시장보고서
상품코드
1702248

가상현실 시장 규모, 점유율, 동향, 예측 : 디바이스 유형, 기술, 컴포넌트, 용도, 지역별(2025-2033년)

Virtual Reality Market Size, Share, Trends and Forecast by Device Type, Technology, Component, Application, and Region, 2025-2033

발행일: | 리서치사: IMARC | 페이지 정보: 영문 147 Pages | 배송안내 : 2-3일 (영업일 기준)

    
    
    




※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

가상현실 세계 시장 규모는 2024년 159억 달러에 달했습니다. 향후 IMARC Group은 2033년까지 895억 달러에 달해 2025년부터 2033년까지 21.1%의 CAGR을 기록할 것으로 예측하고 있습니다. 현재 시장을 독점하고 있는 곳은 북미 지역입니다. 수술 훈련, 통증 관리, 정신건강 치료 분야의 기술 혁신, 기업의 효율적인 훈련, 시뮬레이션, 디자인에 대한 관심 증가, 몰입형 게임 및 엔터테인먼트 경험에 대한 수요 증가 등이 시장 성장을 촉진하는 요인으로 작용하고 있습니다.

가상현실은 컴퓨터가 생성한 시뮬레이션이나 인공적인 환경을 개인이 체험할 수 있는 것을 말합니다. 센서가 장착된 디스플레이 스크린이 장착된 특수한 헤드 마운트형 고글로 구성되어 있으며, 사용자는 가상 공간을 탐색하고 이동하며, 가상 객체를 조작하고, 3차원(3D) 환경에서 가상 캐릭터 및 가상 요소와 상호 작용할 수 있습니다. 하드웨어, 소프트웨어, 감각 입력을 결합하여 몰입감 높은 인터랙티브한 가상 경험을 제공합니다. 그 결과, 가상현실은 전 세계 게임, 엔터테인먼트, 교육, 의료, 항공우주 및 방위 산업에서 널리 사용되고 있습니다.

현재, 학생들의 쌍방향 학습을 촉진하기 위해 교육 산업에서 가상현실의 채택이 증가하고 있으며, 이는 시장 성장을 촉진하고 있습니다. 이와 더불어 전 세계적으로 가상현실 장치의 비용이 낮아지고 있어 가상현실에 대한 수요가 증가하고 있으며, 시장 전망은 밝습니다. 이에 따라 제품 설계, 프로토타이핑, 시각화, 효율성 향상, 비용 절감을 위해 건축, 엔지니어링, 건설(AEC) 애플리케이션에서 가상현실의 채택이 증가하고 있으며, 이는 시장 성장을 촉진하고 있습니다. 이와는 별도로 원격 회의 및 가상 회의를 위해 기업 사무실에서 가상현실의 채택이 증가하고 있는 것도 시장 성장에 기여하고 있습니다. 또한, 호텔, 리조트, 관광지의 가상 투어를 가능하게 하기 위해 여행 및 관광 산업에서 가상현실에 대한 수요가 증가함에 따라 시장 성장을 지원하고 있습니다.

가상현실 시장 동향/촉진요인:

게임 및 엔터테인먼트 산업의 수요 증가

가상현실은 기존 플랫폼을 뛰어넘는 몰입감 높은 인터랙티브 경험을 제공하기 때문에 게임 및 엔터테인먼트 산업에서 수요가 증가하고 있습니다. 플레이어는 가상 세계에 몰입하여 물리적으로 움직이고, 물체와 상호작용하고, 가상 캐릭터와 상호작용할 수 있습니다. 이 외에도 엔터테인먼트 분야에서 가상현실은 사용자가 가상 세계를 탐험하고, 가상 이벤트에 참여하고, 인터랙티브하고 개인화된 엔터테인먼트를 만날 수 있게 해줍니다. 또한 가상 테마파크 어트랙션, 몰입형 스토리텔링, 가상현실 기반 영화 및 콘서트를 제공하여 개인에게 독특하고 인터랙티브한 엔터테인먼트 경험을 제공하고 있습니다.

의료, 헬스케어, 교육에의 적용 증가

헬스케어 업계에서는 다양한 교육 목적으로 가상현실을 도입하는 사례가 증가하고 있습니다. 외과의사의 기술 향상, 정밀 기술, 환자 안전 향상에 도움이 되고 있습니다. 외과 의사가 현실적이고 위험 부담이 없는 환경에서 복잡한 수술을 연습할 수 있는 수술 시뮬레이션에 널리 활용되고 있습니다. 가상현실은 통증 관리 및 치료 목적으로도 활용되고 있습니다. 몰입형 경험은 의료 시술 중 환자의 통증과 불편함을 완화하고 진정제나 약물 복용의 필요성을 줄이는 데 도움이 됩니다. 또한, 공포증, 불안장애, 외상 후 스트레스 장애(PTSD)에 대한 노출 요법을 제공하기 위해 정신건강 치료 프로그램에도 활용되고 있습니다.

