½ÃÀ庸°í¼­
»óǰÄÚµå
1371954

¼¼°è Áõ°­ Çö½Ç(AR) ¹× °¡»ó Çö½Ç(VR) ½ÃÀå : µð¹ÙÀ̽º À¯Çüº°, ÄÄÆ÷³ÍÆ®º°, ±â¾÷º°, ±â¼úº°, ¿ëµµº°, ÃÖÁ¾ »ç¿ëÀÚº°, Áö¿ªº° ºÐ¼®(-2030³â)

Augmented & Virtual Reality Market Forecasts to 2030 - Global Analysis By Device Type (Augmented Reality Devices and Virtual Reality Devices), Component (Hardware and Software), Enterprise, Technology, Application, End User and By Geography

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: Stratistics Market Research Consulting | ÆäÀÌÁö Á¤º¸: ¿µ¹® 200+ Pages | ¹è¼Û¾È³» : 2-3ÀÏ (¿µ¾÷ÀÏ ±âÁØ)

    
    
    



¡Ø º» »óǰÀº ¿µ¹® ÀÚ·á·Î Çѱ۰ú ¿µ¹® ¸ñÂ÷¿¡ ºÒÀÏÄ¡ÇÏ´Â ³»¿ëÀÌ ÀÖÀ» °æ¿ì ¿µ¹®À» ¿ì¼±ÇÕ´Ï´Ù. Á¤È®ÇÑ °ËÅ並 À§ÇØ ¿µ¹® ¸ñÂ÷¸¦ Âü°íÇØÁֽñ⠹ٶø´Ï´Ù.

Stratistics MRC¿¡ µû¸£¸é ¼¼°è Áõ°­ Çö½Ç ¹× °¡»ó Çö½Ç ½ÃÀåÀº 2023³â¿¡ 565¾ï 5,000¸¸ ´Þ·¯¸¦ ±â·ÏÇß°í, 2030³â¿¡´Â 43.1%ÀÇ º¹ÇÕ ¿¬°£ ¼ºÀå·ü(CAGR)¸¦ ³ªÅ¸³¾ Àü¸ÁÀ̸ç 6,949¾ï 9,000¸¸ ´Þ·¯¿¡ À̸¦ °ÍÀ¸·Î ¿¹ÃøµÇ°í ÀÖ½À´Ï´Ù.

Áõ°­Çö½Ç(AR)Àº 3D ¸ðµ¨, ÅØ½ºÆ®, ¾Ö´Ï¸ÞÀÌ¼Ç µîÀÇ µðÁöÅÐ ÄÁÅÙÃ÷¸¦ ¹°¸®Àû ¼¼°è°ü¿¡ °ãÃļ­ Çö½ÇÀÇ È¯°æÀ» dzºÎÇÏ°Ô ÇÕ´Ï´Ù. Áõ°­Çö½ÇÀ» °æÇèÇÏ·Á¸é ½º¸¶Æ®Æù, ½º¸¶Æ® ±Û¶ó½º, Çìµå¾÷ µð½ºÇ÷¹ÀÌ µî ´Ù¾çÇÑ Àåºñ¸¦ »ç¿ëÇÒ ¼ö ÀÖ½À´Ï´Ù. ¹Ý¸é¿¡ °¡»ó Çö½Ç(VR)Àº ÄÄÇ»ÅÍ¿¡¼­ ¿ÏÀüÈ÷ »ý¼ºµÈ ¼³Á¤¿¡ ¸ôÀÔÇÏ¿© »ç¶÷µéÀ» Çö½Ç ¼¼°è·ÎºÎÅÍ °Ý¸®½Ãŵ´Ï´Ù. À̸¦ À§ÇØ ÀϹÝÀûÀ¸·Î °íÇØ»óµµ ½ºÅ©¸°, ¸ð¼Ç ÃßÀû ¼¾¼­ ¹× ÀÚÁÖ »ç¿ëµÇ´Â ÇÚµå ÄÁÆ®·Ñ·¯°¡ Àִ Ư¼ö VR Çìµå ±â¾î°¡ »ç¿ëµË´Ï´Ù.

International Data Corporation¿¡ µû¸£¸é AR ¹× VRÀº 2020³â¿¡ 120¾ï ´Þ·¯ÀÇ ¼öÀÍÀ» ¿Ã·È°í 2024³â¿¡´Â 728¾ï ´Þ·¯·Î Áõ°¡ÇÒ °ÍÀ¸·Î ¿¹ÃøµÇ°í ÀÖ½À´Ï´Ù. ÇöÀç ¼öÀÍÀÇ 80%´Â °ÔÀÓ »ê¾÷¿¡ ÀÇÇÑ °ÍÀ¸·Î, ¹Ì±¹¿¡´Â 5,740¸¸¸íÀÇ VR ¼ÒºñÀÚ¿Í 9,090¸¸¸íÀÇ AR ¼ÒºñÀÚ°¡ ÀÖ½À´Ï´Ù.

