¡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.
°¡»óÇö½Ç(VR) ½ÃÀå ¼ºÀå ¹× µ¿Çâ
Grand View Research, Inc.ÀÇ ÃֽŠº¸°í¼¿¡ µû¸£¸é, Àü ¼¼°è °¡»óÇö½Ç(VR) ½ÃÀå ±Ô¸ð´Â 2030³â±îÁö 4,353¾ï 6,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ̸ç, 2023³âºÎÅÍ 2030³â±îÁö 27.5%ÀÇ CAGR·Î ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.
±³À°, »ê¾÷ ±³À°, ÀÇ·á µî ´Ù¾çÇÑ »ê¾÷¿¡¼ »ç¿ëÀÚ ¸ôÀÔÇü ±â¼ú äÅÃÀÌ Áõ°¡Çϰí ÀÖ´Â °ÍÀÌ ½ÃÀå ¼ºÀåÀÇ ¿øµ¿·ÂÀÌ µÉ °ÍÀ¸·Î º¸ÀÔ´Ï´Ù. ¶ÇÇÑ, °í¼Ó 5G ³×Æ®¿öÅ©¸¦ ÅëÇÑ ÀÎÅͳÝÀÇ º¸±ÞÀº °í¼Ó, ÀúÁö¿¬ ÀÎÅÍ³Ý ¿¬°á·Î ÀÎÇØ VR ±â¼ú äÅÿ¡ ±àÁ¤ÀûÀÎ ¿µÇâÀ» ¹ÌÄ¡°í ÀÖ½À´Ï´Ù. ±³À°, Ç×°ø¿ìÁÖ ¹× ¹æÀ§, ÀÚµ¿Â÷ µî »ê¾÷ Àü¹Ý¿¡ °ÉÃÄ ±³À° ¹× ¿¬±¸ ¼ö¿ä°¡ Áõ°¡Çϰí ÀÖ´Â °Íµµ ½ÃÀå ¼ºÀå¿¡ ÈûÀ» º¸Å°í ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î, 2022³â 10¿ù Meta Platforms, Inc.´Â Snapdragon Qualcomm XR2 Ĩ¼ÂÀ» žÀçÇÑ Meta Quest Pro VR Çìµå¼ÂÀ» Ãâ½ÃÇß½À´Ï´Ù.
ȸ»ç¿¡ µû¸£¸é ÀÌ Çìµå¼ÂÀº °í±ÞÇü VR Çìµå¼ÂÀ» ã´Â Àü¹®°¡¿Í Å©¸®¿¡ÀÌÅ͸¦ ´ë»óÀ¸·Î Çϸç, VR ±â¼úÀ» ÅëÇØ E-Commerce ±â¾÷Àº »ç¿ëÀÚ°¡ °¡»óÀ¸·Î ¼îÇÎÀ» ÇÒ ¼ö ÀÖµµ·Ï ÇÒ ¼ö ÀÖ´Ù°í ÇÕ´Ï´Ù. ÀÌ ±â¼úÀº ÀÎÅÍ·¢Æ¼ºêÇÑ È¯°æÀ» Á¶¼ºÇÏ°í »ç¿ëÀÚÀÇ Àü¹ÝÀûÀÎ ¼îÇÎ °æÇèÀ» Çâ»ó½ÃŰ´Â µ¥ µµ¿òÀÌ µË´Ï´Ù. ¶ÇÇÑ, ±³À° ºÐ¾ß¿¡¼µµ VR ±â¹Ý ¿Â¶óÀÎ Ç÷§Æû¿¡¼ ±³»ç°¡ ´ëÈÇü ÇнÀ ¼¼¼ÇÀ» ÁøÇàÇÏ¿© ´õ ³ªÀº Çù¾÷À» ÃËÁøÇÒ ¼ö Àֱ⠶§¹®¿¡ ±³À° ºÐ¾ß¿¡¼µµ VR¿¡ ´ëÇÑ ¼ö¿ä°¡ Áõ°¡Çϰí ÀÖ½À´Ï´Ù. ºÏ¹Ì´Â ±â¼ú ±â¾÷ÀÇ ¿ìÀ§¸¦ ¹ÙÅÁÀ¸·Î 2030³â±îÁö ÀÌ ½ÃÀå¿¡¼ °¡Àå Å« Á¡À¯À²À» Â÷ÁöÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. ÀÌ Áö¿ªÀÇ ±â¼ú º¸±Þ°ú »õ·Î¿î VR Á¦Ç°ÀÇ °¡¿ë¼ºÀº ÀÌ Áö¿ªÀÇ ¼ºÀåÀ» ´õ¿í ÃËÁøÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. ¶ÇÇÑ, ´Ù¾çÇÑ VR °ü·Ã ½ºÅ¸Æ®¾÷ÀÇ ÃâÇöÀº ½ÃÀå ¼ºÀå ±âȸ¸¦ âÃâÇÏ´Â µ¥ ±â¿©ÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.