가상현실의 기술 혁신

가상현실 하드웨어와 소프트웨어의 도입으로 사용자의 몰입감이 크게 향상되었습니다. 고해상도 디스플레이, 더 빠른 프로세서, 더 높은 수준의 그래픽 기능으로 더욱 사실적이고 시각적으로 매력적인 가상 환경을 제공하고 있습니다. 또한, 별도의 컴퓨터나 콘솔을 필요로 하지 않는 독립형 가상현실 헤드셋의 개발은 편리성을 높이고 사용자에게 더욱 친숙하게 다가갈 수 있도록 돕고 있습니다. 이와 더불어, 몰입감과 상호작용성을 높이기 위해 햅틱 피드백 장치, 모션 트래킹 시스템 등 다른 기술을 가상현실과 통합하는 것이 시장에 긍정적인 영향을 미치고 있습니다. 촉각 피드백 장치는 사용자가 가상 객체를 느끼거나 만질 수 있는 촉각을 제공하고, 모션 트래킹 시스템은 사용자의 움직임을 정확하게 포착하여 가상 환경 내에서 자연스럽고 직관적인 상호작용을 가능하게 합니다.

목차

제1장 서문

제2장 조사 범위와 조사 방법

  • 조사 목적
  • 이해관계자
  • 데이터 소스
    • 1차 정보
    • 2차 정보
  • 시장 추정
    • 상향식 접근
    • 하향식 접근
  • 조사 방법

제3장 주요 요약

제4장 소개

  • 개요
  • 주요 업계 동향

제5장 세계의 가상현실 시장

  • 시장 개요
  • 시장 실적
  • COVID-19의 영향
  • 시장 예측

제6장 시장 내역 : 디바이스 유형별

  • 헤드 마운트 디스플레이
  • 제스처 추적 디바이스
  • 프로젝터와 디스플레이 월

제7장 시장 내역 : 기술별

  • 반몰입형과 완전몰입형
  • 비몰입형

제8장 시장 내역 : 구성요소별

  • 하드웨어
  • 소프트웨어

제9장 시장 내역 : 용도별

  • 항공우주 및 방위
  • 소비자
  • 상업
  • 기업
  • 헬스케어
  • 기타

제10장 시장 내역 : 지역별

  • 북미
    • 미국
    • 캐나다
  • 아시아태평양
    • 중국
    • 일본
    • 인도
    • 한국
    • 호주
    • 인도네시아
    • 기타
  • 유럽
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 스페인
    • 러시아
    • 기타
  • 라틴아메리카
    • 브라질
    • 멕시코
    • 기타
  • 중동 및 아프리카
    • 시장 내역 : 국가별

제11장 SWOT 분석

  • 개요
  • 강점
  • 약점
  • 기회
  • 위협

제12장 밸류체인 분석

제13장 Porter's Five Forces 분석

  • 개요
  • 구매자의 교섭력
  • 공급 기업의 교섭력
  • 경쟁 정도
  • 신규 참여업체의 위협
  • 대체품의 위협

제14장 가격 분석

제15장 경쟁 구도

  • 시장 구조
  • 주요 기업
  • 주요 기업 개요
    • CyberGlove Systems Inc.
    • Eon Reality Inc.
    • Google LLC(Alphabet Inc.)
    • HTC Corporation
    • Microsoft Corporation
    • Oculus VR LLC(Facebook Inc.)
    • Samsung Electronics Co. Ltd.
    • Sixense Enterprises Inc.
    • Sony Corporation
    • StarVR Corp(Acer Inc.)
    • Ultraleap Ltd.
    • Unity Software Inc.
ksm 25.05.29

The global virtual reality market size was valued at USD 15.9 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 89.5 Billion by 2033, exhibiting a CAGR of 21.1% from 2025-2033. North America currently dominates the market. The growing innovations in surgical training, pain management, and mental health therapy, rising focus on efficient training, simulation, and design by enterprises, and increasing demand for immersive gaming and entertainment experiences are some of the factors impelling the market growth.

Virtual reality refers to a computer-generated simulation or artificial environment that can be experienced by individuals. It comprises special head-mounted goggles with display screens equipped with sensors that allow users to explore and navigate through virtual spaces, manipulate virtual objects, and engage with virtual characters or elements in a three-dimensional (3D) environment. It provides a highly immersive and interactive virtual experience that combines hardware, software, and sensory inputs. As a result, virtual reality is widely employed in the gaming, entertainment, education, healthcare, and aerospace and defense industries across the globe.

At present, the increasing adoption of virtual reality in the education industry to encourage interactive learning among students is propelling the market growth. Besides this, the growing demand for virtual reality due to the decreasing costs of virtual reality devices around the world is offering a positive market outlook. In line with this, the increasing employment of virtual reality in the architecture, engineering, and construction (AEC) application for enhanced product design, prototyping, and visualization, improving efficiency and reducing costs, is bolstering the growth of the market. Apart from this, the rising adoption of virtual reality in corporate offices for remote and virtual meetings is contributing to the growth of the market. Furthermore, the increasing demand for virtual reality in the travel and tourism industry to allow virtual tours of hotels, resorts, or tourist attractions is supporting the growth of the market.

Virtual Reality Market Trends/Drivers:

Rising demand in the gaming and entertainment industry

There is a rise in the demand for virtual reality in the gaming and entertainment industry as it provides a highly immersive and interactive experience that goes beyond traditional platforms. It allows players to be fully immersed in a virtual world, where they can physically move, interact with objects, and engage with virtual characters, which assists in enhancing the gaming experience. Apart from this, in the entertainment sector, virtual reality allows users to explore virtual worlds, attend virtual events, and have interactive and personalized entertainment encounters. Moreover, it provides virtual theme park attractions, immersive storytelling, and virtual reality-based movies and concerts that offer unique and interactive entertainment experiences to individuals.

Increasing applications in medical and healthcare training

There is a rise in the adoption of virtual reality in the healthcare industry for various training purposes. It benefits surgeons in improving their skills, precision techniques, and enhancing patient safety. It is widely used in surgical simulations that allow surgeons to practice complex procedures in a realistic and risk-free environment. Virtual reality is also utilized for pain management and therapeutic purposes as immersive experiences assist in distracting patients from pain or discomfort during medical procedures and reduce the need for sedation or medication. Moreover, it is used in mental health treatment programs to provide exposure therapy for phobias, anxiety disorders, and post-traumatic stress disorder (PTSD).

Technological innovations in virtual reality

The introduction of virtual reality hardware and software is significantly improving the immersive experience for users. High-resolution displays, faster processors, and more advanced graphics capabilities provide more realistic and visually appealing virtual environments. In addition, the development of standalone virtual reality headsets, which do not require a separate computer or console offer enhanced convenience and are more accessible to users. Besides this, the integration of other technologies with virtual reality, such as haptic feedback devices and motion tracking systems, to enhance the level of immersion and interactivity is positively influencing the market, whereas haptic feedback devices provide tactile sensations that allow users to feel and touch virtual objects and motion tracking systems accurately capture the movements of users and enable natural and intuitive interactions within the virtual environment.

Virtual Reality Industry Segmentation:

Breakup by Device Type:

  • Head-Mounted Display
  • Gesture-Tracking Device
  • Projectors and Display Wall

Head-mounted display represents the largest market segment

A head-mounted display is a device worn on the head that immerses the user in a virtual reality environment. It comprises a headset with built-in displays, lenses, and sensors to track head movements. In addition, the rising adoption of head-mounted displays, as they provide the visual and auditory stimuli necessary for an immersive experience, is contributing to the growth of the market. Apart from this, the increasing demand for head-mounted displays, as they assist in creating a stereoscopic three-dimensional (3D) effect that enhances customer experience, is bolstering the growth of the market.

Breakup by Technology:

  • Semi and Fully Immersive
  • Non-Immersive

Semi and fully immersive account for the majority of the market share

Semi-immersive provides a partial experience to individuals in a digital environment. It involves the use of a computer screen or projection system to display virtual content. Users may interact with the virtual environment using input devices, such as controllers or keyboards. On the other hand, fully immersive offers a full experience to users in a virtual world. It utilizes head-mounted displays that provide a wide field of view, high-resolution visuals, and stereoscopic 3D effects. Additionally, spatial audio systems further enhance the immersive experience by providing sound from different directions.

Breakup by Component:

  • Hardware
  • Software

Hardware dominates the market share

Hardware refers to the physical devices and equipment required to enable virtual reality experiences. Hardware comprises various components, such as input devices, processing units, head-mounted displays, audio systems, and tracking systems, that work together to create an immersive and interactive environment. In addition, these components allow users to manipulate virtual objects, navigate through virtual spaces, and provide tactile sensations for a more immersive experience. In line with this, they enhance the overall experience by delivering audio from different directions and ensuring a realistic experience.

Breakup by Application:

  • Aerospace and Defense
  • Consumer
  • Commercial
  • Enterprise
  • Healthcare
  • Others

Commercial holds the biggest market share

Commercial applications refer to the use of technology for business purposes, such as training and stimulation, architecture and real estate, e-commerce, marketing and advertising, and conference meetings. In addition, the rising adoption of virtual reality to improve customer engagement, enhance training, and cost saving is contributing to the growth of the market. Apart from this, the rising utilization of training programs that allow trainees to practice real-life scenarios in a safe and controlled environment, enhancing learning outcomes and reducing training costs, is strengthening the growth of the market.

Breakup by Region:

  • North America
  • United States
  • Canada
  • Asia-Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Indonesia
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Italy
  • Spain
  • Russia
  • Others
  • Latin America
  • Brazil
  • Mexico
  • Others
  • Middle East and Africa

North America exhibits a clear dominance, accounting for the largest virtual reality market share

The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, North America accounted for the largest market share.

North America held the biggest market share due to the strong presence of software developers and virtual reality hardware manufacturers. In line with this, the rising adoption of virtual reality devices among the young population is contributing to the growth of the market in North America. Apart from this, the increasing demand for virtual reality in the gaming industry is bolstering the growth of the market. Furthermore, the rising number of professional players is propelling the growth of the market in the region.

Competitive Landscape:

Key players in the industry are increasingly focusing on improving hardware components of virtual reality, such as head-mounted displays, controllers, and tracking systems. In addition, they are investing in research and development (R&D) activities to enhance the visual quality, field of view, comfort, and ease of use of virtual reality devices. Apart from this, major manufacturers are advancing display technology, resolution, refresh rates, and reducing the weight and form factor of head-mounted displays, which is positively influencing the market. In line with this, companies are collaborating with content creators, software developers, entertainment companies, educational institutions, and studios to produce high-quality and engaging virtual reality experiences.

The report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

  • CyberGlove Systems Inc.
  • Eon Reality Inc.
  • Google LLC (Alphabet Inc.)
  • HTC Corporation
  • Microsoft Corporation
  • Oculus VR LLC (Facebook Inc.)
  • Samsung Electronics Co. Ltd.
  • Sixense Enterprises Inc.
  • Sony Corporation
  • StarVR Corp (Acer Inc.)
  • Ultraleap Ltd.
  • Unity Software Inc.

Key Questions Answered in This Report

  • 1.What is virtual reality?
  • 2.How big is the global virtual reality market?
  • 3.What is the expected growth rate of the global virtual reality market during 2025-2033?
  • 4.What are the key factors driving the global virtual reality market?
  • 5.What is the leading segment of the global virtual reality market based on device type?
  • 6.What is the leading segment of the global virtual reality market based on technology?
  • 7.What is the leading segment of the global virtual reality market based on component?
  • 8.What are the key regions in the global virtual reality market?
  • 9.Who are the key players/companies in the global virtual reality market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Virtual Reality Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Device Type

  • 6.1 Head-Mounted Display
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Gesture-Tracking Device
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Projectors and Display Wall
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Technology

  • 7.1 Semi and Fully Immersive
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Non-Immersive
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Component

  • 8.1 Hardware
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Software
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Application

  • 9.1 Aerospace and Defense
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Consumer
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Commercial
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Enterprise
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Healthcare
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Others
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 United States
      • 10.1.1.1 Market Trends
      • 10.1.1.2 Market Forecast
    • 10.1.2 Canada
      • 10.1.2.1 Market Trends
      • 10.1.2.2 Market Forecast
  • 10.2 Asia-Pacific
    • 10.2.1 China
      • 10.2.1.1 Market Trends
      • 10.2.1.2 Market Forecast
    • 10.2.2 Japan
      • 10.2.2.1 Market Trends
      • 10.2.2.2 Market Forecast
    • 10.2.3 India
      • 10.2.3.1 Market Trends
      • 10.2.3.2 Market Forecast
    • 10.2.4 South Korea
      • 10.2.4.1 Market Trends
      • 10.2.4.2 Market Forecast
    • 10.2.5 Australia
      • 10.2.5.1 Market Trends
      • 10.2.5.2 Market Forecast
    • 10.2.6 Indonesia
      • 10.2.6.1 Market Trends
      • 10.2.6.2 Market Forecast
    • 10.2.7 Others
      • 10.2.7.1 Market Trends
      • 10.2.7.2 Market Forecast
  • 10.3 Europe
    • 10.3.1 Germany
      • 10.3.1.1 Market Trends
      • 10.3.1.2 Market Forecast
    • 10.3.2 France
      • 10.3.2.1 Market Trends
      • 10.3.2.2 Market Forecast
    • 10.3.3 United Kingdom
      • 10.3.3.1 Market Trends
      • 10.3.3.2 Market Forecast
    • 10.3.4 Italy
      • 10.3.4.1 Market Trends
      • 10.3.4.2 Market Forecast
    • 10.3.5 Spain
      • 10.3.5.1 Market Trends
      • 10.3.5.2 Market Forecast
    • 10.3.6 Russia
      • 10.3.6.1 Market Trends
      • 10.3.6.2 Market Forecast
    • 10.3.7 Others
      • 10.3.7.1 Market Trends
      • 10.3.7.2 Market Forecast
  • 10.4 Latin America
    • 10.4.1 Brazil
      • 10.4.1.1 Market Trends
      • 10.4.1.2 Market Forecast
    • 10.4.2 Mexico
      • 10.4.2.1 Market Trends
      • 10.4.2.2 Market Forecast
    • 10.4.3 Others
      • 10.4.3.1 Market Trends
      • 10.4.3.2 Market Forecast
  • 10.5 Middle East and Africa
    • 10.5.1 Market Trends
    • 10.5.2 Market Breakup by Country
    • 10.5.3 Market Forecast

11 SWOT Analysis

  • 11.1 Overview
  • 11.2 Strengths
  • 11.3 Weaknesses
  • 11.4 Opportunities
  • 11.5 Threats

12 Value Chain Analysis

13 Porters Five Forces Analysis

  • 13.1 Overview
  • 13.2 Bargaining Power of Buyers
  • 13.3 Bargaining Power of Suppliers
  • 13.4 Degree of Competition
  • 13.5 Threat of New Entrants
  • 13.6 Threat of Substitutes

14 Price Analysis

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players
    • 15.3.1 CyberGlove Systems Inc.
      • 15.3.1.1 Company Overview
      • 15.3.1.2 Product Portfolio
    • 15.3.2 Eon Reality Inc.
      • 15.3.2.1 Company Overview
      • 15.3.2.2 Product Portfolio
    • 15.3.3 Google LLC (Alphabet Inc.)
      • 15.3.3.1 Company Overview
      • 15.3.3.2 Product Portfolio
      • 15.3.3.3 SWOT Analysis
    • 15.3.4 HTC Corporation
      • 15.3.4.1 Company Overview
      • 15.3.4.2 Product Portfolio
      • 15.3.4.3 Financials
    • 15.3.5 Microsoft Corporation
      • 15.3.5.1 Company Overview
      • 15.3.5.2 Product Portfolio
      • 15.3.5.3 Financials
      • 15.3.5.4 SWOT Analysis
    • 15.3.6 Oculus VR LLC (Facebook Inc.)
      • 15.3.6.1 Company Overview
      • 15.3.6.2 Product Portfolio
    • 15.3.7 Samsung Electronics Co. Ltd.
      • 15.3.7.1 Company Overview
      • 15.3.7.2 Product Portfolio
      • 15.3.7.3 Financials
      • 15.3.7.4 SWOT Analysis
    • 15.3.8 Sixense Enterprises Inc.
      • 15.3.8.1 Company Overview
      • 15.3.8.2 Product Portfolio
    • 15.3.9 Sony Corporation
      • 15.3.9.1 Company Overview
      • 15.3.9.2 Product Portfolio
      • 15.3.9.3 Financials
      • 15.3.9.4 SWOT Analysis
    • 15.3.10 StarVR Corp (Acer Inc.)
      • 15.3.10.1 Company Overview
      • 15.3.10.2 Product Portfolio
      • 15.3.10.3 Financials
    • 15.3.11 Ultraleap Ltd.
      • 15.3.11.1 Company Overview
      • 15.3.11.2 Product Portfolio
    • 15.3.12 Unity Software Inc.
      • 15.3.12.1 Company Overview
      • 15.3.12.2 Product Portfolio
샘플 요청 목록
0 건의 상품을 선택 중
목록 보기
전체삭제