¼Ò¸Å ¹× ÀüÀÚ»ó°Å·¡¿¡¼­ Áõ°­Çö½Ç(AR) ¼ö¿ä Áõ°¡

¼Ò¸Å¾÷°ú ÀüÀÚ»ó°Å·¡¿¡¼­ ARÀÇ ÅëÇÕÀº Çõ½ÅÀ» ÃËÁøÇÏ°í º¸´Ù ¸Å·ÂÀûÀÌ°í »óȣȰµ¿ÀûÀÎ ¼îÇÎ °æÇèÀ» âÃâÇÕ´Ï´Ù. AR ¿ëµµ´Â °í°´ÀÇ Çൿ, ±âÈ£, »óÈ£ÀÛ¿ë¿¡ ´ëÇÑ ±ÍÁßÇÑ µ¥ÀÌÅ͸¦ Á¦°øÇÒ ¼ö ÀÖ½À´Ï´Ù. ¶ÇÇÑ AR ±â´ÉÀ» Á¦°øÇÔÀ¸·Î½á °í°´ÀÇ ·Î¿­Æ¼¸¦ ³ôÀÏ ¼ö ÀÖ½À´Ï´Ù. AR ±â¼úÀº Áö¸®Àû À庮À» Á¦°ÅÇÏ°í ¼Ò¸Å¾÷ü´Â ¼¼°è »ç¶÷µé¿¡°Ô µµ´ÞÇÒ °¡´É¼ºÀÌ ÀÖ½À´Ï´Ù. ¶ÇÇÑ °³ÀÎÈ­µÈ Ãßõ, 3D »óǰ Ç¥Çö, »óȣȰµ¿ÀûÀÎ ¼îÇΠüÇèÀÌ º¸´Ù ±¤¹üÀ§ÇÑ AR ¹× VR ½ÃÀåÀÇ ¼ºÀåÀ» µÞ¹ÞħÇϰí ÀÖ½À´Ï´Ù.

°³ÀÎ Á¤º¸ º¸È£ ¹× º¸¾È ¹®Á¦

AR ¹× VR µð¹ÙÀ̽º´Â Á¾Á¾ À§Ä¡ Á¤º¸, Çൿ, ¼±È£µµ µî »ç¿ëÀÚ¿¡ ´ëÇÑ ±â¹Ð µ¥ÀÌÅ͸¦ ¼öÁýÇÕ´Ï´Ù. »ç¿ëÀÚ´Â AR ¹× VR ¿ëµµÀ» »ç¿ëÇÏ´Â µ¿¾È °³ÀÎ Á¤º¸¿Í ±â¹Ð Á¤º¸¸¦ ¿ÏÀüÈ÷ °øÀ¯ÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀϺΠAR ¹× VR µð¹ÙÀ̽º¿¡´Â À½¼º, ºñµð¿À ¹× »óÈ£ÀÛ¿ëÀ» ±â·ÏÇÏ´Â ±â´ÉÀÌ ÀÖ½À´Ï´Ù. °Ô´Ù°¡ AR ¹× VR µð¹ÙÀ̽º´Â ÀÎÅͳݿ¡ Á¢¼ÓµÇ¾î ÀÖ´Â °æ¿ì°¡ ¸¹±â ¶§¹®¿¡ ÇØÅ·À̳ª ¹«´Ü ¾×¼¼½º¸¦ ¹Þ±â ½±½À´Ï´Ù. µû¶ó¼­ ÀÌ µ¥ÀÌÅ͸¦ ¹«´Ü ¾×¼¼½º·ÎºÎÅÍ º¸È£ÇÏ°í »ç¿ëÀÚÀÇ ÇÁ¶óÀ̹ö½Ã¸¦ È®º¸ÇÏ´Â °ÍÀº °úÁ¦°¡ µÇ°í ÀÖ½À´Ï´Ù.

±³À°¿¡¼­ HMDÀÇ º¸±Þ

°¡»ó Çö½Ç µð¹ÙÀ̽º ¹× ±â¼úÀº °øÀå Workflow¸¦ ¸ð´ÏÅ͸µÇϰí ÀÛ¾÷ÀÌ Á¦ ½Ã°£¿¡ ¿Ï·áµÇ°í Á¦Ç°ÀÌ »ý»êµÇ´ÂÁö È®ÀÎÇÏ´Â µ¥ »ç¿ëÇÒ ¼ö ÀÖ½À´Ï´Ù. °¨µ¶ÀÚ´Â °¡»ó Çö½Ç ±â¼úÀ» Ȱ¿ëÇÏ¿© Á÷¿øÀÇ À§Ä¡¸¦ ÃßÀûÇϰí ÀáÀçÀûÀ¸·Î À§ÇèÇÑ Áö¿ª¿¡ ´ëÇÑ °æ°í¸¦ ¹ÞÀ¸¸é Á÷¿øÀÇ ¾ÈÀüÀ» º¸È£ÇÒ ¼ö ÀÖ½À´Ï´Ù. VRÀ» »ç¿ëÇÏ¸é °øÀå ¹× »ê¾÷ °ü¸®ÀÚ ¹× °¨µ¶ÀÚµµ Á÷¿øÀ» À§ÇÑ ±³À° ¼¼¼ÇÀ» ¾È³»ÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·Î ÀÎÇØ °¡»ó Çö½ÇÀÌ È®´ëµÉ ±âȸ°¡ »ý±é´Ï´Ù.

