시장보고서
상품코드
1753985

AR/VR 칩 시장 보고서 : 칩 유형, 디바이스 유형, 최종사용자, 지역별(2025-2033년)

AR/VR Chip Market Report by Chip Type, Device Type, End User, and Region 2025-2033

발행일: | 리서치사: IMARC | 페이지 정보: 영문 136 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.

세계 AR/VR 칩 시장 규모는 2024년 52억 달러에 달했습니다. 향후 IMARC Group은 2033년에는 247억 달러에 달해 2025-2033년까지 17.87%의 연평균 성장률(CAGR)을 기록할 것으로 예상하고 있습니다. 전 세계 게임 및 엔터테인먼트 산업에서의 제품 사용 증가, 스마트폰 및 기타 기기의 게임 기능 증가, 교육 산업에서의 칩 수요 증가 등이 AR/VR 칩 시장을 견인하는 요인 중 일부입니다.

AR/VR 칩 시장 분석

  • 주요 시장 촉진요인 : 멋진 게임 경험에 대한 수요 증가, 헬스케어 분야에서의 AR/VR 채택 증가 등이 시장 촉진요인으로 꼽힙니다.
  • 주요 시장 동향 : AI와 머신러닝 알고리즘의 통합 증가는 주요 시장 동향 중 하나입니다.
  • 지리적 동향 : 아시아태평양은 모바일 게임 산업의 성장에 힘입어 시장을 주도하고 있습니다. 아시아태평양은 세계 모바일 게임 시장을 주도하고 있으며, 2023년 전체 매출의 64%를 창출할 것으로 예상됩니다.
  • 경쟁 상황 : Advanced Micro Devices Inc., Broadcom Inc., Intel Corporation 등이 주요 시장 진입 기업입니다.
  • 도전과 기회 : 높은 제조 비용으로 인해 시장에 많은 도전이 발생하고 있습니다. 생산 공정의 급속한 혁신은 AR/VR 칩 시장 점유율을 높일 수 있는 기회입니다.

AR/VR 칩 시장 동향

다양한 산업 분야의 제품 수요 증가

증강현실 및 가상현실 솔루션은 민간 항공, 국방 보안, 헬스케어, 디지털 제조, 교육, 엔터테인먼트 등 다양한 산업에서 높은 활용도를 보이고 있습니다. 그러나 증강현실/가상현실 시장에서 사업을 전개하는 주요 기업들은 광업, 석유/가스, 운송 등 다양한 산업에서 입지를 확대하기 위해 산업별 솔루션 도입에 집중할 것으로 예상되며, 산업, 교육, 헬스케어, 엔터테인먼트 등 여러 부문에서 AR/VR 기술 채택이 확대될 것으로 예상됩니다. 산업, 교육, 헬스케어, 엔터테인먼트 등 여러 부문에서 확대되고 있습니다. 여러 산업 분야에서 AR과 VR의 적용이 확대됨에 따라 전용 칩에 대한 수요가 증가하여 AR/VR 칩 시장의 성장이 예상됩니다.

게임 분야에서 AR/VR 칩에 대한 수요 증가

예측 기간 동안 증강현실(AR) 및 가상현실(VR) 기반 게임에 대한 수요가 증가하여 AR/VR 칩의 시장 규모에 기여할 것입니다. 게임 인구는 지난 몇 년 동안 크게 증가했습니다. 증강현실과 가상현실 기술의 가장 일반적인 용도 중 하나는 비디오 게임입니다. 실용적인 증강현실 및 가상현실 기반 솔루션을 사용하여 스마트폰 제조 기업들은 전반적인 사용자 인터페이스 경험을 향상시키고 시장에서 경쟁업체를 선도하기 위해 휴대폰에 추가 게임 기능을 내장하고 있습니다. 또한, 증강현실과 가상현실은 기술 지원 플랫폼을 사용하여 실제 환경을 모방하기 때문에 교육 및 기술 개발을 위한 유익하고 비용 효율적인 대안을 제시합니다.

AR/VR 기술 혁신

AR/VR 칩 시장 보고서에 따르면, 증강현실과 가상현실 기술은 공동 세미나, 회의, 공개 강좌, 군사 훈련, 항공 훈련, 간호 및 의료 전문가 훈련, 자가 학습 절차 등에 사용할 수 있습니다. 또한, 대기업들은 더 나은 제품과 서비스를 제공하기 위해 제품 개발에 지속적으로 지출함으로써 제품 혁신을 우선시하고 있음을 알 수 있습니다. 또한 디지털 제조, 의료, 교육, 엔터테인먼트, 군사 보안, 민간 항공 등 다양한 산업이 AR/VR 기술에 크게 의존하고 있습니다. 업계를 선도하는 경쟁사들은 산업 특화 솔루션 출시와 첨단 기술 개발에 주력하고 있으며, AR/VR 칩의 수요를 견인하고 있습니다.

