![]() |
½ÃÀ庸°í¼
»óǰÄÚµå
1654465
¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ ½ÃÀå ±Ô¸ð, Á¡À¯À², µ¿Ç⠺м® º¸°í¼ : ÄÄÆ÷³ÍÆ®º°, ±â¼úº°, ÃÖÁ¾ ¿ëµµº°, Áö¿ªº°, ºÎ¹® ¿¹Ãø(2025-2030³â)Immersive Content Creation Market Size, Share & Trends Analysis Report By Component, By Technology, By End Use, By Region, And Segment Forecasts, 2025 - 2030 |
¼¼°èÀÇ ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ ½ÃÀå ±Ô¸ð´Â 2024³â 156¾ï 8,100¸¸ ´Þ·¯·Î ÃßÁ¤µÇ¸ç, 2025-2030³â ¿¬Æò±Õ 24.5% ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.
°¡»óÇö½ÇÀº ƯÈ÷ °ÔÀÓ, ¿µÈ, ¶óÀ̺ê À̺¥Æ®¿¡¼ ¿ÏÀüÇÑ ¸ôÀÔÇü °æÇèÀ» Á¦°øÇÔÀ¸·Î½á ¿£ÅÍÅ×ÀÎ¸ÕÆ® »ê¾÷¿¡ Çõ¸íÀ» ÀÏÀ¸Ä×½À´Ï´Ù. Å©¸®¿¡ÀÌÅ͵éÀº VRÀ» Ȱ¿ëÇÏ¿© °ü°´À» ȯ»óÀûÀÎ ¼¼°è·Î µ¥·Á°¡ ȯ°æ°ú ij¸¯ÅÍ¿Í »óÈ£ÀÛ¿ëÇÒ ¼ö ÀÖµµ·Ï Çϰí ÀÖÀ¸¸ç, VRÀº üÇèÇü ¸¶ÄÉÆÃ¿¡µµ Ȱ¿ëµÇ°í ÀÖÀ¸¸ç, ºê·£µå´Â »ç¿ëÀÚ¿¡°Ô VR ½Ã¹Ä·¹À̼ÇÀ» Á¦°øÇÏ¿© Á¦Ç°À» È«º¸ÇÏ°í ½ºÅ丮¸¦ Àü´ÞÇϰí ÀÖ½À´Ï´Ù. VR Çìµå¼ÂÀÇ °¡°ÝÀÌ Àú·ÅÇØÁö°í VR ÄÁÅÙÃ÷ÀÇ Á¢±Ù¼ºÀÌ ³ô¾ÆÁö¸é¼ ÀÌ·¯ÇÑ Ãß¼¼°¡ ´õ¿í °¡¼Óȵǰí ÀÖ½À´Ï´Ù. ±â¼úÀÌ ¹ßÀüÇÔ¿¡ µû¶ó VRÀº ¼ÒºñÀÚ ¿£ÅÍÅ×ÀÎ¸ÕÆ®¿Í Àü¹® ¹Ìµð¾î Á¦ÀÛ ¸ðµÎ¿¡ ÇʼöÀûÀÎ ¿ä¼Ò°¡ µÉ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.
Áõ°Çö½Ç(AR)Àº ¼Ò¸Å¾÷¿¡¼ °·ÂÇÑ ÅøÀÌ µÇ¾î ¼ÒºñÀÚµéÀÌ ±¸¸ÅÇϱâ Àü¿¡ ½Ç½Ã°£À¸·Î »óǰÀ» ½Ã°¢ÈÇÒ ¼ö ÀÖ°Ô µÇ¾ú½À´Ï´Ù. ¿ÊÀ̳ª ÈÀåǰÀ» °¡»óÀ¸·Î ÀԾ´Â °ÍºÎÅÍ Áý¾ÈÀÇ °¡±¸¸¦ ½Ã°¢ÈÇÏ´Â °Í±îÁö ARÀº ¼îÇÎ °æÇèÀ» Å©°Ô Çâ»ó½Ã۰í ÀÖ½À´Ï´Ù. ¸¶ÄÉÆÃ ´ã´çÀÚµéÀº ÀÎÅÍ·¢Æ¼ºê ±¤°íÆÇ, °ÔÀÓÈµÈ ±¤°í µî °í°´ÀÇ °ü½ÉÀ» ²ø°í µ¶Æ¯ÇÑ ºê·£µå °æÇèÀ» âÃâÇϱâ À§ÇØ Á¡Á¡ ´õ ¸¹Àº Ä·ÆäÀο¡ ARÀ» µµÀÔÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ ARÀº ½Ç½Ã°£ µ¥ÀÌÅÍ ¿À¹ö·¹À̸¦ ÅëÇØ »ç¿ëÀÚ´Â ÁÖº¯ »óȲ Á¤º¸¸¦ ½Ç½Ã°£À¸·Î Á¦°ø¹ÞÀ» ¼ö ÀÖ½À´Ï´Ù. ½º¸¶Æ®ÆùÀÇ ±â´ÉÀÌ Çâ»óµÊ¿¡ µû¶ó AR ¿ëµµ´Â ÀÏ»ó »ýȰ°ú »ó°Å·¡¿¡ ´õ ¸¹ÀÌ ÅëÇÕµÇ¾î ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ »ê¾÷À» ´õ¿í ¹ßÀü½Ãų °ÍÀ¸·Î º¸ÀÔ´Ï´Ù.