°Ç°­ ¹®Á¦ÀÇ À§Çè

°ÔÀ̸ӿ¡ ÀÇÇÑ ARÀÇ °úµµÇÑ »ç¿ë°ú »õ·Î¿î °ÔÀÓ Çϵå¿þ¾î¿Í ±â¼úÀÇ °³¹ßÀº AR°ú °ü·ÃµÈ Àå¾ÖÀÇ ¹ß»ýÀ» Áõ°¡½Ã۰í ÀÖ½À´Ï´Ù. AR °ÔÀÓÀº ¸Å¿ì ¸Å·ÂÀûÀ̰í Áßµ¶¼ºÀÌ ÀÖÀ¸¹Ç·Î ºÒ¾È, ´« ÇÇ·Î, üÁß Áõ°¡, ºÎÁÖÀÇ µîÀÇ ¹®Á¦¸¦ ÀÏÀ¸Å³ ¼ö ÀÖ½À´Ï´Ù. AR ±â¼úÀÇ ¸ôÀÔ°¨À¸·Î ÀÎÇØ AR Çìµå¼ÂÀÇ Àå½Ã°£ »ç¿ëÀº ½ºÆ®·¹½º¿Í ±äÀåÀ» ÃÊ·¡ÇÒ ¼ö ÀÖ°í À§ÇèÇÑ ÀüÀÚ±âÆÄ¿¡ ³ëÃâµË´Ï´Ù. ÀÌ ¸ðµç ¿ä¼Ò´Â ½ÃÀå ¼ºÀåÀ» ¹æÇØÇÕ´Ï´Ù.

COVID-19ÀÇ ¿µÇâ

COVID-19ÀÇ ÆÒµ¥¹ÍÀº ´õ ¸¹Àº ±â¾÷µéÀÌ ¿ø°Ý ±Ù¹«À» ¼öÇàÇÏ°Ô µÇ¾î AR ¹× VR ±â¼úÀÇ Ã¤¿ëÀ¸·ÎÀÇ ÀüȯÀÌ Áõ°¡Ç߱⠶§¹®¿¡ ½ÃÀåÀÇ ¼ºÀå·üÀ» Å©°Ô ÃËÁøÇß½À´Ï´Ù. ¶ÇÇÑ Çб³¿Í ´ëÇÐ µîÀÇ ±³À°±â°üÀÌ Æó¼âµÈ °á°ú, ¿Â¶óÀÎ ±³À°ÀÇ ¿ä±¸°¡ ³ô¾ÆÁö°í ÀÖ½À´Ï´Ù. ¶ÇÇÑ Áõ°­Çö½Ç°ú °¡»ó Çö½ÇÀº ¿ø°Ý ÀÇ·á, POC(Point-of-Care), ÀçÅÃÄ¡·á µî »õ·Î¿î °Ç°­ °ü¸® ¿ëµµ¿¡ »ç¿ëµÇ°í ÀÖ½À´Ï´Ù. À̰ÍÀº Àü¿°º´ÀÇ À¯Çà ÈÄ ÀÌ ¾÷°è¿¡ ÀáÀçÀûÀÎ ±âȸ¸¦ Á¦°øÇÕ´Ï´Ù.

¿¹Ãø ±â°£ µ¿¾È °¡»ó Çö½Ç µð¹ÙÀ̽º ºÎ¹®ÀÌ ÃÖ´ë°¡ µÉ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

°¡»ó Çö½Ç µð¹ÙÀ̽º ºÐ¾ß´Â °Ç°­ °ü¸® ¹× °ÔÀÓ ¿ëµµ Áõ°¡·Î À¯¸®ÇÑ ¼ºÀåÀ» ÀÌ·ê °ÍÀ¸·Î ÃßÁ¤µË´Ï´Ù. Á¦½ºÃ³ ÃßÀû µð¹ÙÀ̽º´Â °¡»ó Çö½Ç µð¹ÙÀ̽º ºÐ¾ß¿¡¼­ Áß¿äÇÑ ¿ªÇÒÀ» ÇÕ´Ï´Ù. ÀÌ·¯ÇÑ µð¹ÙÀ̽º´Â »ç¿ëÀÚÀÇ Á¦½ºÃ³¿Í µ¿ÀÛÀ» ĸóÇϰí ÇØ¼®ÇÏ°í °¡»ó Çö½Ç(VR) ¹× Áõ°­Çö½Ç(AR) ¼³Á¤ ³»¿¡¼­ ¸í·É°ú »óÈ£ÀÛ¿ëÀ¸·Î º¯È¯ÇÕ´Ï´Ù. Á¦½ºÃ³ ÄÁÆ®·ÑÀÇ Á÷°üÀû ÀΠƯ¼ºÀº °ÔÀÓ Ç÷¹ÀÌ¿¡ »õ·Î¿î °¡´É¼ºÀ» °¡Á® ¿ÔÀ¸¸ç ¸¹Àº VR ¹× AR °ÔÀÓ ¿ëµµÀÇ ÇÙ½É ±â´ÉÀ̵Ǿú½À´Ï´Ù.

