Global Immersive Attraction Equipment Market 2025 by Company, Regions, Type and Application, Forecast to 2031
1 Market Overview
- 1.1 Product Overview and Scope
- 1.2 Market Estimation Caveats and Base Year
- 1.3 Classification of Immersive Attraction Equipment by Type
- 1.3.1 Overview: Global Immersive Attraction Equipment Market Size by Type: 2020 Versus 2024 Versus 2031
- 1.3.2 Global Immersive Attraction Equipment Consumption Value Market Share by Type in 2024
- 1.3.3 Flying Theater
- 1.3.4 Dark Ride
- 1.3.5 Others
- 1.4 Global Immersive Attraction Equipment Market by Application
- 1.4.1 Overview: Global Immersive Attraction Equipment Market Size by Application: 2020 Versus 2024 Versus 2031
- 1.4.2 Theme Park
- 1.4.3 Museum
- 1.4.4 Other
- 1.5 Global Immersive Attraction Equipment Market Size & Forecast
- 1.6 Global Immersive Attraction Equipment Market Size and Forecast by Region
- 1.6.1 Global Immersive Attraction Equipment Market Size by Region: 2020 VS 2024 VS 2031
- 1.6.2 Global Immersive Attraction Equipment Market Size by Region, (2020-2031)
- 1.6.3 North America Immersive Attraction Equipment Market Size and Prospect (2020-2031)
- 1.6.4 Europe Immersive Attraction Equipment Market Size and Prospect (2020-2031)
- 1.6.5 Asia-Pacific Immersive Attraction Equipment Market Size and Prospect (2020-2031)
- 1.6.6 South America Immersive Attraction Equipment Market Size and Prospect (2020-2031)
- 1.6.7 Middle East & Africa Immersive Attraction Equipment Market Size and Prospect (2020-2031)
2 Company Profiles
- 2.1 Fantawild
- 2.1.1 Fantawild Details
- 2.1.2 Fantawild Major Business
- 2.1.3 Fantawild Immersive Attraction Equipment Product and Solutions
- 2.1.4 Fantawild Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.1.5 Fantawild Recent Developments and Future Plans
- 2.2 Brogent Technologies
- 2.2.1 Brogent Technologies Details
- 2.2.2 Brogent Technologies Major Business
- 2.2.3 Brogent Technologies Immersive Attraction Equipment Product and Solutions
- 2.2.4 Brogent Technologies Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.2.5 Brogent Technologies Recent Developments and Future Plans
- 2.3 Intamin
- 2.3.1 Intamin Details
- 2.3.2 Intamin Major Business
- 2.3.3 Intamin Immersive Attraction Equipment Product and Solutions
- 2.3.4 Intamin Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.3.5 Intamin Recent Developments and Future Plans
- 2.4 Jinma Rides
- 2.4.1 Jinma Rides Details
- 2.4.2 Jinma Rides Major Business
- 2.4.3 Jinma Rides Immersive Attraction Equipment Product and Solutions
- 2.4.4 Jinma Rides Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.4.5 Jinma Rides Recent Developments and Future Plans
- 2.5 Triotech
- 2.5.1 Triotech Details
- 2.5.2 Triotech Major Business
- 2.5.3 Triotech Immersive Attraction Equipment Product and Solutions
- 2.5.4 Triotech Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.5.5 Triotech Recent Developments and Future Plans
- 2.6 Dynamic Entertainment
- 2.6.1 Dynamic Entertainment Details
- 2.6.2 Dynamic Entertainment Major Business
- 2.6.3 Dynamic Entertainment Immersive Attraction Equipment Product and Solutions
- 2.6.4 Dynamic Entertainment Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.6.5 Dynamic Entertainment Recent Developments and Future Plans
- 2.7 ETF Ride Systems
- 2.7.1 ETF Ride Systems Details
- 2.7.2 ETF Ride Systems Major Business
- 2.7.3 ETF Ride Systems Immersive Attraction Equipment Product and Solutions
- 2.7.4 ETF Ride Systems Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.7.5 ETF Ride Systems Recent Developments and Future Plans
- 2.8 Simtec
- 2.8.1 Simtec Details
- 2.8.2 Simtec Major Business
- 2.8.3 Simtec Immersive Attraction Equipment Product and Solutions
- 2.8.4 Simtec Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.8.5 Simtec Recent Developments and Future Plans
- 2.9 Dalian Betop
- 2.9.1 Dalian Betop Details
- 2.9.2 Dalian Betop Major Business
- 2.9.3 Dalian Betop Immersive Attraction Equipment Product and Solutions
- 2.9.4 Dalian Betop Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.9.5 Dalian Betop Recent Developments and Future Plans
- 2.10 Oceaneering International
- 2.10.1 Oceaneering International Details
- 2.10.2 Oceaneering International Major Business
- 2.10.3 Oceaneering International Immersive Attraction Equipment Product and Solutions
- 2.10.4 Oceaneering International Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.10.5 Oceaneering International Recent Developments and Future Plans
- 2.11 Nanfang Rides
- 2.11.1 Nanfang Rides Details
- 2.11.2 Nanfang Rides Major Business
- 2.11.3 Nanfang Rides Immersive Attraction Equipment Product and Solutions
- 2.11.4 Nanfang Rides Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.11.5 Nanfang Rides Recent Developments and Future Plans
- 2.12 Sansei Technologies
- 2.12.1 Sansei Technologies Details