ÀΰøÁö´É(AI)Àº À̹ÌÁö ¹× µ¿¿µ»ó »ý¼ººÎÅÍ »ç¿ëÀÚ ÀÎÅÍ·¢Æ¼ºñƼ °È¿¡ À̸£±â±îÁö ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ¿¡¼ Á¡Á¡ ´õ Áß¿äÇÑ ¿ªÇÒÀ» Çϰí ÀÖÀ¸¸ç, AI¸¦ Ȱ¿ëÇÑ ÅøÀ» ÅëÇØ ¿µ»ó ÆíÁý, »ç¿îµå µðÀÚÀÎ, ½Ã³ª¸®¿À ÀÛ¼º µîÀÇ ÇÁ·Î¼¼½º¸¦ ÀÚµ¿ÈÇϰí, Á¦ÀÛ ¼Óµµ¸¦ ³ôÀÌ°í ºñ¿ëÀ» Àý°¨ÇÒ ¼ö ÀÖ½À´Ï´Ù. Á¦ÀÛÀÇ ½Å¼Ó¼º°ú ºñ¿ë È¿À²¼ºÀ» ³ôÀÏ ¼ö ÀÖ½À´Ï´Ù. ¶ÇÇÑ AI´Â »ç¿ëÀÚÀÇ ¼±È£µµ¿¡ µû¶ó ÄÁÅÙÃ÷¸¦ °³ÀÎÈÇÏ¿© ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ »ê¾÷¿¡¼ ¸ôÀÔµµ¿Í À¯ÁöÀ²À» Çâ»ó½ÃŰ´Â µ¥¿¡µµ Ȱ¿ëµÇ°í ÀÖ½À´Ï´Ù. ¸ôÀÔÇü ȯ°æ¿¡¼ AI´Â »ç¿ëÀÚÀÇ Çൿ¿¡ µû¶ó ¼³Á¤°ú ½ºÅ丮¸¦ Á¶Á¤ÇÏ¿© ¿ªµ¿ÀûÀÌ°í °³ÀÎÈµÈ °æÇèÀ» ¸¸µé¾î³¾ ¼ö ÀÖÀ¸¸ç, AI°¡ °è¼Ó ¹ßÀüÇÔ¿¡ µû¶ó ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ¿¡ ¹ÌÄ¡´Â ¿µÇâÀº ´õ¿í Ä¿Áú °ÍÀ̸ç, ¹«ÇÑÇÑ Ã¢ÀÇÀû °¡´É¼ºÀ» Á¦½ÃÇÒ ¼ö ÀÖ½À´Ï´Ù.