¿¹Ãø ±â°£ µ¿¾È ¹Ìµð¾î ¿£ÅÍÅ×ÀÎ¸ÕÆ® ºÐ¾ßÀÇ º¹ÇÕ ¿¬°£ ¼ºÀå·ü(CAGR)ÀÌ °¡Àå ³ô¾ÆÁú Àü¸ÁÀÔ´Ï´Ù.

¹Ìµð¾î ¿£ÅÍÅ×ÀÎ¸ÕÆ® ºÐ¾ß´Â ¿¹Ãø ±â°£ µ¿¾È °¡Àå ³ôÀº º¹ÇÕ ¿¬°£ ¼ºÀå·ü(CAGR) ¼ºÀåÀÌ ¿¹»óµË´Ï´Ù. Áõ°­Çö½Ç(AR)°ú °¡»ó Çö½Ç(VR)Àº ¹Ìµð¾î ¹× ¿£ÅÍÅ×ÀÎ¸ÕÆ® ¾÷°è¿¡ Å« ¿µÇâÀ» ¹ÌĨ´Ï´Ù. AR°ú VRÀº ÄÁÅÙÃ÷¸¦ ¸¸µé°í ¼ÒºñÇÏ´Â ¹æ¹ýÀ» º¯È­½ÃŰ°í »ç¿ëÀÚ¿¡°Ô ¸ôÀÔÇü °æÇèÀ» Á¦°øÇÕ´Ï´Ù. AR°ú VRÀº ¹Ìµð¾î ¹× ¿£ÅÍÅ×ÀÎ¸ÕÆ® »ê¾÷¿¡¼­ âÀǼº°ú ½ÃûÀÚ Âü¿©ÀÇ °¡´É¼ºÀ» Å©°Ô ³ÐÇû½À´Ï´Ù.

ÃÖ´ë Á¡À¯À²À» Â÷ÁöÇÏ´Â Áö¿ª

ºÏ¹Ì´Â »ý»ê¼º°ú Á¤¹Ðµµ¸¦ ³ôÀ̱â À§ÇØ ±â¾÷ »ç¿ëÀÚ¿¡°Ô AR µð¹ÙÀ̽º°¡ ³Î¸® ¹Þ¾Æµé¿©Áö±â ¶§¹®¿¡ ¿¹Ãø ±â°£ µ¿¾È ÃÖ´ë ½ÃÀå Á¡À¯À²À» Â÷ÁöÇÒ °ÍÀ¸·Î ¿¹ÃøµÇ°í ÀÖ½À´Ï´Ù. ºÏ¹Ì´Â ¶ÇÇÑ VR ¿ëµµ¿¡¼­ »ý»êµÇ´Â ±Ô¸ð¿Í ¼öÀÍ Ãø¸é¿¡¼­ ¼¼°èÀûÀ¸·Î ÁÖµµÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ PTC Inc., Magic Leap, Microsoft, Google µî AR ±â±â¿Í ¼Ö·ç¼ÇÀ» Àü¹®À¸·Î ÇÏ´Â ¼ö¸¹Àº ¼¼°è ±â¾÷µéÀÌ ¹Ì±¹¿¡ ÁøÃâÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ¿ä¼Ò¸¦ Á¾ÇÕÇÏ¸é ºÏ¹Ì´Â ¼¼°è AR ½ÃÀå¿¡¼­ Áö¹èÀûÀÎ ±â¾÷À¸·Î ÀÚ¸®¸Å±èÇϰí ÀÖ½À´Ï´Ù.

º¹ÇÕ ¿¬°£ ¼ºÀå·ü(CAGR)ÀÌ °¡Àå ³ôÀº Áö¿ª

¿¹Ãø ±â°£ µ¿¾È ¾Æ½Ã¾ÆÅÂÆò¾çÀÇ º¹ÇÕ ¿¬°£ ¼ºÀå·ü(CAGR)ÀÌ °¡Àå ³ôÀ» °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. Áß±¹Àº ¼¼°è¿¡¼­ ±Þ¼ºÀåÇÏ´Â °æÁ¦ Áß ÇϳªÀÔ´Ï´Ù. Áß±¹ ±¹³»¿¡´Â ¼ö¸¹Àº ½ÅÈï±â¾÷ÀÌ ÃâÇöÇϰí ÀÖÀ¸¸ç, ÀÌ ³ª¶ó´Â AR ¹× VR ½ÃÀåÀÇ ÁÖ¿ä ±â¾÷·Î ÀÚ¸®¸Å±èÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ Çѱ¹°ú ÀϺ»Àº ƯÈ÷ °ÔÀÓ°ú ¿£ÅÍÅ×ÀÎ¸ÕÆ® »ê¾÷¿¡¼­ Àß ¾Ë·ÁÁ® ÀÖ½À´Ï´Ù. Àεµ´Â AR ¹× VR ±â¼ú¿¡ ´ëÇÑ °ü½ÉÀÌ ³ô¾ÆÁü¿¡ µû¶ó À¯¸ÁÇÑ ½ÃÀåÀ¸·Î ºÎ»óÇϱ⠽ÃÀÛÇß½À´Ï´Ù. ¶ÇÇÑ Àα¸ ¹Ðµµ°¡ ³ô°í ¸ð¹ÙÀÏ ÀÎÅÍ³Ý Àα¸°¡ ³Ð°í °¡»ó Çö½Ç°ú »ê¾÷ ¾ÖÇø®ÄÉÀÌ¼Ç ÅëÇÕ °³¹ß °£ÀÇ Çù¾÷ÀÌ ¸Å¿ì Áß¿äÇÑ ¼ºÀå ÃËÁø¿äÀÎÀÌ µÇ°í ÀÖ½À´Ï´Ù.