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 산업 동향

제5장 세계의 AR/VR 칩 시장

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

제6장 시장 내역 : 칩 유형별

  • 프로세서 IC
  • 사용자 인터페이스 IC
  • 전원 관리 IC

제7장 시장 내역 : 디바이스 유형별

  • 헤드 마운트 디스플레이
  • 제스처 트래킹 디바이스
  • 프로젝터와 디스플레이 월
  • 헤드업 디스플레이
  • 핸드헬드 디바이스

제8장 시장 내역 : 최종사용자별

  • 게임
  • 엔터테인먼트와 미디어
  • 항공우주와 방위
  • 헬스케어
  • 기타

제9장 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

제10장 SWOT 분석

  • 개요
  • 강점
  • 약점
  • 기회
  • 위협

제11장 밸류체인 분석

제12장 Porter's Five Forces 분석

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

제13장 가격 분석

제14장 경쟁 구도

  • 시장 구조
  • 주요 기업
  • 주요 기업 개요
    • Advanced Micro Devices Inc.
    • Broadcom Inc.
    • Intel Corporation
    • MediaTek Inc.
    • Nvidia Corporation
    • Qualcomm Incorporated
    • Spectra7 Microsystems
ksm 25.06.30

The global AR/VR chip market size reached USD 5.2 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 24.7 Billion by 2033 exhibiting a growth rate (CAGR) of 17.87% during 2025-2033. The rising product use in the gaming and entertainment industries across the globe, the rising number of gaming features in smartphones and other devices, and the growing chip demand in the education industry are some of the factors propelling the AR/VR chip market.

AR/VR Chip Market Analysis:

  • Major Market Drivers: The increasing demand for amazing gaming experiences and the rising adoption of AR/VR in healthcare sector are some of the major market drivers.
  • Key Market Trends: The increasing integration of AI and machine learning algorithms is one of the key market trends.
  • Geographical Trends: Asia Pacific is dominating the market, driven by the expanding mobile gaming industry. The Asia-Pacific (APAC) region led the global mobile gaming market and generated 64% of total revenue in 2023.
  • Competitive Landscape: Advanced Micro Devices Inc., Broadcom Inc., and Intel Corporation are some of the key market players.
  • Challenges and Opportunities: High manufacturing costs are posing many challenges for the market. Rapid innovation in production processes is an opportunity for the AR/VR chip market share.

AR/VR Chip Market Trends:

Increasing product demand in various industries

Augmented and virtual reality solutions find high usage in various industries such as civil aviation, defense & security, healthcare, digital manufacturing, education, and entertainment. However, prominent players operating in the augmented and virtual reality market are projected to concentrate on the introduction of industry-specific solutions to expand their presence across various industries such as mining, oil & gas, and transportation. The adoption of AR/VR technology is growing in several sectors, such as industry, education, healthcare, and entertainment. With the growing application of AR and VR across multiple industries, specialized chips are expected to see a rise in demand and AR/VR chip market growth.

Rising demand for AR/VR chips in the gaming sector

Throughout the projected period, there will be a rise in demand for augmented and virtual reality-based games, which will contribute to the AR/VR chip market value. The population of gamers has grown significantly in the last several years. One of the most popular uses of augmented and virtual reality technologies is in video games. Using workable augmented and virtual reality-based solutions, smartphone manufacturing companies are also incorporating extra gaming capabilities into their handsets to improve the overall user interface experience and stay ahead of their competitors in the market. Furthermore, as augmented and virtual reality use technology-enabled platforms to imitate real-world settings, they offer a helpful, cost-effective substitute for training and skill development.

Technological Innovations in AR/VR

According to the AR/VR market report, augmented and virtual reality technology can be used for collaborative seminars, meetings, public lectures, military training, aviation training, nursing and medical professional training, and self-learning procedures. Additionally, it is seen that major companies are prioritizing product innovation by continuing to spend on product development to provide better products or services. Additionally, a wide range of industries, including digital manufacturing, healthcare, education, entertainment, military and security, and civil aviation, rely significantly on AR/VR technologies. Leading industry rivals are concentrating on launching industry-specific solutions and developing cutting-edge technologies, thus driving AR/VR chip demand.

AR/VR Chip Market Segmentation:

Breakup by Chip Type:

  • Processor ICs
  • User Interface ICs
  • Power Management IC

Processor ICs dominate the market

Processor ICs are dominating the AR/VR chip market revenue. The features offered by these chips have made them extremely efficient in comparison to other embedded systems, which has fueled the segment's expansion. Integrated circuits for power management (ICs) are found in automatic-operating goods and gadgets, including embedded systems, medical devices implanted in the body, smart appliances, remote controls, and automotive engine control systems. Smaller microcontrollers consist of the same and result in lower system costs as a single chip consists of all the vital components, including memory, a central processing unit (CPU), and input/output peripherals. This results in reduced manufacturing costs and improved efficiency which proves beneficial for the AR/VR chip market overview.