- 2.12.2 Sansei Technologies Major Business
- 2.12.3 Sansei Technologies Immersive Attraction Equipment Product and Solutions
- 2.12.4 Sansei Technologies Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.12.5 Sansei Technologies Recent Developments and Future Plans
- 2.13 Simworx
- 2.13.1 Simworx Details
- 2.13.2 Simworx Major Business
- 2.13.3 Simworx Immersive Attraction Equipment Product and Solutions
- 2.13.4 Simworx Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.13.5 Simworx Recent Developments and Future Plans
- 2.14 MediaMation
- 2.14.1 MediaMation Details
- 2.14.2 MediaMation Major Business
- 2.14.3 MediaMation Immersive Attraction Equipment Product and Solutions
- 2.14.4 MediaMation Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.14.5 MediaMation Recent Developments and Future Plans
- 2.15 Preston & Barbieri
- 2.15.1 Preston & Barbieri Details
- 2.15.2 Preston & Barbieri Major Business
- 2.15.3 Preston & Barbieri Immersive Attraction Equipment Product and Solutions
- 2.15.4 Preston & Barbieri Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.15.5 Preston & Barbieri Recent Developments and Future Plans
- 2.16 MACK Rides GmbH & Co KG
- 2.16.1 MACK Rides GmbH & Co KG Details
- 2.16.2 MACK Rides GmbH & Co KG Major Business
- 2.16.3 MACK Rides GmbH & Co KG Immersive Attraction Equipment Product and Solutions
- 2.16.4 MACK Rides GmbH & Co KG Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.16.5 MACK Rides GmbH & Co KG Recent Developments and Future Plans
- 2.17 DOF Robotics
- 2.17.1 DOF Robotics Details
- 2.17.2 DOF Robotics Major Business
- 2.17.3 DOF Robotics Immersive Attraction Equipment Product and Solutions
- 2.17.4 DOF Robotics Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.17.5 DOF Robotics Recent Developments and Future Plans
- 2.18 Aufwind Group
- 2.18.1 Aufwind Group Details
- 2.18.2 Aufwind Group Major Business
- 2.18.3 Aufwind Group Immersive Attraction Equipment Product and Solutions
- 2.18.4 Aufwind Group Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.18.5 Aufwind Group Recent Developments and Future Plans
- 2.19 Gosetto
- 2.19.1 Gosetto Details
- 2.19.2 Gosetto Major Business
- 2.19.3 Gosetto Immersive Attraction Equipment Product and Solutions
- 2.19.4 Gosetto Immersive Attraction Equipment Revenue, Gross Margin and Market Share (2020-2025)
- 2.19.5 Gosetto Recent Developments and Future Plans
3 Market Competition, by Players
- 3.1 Global Immersive Attraction Equipment Revenue and Share by Players (2020-2025)
- 3.2 Market Share Analysis (2024)
- 3.2.1 Market Share of Immersive Attraction Equipment by Company Revenue
- 3.2.2 Top 3 Immersive Attraction Equipment Players Market Share in 2024
- 3.2.3 Top 6 Immersive Attraction Equipment Players Market Share in 2024
- 3.3 Immersive Attraction Equipment Market: Overall Company Footprint Analysis
- 3.3.1 Immersive Attraction Equipment Market: Region Footprint
- 3.3.2 Immersive Attraction Equipment Market: Company Product Type Footprint
- 3.3.3 Immersive Attraction Equipment Market: Company Product Application Footprint
- 3.4 New Market Entrants and Barriers to Market Entry
- 3.5 Mergers, Acquisition, Agreements, and Collaborations
4 Market Size Segment by Type
- 4.1 Global Immersive Attraction Equipment Consumption Value and Market Share by Type (2020-2025)
- 4.2 Global Immersive Attraction Equipment Market Forecast by Type (2026-2031)
5 Market Size Segment by Application
- 5.1 Global Immersive Attraction Equipment Consumption Value Market Share by Application (2020-2025)
- 5.2 Global Immersive Attraction Equipment Market Forecast by Application (2026-2031)
6 North America
- 6.1 North America Immersive Attraction Equipment Consumption Value by Type (2020-2031)
- 6.2 North America Immersive Attraction Equipment Market Size by Application (2020-2031)
- 6.3 North America Immersive Attraction Equipment Market Size by Country
- 6.3.1 North America Immersive Attraction Equipment Consumption Value by Country (2020-2031)
- 6.3.2 United States Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 6.3.3 Canada Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 6.3.4 Mexico Immersive Attraction Equipment Market Size and Forecast (2020-2031)
7 Europe
- 7.1 Europe Immersive Attraction Equipment Consumption Value by Type (2020-2031)
- 7.2 Europe Immersive Attraction Equipment Consumption Value by Application (2020-2031)
- 7.3 Europe Immersive Attraction Equipment Market Size by Country
- 7.3.1 Europe Immersive Attraction Equipment Consumption Value by Country (2020-2031)
- 7.3.2 Germany Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 7.3.3 France Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 7.3.4 United Kingdom Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 7.3.5 Russia Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 7.3.6 Italy Immersive Attraction Equipment Market Size and Forecast (2020-2031)