¹«·á ¸ÂÃã ¼³Á¤ ¼­ºñ½º

ÀÌ º¸°í¼­¸¦ ±¸µ¶ÇÏ´Â °í°´¿¡°Ô´Â ´ÙÀ½ ¹«·á ¸ÂÃã¼³Á¤ ¿É¼Ç Áß Çϳª¸¦ Á¦°øÇÕ´Ï´Ù.

  • ±â¾÷ ÇÁ·ÎÆÄÀÏ
    • Ãß°¡ ½ÃÀå ±â¾÷ÀÇ Á¾ÇÕÀû ÇÁ·ÎÆÄÀϸµ(3°³»ç±îÁö)
    • ÁÖ¿ä ±â¾÷ÀÇ SWOT ºÐ¼®(3°³»ç±îÁö)
  • Áö¿ª ¼¼ºÐÈ­
    • °í°´ÀÇ °ü½É¿¡ ÀÀÇÑ ÁÖ¿ä±¹ ½ÃÀå Ãß°è,¿¹Ãø ¹× º¹ÇÕ ¿¬°£ ¼ºÀå·ü(CAGR)(ÁÖ: Ÿ´ç¼º È®Àο¡ µû¸§)
  • °æÀï º¥Ä¡¸¶Å·
    • Á¦Ç° Æ÷Æ®Æú¸®¿À, Áö¸®Àû Á¸Àç, Àü·«Àû Á¦ÈÞ¿¡ ±â¹ÝÇÑ ÁÖ¿ä ±â¾÷ º¥Ä¡¸¶Å·

¸ñÂ÷

Á¦1Àå ÁÖ¿ä ¿ä¾à

Á¦2Àå ¼­¹®

  • °³¿ä
  • ÀÌÇØ°ü°èÀÚ
  • Á¶»ç ¹üÀ§
  • Á¶»ç ¹æ¹ý
    • µ¥ÀÌÅÍ ¸¶ÀÌ´×
    • µ¥ÀÌÅÍ ºÐ¼®
    • µ¥ÀÌÅÍ °ËÁõ
    • Á¶»ç Á¢±Ù
  • Á¶»ç¿ø
    • 1Â÷ Á¶»ç¿ø
    • 2Â÷ Á¶»ç¿ø
    • ÀüÁ¦Á¶°Ç

Á¦3Àå ½ÃÀå µ¿Ç⠺м®

  • ¼Ò°³
  • ¼ºÀå ÃËÁø¿äÀÎ
  • ¾ïÁ¦¿äÀÎ
  • ±âȸ
  • À§Çù
  • ±â¼ú ºÐ¼®
  • ¿ëµµ ºÐ¼®
  • ÃÖÁ¾ »ç¿ëÀÚ ºÐ¼®
  • ½ÅÈï ½ÃÀå
  • COVID-19ÀÇ ¿µÇâ

Á¦4Àå Porter's Five Forces ºÐ¼®

  • °ø±Þ±â¾÷ÀÇ Çù»ó·Â
  • ±¸¸ÅÀÚÀÇ Çù»ó·Â
  • ´ëüǰÀÇ À§Çù
  • ½Å±Ô Âü°¡¾÷üÀÇ À§Çù
  • °æÀï ±â¾÷°£ °æÀï °ü°è

Á¦5Àå ¼¼°è Áõ°­ Çö½Ç(AR) ¹× °¡»ó Çö½Ç(VR) ½ÃÀå : µð¹ÙÀ̽º À¯Çüº°

  • ¼Ò°³
  • Áõ°­Çö½Ç µð¹ÙÀ̽º
    • Çìµå¾÷ µð½ºÇ÷¹ÀÌ
    • Çìµå ¸¶¿îÆ® µð½ºÇ÷¹ÀÌ
    • ÇÚµåÇïµå µð¹ÙÀ̽º
  • °¡»ó Çö½Ç µð¹ÙÀ̽º
    • Çìµå ¸¶¿îÆ® µð½ºÇ÷¹ÀÌ
    • Á¦½ºÃ³ ÃßÀû µð¹ÙÀ̽º
    • µð½ºÇ÷¹ÀÌ º® ¹× ÇÁ·ÎÁ§ÅÍ

Á¦6Àå ¼¼°è Áõ°­ Çö½Ç(AR) ¹× °¡»ó Çö½Ç(VR) ½ÃÀå : ÄÄÆ÷³ÍÆ®º°

  • ¼Ò°³
  • Çϵå¿þ¾î
    • ¼¾¼­
    • ÇÁ·Î¼¼¼­
    • ÄÁÆ®·Ñ·¯
    • Ä«¸Þ¶ó
    • ¹ÝµµÃ¼ ºÎǰ
    • À§Ä¡ ÃßÀû±â
    • ±âŸ
  • ¼ÒÇÁÆ®¿þ¾î
    • ¼ÒÇÁÆ®¿þ¾î °³¹ß ŰƮ
    • Ç÷§Æû

Á¦7Àå ¼¼°è Áõ°­ Çö½Ç(AR) ¹× °¡»ó Çö½Ç(VR) ½ÃÀå : ±â¾÷º°

  • ¼Ò°³
  • ¼Ò±Ô¸ð ±â¾÷
  • Áß±Ô¸ð ±â¾÷
  • ´ë±Ô¸ð ±â¾÷

Á¦8Àå ¼¼°è Áõ°­ Çö½Ç(AR) ¹× °¡»ó Çö½Ç(VR) ½ÃÀå : ±â¼úº°

  • ¼Ò°³
  • Áõ°­Çö½Ç±â¼ú
  • °¡»ó Çö½Ç ±â¼ú

Á¦9Àå ¼¼°è Áõ°­ Çö½Ç(AR) ¹× °¡»ó Çö½Ç(VR) ½ÃÀå : ¿ëµµº°

  • ¼Ò°³
  • ¼ÒºñÀÚ
  • ±â¾÷

Á¦10Àå ¼¼°è Áõ°­ Çö½Ç(AR) ¹× °¡»ó Çö½Ç(VR) ½ÃÀå : ÃÖÁ¾ »ç¿ëÀÚº°

  • ¼Ò°³
  • °¡Àü
  • ¹Ìµð¾î ¹× ¿£ÅÍÅ×ÀÎ¸ÕÆ®
  • °Ç°­ °ü¸®
  • ¼Ò¸Å
  • Ç×°ø¿ìÁÖ ¹× ¹æÀ§
  • ÀÚµ¿Â÷
  • BFSI
  • IT ¹× Åë½Å
  • ±³À°
  • Á¦Á¶¾÷
  • ºÎµ¿»ê
  • ¿©Çà ¹× °ü±¤

Á¦11Àå ¼¼°è Áõ°­ Çö½Ç(AR) ¹× °¡»ó Çö½Ç(VR) ½ÃÀå :Áö¿ªº°

  • ¼Ò°³
  • ºÏ¹Ì
    • ¹Ì±¹
    • ij³ª´Ù
    • ¸ß½ÃÄÚ
  • À¯·´
    • µ¶ÀÏ
    • ¿µ±¹
    • ÀÌÅ»¸®¾Æ
    • ÇÁ¶û½º
    • ½ºÆäÀÎ
    • ±âŸ À¯·´
  • ¾Æ½Ã¾ÆÅÂÆò¾ç
    • ÀϺ»
    • Áß±¹
    • Àεµ
    • È£ÁÖ
    • ´ºÁú·£µå
    • Çѱ¹
    • ±âŸ ¾Æ½Ã¾ÆÅÂÆò¾ç
  • ³²¹Ì
    • ¾Æ¸£ÇîÆ¼³ª
    • ºê¶óÁú
    • Ä¥·¹
    • ±âŸ ³²¹Ì
  • Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«
    • »ç¿ìµð¾Æ¶óºñ¾Æ
    • ¾Æ¶ø¿¡¹Ì¸®Æ®(UAE)
    • īŸ¸£
    • ³²¾ÆÇÁ¸®Ä«
    • ±âŸ Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«

Á¦12Àå ÁÖ¿ä ¹ßÀü

  • °è¾à, ÆÄÆ®³Ê½Ê, Çù¾÷ ¹× ÇÕÀÛÅõÀÚ(JV)
  • Àμö ¹× ÇÕº´
  • ½ÅÁ¦Ç° ¹ß¸Å
  • »ç¾÷ È®´ë
  • ±âŸ ÁÖ¿ä Àü·«

Á¦13Àå ±â¾÷ ÇÁ·ÎÆÄÀÏ

  • Google
  • Microsoft
  • Sony Group Corporation
  • META
  • Samsung
  • HTC Corporation
  • Apple Inc.
  • PTC Inc.
  • Seiko Epson Corporation
  • Lenovo
  • Xiaomi
  • Panasonic Corporation
  • Intel Corporation
  • ByteDance
  • CyberGlove Systems Inc.
  • EON Reality
  • Wikitude
  • Scope AR
  • Continental AG
  • Marxent Labs LLC
JHS 23.11.10

According to Stratistics MRC, the Global Augmented & Virtual Reality Market is accounted for $56.55 billion in 2023 and is expected to reach $694.99 billion by 2030 growing at a CAGR of 43.1% during the forecast period. Augmented Reality (AR) enriches the real-world environment by overlaying digital content, such as 3D models, text, or animations, onto our view of the physical world. Different gadgets, such as smart phones, smart glasses, or heads-up displays, can be used to experience augmented reality. Whereas, Virtual reality (VR) isolates people from the real world by submerging them in wholly computer-generated settings. Specialised VR headgear with high-resolution screens, motion tracking sensors, and frequently hand controllers are usually used to do this.