°¡»óÇö½Ç(VR) ½ÃÀå º¸°í¼ ÇÏÀ̶óÀÌÆ®
- ±â±âº°·Î´Â Á¦½ºÃ³ Æ®·¡Å· µð¹ÙÀ̽º(GTD) ºÎ¹®ÀÌ ¸ôÀÔ°¨À» ³ôÀÌ´Â Á¦½ºÃ³ Æ®·¡Å· Æ®·»µå¿¡ ÈûÀÔ¾î ¿¹Ãø ±â°£ µ¿¾È 29.9%ÀÇ CAGR·Î °¡Àå ³ôÀº ¼ºÀå¼¼¸¦ º¸ÀÏ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.
- ±â¼úº°·Î º¸¸é ¹Ý¸ôÀÔ ¹× ¿ÏÀü ¸ôÀÔÇü ºÎ¹®Àº ½ÇÁ¦ ½Ã³ª¸®¿À¸¦ Ãæ½ÇÇÏ°Ô ½Ã¹Ä·¹À̼ÇÇÏ´Â ±â¼úÀÌ Á¦°øÇÏ´Â Çö½ÇÀûÀÎ °æÇèÀ¸·Î ÀÎÇØ 2022³â 82.7%ÀÇ °¡Àå Å« ¸ÅÃâ Á¡À¯À²À» Â÷ÁöÇÒ °ÍÀ¸·Î ¿¹»óÇß½À´Ï´Ù.
- ±¸¼º¿ä¼Òº°·Î´Â ¼ÒÇÁÆ®¿þ¾î ºÎ¹®ÀÌ °ÔÀÓ ¹× ¿£ÅÍÅ×ÀÎ¸ÕÆ® ºÐ¾ßÀÇ VR ¾ÖÇø®ÄÉÀ̼ǿ¡ ´ëÇÑ ¼ö¿ä Áõ°¡·Î 2023³âºÎÅÍ 2030³â±îÁö ¿¬Æò±Õ 29.7%ÀÇ °¡Àå ³ôÀº ¼ºÀå·üÀ» º¸ÀÏ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.
- ¾Æ½Ã¾ÆÅÂÆò¾çÀº ÁÖ¿ä VR Àåºñ Á¦Á¶¾÷üÀÇ Á¸Àç¿Í ÷´Ü ±â¼ú Ȱ¿ë¿¡ ´ëÇÑ Á¤ºÎÀÇ Àå·Á Á¤Ã¥À¸·Î ÀÎÇØ 2022³â 39% ÀÌ»óÀÇ °¡Àå Å« ¸ÅÃâ Á¡À¯À²À» Â÷ÁöÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.
