (2020-2031)
4.2.3 Global Immersive Attraction Equipment Sales Value, by Application (%) (2020-2031)
5 Segmentation by Region
5.1 Global Immersive Attraction Equipment Sales Value by Region
5.1.1 Global Immersive Attraction Equipment Sales Value by Region: 2020 VS 2024 VS 2031
5.1.2 Global Immersive Attraction Equipment Sales Value by Region (2020-2025)
5.1.3 Global Immersive Attraction Equipment Sales Value by Region (2026-2031)
5.1.4 Global Immersive Attraction Equipment Sales Value by Region (%), (2020-2031)
5.2 North America
5.2.1 North America Immersive Attraction Equipment Sales Value, 2020-2031
5.2.2 North America Immersive Attraction Equipment Sales Value by Country (%), 2024 VS 2031
5.3 Europe
5.3.1 Europe Immersive Attraction Equipment Sales Value, 2020-2031
5.3.2 Europe Immersive Attraction Equipment Sales Value by Country (%), 2024 VS 2031
5.4 Asia Pacific
5.4.1 Asia Pacific Immersive Attraction Equipment Sales Value, 2020-2031
5.4.2 Asia Pacific Immersive Attraction Equipment Sales Value by Region (%), 2024 VS 2031
5.5 South America
5.5.1 South America Immersive Attraction Equipment Sales Value, 2020-2031
5.5.2 South America Immersive Attraction Equipment Sales Value by Country (%), 2024 VS 2031
5.6 Middle East & Africa
5.6.1 Middle East & Africa Immersive Attraction Equipment Sales Value, 2020-2031
5.6.2 Middle East & Africa Immersive Attraction Equipment Sales Value by Country (%), 2024 VS 2031
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Immersive Attraction Equipment Sales Value Growth Trends, 2020 VS 2024 VS 2031
6.2 Key Countries/Regions Immersive Attraction Equipment Sales Value, 2020-2031
6.3 United States
6.3.1 United States Immersive Attraction Equipment Sales Value, 2020-2031
6.3.2 United States Immersive Attraction Equipment Sales Value by Type (%), 2024 VS 2031
6.3.3 United States Immersive Attraction Equipment Sales Value by Application, 2024 VS 2031
6.4 Europe
6.4.1 Europe Immersive Attraction Equipment Sales Value, 2020-2031
6.4.2 Europe Immersive Attraction Equipment Sales Value by Type (%), 2024 VS 2031
6.4.3 Europe Immersive Attraction Equipment Sales Value by Application, 2024 VS 2031
6.5 China
6.5.1 China Immersive Attraction Equipment Sales Value, 2020-2031
6.5.2 China Immersive Attraction Equipment Sales Value by Type (%), 2024 VS 2031
6.5.3 China Immersive Attraction Equipment Sales Value by Application, 2024 VS 2031
6.6 Japan
6.6.1 Japan Immersive Attraction Equipment Sales Value, 2020-2031
6.6.2 Japan Immersive Attraction Equipment Sales Value by Type (%), 2024 VS 2031
6.6.3 Japan Immersive Attraction Equipment Sales Value by Application, 2024 VS 2031
6.7 South Korea
6.7.1 South Korea Immersive Attraction Equipment Sales Value, 2020-2031
6.7.2 South Korea Immersive Attraction Equipment Sales Value by Type (%), 2024 VS 2031
6.7.3 South Korea Immersive Attraction Equipment Sales Value by Application, 2024 VS 2031
6.8 Southeast Asia
6.8.1 Southeast Asia Immersive Attraction Equipment Sales Value, 2020-2031
6.8.2 Southeast Asia Immersive Attraction Equipment Sales Value by Type (%), 2024 VS 2031
6.8.3 Southeast Asia Immersive Attraction Equipment Sales Value by Application, 2024 VS 2031
6.9 India
6.9.1 India Immersive Attraction Equipment Sales Value, 2020-2031
6.9.2 India Immersive Attraction Equipment Sales Value by Type (%), 2024 VS 2031
6.9.3 India Immersive Attraction Equipment Sales Value by Application, 2024 VS 2031
7 Company Profiles
7.1 Fantawild
7.1.1 Fantawild Profile
7.1.2 Fantawild Main Business
7.1.3 Fantawild Immersive Attraction Equipment Products, Services and Solutions
7.1.4 Fantawild Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.1.5 Fantawild Recent Developments
7.2 Brogent Technologies
7.2.1 Brogent Technologies Profile
7.2.2 Brogent Technologies Main Business
7.2.3 Brogent Technologies Immersive Attraction Equipment Products, Services and Solutions
7.2.4 Brogent Technologies Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.2.5 Brogent Technologies Recent Developments
7.3 Intamin
7.3.1 Intamin Profile
7.3.2 Intamin Main Business
7.3.3 Intamin Immersive Attraction Equipment Products, Services and Solutions
7.3.4 Intamin Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.3.5 Intamin Recent Developments
7.4 Jinma Rides
7.4.1 Jinma Rides Profile
7.4.2 Jinma Rides Main Business
7.4.3 Jinma Rides Immersive Attraction Equipment Products, Services and Solutions
7.4.4 Jinma Rides Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.4.5 Jinma Rides Recent Developments
7.5 Triotech
7.5.1 Triotech Profile
7.5.2 Triotech Main Business
7.5.3 Triotech Immersive Attraction Equipment Products, Services and Solutions
7.5.4 Triotech Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.5.5 Triotech Recent Developments
7.6 Dynamic Entertainment
7.6.1 Dynamic Entertainment Profile
7.6.2 Dynamic Entertainment Main Business
7.6.3 Dynamic Entertainment Immersive Attraction Equipment Products, Services and Solutions