According to International Data Corporation, AR/VR generated revenue of US$ 12 billion in 2020, which is projected to increase to US$ 72.8 billion in 2024. Currently, 80% of the revenue is contributed by the gaming industry and there are 57.4 million VR consumers & 90.9 million AR consumers in the United States.

Market Dynamics:

Driver:

Rising demand for augmented reality in retail and e-commerce

The integration of AR in retail and e-commerce is driving innovation and creating a more engaging and interactive shopping experience. AR applications can provide valuable data on customer behaviour, preferences, and interactions. Also, offering AR features can lead to increased customer loyalty. AR technology can break down geographical barriers, allowing retailers to reach a global audience. Additionally, its personalized recommendations, 3D product representation and interactive shopping experience are propelling the growth of the broader AR/VR market.

Restraint:

Privacy and security issues

AR/VR devices often collect sensitive data about users, including their location, behaviour, and preferences. Users might inadvertently share personal or sensitive information while using AR/VR applications. Some AR/VR devices have the capability to record audio, video, and interactions. In addition, AR/VR devices are often connected to the internet, which makes them vulnerable to hacking and unauthorized access. Therefore, protecting this data from unauthorized access and ensuring user privacy can be challenging.

Opportunity:

Penetration of HMDs in training

Devices and technology for virtual reality may be used to monitor a factory's workflow, ensuring that tasks are completed on time and that product is produced. The supervisor can utilize virtual reality technology to protect the safety of the employees by tracking their whereabouts and receiving alerts for potentially hazardous areas. With the use of VR, a manager or supervisor in a factory or industry may also lead training sessions for the employees. This creates an opportunity for virtual reality to expand.

Threat:

Risk of health problems

Gamers' excessive usage of AR and the development of new gaming hardware and technology are both contributing to an increase in the occurrence of AR-related disorders. Because AR games are so compelling and addicting, they might lead to issues including anxiety, eye strain, weight gain, and inattentiveness. The immersive quality of the technology makes extended usage of the AR headset potentially stressful or tense. They are exposed to dangerous electromagnetic radiation. All these elements hinders the market growth.

COVID-19 Impact

The COVID-19 pandemic has significantly fostered the growth rate of the market owing to the increased shift toward the adoption of virtual and augmented reality technologies as a greater number of businesses have turned to remote work. Moreover, the need for online education has grown as a result of the closure of schools, universities, and other educational institutions. In addition, augmented and virtual reality are being used in new healthcare applications including telehealth, point-of-care, and home-based care. This presents a potential opportunity for the industry in the wake of the epidemic.

The virtual reality devices segment is expected to be the largest during the forecast period

The virtual reality devices segment is estimated to have a lucrative growth, due to the rising healthcare and gaming applications. Gesture-tracking devices indeed play a crucial role in virtual reality devices segment. These devices capture and interpret the gestures and motions made by the user and translate them into commands or interactions within a virtual reality (VR) or augmented reality (AR) setting. The intuitive nature of gesture controls has opened up new possibilities for game play, making it a central feature in many VR and AR gaming applications.

The media & entertainment segment is expected to have the highest CAGR during the forecast period

The media & entertainment segment is anticipated to witness the highest CAGR growth during the forecast period. Augmented Reality (AR) and Virtual Reality (VR) have had a substantial impact on the media and entertainment industry. They have transformed the way content is created and consumed, providing immersive experiences for users. AR and VR have significantly expanded the possibilities for creativity and audience engagement in the media and entertainment industry.

Region with largest share:

North America is projected to hold the largest market share during the forecast period owing to the widespread acceptance of AR devices among enterprise users to enhance productivity and accuracy. North America also took the lead globally in terms of the size and revenue generated from VR applications. Additionally, numerous global companies specializing in AR devices and solutions, such as PTC Inc., Magic Leap, Microsoft, and Google, have established their presence in the United States. These factors collectively position North America as the dominant player in the global AR market.

Region with highest CAGR:

Asia Pacific is projected to have the highest CAGR over the forecast period. China stands as one of the world's rapidly growing economies. The emergence of numerous start-ups within China has positioned the nation as a major player in the AR & VR market. Additionally, South Korea and Japan were well-represented, particularly in the gaming and entertainment industries. India was starting to emerge as a prospective market, as interest in AR/VR technology grew. Further, high population density, with the widespread mobile internet population and collaborations with the Virtual Reality and Industry Application Integration Development are serving as a pivotal growth driver.

Key players in the market:

Some of the key players profiled in the Augmented & Virtual Reality Market include: Google, Microsoft, Sony Group Corporation, META, Samsung, HTC Corporation, Apple Inc., PTC Inc., Seiko Epson Corporation, Lenovo, Xiaomi, Panasonic Corporation, Intel Corporation, ByteDance, CyberGlove Systems Inc., EON Reality, Wikitude, Scope AR, Continental AG and Marxent Labs LLC.

Key Developments:

In July 2023, Google and Taito are collaborating to create Space Invaders, an immersive AR game in which you may protect the Earth from your neighborhood. The game is driven by our ARCore and Geospatial APIs, which design entertaining levels in the real world with AR and on the screen solely with 3D using the player's immediate surroundings as well as adjacent buildings, landscapes, and other architectural aspects.

In June 2023, Apple introduced the Apple Vision Pro, an innovative spatial computer that effortlessly merges digital content with the real world, enabling users to remain engaged and connected with others. Vision Pro establishes an expansive platform for applications that extends beyond the limitations of a conventional screen, introducing a completely three-dimensional user interface driven by the most instinctive and natural inputs available - a user's gaze, gestures, and voice.

In June 2023, PTC and Rockwell Automation extended their collaboration, with a particular emphasis on encouraging manufacturing companies to embrace the Internet of Things (IoT) and augmented reality (AR) software. Rockwell Automation will persist in offering PTC's ThingWorx IoT software and Vuforia AR software to both current and prospective customers in the discrete and process manufacturing sectors.

In May 2023, Lenovo introduced the ThinkReality™ VRX, an all-in-one virtual reality (VR) headset designed specifically for business purposes. Exclusively targeted at enterprises, the Lenovo ThinkReality VRX is tailored to serve as the ideal VR solution for professionals across various fields. Whether it's enhancing employee training effectiveness, fostering virtual teamwork, or broadening the scope of 3D design and engineering tasks, XR technologies are increasing significance for businesses, empowering workers to achieve more.

Device Types Covered:

  • Augmented Reality Devices
  • Virtual Reality Devices

Components Covered:

  • Hardware
  • Software

Technologies Covered:

  • Augmented Reality Technology
  • Virtual Reality Technology

Components Covered:

  • Hardware
  • Software

Applications Covered:

  • Consumer
  • Enterprise

End Users Covered:

  • Consumer Electronics
  • Media & Entertainment
  • Healthcare
  • Retail
  • Aerospace & Defense
  • Automotive
  • BFSI
  • IT & Telecommunication
  • Education
  • Manufacturing
  • Real Estate
  • Travel & Tourism

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Augmented & Virtual Reality Market, By Device Type

  • 5.1 Introduction
  • 5.2 Augmented Reality Devices
    • 5.2.1 Head-Up Display
    • 5.2.2 Head-Mounted Display
    • 5.2.3 Handheld Devices
  • 5.3 Virtual Reality Devices
    • 5.3.1 Head-mounted Display
    • 5.3.2 Gesture Tracking Devices
    • 5.3.3 Display Wall and Projectors

6 Global Augmented & Virtual Reality Market, By Component

  • 6.1 Introduction
  • 6.2 Hardware
    • 6.2.1 Sensors
    • 6.2.2 Processors
    • 6.2.3 Controllers
    • 6.2.4 Cameras
    • 6.2.5 Semiconductor Components
    • 6.2.6 Position Tracker
    • 6.2.7 Others
  • 6.3 Software
    • 6.3.1 Software Development Kits
    • 6.3.2 Platforms

7 Global Augmented & Virtual Reality Market, By Enterprise

  • 7.1 Introduction
  • 7.2 Small Enterprises
  • 7.3 Medium Enterprises
  • 7.4 Large Enterprises

8 Global Augmented & Virtual Reality Market, By Technology

  • 8.1 Introduction
  • 8.2 Augmented Reality Technology
  • 8.3 Virtual Reality Technology

9 Global Augmented & Virtual Reality Market, By Application

  • 9.1 Introduction
  • 9.2 Consumer
  • 9.3 Enterprise

10 Global Augmented & Virtual Reality Market, By End User

  • 10.1 Introduction
  • 10.2 Consumer Electronics
  • 10.3 Media & Entertainment
  • 10.4 Healthcare
  • 10.5 Retail
  • 10.6 Aerospace & Defense
  • 10.7 Automotive
  • 10.8 BFSI
  • 10.9 IT & Telecommunication
  • 10.10 Education
  • 10.11 Manufacturing
  • 10.12 Real Estate
  • 10.13 Travel & Tourism

11 Global Augmented & Virtual Reality Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 Google
  • 13.2 Microsoft
  • 13.3 Sony Group Corporation
  • 13.4 META
  • 13.5 Samsung
  • 13.6 HTC Corporation
  • 13.7 Apple Inc.
  • 13.8 PTC Inc.
  • 13.9 Seiko Epson Corporation
  • 13.10 Lenovo
  • 13.11 Xiaomi
  • 13.12 Panasonic Corporation
  • 13.13 Intel Corporation
  • 13.14 ByteDance
  • 13.15 CyberGlove Systems Inc.
  • 13.16 EON Reality
  • 13.17 Wikitude
  • 13.18 Scope AR
  • 13.19 Continental AG
  • 13.20 Marxent Labs LLC
ºñ±³¸®½ºÆ®
0 °ÇÀÇ »óǰÀ» ¼±Åà Áß
»óǰ ºñ±³Çϱâ
Àüü»èÁ¦