¸ñÂ÷
Á¦1Àå Á¶»ç ¹æ¹ý°ú ¹üÀ§
- ½ÃÀå ¼¼ºÐÈ¿Í ¹üÀ§
- ½ÃÀåÀÇ Á¤ÀÇ
- Á¤º¸ Á¶´Þ
- Á¶»ç ¹üÀ§¿Í °¡Á¤
Á¦2Àå ÁÖ¿ä ¿ä¾à
Á¦3Àå ¾÷°è Àü¸Á
- ½ÃÀå °èÅë Àü¸Á
- ¾÷°èÀÇ ¹ë·ùüÀÎ ºÐ¼®
- ½ÃÀå ¿ªÇÐ
- ½ÃÀå ¼ºÀå ÃËÁø¿äÀÎ ºÐ¼®
- ½ÃÀå °úÁ¦ ºÐ¼®
- ¾÷°èÀÇ ±âȸ¿Í °úÁ¦
- ¾÷°è ºÐ¼® Åø
- Porter's ºÐ¼®
- °Å½Ã°æÁ¦ ºÐ¼®
Á¦4Àå °¡»óÇö½Ç(VR) ½ÃÀå µð¹ÙÀ̽º Àü¸Á
- µð¹ÙÀ̽ºº° °¡»óÇö½Ç(VR) ½ÃÀå Á¡À¯À², 2018-2030³â
- µð¹ÙÀ̽º º¯µ¿ ºÐ¼®°ú ½ÃÀå Á¡À¯À², 2022³â°ú 2030³â
- µð¹ÙÀ̽ºº°
- Çìµå ¸¶¿îÆ® µð½ºÇ÷¹ÀÌ(HMD)
- Á¦½ºÃ³ Æ®·¡Å· µð¹ÙÀ̽º(GTD)
- ÇÁ·ÎÁ§ÅÍ¡¤µð½ºÇ÷¹ÀÌ ¿ù(PDW)
Á¦5Àå °¡»óÇö½Ç(VR) ½ÃÀå ±â¼ú Àü¸Á
- ±â¼úº° °¡»óÇö½Ç(VR) ½ÃÀå Á¡À¯À², 2018-2030³â
- ±â¼ú º¯µ¿ ºÐ¼®°ú ½ÃÀå Á¡À¯À², 2022³â°ú 2030³â
- ±â¼úº°
- ¹Ý¸ôÀÔÇü¡¤¿ÏÀü¸ôÀÔÇü
- ºñ¸ôÀÔÇü
Á¦6Àå °¡»óÇö½Ç(VR) ½ÃÀå ÄÄÆ÷³ÍÆ® Àü¸Á
- ÄÄÆ÷³ÍÆ®º° °¡»óÇö½Ç(VR) ½ÃÀå Á¡À¯À², 2018-2030³â
- ÄÄÆ÷³ÍÆ® º¯µ¿ ºÐ¼®°ú ½ÃÀå Á¡À¯À², 2022³â°ú 2030³â
- ÄÄÆ÷³ÍÆ®º°
Á¦7Àå °¡»óÇö½Ç(VR) ½ÃÀå ¿ëµµ Àü¸Á
- ¿ëµµº° °¡»óÇö½Ç(VR) ½ÃÀå Á¡À¯À², 2018-2030³â
- ¿ëµµ º¯µ¿ ºÐ¼®°ú ½ÃÀå Á¡À¯À², 2022³â°ú 2030³â
- ¿ëµµº°
- Ç×°ø¿ìÁÖ¡¤¹æÀ§
- ¼ÒºñÀÚ
- »ó¾÷
- ±â¾÷
- ÇコÄɾî
- ±âŸ
Á¦8Àå °¡»óÇö½Ç(VR) Áö¿ª Àü¸Á
- Áö¿ªº° °¡»óÇö½Ç(VR) ½ÃÀå Á¡À¯À², 2022³â ¹× 2030³â
- ºÏ¹Ì
- À¯·´
- ¿µ±¹
- µ¶ÀÏ
- ÀÌÅ»¸®¾Æ
- ÇÁ¶û½º
- ¾Æ½Ã¾ÆÅÂÆò¾ç
- ³²¹Ì
- Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«
- »ç¿ìµð¾Æ¶óºñ¾Æ
- ³²¾ÆÇÁ¸®Ä«°øÈ±¹
Á¦9Àå °æÀï »óȲ
- ÁÖ¿ä ½ÃÀå ÁøÃâ ±â¾÷
- Alphabet Inc.
- Barco NV
- CyberGlove Systems Inc.
- Meta Platforms, Inc.
- HTC Corporation
- Microsoft Corporation
- Samsung Electronics Co., Ltd
- Sensics, Inc.
- Sixense Enterprises Inc.(Penumbra, Inc.)