360µµ µ¿¿µ»óÀº ¸ôÀÔ°¨ ÀÖ°í Á¾ÇÕÀûÀÎ ½Ãû °æÇèÀ» Á¦°øÇϸç, »ç¿ëÀÚ°¡ Àå¸éÀÇ ¾î´À ºÎºÐ¿¡ ÃÊÁ¡À» ¸ÂÃâÁö Á¦¾îÇÒ ¼ö ÀÖ½À´Ï´Ù. ÄÁÅÙÃ÷ Á¦ÀÛÀÚµéÀº ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ¿¡ ÀÎÅÍ·¢Æ¼ºê ½ºÅ丮ÅÚ¸µ ¿ä¼Ò¸¦ µµÀÔÇÏ¿© ½ÃûÀÚ°¡ À̾߱âÀÇ ¹æÇâ¿¡ ¿µÇâÀ» ¹ÌÄ¡´Â °áÁ¤À» ³»¸± ¼ö ÀÖµµ·Ï ÇÔÀ¸·Î½á ´õ¿í ¸Å·ÂÀûÀÎ °æÇèÀ» ¸¸µé¾î³»°í ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ À¯ÇüÀÇ ÄÁÅÙÃ÷´Â °¡»ó Åõ¾î, ´ÙÅ¥¸àÅ͸®, ¶óÀ̺ê À̺¥Æ® µî¿¡¼ ÀαⰡ ³ôÀ¸¸ç, ½ÃûÀÚ´Â ÀÚ½ÅÀÇ ¼Óµµ·Î ȯ°æÀ» Ž»öÇÏ°í ´Ù¾çÇÑ ½ºÅ丮¸¦ µû¶ó°¥ ¼ö ÀÖ½À´Ï´Ù. ÀÎÅÍ·¢Æ¼ºê 360µµ µ¿¿µ»óÀÇ µ¿ÇâÀº ±³À° ¹× ÈÆ·Ã ºÐ¾ß·Î È®´ëµÇ°í ÀÖÀ¸¸ç, ÀÎÅÍ·¢Æ¼ºê¸¦ ÅëÇØ ¸ôÀÔÇü ÇнÀÀ» °ÈÇÒ ¼ö ÀÖ´Â ÀáÀç·ÂÀ» °¡Áö°í ÀÖ½À´Ï´Ù. ¿ªµ¿ÀûÀÎ ½ºÅ丮ÅÚ¸µ¿¡ ´ëÇÑ ¼ö¿ä°¡ Áõ°¡ÇÔ¿¡ µû¶ó 360µµ µ¿¿µ»ó ÄÁÅÙÃ÷ Á¦ÀÛÀº ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ »ê¾÷ÀÇ Å©¸®¿¡ÀÌÅ͵鿡°Ô ÇʼöÀûÀÎ ±â¼úÀÌ µÇ°í ÀÖ½À´Ï´Ù.
¹°¸®Àû ¼¼°è¿Í °¡»ó ¼¼°è¸¦ °áÇÕÇÑ È¥ÇÕÇö½Ç(MR)Àº ÷´Ü ÀÎÅÍ·¢Æ¼ºêÇÑ ÇнÀ ȯ°æÀ» Á¦°øÇÔÀ¸·Î½á ±³À° ¹× ÈÆ·Ã¿¡ º¯È¸¦ ÀÏÀ¸Å°°í ÀÖÀ¸¸ç, MRÀ» ÅëÇØ Çлý°ú Àü¹®°¡µéÀÌ ÀÇ·á ¼ö¼úÀ̳ª ¿£Áö´Ï¾î¸µ ½Ã¹Ä·¹À̼ǰú °°Àº ½ÇÁ¦ ½Ã³ª¸®¿À¸¦ ½ÇÁ¦ ½Ç½À¿¡ µû¸¥ À§Çè ºÎ´ã ¾øÀÌ ½ÇÁ¦ ½Ç½À¿¡ µû¸£´Â À§Çè ¾øÀÌ Á¢±ÙÇÒ ¼ö ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î MRÀº Áß¿äÇÑ µ¥ÀÌÅÍ¿Í Áö½Ã¸¦ ½ÇÁ¦ ¹°Ã¼¿¡ °ãÃļ ½Ç½Ã°£ ¾È³»¸¦ Á¦°øÇÏ°í ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ »ê¾÷¿¡¼ ÀÌÇØµµ¸¦ ³ôÀÏ ¼ö ÀÖ½À´Ï´Ù. ±³À° ±â°üÀº ¸ôÀÔÇü ÇнÀ °æÇèÀ» ÅëÇØ Áö½ÄÀÇ Á¤Âø°ú ½Ç¹« ´É·ÂÀ» Çâ»ó½ÃŰ´Â ¸ôÀÔÇü ÇнÀ °æÇèÀ» Á¦°øÇϱâ À§ÇØ MR ÅøÀ» µµÀÔÇϰí ÀÖÀ¸¸ç, MR ±â¼úÀÌ ´õ¿í Á¤±³ÇØÁü¿¡ µû¶ó ´Ù¾çÇÑ ºÐ¾ßÀÇ ±³À°À» À籸¼ºÇÏ´Â µ¥ Áß¿äÇÑ ¿ªÇÒÀ» ÇÒ ¼ö ÀÖÀ» °ÍÀ¸·Î º¸ÀÔ´Ï´Ù.