7.6.4 Dynamic Entertainment Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.6.5 Dynamic Entertainment Recent Developments
7.7 ETF Ride Systems
7.7.1 ETF Ride Systems Profile
7.7.2 ETF Ride Systems Main Business
7.7.3 ETF Ride Systems Immersive Attraction Equipment Products, Services and Solutions
7.7.4 ETF Ride Systems Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.7.5 ETF Ride Systems Recent Developments
7.8 Simtec
7.8.1 Simtec Profile
7.8.2 Simtec Main Business
7.8.3 Simtec Immersive Attraction Equipment Products, Services and Solutions
7.8.4 Simtec Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.8.5 Simtec Recent Developments
7.9 Dalian Betop
7.9.1 Dalian Betop Profile
7.9.2 Dalian Betop Main Business
7.9.3 Dalian Betop Immersive Attraction Equipment Products, Services and Solutions
7.9.4 Dalian Betop Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.9.5 Dalian Betop Recent Developments
7.10 Oceaneering International
7.10.1 Oceaneering International Profile
7.10.2 Oceaneering International Main Business
7.10.3 Oceaneering International Immersive Attraction Equipment Products, Services and Solutions
7.10.4 Oceaneering International Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.10.5 Oceaneering International Recent Developments
7.11 Nanfang Rides
7.11.1 Nanfang Rides Profile
7.11.2 Nanfang Rides Main Business
7.11.3 Nanfang Rides Immersive Attraction Equipment Products, Services and Solutions
7.11.4 Nanfang Rides Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.11.5 Nanfang Rides Recent Developments
7.12 Sansei Technologies
7.12.1 Sansei Technologies Profile
7.12.2 Sansei Technologies Main Business
7.12.3 Sansei Technologies Immersive Attraction Equipment Products, Services and Solutions
7.12.4 Sansei Technologies Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.12.5 Sansei Technologies Recent Developments
7.13 Simworx
7.13.1 Simworx Profile
7.13.2 Simworx Main Business
7.13.3 Simworx Immersive Attraction Equipment Products, Services and Solutions
7.13.4 Simworx Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.13.5 Simworx Recent Developments
7.14 MediaMation
7.14.1 MediaMation Profile
7.14.2 MediaMation Main Business
7.14.3 MediaMation Immersive Attraction Equipment Products, Services and Solutions
7.14.4 MediaMation Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.14.5 MediaMation Recent Developments
7.15 Preston & Barbieri
7.15.1 Preston & Barbieri Profile
7.15.2 Preston & Barbieri Main Business
7.15.3 Preston & Barbieri Immersive Attraction Equipment Products, Services and Solutions
7.15.4 Preston & Barbieri Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.15.5 Preston & Barbieri Recent Developments
7.16 MACK Rides GmbH & Co KG
7.16.1 MACK Rides GmbH & Co KG Profile
7.16.2 MACK Rides GmbH & Co KG Main Business
7.16.3 MACK Rides GmbH & Co KG Immersive Attraction Equipment Products, Services and Solutions
7.16.4 MACK Rides GmbH & Co KG Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.16.5 MACK Rides GmbH & Co KG Recent Developments
7.17 DOF Robotics
7.17.1 DOF Robotics Profile
7.17.2 DOF Robotics Main Business
7.17.3 DOF Robotics Immersive Attraction Equipment Products, Services and Solutions
7.17.4 DOF Robotics Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.17.5 DOF Robotics Recent Developments
7.18 Aufwind Group
7.18.1 Aufwind Group Profile
7.18.2 Aufwind Group Main Business
7.18.3 Aufwind Group Immersive Attraction Equipment Products, Services and Solutions
7.18.4 Aufwind Group Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.18.5 Aufwind Group Recent Developments
7.19 Gosetto
7.19.1 Gosetto Profile
7.19.2 Gosetto Main Business
7.19.3 Gosetto Immersive Attraction Equipment Products, Services and Solutions
7.19.4 Gosetto Immersive Attraction Equipment Revenue (US$ Million) & (2020-2025)
7.19.5 Gosetto Recent Developments
8 Industry Chain Analysis
8.1 Immersive Attraction Equipment Industrial Chain
8.2 Immersive Attraction Equipment Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Immersive Attraction Equipment Sales Model
8.5.2 Sales Channel
8.5.3 Immersive Attraction Equipment Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer

About Us:

QYResearch established as a research firm in 2007 and have since grown into a trusted brand amongst many industries. Over the years, we have consistently worked toward delivering high-quality customized solutions for wide range of clients ranging from ICT to healthcare industries. With over 50,000 satisfied clients, spread over 80 countries, we have sincerely strived to deliver the best analytics through exhaustive research methodologies.

Contact Us:

Arshad Shaha | Marketing Executive

QY Research, INC.
315 Work Avenue, Raheja Woods,
Survey No. 222/1, Plot No. 25, 6th Floor,
Kayani Nagar, Yervada, Pune 411006, Maharashtra
Tel: +91-8669986909
Emails - arshad@qyrindia.com
Web - https://www.qyresearch.in

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