Breakup by Device Type:

  • Head Mounted Display
  • Gesture Tracking Device
  • Projector and Display Wall
  • Head Up Display
  • Handheld Device

Head mounted display holds the largest share in the market

According to AR/VR chip market research, head mounted display is dominating the market. A transparent display that shows information or data to the user without requiring them to change their normal viewing angles is called a head mounted display, or heads-up display, or HUD. The military and police use head-mounted displays extensively, which fuels the market's expansion. On the other side, throughout the course of the forecast period, the head-up display segment would see the fastest CAGR growth. This is explained by its characteristics, which let consumers view data without being interrupted.

Breakup by End User:

  • Gaming
  • Entertainment and Media
  • Aerospace and Defense
  • Healthcare
  • Others

Gaming holds the maximum share in the market

The AR/VR chip market research report shows that the market is dominated by the gaming sector. Among millennials, electronic games that work with virtual and augmented reality technologies are popular. Through a digital platform, consumers can experience the gaming world in real life thanks to AR/VR technology. Consequently, producers have placed a high priority on the AR/VR compatibility of their goods. The gaming industry's increasing need for AR/VR chips, the affordability of augmented and virtual reality-based solutions, and the technology's quick adoption across a range of applications are driving factors in the AR/VR chip 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

Asia Pacific leads the market, accounting for the largest AR/VR chip market share

The market research 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, Asia Pacific accounted for the largest market share.

The market is being dominated by Asia Pacific. The dominance of this region stems from its emphasis on using virtual reality technology for consumer online learning, medical care, and training. Moreover, it is significant that nations like India are about to introduce new technologies into a range of industries, suggesting that the Asia Pacific area would probably witness a quicker rate of growth in the AR/VR chip market throughout the forecast period. The region has grown as a result of modern technology being adopted by many sectors, including government, logistics, residential and commercial, and transportation. The increased adoption of fiber optic cables and digital services has expanded the AR/VR chip market outlook further.

Competitive Landscape:

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

  • Advanced Micro Devices Inc.
  • Broadcom Inc.
  • Intel Corporation
  • MediaTek Inc.
  • Nvidia Corporation
  • Qualcomm Incorporated
  • Spectra7 Microsystems

Key Questions Answered in This Report

  • 1.What was the size of the global AR/VR chip market in 2024?
  • 2.What is the expected growth rate of the global AR/VR chip market during 2025-2033?
  • 3.What are the key factors driving the global AR/VR chip market?
  • 4.What has been the impact of COVID-19 on the global AR/VR chip market?
  • 5.What is the breakup of the global AR/VR chip market based on the chip type?
  • 6.What is the breakup of the global AR/VR chip market based on the device type?
  • 7.What is the breakup of the global AR/VR chip market based on the end user?
  • 8.What are the key regions in the global AR/VR chip market?
  • 9.Who are the key players/companies in the global AR/VR chip 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 AR/VR Chip Market

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

6 Market Breakup by Chip Type

  • 6.1 Processor ICs
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 User Interface ICs
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Power Management IC
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Device Type

  • 7.1 Head Mounted Display
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Gesture Tracking Device
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Projector and Display Wall
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast
  • 7.4 Head Up Display
    • 7.4.1 Market Trends
    • 7.4.2 Market Forecast
  • 7.5 Handheld Device
    • 7.5.1 Market Trends
    • 7.5.2 Market Forecast

8 Market Breakup by End User

  • 8.1 Gaming
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Entertainment and Media
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Aerospace and Defense
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Healthcare
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5 Others
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2 Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3 Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4 Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5 Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Advanced Micro Devices Inc.
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
      • 14.3.1.3 Financials
      • 14.3.1.4 SWOT Analysis
    • 14.3.2 Broadcom Inc.
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
      • 14.3.2.3 Financials
      • 14.3.2.4 SWOT Analysis
    • 14.3.3 Intel Corporation
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4 MediaTek Inc.
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
      • 14.3.4.3 Financials
      • 14.3.4.4 SWOT Analysis
    • 14.3.5 Nvidia Corporation
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
      • 14.3.5.3 Financials
      • 14.3.5.4 SWOT Analysis
    • 14.3.6 Qualcomm Incorporated
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
      • 14.3.6.3 Financials
      • 14.3.6.4 SWOT Analysis
    • 14.3.7 Spectra7 Microsystems
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
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