¼Ò¼È VR Ç÷§ÆûÀº ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ »ê¾÷¿¡¼ »ç¶÷µéÀÌ ¿¬°á, Çù¾÷, ¿£ÅÍÅ×ÀÎ¸ÕÆ®¸¦ À§ÇÑ °¡»ó °ø°£À» Ãß±¸ÇÔ¿¡ µû¶ó Àα⸦ ²ø°í ÀÖ½À´Ï´Ù. »ç¿ëÀÚµéÀº ¸ôÀÔÇü ȯ°æ¿¡¼ ¼·Î ±³·ùÇϰí, °¡»ó À̺¥Æ®¿¡ Âü¿©Çϸç, ÀÚ½ÅÀ» Ç¥ÇöÇÏ´Â ¾Æ¹ÙŸ¸¦ ¸¸µé ¼ö ÀÖ½À´Ï´Ù. °¡»ó Ä¿¹Â´ÏƼ´Â »çȸÀû ±³·ùÀÇ °ÅÁ¡ÀÌ µÇ°í ÀÖÀ¸¸ç, Àü ¼¼°èÀÇ °³ÀεéÀÌ °øÀ¯ °ø°£¿¡¼ ¸¸³ª°í, °ÔÀÓÀ» Çϰí, ÇÔ²² ÀÏÇÒ ¼ö ÀÖ°Ô ÇØÁÝ´Ï´Ù. ¼Ò¼È VRÀº ±âÁ¸ÀÇ È»óȸÀÇ¿¡ ´ëÇÑ ´ë¾ÈÀ¸·Î º¸´Ù ¸Å·ÂÀûÀ̰í ÀÎÅÍ·¢Æ¼ºêÇÑ ¹æ¹ýÀ» Á¦°øÇϸç, ¿ø°Ý ÆÀ Çù¾÷¿¡ Ȱ¿ëµÇ°í ÀÖ½À´Ï´Ù. ¼Ò¼È VRÀÌ ´õ¿í Ä£¼÷ÇØÁö°í ¹ßÀüÇÔ¿¡ µû¶ó °¡»ó ȯ°æ¿¡¼ »ç±³Çϰí ÀÏÇÏ´Â ¹æ½ÄÀ» ÀçÁ¤ÀÇÇÒ °ÍÀ¸·Î ±â´ëµË´Ï´Ù.
¸ôÀÔÇü Àú³Î¸®ÁòÀº VR, AR, 360µµ µ¿¿µ»óÀ» Ȱ¿ëÇÏ¿© ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ »ê¾÷¿¡¼ ½ÃûÀÚ¿¡°Ô ´º½º¸¦ Àü´ÞÇÏ´Â ¹æ½ÄÀ» º¯È½Ã۰í ÀÖ½À´Ï´Ù. Àú³Î¸®½ºÆ®´Â ÀÌ·¯ÇÑ ±â¼úÀ» ÅëÇØ ½ÃûÀÚ¿¡°Ô 1ÀÎĪ ½ÃÁ¡À¸·Î ´º½º¸¦ Àü´ÞÇϰí, º¸´Ù ¼³µæ·Â ÀÖ°í ¿µÇâ·Â ÀÖ´Â °æÇèÀ» Á¦°øÇÒ ¼ö ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î ¾ð·Ð»çµéÀº VRÀ» ÅëÇØ ½ÃûÀÚ¸¦ ºÐÀï Áö¿ªÀ̳ª ȯ°æ Àç³ ÇöÀå¿¡ ¹èÄ¡ÇÏ¿© ½ºÅ丮¿¡ ´õ ±íÀº °¨Á¤Àû ¿¬°áÀ» Á¦°øÇÕ´Ï´Ù. ¸ôÀÔÇü Àú³Î¸®ÁòÀº ½ÃûÀÚ°¡ Á÷Á¢ »ç°ÇÀ» 'üÇè'ÇÒ ¼ö ÀÖµµ·Ï ÇÔÀ¸·Î½á º¸µµÀÇ ½Å·Ú¼º°ú Á¤¼Àû ¹«°Ô¸¦ ³ôÀÔ´Ï´Ù. ¸ôÀÔÇü ½ºÅ丮ÅÚ¸µÀÌ Àú³Î¸®ÁòÀÇ Ç¥ÁØÀÌ µÊ¿¡ µû¶ó ¸ôÀÔÇü ÄÁÅÙÃ÷ Á¦ÀÛ »ê¾÷ÀÇ Çõ½ÅÀûÀÎ Á¢±Ù ¹æ½ÄÀ» ÅëÇØ º¹ÀâÇÑ ¹®Á¦¿¡ ´ëÇÑ ´ëÁßÀÇ ÀÌÇØ¸¦ ³ôÀÌ°í ¼¼°è »ç°ÇÀ» º¸´Ù Àΰ£ÀûÀ¸·Î ¸¸µé ¼ö ÀÖ½À´Ï´Ù.