- Ultraleap Limited
- ÁÖ¿ä ½ÃÀå ÁøÃâ ±â¾÷¿¡ ÀÇÇÑ ÃÖ±ÙÀÇ µ¿Çâ°ú ¿µÇ⠺м®
- ±â¾÷ ºÐ·ù
- ÁøÃâ ±â¾÷ °³¿ä
- À繫 ½ÇÀû
- Á¦Ç° º¥Ä¡¸¶Å©
- ±â¾÷ È÷Æ®¸Ê ºÐ¼®
- ±â¾÷ÀÇ ½ÃÀå Á¡À¯À² ºÐ¼®, 2022³â
- Àü·« ¸ÅÇÎ
- È®´ë
- ÀμöÇÕº´
- Çù¾÷
- ½ÅÁ¦Ç° ¹ß¸Å
- ¿¬±¸°³¹ß
ksm 23.09.06
Virtual Reality Market Growth & Trends
The global virtual reality market size is expected to reach USD 435.36 billion by 2030, growing at a CAGR of 27.5% from 2023 to 2030, according to a new report by Grand View Research, Inc. The increasing adoption of user immersion technology in industries, such as education, industrial training, and healthcare, among others, is expected to drive market growth. In addition, internet penetration in the form of high-speed 5G networks has positively impacted the adoption of Virtual Reality (VR) technology due to fast and low-latency internet connections. The growing demand for training and research across industries, such as education, aerospace & defense, and automotive, is also driving the growth of the market. For instance, in October 2022, Meta Platforms, Inc. launched the Meta Quest Pro VR headset with the Snapdragon Qualcomm XR2+ chipset.
According to the company, the headset is targeted toward professionals and creators looking for high-end VR headsets. VR technology has enabled e-commerce companies to let users shop virtually. This technology creates an interactive environment and helps improve the overall shopping experience for users. The demand for virtual reality in the education sector is also growing as teachers can conduct interactive academic sessions on VR-based online platforms to facilitate better collaboration. North America is anticipated to hold a significant share in the market by 2030 owing to the dominance of technology companies in the region. Technology penetration in the region and the availability of new VR products are expected to boost the region's growth further. Moreover, the emergence of various start-ups related to virtual reality (VR) is expected to help create growth opportunities for the market.
Virtual Reality Market Report Highlights
- The Gesture Tracking Device (GTD) segment is expected to grow at the highest CAGR of 29.9% over the forecast period due to the trend of gesture tracing for enhanced immersion
- The semi & fully immersive technology segment held the largest revenue share of 82.7% in 2022 due to the realistic experience provided by the technology that closely simulates real-world scenarios
- The software component segment is expected to grow at the highest CAGR of 29.7% from 2023 to 2030 due to the growing demand for VR applications in gaming and entertainment
- Asia Pacific accounted for the largest revenue share of over 39% in 2022 due to the presence of leading VR equipment manufacturers and encouraging initiatives by the governments for the use of advanced technologies
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 Market Snapshot
- 2.2 Segment Snapshot
- 2.3 Competitive Landscape Snapshot
Chapter 3 Industry Outlook
- 3.1 Market Lineage Outlook
- 3.2 Industry Value Chain Analysis
- 3.3 Market Dynamics
- 3.3.1 Market driver analysis
- 3.3.1.1 Evolving applications in the entertainment and medical sectors
- 3.3.1.2 Growing VR penetration in consumer electronics
- 3.3.2 Market challenge analysis
- 3.3.2.1 High initial investments and device compatibility restrictions
- 3.3.2.2 Spatial discomfort and risk of other ailments
- 3.4 Industry Opportunities & Challenges
- 3.5 Industry Analysis Tools
- 3.5.1 PORTER's Analysis
- 3.5.2 Macroeconomic Analysis
Chapter 4 Virtual Reality Market Device Outlook
- 4.1 Virtual Reality Market Share By Device, 2018 - 2030 (USD Million)
- 4.2 Device Movement Analysis & Market Share, 2022 & 2030
- 4.3 Virtual Reality Market Estimates & Forecast, By Device (USD Million)
- 4.3.1 Head-Mounted Display (HMD)
- 4.3.2 Gesture-Tracking Device (GTD)
- 4.3.3 Projectors & Display Wall (PDW)
Chapter 5 Virtual Reality Market Technology Outlook
- 5.1 Virtual Reality Market Share By Technology, 2018 - 2030 (USD Million)
- 5.2 Technology Movement Analysis & Market Share, 2022 & 2030
- 5.3 Virtual Reality Market Estimates & Forecast, By Technology (USD Million)
- 5.3.1 Semi & Fully Immersive
- 5.3.2 Non-immersive
Chapter 6 Virtual Reality Market Component Outlook
- 6.1 Virtual Reality Market Share By Component, 2018 - 2030 (USD Million)
- 6.2 Component Movement Analysis & Market Share, 2022 & 2030
- 6.3 Virtual Reality Market Estimates & Forecast, By Component (USD Million)
- 6.3.1 Hardware
- 6.3.2 Software
Chapter 7 Virtual Reality Market Application Outlook
- 7.1 Virtual Reality Market Share By Application, 2018 - 2030 (USD Million)
- 7.2 Application Movement Analysis & Market Share, 2022 & 2030
- 7.3 Virtual Reality Market Estimates & Forecast, By Application (USD Million)
- 7.3.1 Aerospace & Defense
- 7.3.2 Consumer
- 7.3.3 Commercial
- 7.3.4 Enterprise
- 7.3.5 Healthcare
- 7.3.6 Others
Chapter 8 Virtual Reality Regional Outlook
- 8.1 Virtual Reality Market Share By Region, 2022 & 2030
- 8.2 North America
- 8.2.1 North America virtual reality market, 2018 - 2030
- 8.2.2 U.S.
- 8.2.2.1 U.S. virtual reality market, 2018 - 2030 (USD Million)
- 8.2.3 Canada
- 8.2.3.1 Canada virtual reality market, 2018 - 2030 (USD Million)
- 8.2.4 Mexico
- 8.2.4.1 Canada virtual reality market, 2018 - 2030 (USD Million)
- 8.3 Europe
- 8.3.1 Europe virtual reality market, 2018 - 2030
- 8.3.2 UK
- 8.3.2.1 UK virtual reality market, 2018 - 2030 (USD Million)
- 8.3.3 Germany
- 8.3.3.1 Germany virtual reality market, 2018 - 2030 (USD Million)
- 8.3.4 Italy
- 8.3.4.1 Italy virtual reality market, 2018 - 2030 (USD Million)
- 8.3.5 France
- 8.3.5.1 France virtual reality market, 2018 - 2030 (USD Million)
- 8.4 Asia Pacific
- 8.4.1 Asia Pacific virtual reality market, 2018 - 2030
- 8.4.2 China
- 8.4.2.1 China virtual reality market, 2018 - 2030 (USD Million)
- 8.4.3 Japan
- 8.4.3.1 Japan virtual reality market, 2018 - 2030 (USD Million)
- 8.4.4 South Korea
- 8.4.4.1 South Korea virtual reality market, 2018 - 2030 (USD Million)
- 8.4.5 India
- 8.4.5.1 India virtual reality market, 2018 - 2030 (USD Million)
- 8.5 South America
- 8.5.1 South America virtual reality market, 2018 - 2030
- 8.5.2 Brazil
- 8.5.2.1 Brazil virtual reality market, 2018 - 2030 (USD Million)
- 8.5.3 Argentina
- 8.5.3.1 Argentina virtual reality market, 2018 - 2030 (USD Million)
- 8.6 MEA
- 8.6.1 MEA virtual reality market, 2018 - 2030
- 8.6.2 Saudi Arabia
- 8.6.2.1 Saudi Arabia virtual reality market, 2018 - 2030 (USD Million)
- 8.6.3 South Africa
- 8.6.3.1 South Africa virtual reality market, 2018 - 2030 (USD Million)
Chapter 9 Competitive Landscape
- 9.1 Key Market Participants
- 9.1.1 Alphabet Inc.
- 9.1.2 Barco NV
- 9.1.3 CyberGlove Systems Inc.
- 9.1.4 Meta Platforms, Inc.
- 9.1.5 HTC Corporation
- 9.1.6 Microsoft Corporation
- 9.1.7 Samsung Electronics Co., Ltd
- 9.1.8 Sensics, Inc.
- 9.1.9 Sixense Enterprises Inc. (Penumbra, Inc.)
- 9.1.10 Ultraleap Limited
- 9.2 Recent Developments & Impact Analysis, By Key Market Participants
- 9.3 Company Categorization
- 9.4 Participant's Overview
- 9.5 Financial Performance
- 9.6 Product Benchmarking
- 9.7 Company Heat Map Analysis
- 9.8 Company Market Share Analysis, 2022
- 9.9 Strategy Mapping
- 9.9.1 Expansion
- 9.9.2 Mergers & acquisitions
- 9.9.3 Collaborations
- 9.9.4 New product launches
- 9.9.5 Research & development