8 Asia-Pacific
- 8.1 Asia-Pacific Immersive Attraction Equipment Consumption Value by Type (2020-2031)
- 8.2 Asia-Pacific Immersive Attraction Equipment Consumption Value by Application (2020-2031)
- 8.3 Asia-Pacific Immersive Attraction Equipment Market Size by Region
- 8.3.1 Asia-Pacific Immersive Attraction Equipment Consumption Value by Region (2020-2031)
- 8.3.2 China Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 8.3.3 Japan Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 8.3.4 South Korea Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 8.3.5 India Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 8.3.6 Southeast Asia Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 8.3.7 Australia Immersive Attraction Equipment Market Size and Forecast (2020-2031)
9 South America
- 9.1 South America Immersive Attraction Equipment Consumption Value by Type (2020-2031)
- 9.2 South America Immersive Attraction Equipment Consumption Value by Application (2020-2031)
- 9.3 South America Immersive Attraction Equipment Market Size by Country
- 9.3.1 South America Immersive Attraction Equipment Consumption Value by Country (2020-2031)
- 9.3.2 Brazil Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 9.3.3 Argentina Immersive Attraction Equipment Market Size and Forecast (2020-2031)
10 Middle East & Africa
- 10.1 Middle East & Africa Immersive Attraction Equipment Consumption Value by Type (2020-2031)
- 10.2 Middle East & Africa Immersive Attraction Equipment Consumption Value by Application (2020-2031)
- 10.3 Middle East & Africa Immersive Attraction Equipment Market Size by Country
- 10.3.1 Middle East & Africa Immersive Attraction Equipment Consumption Value by Country (2020-2031)
- 10.3.2 Turkey Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 10.3.3 Saudi Arabia Immersive Attraction Equipment Market Size and Forecast (2020-2031)
- 10.3.4 UAE Immersive Attraction Equipment Market Size and Forecast (2020-2031)
11 Market Dynamics
- 11.1 Immersive Attraction Equipment Market Drivers
- 11.2 Immersive Attraction Equipment Market Restraints
- 11.3 Immersive Attraction Equipment Trends Analysis
- 11.4 Porters Five Forces Analysis
- 11.4.1 Threat of New Entrants
- 11.4.2 Bargaining Power of Suppliers
- 11.4.3 Bargaining Power of Buyers
- 11.4.4 Threat of Substitutes
- 11.4.5 Competitive Rivalry
12 Industry Chain Analysis
- 12.1 Immersive Attraction Equipment Industry Chain
- 12.2 Immersive Attraction Equipment Upstream Analysis
- 12.3 Immersive Attraction Equipment Midstream Analysis
- 12.4 Immersive Attraction Equipment Downstream Analysis
13 Research Findings and Conclusion
14 Appendix
- 14.1 Methodology
- 14.2 Research Process and Data Source
According to our (Global Info Research) latest study, the global Immersive Attraction Equipment market size was valued at US$ 758 million in 2024 and is forecast to a readjusted size of USD 1276 million by 2031 with a CAGR of 8.3% during review period.
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.
This report is a detailed and comprehensive analysis for global Immersive Attraction Equipment market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Immersive Attraction Equipment market size and forecasts, in consumption value ($ Million), 2020-2031
Global Immersive Attraction Equipment market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Immersive Attraction Equipment market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Immersive Attraction Equipment market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Immersive Attraction Equipment
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Immersive Attraction Equipment market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Fantawild, Brogent Technologies, Intamin, Jinma Rides, Triotech, Dynamic Entertainment, ETF Ride Systems, Simtec, Dalian Betop, Oceaneering International, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Immersive Attraction Equipment market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Flying Theater
Dark Ride
Others
Market segment by Application
Theme Park
Museum
Other
Market segment by players, this report covers
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 segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Immersive Attraction Equipment product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Immersive Attraction Equipment, with revenue, gross margin, and global market share of Immersive Attraction Equipment from 2020 to 2025.
Chapter 3, the Immersive Attraction Equipment competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Immersive Attraction Equipment market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Immersive Attraction Equipment.
Chapter 13, to describe Immersive Attraction Equipment research findings and conclusion.