The global immersive content creation market size was estimated at USD 15,681.0 million in 2024 and is expected to grow at a CAGR of 24.5% from 2025 to 2030. Virtual Reality has revolutionized the entertainment industry by offering fully immersive experiences, particularly in gaming, movies, and live events. Creators are leveraging VR to transport audiences into fantastical worlds, where they can interact with environments and characters. VR is also being used in experiential marketing, where brands provide users with VR simulations to showcase products or tell stories. The growing affordability of VR headsets and the increasing availability of VR content are driving this trend forward. As technology improves, VR is set to become an integral part of both consumer entertainment and professional media production.
Augmented Reality (AR) has become a powerful tool in retail, allowing consumers to visualize products in real-time before making a purchase. From virtual try-ons of clothing and makeup to visualizing furniture in one's own home, AR enhances the shopping experience significantly. Marketers are increasingly integrating AR into campaigns to engage customers and create unique brand experiences, such as interactive billboards and gamified advertisements. Additionally, AR allows for real-time data overlay, enabling users to receive contextual information about their surroundings. As smartphone capabilities improve, AR applications will become even more integrated into daily life and commerce, further shaping the immersive content creation industry.
Artificial Intelligence (AI) plays an increasingly significant role in creating immersive content, from generating images and videos to enhancing user interactivity. AI-driven tools enable creators to automate processes such as video editing, sound design, and even scriptwriting, making production faster and more cost-effective. Moreover, AI is being used to personalize content based on user preferences, improving engagement and retention within the immersive content creation industry. In immersive environments, AI can adjust the setting or storyline based on user actions, creating dynamic and personalized experiences. As AI continues to evolve, its impact on immersive content creation will only become more profound, offering limitless creative possibilities.
360-degree video offers an immersive, all-encompassing viewing experience, giving users control over where they focus within the scene. Content creators are incorporating interactive storytelling elements into their immersive content creation, where the audience can make decisions that influence the narrative's direction, creating a more engaging experience. This type of content is popular in virtual tours, documentaries, and live events, as it enables viewers to explore environments or follow different storylines at their own pace. The trend toward interactive 360-degree videos is expanding into the educational and training sectors, where immersive learning can be enhanced by interactivity. As the demand for dynamic storytelling rises, the creation of 360-degree video content is becoming an essential skill for creators in the immersive content creation industry.
Mixed Reality (MR), which blends physical and virtual worlds, is transforming education and training by providing highly interactive learning environments. MR allows students and professionals to engage in real-world scenarios, such as medical surgeries or engineering simulations, without the risks associated with real-life practice. For instance, MR can overlay critical data or instructions on physical objects, providing real-time guidance and enhancing comprehension within the immersive content creation industry. Educational institutions are increasingly adopting MR tools to create immersive learning experiences that improve knowledge retention and practical skills. As MR technology becomes more refined, it will play a crucial role in reshaping education across various fields.
Social VR platforms are gaining popularity as people seek virtual spaces for connection, collaboration, and entertainment within the immersive content creation industry. Users can interact with each other in immersive environments, attend virtual events, and even create avatars that represent them in these spaces. Virtual communities are becoming hubs for social interaction, allowing individuals from around the world to meet, play games, or work together in shared spaces. Social VR has been used for remote team collaboration, providing a more engaging and interactive alternative to traditional video conferencing. As social VR becomes more accessible and developed, it is expected to redefine how we socialize and work in virtual environments.
Immersive journalism utilizes VR, AR, and 360-degree video to transform how news is delivered to audiences within the immersive content creation industry. Journalists can use these technologies to provide viewers with a first-person perspective on news events, offering a more compelling and impactful experience. For example, news outlets have used VR to place audiences amid war zones or environmental disasters, providing a deeper emotional connection to the story. Immersive journalism enhances the credibility and emotional weight of news coverage by enabling viewers to "experience" events firsthand. As immersive storytelling becomes a standard practice in journalism, it holds the potential to deepen public understanding of complex issues and humanize global events through innovative approaches in the immersive content creation industry.
Global Immersive Content Creation Market Report Segmentation
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest technology trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global immersive content creation market report based on component, technology, end use, and region: