½ÃÀ庸°í¼­
»óǰÄÚµå
1599315

°¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå : À¯Çü, ±¸¼º¿ä¼Ò, ÃÖÁ¾ ¿ëµµº° - ¼¼°è ¿¹Ãø(2025-2030³â)

Virtual Reality, Augmented Reality & Mixed Reality Market by Type (Augmented Reality, Mixed Reality, Virtual Reality), Component (Hardware, Software), End-use - Global Forecast 2025-2030

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: 360iResearch | ÆäÀÌÁö Á¤º¸: ¿µ¹® 189 Pages | ¹è¼Û¾È³» : 1-2ÀÏ (¿µ¾÷ÀÏ ±âÁØ)

    
    
    




¡á º¸°í¼­¿¡ µû¶ó ÃֽŠÁ¤º¸·Î ¾÷µ¥ÀÌÆ®ÇÏ¿© º¸³»µå¸³´Ï´Ù. ¹è¼ÛÀÏÁ¤Àº ¹®ÀÇÇØ Áֽñ⠹ٶø´Ï´Ù.

°¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀåÀÇ 2023³â ½ÃÀå ±Ô¸ð´Â 476¾ï ´Þ·¯·Î 2024³â¿¡´Â 605¾ï 5,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹»óµÇ¸ç, 2030³â¿¡´Â ¿¬Æò±Õ 27.29% ¼ºÀåÇÏ¿© 2,578¾ï 3,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù.

°¡»óÇö½Ç(VR), Áõ°­Çö½Ç(AR), È¥ÇÕÇö½Ç(MR)Àº °¡»ó ¼¼°è¿Í ¹°¸®Àû ¼¼°è¸¦ ÅëÇÕÇÏ¿© »ç¿ëÀÚ °æÇèÀ» ÀçÁ¤ÀÇÇÏ´Â ¸ôÀÔÇü ±â¼úÀ» Æ÷ÇÔÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ±â¼úÀº Çö½Ç ¼¼°è¿¡ µðÁöÅÐ Á¤º¸¸¦ ¿À¹ö·¹ÀÌÇÏ´Â ´É·Â(AR), ¿ÏÀüÇÑ µðÁöÅРȯ°æÀ» ¸¸µå´Â ´É·Â(VR), ¶Ç´Â µÎ °¡Áö ¿ä¼Ò¸¦ °áÇÕÇÏ´Â ´É·Â(MR)À¸·Î Á¤ÀǵǸç, VR, AR, MR ¿ëµµÀÇ Çʿ伺Àº °¡»ó ¼ö¼úÀ» ÅëÇÑ ÀÇ·á, ÀÎÅÍ·¢Æ¼ºê ÇнÀÀ» ÅëÇÑ ±³À°, °¡»ó ¼ö¼úÀ» ÅëÇÑ ±³À°, °¡»ó ¼ö¼ú, ÀÎÅÍ·¢Æ¼ºê ÇнÀÀ» ÅëÇÑ ±³À°, °¡»ó ¼îÇÎÀ» ÅëÇÑ ¼Ò¸Å¾÷, °¡»ó Åõ¾î¸¦ ÅëÇÑ ºÎµ¿»ê µî »ê¾÷ Àü¹ÝÀ» º¯È­½Ãų ¼ö ÀÖ´Â ÀáÀç·Â¿¡¼­ ºñ·ÔµË´Ï´Ù. ÃÖÁ¾»ç¿ëÀÚ Ãø¸é¿¡¼­´Â °ÔÀÓ, E-Commerce, Á¦Á¶, ÀÚµ¿Â÷ µîÀÇ ºÐ¾ß¿¡¼­ »ý»ê¼º°ú »ç¿ëÀÚ Âü¿©µµ¸¦ Å©°Ô Çâ»ó½Ãų ¼ö ÀÖ½À´Ï´Ù. Çϵå¿þ¾î ±â¼úÀÇ ¹ßÀü, VR/AR ½ºÅ¸Æ®¾÷¿¡ ´ëÇÑ ÅõÀÚ Áõ°¡, »ê¾÷À» ÃÊ¿ùÇÑ ÀÌ¿ë »ç·ÊÀÇ È®´ë µîÀÌ ½ÃÀåÀ» À̲ô´Â ÁÖ¿ä ¼ºÀå ¿äÀÎÀ¸·Î ²ÅÈü´Ï´Ù. ÃÖ±Ù ºñÁî´Ï½º ±âȸ´Â Àú·ÅÇÑ °¡°ÝÀÇ ¼ÒºñÀÚ Ä£È­ÀûÀÎ VR/AR ±â±â °³¹ß, ƯÈ÷ ±³À° ¹× ½Ã¹Ä·¹À̼ǰú °°Àº »ê¾÷º° ±â¾÷¿ë ¼Ö·ç¼Ç ±¸Ãà¿¡ ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ÀáÀç·Â¿¡µµ ºÒ±¸Çϰí, ³ôÀº °³¹ß ºñ¿ë, ÇÁ¶óÀ̹ö½Ã ¹®Á¦, »ç¿ëÀÚ °æÇè(ÆíÀǼº ¹× ´ë±â ½Ã°£)À» Å©°Ô °³¼±ÇØ¾ß ÇÑ´Ù´Â Á¡ µîÀÌ ¼ºÀå¿¡ Å« °É¸²µ¹·Î ÀÛ¿ëÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ¼­·Î ´Ù¸¥ Çϵå¿þ¾î ¹× ¼ÒÇÁÆ®¿þ¾î »ýÅÂ°è °£ÀÇ »óÈ£¿î¿ë¼º Ç¥Áصµ ¿©ÀüÈ÷ °úÁ¦·Î ³²¾ÆÀÖ½À´Ï´Ù. Çõ½Å ºÐ¾ß¿¡´Â °­·ÂÇÑ AI ±â¹Ý ÄÁÅÙÃ÷ Á¦ÀÛ µµ±¸, Áö¼ÓÀûÀÎ È®Àå °æÇèÀ» À§ÇÑ ¿øÈ°ÇÑ AR Ŭ¶ó¿ìµå ÅëÇÕ, °æ·® µ¶¸³Çü Çìµå¼Â °³¹ß µîÀÌ Æ÷ÇԵ˴ϴÙ. ½ÃÀå °³Ã´ÀÌ ÁøÇàµÊ¿¡ µû¶ó ±â¾÷µéÀº ÇÏÀÌÅ×Å© ±â¾÷°úÀÇ Àü·«Àû ÆÄÆ®³Ê½ÊÀ» Çü¼ºÇϰí, ½ÅÈï ¿ëµµÀÇ ¿¬±¸°³¹ß¿¡ ÅõÀÚÇϸç, ÄÁÅÙÃ÷ Á¦ÀÛÀ» ÃËÁøÇÏ´Â °³¹ßÀÚ Ä¿¹Â´ÏƼ¸¦ À°¼ºÇÏ´Â µ¥ ÁýÁßÇØ¾ß ÇÕ´Ï´Ù. ÀÌ ½ÃÀåÀÇ ¼º°ÝÀº ºü¸£°Ô º¯È­Çϰí ÀÖÀ¸¸ç, ´ë±â¾÷°ú ½ºÅ¸Æ®¾÷ ¸ðµÎ ÀÌ·¯ÇÑ ±â¼úÀÌ Á¦°øÇÒ ¼ö ÀÖ´Â °ÍÀÇ ÇѰ踦 ²÷ÀÓ¾øÀÌ ³ÐÇô°¡°í ÀÖ½À´Ï´Ù. ¹ÎøÇÏ°í ¼ÒºñÀÚ Áß½ÉÀûÀΠŵµ¸¦ À¯ÁöÇÔÀ¸·Î½á ±â¾÷Àº ÀÌ·¯ÇÑ Çõ½ÅÀ» Ȱ¿ëÇÏ°í ¸ôÀÔÇü ±â¼ú ¼¼°è¿¡¼­ Áö¼ÓÀûÀÎ ¼ºÀå°ú °æÀï ¿ìÀ§¸¦ È®º¸ÇÒ ¼ö ÀÖ½À´Ï´Ù.

ÁÖ¿ä ½ÃÀå Åë°è
±âÁØ ¿¬µµ(2023³â) 476¾ï ´Þ·¯
¿¹Ãø ¿¬µµ(2024³â) 605¾ï 5,000¸¸ ´Þ·¯
¿¹Ãø ¿¬µµ(2030³â) 2,578¾ï 3,000¸¸ ´Þ·¯
CAGR(%) 27.29%

½ÃÀå ¿ªÇÐ : ºü¸£°Ô ÁøÈ­ÇÏ´Â °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀåÀÇ ÁÖ¿ä ½ÃÀå ÀλçÀÌÆ®¸¦ °ø°³

°¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀåÀº ¼ö¿ä ¹× °ø±ÞÀÇ ¿ªµ¿ÀûÀÎ »óÈ£ÀÛ¿ëÀ» ÅëÇØ º¯È­Çϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ½ÃÀå ¿ªÇÐÀÇ ÁøÈ­¸¦ ÀÌÇØÇÏ¸é ±â¾÷Àº Á¤º¸¿¡ ÀÔ°¢ÇÑ ÅõÀÚ °áÁ¤À» ³»¸®°í, Àü·«Àû ÀÇ»ç°áÁ¤À» Á¤±³È­Çϸç, »õ·Î¿î ºñÁî´Ï½º ±âȸ¸¦ Æ÷ÂøÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Æ®·»µå¸¦ Á¾ÇÕÀûÀ¸·Î ÆÄ¾ÇÇÔÀ¸·Î½á ±â¾÷Àº Á¤Ä¡Àû, Áö¸®Àû, ±â¼úÀû, »çȸÀû, °æÁ¦Àû ¿µ¿ª Àü¹Ý¿¡ °ÉÄ£ ´Ù¾çÇÑ ¸®½ºÅ©¸¦ ÁÙÀÏ ¼ö ÀÖÀ¸¸ç, ¼ÒºñÀÚ Çൿ°ú ±×°ÍÀÌ Á¦Á¶ ºñ¿ë ¹× ±¸¸Å µ¿Çâ¿¡ ¹ÌÄ¡´Â ¿µÇâÀ» º¸´Ù ¸íÈ®ÇÏ°Ô ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù.

  • ½ÃÀå ¼ºÀå ÃËÁø¿äÀÎ
    • °ÔÀÓ ¹× ¿£ÅÍÅ×ÀÎ¸ÕÆ® »ê¾÷¿¡¼­ HMDÀÇ È®»ê
    • ¿£ÅÍÅ×ÀÎ¸ÕÆ® ¹× ¿µÈ­ Á¦ÀÛ »ê¾÷¿¡¼­ HMDÀÇ ´ëÁßÈ­
    • ´ëÇü ºê·£µåµéÀÇ ¸Å·ÂÀûÀÎ ÅõÀÚ
  • ½ÃÀå ¼ºÀå ¾ïÁ¦¿äÀÎ
    • ¼ÒºñÀÚ Á¦Ç° Ç¥ÁØÀÌ ´À½¼ÇÕ´Ï´Ù.
  • ½ÃÀå ±âȸ
    • Áõ°­Çö½Ç Ȱ¿ë»ç·Ê¸¦ Áö¿øÇÏ´Â ÁÖ¿ä ±â¼ú °³¹ß
    • AR/VR Çϵå¿þ¾îÀÇ ¼Õ½¬¿î °¡¿ë¼º ¹× Àú·ÅÇÑ °¡°Ý
    • AR/VR/MR ±³À° ¹× ½Ã¹Ä·¹ÀÌ¼Ç È°¿ë
  • ½ÃÀå °úÁ¦
    • µ¥ÀÌÅÍÀÇ ÇÁ¶óÀ̹ö½Ã ¹× º¸¾È ¹®Á¦

Porter's Five Forces : °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå °ø·«À» À§ÇÑ Àü·«Àû µµ±¸

Porter's Five Forces ÇÁ·¹ÀÓ¿öÅ©´Â ½ÃÀå »óȲÀÇ °æÀï ±¸µµ¸¦ ÀÌÇØÇÏ´Â Áß¿äÇÑ µµ±¸ÀÔ´Ï´Ù. Porter's Five Forces ÇÁ·¹ÀÓ¿öÅ©´Â ±â¾÷ÀÇ °æÀï·ÂÀ» Æò°¡Çϰí Àü·«Àû ±âȸ¸¦ Ž»öÇÒ ¼ö ÀÖ´Â ¸íÈ®ÇÑ ¹æ¹ýÀ» Á¦°øÇÕ´Ï´Ù. ÀÌ ÇÁ·¹ÀÓ¿öÅ©´Â ±â¾÷ÀÌ ½ÃÀå ³» ¼¼·Âµµ¸¦ Æò°¡ÇÏ°í ½Å±Ô »ç¾÷ÀÇ ¼öÀͼºÀ» ÆÇ´ÜÇÏ´Â µ¥ µµ¿òÀÌ µË´Ï´Ù. ÀÌ·¯ÇÑ ÀλçÀÌÆ®¸¦ ÅëÇØ ±â¾÷Àº °­Á¡À» Ȱ¿ëÇϰí, ¾àÁ¡À» ÇØ°áÇϰí, ÀáÀçÀûÀÎ µµÀüÀ» ÇÇÇϰí, º¸´Ù °­·ÂÇÑ ½ÃÀå Æ÷Áö¼Å´×À» È®º¸ÇÒ ¼ö ÀÖ½À´Ï´Ù.

PESTLE ºÐ¼® : °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀåÀÇ ¿ÜºÎ ¿µÇâ·Â ÆÄ¾Ç

¿ÜºÎ °Å½Ã ȯ°æ ¿äÀÎÀº °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀåÀÇ ¼º°ú ¿ªÇÐÀ» Çü¼ºÇÏ´Â µ¥ ÀÖ¾î ¸Å¿ì Áß¿äÇÑ ¿ªÇÒÀ» ÇÕ´Ï´Ù. Á¤Ä¡Àû, °æÁ¦Àû, »çȸÀû, ±â¼úÀû, ¹ýÀû, ȯ°æÀû ¿äÀο¡ ´ëÇÑ ºÐ¼®Àº ÀÌ·¯ÇÑ ¿µÇâÀ» Ž»öÇÏ´Â µ¥ ÇÊ¿äÇÑ Á¤º¸¸¦ Á¦°øÇϸç, PESTLE ¿äÀÎÀ» Á¶»çÇÔÀ¸·Î½á ±â¾÷Àº ÀáÀçÀûÀÎ À§Çè°ú ±âȸ¸¦ ´õ Àß ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ºÐ¼®À» ÅëÇØ ±â¾÷Àº ±ÔÁ¦, ¼ÒºñÀÚ ¼±È£µµ, °æÁ¦ µ¿ÇâÀÇ º¯È­¸¦ ¿¹ÃøÇÏ°í ¼±Á¦ÀûÀÌ°í ´Éµ¿ÀûÀÎ ÀÇ»ç°áÁ¤À» ³»¸± Áغñ¸¦ ÇÒ ¼ö ÀÖ½À´Ï´Ù.

½ÃÀå Á¡À¯À² ºÐ¼® : °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå °æÀï ±¸µµ ÆÄ¾Ç

°¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀåÀÇ »ó¼¼ÇÑ ½ÃÀå Á¡À¯À² ºÐ¼®À» ÅëÇØ °ø±Þ¾÷üÀÇ ¼º°ú¸¦ Á¾ÇÕÀûÀ¸·Î Æò°¡ÇÒ ¼ö ÀÖ½À´Ï´Ù. ±â¾÷Àº ¼öÀÍ, °í°´ ±â¹Ý, ¼ºÀå·ü µî ÁÖ¿ä ÁöÇ¥¸¦ ºñ±³ÇÏ¿© °æÀïÀû Æ÷Áö¼Å´×À» ÆÄ¾ÇÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ ºÐ¼®Àº ½ÃÀåÀÇ ÁýÁßÈ­, ´ÜÆíÈ­, ÅëÇÕÀÇ Ãß¼¼¸¦ ÆÄ¾ÇÇÒ ¼ö ÀÖÀ¸¸ç, °ø±Þ¾÷ü´Â Ä¡¿­ÇÑ °æÀï ¼Ó¿¡¼­ ÀÚ½ÅÀÇ ÀÔÁö¸¦ °­È­ÇÒ ¼ö ÀÖ´Â Àü·«Àû ÀÇ»ç°áÁ¤À» ³»¸®´Â µ¥ ÇÊ¿äÇÑ ÀλçÀÌÆ®¸¦ ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º : °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå¿¡¼­ÀÇ º¥´õ ¼º°ú Æò°¡

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º´Â °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå¿¡¼­ º¥´õ¸¦ Æò°¡ÇÒ ¼ö ÀÖ´Â Áß¿äÇÑ µµ±¸ÀÔ´Ï´Ù. ÀÌ ¸ÅÆ®¸¯½º¸¦ ÅëÇØ ºñÁî´Ï½º Á¶Á÷Àº º¥´õÀÇ ºñÁî´Ï½º Àü·«°ú Á¦Ç° ¸¸Á·µµ¸¦ ±â¹ÝÀ¸·Î Æò°¡ÇÏ¿© ¸ñÇ¥¿¡ ºÎÇÕÇÏ´Â Á¤º¸¿¡ ÀÔ°¢ÇÑ ÀÇ»ç°áÁ¤À» ³»¸± ¼ö ÀÖÀ¸¸ç, 4°³ÀÇ »çºÐ¸éÀ¸·Î º¥´õ¸¦ ¸íÈ®Çϰí Á¤È®ÇÏ°Ô ¼¼ºÐÈ­ÇÏ¿© Àü·« ¸ñÇ¥¿¡ °¡Àå ÀûÇÕÇÑ ÆÄÆ®³Ê¿Í ¼Ö·ç¼ÇÀ» ½Äº°ÇÒ ¼ö ÀÖ½À´Ï´Ù. Àü·« ¸ñÇ¥¿¡ °¡Àå ÀûÇÕÇÑ ÆÄÆ®³Ê¿Í ¼Ö·ç¼ÇÀ» ½Äº°ÇÒ ¼ö ÀÖ½À´Ï´Ù.

°¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå¿¡¼­ ¼º°øÇϱâ À§ÇÑ Àü·« ºÐ¼® ¹× ±ÇÀå »çÇ×

°¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀåÀÇ Àü·« ºÐ¼®Àº ¼¼°è ½ÃÀå¿¡¼­ÀÇ ÀÔÁö¸¦ °­È­ÇϰíÀÚ ÇÏ´Â ±â¾÷¿¡°Ô ÇʼöÀûÀÔ´Ï´Ù. ÁÖ¿ä ÀÚ¿ø, ¿ª·® ¹× ¼º°ú ÁöÇ¥¸¦ °ËÅäÇÔÀ¸·Î½á ±â¾÷Àº ¼ºÀå ±âȸ¸¦ ÆÄ¾ÇÇÏ°í °³¼±ÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Á¢±Ù ¹æ½ÄÀº °æÀï ȯ°æÀÇ µµÀüÀ» ±Øº¹ÇÏ°í »õ·Î¿î ºñÁî´Ï½º ±âȸ¸¦ Ȱ¿ëÇÏ¿© Àå±âÀûÀÎ ¼º°øÀ» °ÅµÑ ¼ö Àִ ü°è¸¦ ±¸ÃàÇÒ ¼ö ÀÖµµ·Ï µµ¿ÍÁÝ´Ï´Ù.

ÀÌ º¸°í¼­´Â ÁÖ¿ä °ü½É ºÐ¾ß¸¦ Æ÷°ýÇÏ´Â ½ÃÀå¿¡ ´ëÇÑ Á¾ÇÕÀûÀÎ ºÐ¼®À» Á¦°øÇÕ´Ï´Ù.

1. ½ÃÀå ħÅõµµ : ÇöÀç ½ÃÀå ȯ°æÀÇ »ó¼¼ÇÑ °ËÅä, ÁÖ¿ä ±â¾÷ÀÇ ±¤¹üÀ§ÇÑ µ¥ÀÌÅÍ, ½ÃÀå µµ´Þ ¹üÀ§ ¹× Àü¹ÝÀûÀÎ ¿µÇâ·Â Æò°¡.

2. ½ÃÀå °³Ã´µµ : ½ÅÈï ½ÃÀå¿¡¼­ÀÇ ¼ºÀå ±âȸ¸¦ ÆÄ¾ÇÇϰí, ±âÁ¸ ºÐ¾ßÀÇ È®Àå °¡´É¼ºÀ» Æò°¡Çϸç, ¹Ì·¡ ¼ºÀåÀ» À§ÇÑ Àü·«Àû ·Îµå¸ÊÀ» Á¦°øÇÕ´Ï´Ù.

3. ½ÃÀå ´Ù°¢È­ : ÃÖ±Ù Á¦Ç° Ãâ½Ã, ¹Ì°³Ã´ Áö¿ª, ¾÷°èÀÇ ÁÖ¿ä ¹ßÀü, ½ÃÀåÀ» Çü¼ºÇÏ´Â Àü·«Àû ÅõÀÚ¸¦ ºÐ¼®ÇÕ´Ï´Ù.

4. °æÀï Æò°¡ ¹× Á¤º¸ : °æÀï ±¸µµ¸¦ öÀúÈ÷ ºÐ¼®ÇÏ¿© ½ÃÀå Á¡À¯À², »ç¾÷ Àü·«, Á¦Ç° Æ÷Æ®Æú¸®¿À, ÀÎÁõ, ±ÔÁ¦ ´ç±¹ÀÇ ½ÂÀÎ, ƯÇã µ¿Çâ, ÁÖ¿ä ±â¾÷ÀÇ ±â¼ú ¹ßÀü µîÀ» °ËÅäÇÕ´Ï´Ù.

5. Á¦Ç° °³¹ß ¹× Çõ½Å : ÇâÈÄ ½ÃÀå ¼ºÀåÀ» °¡¼ÓÇÒ °ÍÀ¸·Î ¿¹»óµÇ´Â ÷´Ü ±â¼ú, ¿¬±¸ °³¹ß Ȱµ¿ ¹× Á¦Ç° Çõ½ÅÀ» °­Á¶ÇÕ´Ï´Ù.

ÀÌÇØ°ü°èÀÚµéÀÌ ÃæºÐÇÑ Á¤º¸¸¦ ¹ÙÅÁÀ¸·Î ÀÇ»ç°áÁ¤À» ³»¸± ¼ö ÀÖµµ·Ï ´ÙÀ½°ú °°Àº Áß¿äÇÑ Áú¹®¿¡ ´ëÇÑ ´äº¯µµ Á¦°øÇÕ´Ï´Ù.

1. ÇöÀç ½ÃÀå ±Ô¸ð¿Í ÇâÈÄ ¼ºÀå Àü¸ÁÀº?

2. ÃÖ°íÀÇ ÅõÀÚ ±âȸ¸¦ Á¦°øÇÏ´Â Á¦Ç°, ºÎ¹®, Áö¿ªÀº?

3. ½ÃÀåÀ» Çü¼ºÇÏ´Â ÁÖ¿ä ±â¼ú µ¿Çâ°ú ±ÔÁ¦ÀÇ ¿µÇâÀº?

4. ÁÖ¿ä º¥´õ ½ÃÀå Á¡À¯À²°ú °æÀï Æ÷Áö¼ÇÀº?

5. º¥´õ ½ÃÀå ÁøÀÔ ¹× ö¼ö Àü·«ÀÇ ¿øµ¿·ÂÀÌ µÇ´Â ¼öÀÍ¿ø°ú Àü·«Àû ±âȸ´Â ¹«¾ùÀΰ¡?

¸ñÂ÷

Á¦1Àå ¼­¹®

Á¦2Àå Á¶»ç ¹æ¹ý

Á¦3Àå ÁÖ¿ä ¿ä¾à

Á¦4Àå ½ÃÀå °³¿ä

Á¦5Àå ½ÃÀå ÀλçÀÌÆ®

  • ½ÃÀå ¿ªÇÐ
    • ¼ºÀå ÃËÁø¿äÀÎ
    • ¼ºÀå ¾ïÁ¦¿äÀÎ
    • ±âȸ
    • °úÁ¦
  • ½ÃÀå ¼¼ºÐÈ­ ºÐ¼®
  • Porter's Five Forces ºÐ¼®
  • PESTEL ºÐ¼®
    • Á¤Ä¡
    • °æÁ¦
    • »çȸ
    • ±â¼ú
    • ¹ý·ü
    • ȯ°æ

Á¦6Àå °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå : À¯Çüº°

  • Áõ°­Çö½Ç
  • È¥ÇÕÇö½Ç
  • °¡»óÇö½Ç

Á¦7Àå °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå : ±¸¼º¿ä¼Òº°

  • Çϵå¿þ¾î
    • Ä«¸Þ¶ó
    • µð½ºÇ÷¹ÀÌ¿Í ÇÁ·ÎÁ§ÅÍ
    • Çìµå¼Â
    • À§Ä¡ Æ®·¡Ä¿
    • ¹ÝµµÃ¼ ºÎǰ
    • ¼¾¼­
  • ¼ÒÇÁÆ®¿þ¾î
    • Ŭ¶ó¿ìµå ±â¹Ý ¼­ºñ½º
    • ÄÁÅÙÃ÷ Á¦ÀÛ
    • ¼ÒÇÁÆ®¿þ¾î °³¹ß ŰƮ

Á¦8Àå °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå : ÃÖÁ¾ ¿ëµµº°

  • Ç×°ø¿ìÁÖ ¹× ¹æÀ§
  • ÀÚµ¿Â÷
  • »ó¾÷¿ë
    • ±¤°í
    • ±³À°°ú Æ®·¹ÀÌ´×
    • ¼Ò¸Å¡¤E-Commerce
    • ¿©Çà°ú °ü±¤
  • ¼ÒºñÀÚ
    • °ÔÀÓ°ú ¿£ÅÍÅ×ÀÎ¸ÕÆ®
    • ½ºÆ÷Ã÷
  • ±â¾÷
  • Áö¸®°ø°£ ºÐ¼®
  • ÇコÄɾî
    • ÇÇÆ®´Ï½º °ü¸®
    • ÀÇ·á ¿¬¼ö¿Í ±³À°
    • ȯÀÚ ÄÉ¾î °ü¸®
    • ¾à±¹ °æ¿µ
    • ¼ö¼ú
  • ºÎµ¿»ê

Á¦9Àå ¾Æ¸Þ¸®Ä«ÀÇ °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå

  • ¾Æ¸£ÇîÆ¼³ª
  • ºê¶óÁú
  • ij³ª´Ù
  • ¸ß½ÃÄÚ
  • ¹Ì±¹

Á¦10Àå ¾Æ½Ã¾ÆÅÂÆò¾çÀÇ °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå

  • È£ÁÖ
  • Áß±¹
  • Àεµ
  • Àεµ³×½Ã¾Æ
  • ÀϺ»
  • ¸»·¹À̽þÆ
  • Çʸ®ÇÉ
  • ½Ì°¡Æ÷¸£
  • Çѱ¹
  • ´ë¸¸
  • ű¹
  • º£Æ®³²

Á¦11Àå À¯·´, Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«ÀÇ °¡»óÇö½Ç, Áõ°­Çö½Ç, È¥ÇÕÇö½Ç ½ÃÀå

  • µ§¸¶Å©
  • ÀÌÁýÆ®
  • Çɶõµå
  • ÇÁ¶û½º
  • µ¶ÀÏ
  • À̽º¶ó¿¤
  • ÀÌÅ»¸®¾Æ
  • ³×´ú¶õµå
  • ³ªÀÌÁö¸®¾Æ
  • ³ë¸£¿þÀÌ
  • Æú¶õµå
  • īŸ¸£
  • ·¯½Ã¾Æ
  • »ç¿ìµð¾Æ¶óºñ¾Æ
  • ³²¾ÆÇÁ¸®Ä«°øÈ­±¹
  • ½ºÆäÀÎ
  • ½º¿þµ§
  • ½ºÀ§½º
  • ÅÍŰ
  • ¾Æ¶ø¿¡¹Ì¸®Æ®
  • ¿µ±¹

Á¦12Àå °æÀï »óȲ

  • ½ÃÀå Á¡À¯À² ºÐ¼® 2023
  • FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º, 2023
  • °æÀï ½Ã³ª¸®¿À ºÐ¼®
  • Àü·« ºÐ¼®°ú Á¦¾È

±â¾÷ ¸®½ºÆ®

  • Atheer, Inc.
  • Blippar Group Limited
  • Dynabook Singapore Pte. Ltd.
  • Google, LLC
  • Intel Corporation
  • Lenovo Group Ltd.
  • Magic Leap, Inc.
  • Marxent Labs, LLC
  • MAXST Co., Ltd.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Niantic, Inc.
  • Optinvent
  • PTC, Inc.
  • RealWear, Inc.
ksm 24.12.04

The Virtual Reality, Augmented Reality & Mixed Reality Market was valued at USD 47.60 billion in 2023, expected to reach USD 60.55 billion in 2024, and is projected to grow at a CAGR of 27.29%, to USD 257.83 billion by 2030.

The scope of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) encompasses immersive technologies that redefine user experiences by merging virtual and physical worlds. These technologies are defined by their ability to overlay digital information onto the real world (AR), create fully digital environments (VR), or combine elements of both (MR). The necessity for VR, AR, and MR applications arises from their transformative potential across industries like healthcare for virtual surgeries, education through interactive learning, retail with virtual shopping, and real estate via virtual tours. As end-users, sectors such as gaming, e-commerce, manufacturing, and automotive are realizing significant enhancements in productivity and user engagement. Key growth factors propelling the market include advancements in hardware technology, increasing investment in VR/AR startups, and expanding use cases across industries. The latest opportunities lie in developing affordable consumer-friendly VR/AR devices and creating industry-specific enterprise solutions, especially in training and simulation. Despite these potentials, challenges like high development costs, privacy concerns, and the need for substantial improvements in user experience (comfort and latency) are significant barriers to growth. Moreover, interoperability standards among different hardware and software ecosystems remain a challenge. Innovative areas ripe for exploration include robust AI-driven content creation tools, seamless AR cloud integration for persistent augmented experiences, and development of lightweight, standalone headsets. As the market continues to evolve, businesses should focus on forming strategic partnerships with tech firms, investing in R&D for emerging applications, and fostering developer communities to drive content creation. The nature of this market is rapidly changing, with tech giants and startups alike constantly pushing the boundaries of what these technologies can offer. By staying agile and consumer-focused, companies can leverage these innovations for sustainable growth and competitiveness in the immersive technology landscape.

KEY MARKET STATISTICS
Base Year [2023] USD 47.60 billion
Estimated Year [2024] USD 60.55 billion
Forecast Year [2030] USD 257.83 billion
CAGR (%) 27.29%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Virtual Reality, Augmented Reality & Mixed Reality Market

The Virtual Reality, Augmented Reality & Mixed Reality Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Penetration of HMDs in the gaming and entertainment industry
    • Predominant use in entertainment and movie film making industry
    • Attractive investment driven by leading brands
  • Market Restraints
    • Loosely denied standard for consumer grade products
  • Market Opportunities
    • Major technology development supporting extended reality use cases
    • Easy availability and affordability of AR/VR hardware
    • Use of AR/VR/MR training and simulations
  • Market Challenges
    • Issues related to data privacy and security

Porter's Five Forces: A Strategic Tool for Navigating the Virtual Reality, Augmented Reality & Mixed Reality Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Virtual Reality, Augmented Reality & Mixed Reality Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Virtual Reality, Augmented Reality & Mixed Reality Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Virtual Reality, Augmented Reality & Mixed Reality Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Virtual Reality, Augmented Reality & Mixed Reality Market

A detailed market share analysis in the Virtual Reality, Augmented Reality & Mixed Reality Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Virtual Reality, Augmented Reality & Mixed Reality Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Virtual Reality, Augmented Reality & Mixed Reality Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Virtual Reality, Augmented Reality & Mixed Reality Market

A strategic analysis of the Virtual Reality, Augmented Reality & Mixed Reality Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Virtual Reality, Augmented Reality & Mixed Reality Market, highlighting leading vendors and their innovative profiles. These include Atheer, Inc., Blippar Group Limited, Dynabook Singapore Pte. Ltd., Google, LLC, Intel Corporation, Lenovo Group Ltd., Magic Leap, Inc., Marxent Labs, LLC, MAXST Co., Ltd., Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., Optinvent, PTC, Inc., and RealWear, Inc..

Market Segmentation & Coverage

This research report categorizes the Virtual Reality, Augmented Reality & Mixed Reality Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Type, market is studied across Augmented Reality, Mixed Reality, and Virtual Reality.
  • Based on Component, market is studied across Hardware and Software. The Hardware is further studied across Cameras, Displays & Projectors, Headsets, Position Trackers, Semiconductor Components, and Sensors. The Software is further studied across Cloud-Based Services, Content Creation, and Software Development Kits.
  • Based on End-use, market is studied across Aerospace & Defense, Automotive, Commercial, Consumer, Enterprise, Geospatial Analysis, Healthcare, and Real Estate. The Commercial is further studied across Advertising, Education & Training, Retail & E-commerce, and Travel & Tourism. The Consumer is further studied across Gaming & Entertainment and Sports. The Healthcare is further studied across Fitness Management, Medical Training & Education, Patient Care Management, Pharmacy Management, and Surgery.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Penetration of HMDs in the gaming and entertainment industry
      • 5.1.1.2. Predominant use in entertainment and movie film making industry
      • 5.1.1.3. Attractive investment driven by leading brands
    • 5.1.2. Restraints
      • 5.1.2.1. Loosely denied standard for consumer grade products
    • 5.1.3. Opportunities
      • 5.1.3.1. Major technology development supporting extended reality use cases
      • 5.1.3.2. Easy availability and affordability of AR/VR hardware
      • 5.1.3.3. Use of AR/VR/MR training and simulations
    • 5.1.4. Challenges
      • 5.1.4.1. Issues related to data privacy and security
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Virtual Reality, Augmented Reality & Mixed Reality Market, by Type

  • 6.1. Introduction
  • 6.2. Augmented Reality
  • 6.3. Mixed Reality
  • 6.4. Virtual Reality

7. Virtual Reality, Augmented Reality & Mixed Reality Market, by Component

  • 7.1. Introduction
  • 7.2. Hardware
    • 7.2.1. Cameras
    • 7.2.2. Displays & Projectors
    • 7.2.3. Headsets
    • 7.2.4. Position Trackers
    • 7.2.5. Semiconductor Components
    • 7.2.6. Sensors
  • 7.3. Software
    • 7.3.1. Cloud-Based Services
    • 7.3.2. Content Creation
    • 7.3.3. Software Development Kits

8. Virtual Reality, Augmented Reality & Mixed Reality Market, by End-use

  • 8.1. Introduction
  • 8.2. Aerospace & Defense
  • 8.3. Automotive
  • 8.4. Commercial
    • 8.4.1. Advertising
    • 8.4.2. Education & Training
    • 8.4.3. Retail & E-commerce
    • 8.4.4. Travel & Tourism
  • 8.5. Consumer
    • 8.5.1. Gaming & Entertainment
    • 8.5.2. Sports
  • 8.6. Enterprise
  • 8.7. Geospatial Analysis
  • 8.8. Healthcare
    • 8.8.1. Fitness Management
    • 8.8.2. Medical Training & Education
    • 8.8.3. Patient Care Management
    • 8.8.4. Pharmacy Management
    • 8.8.5. Surgery
  • 8.9. Real Estate

9. Americas Virtual Reality, Augmented Reality & Mixed Reality Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Virtual Reality, Augmented Reality & Mixed Reality Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Virtual Reality, Augmented Reality & Mixed Reality Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Atheer, Inc.
  • 2. Blippar Group Limited
  • 3. Dynabook Singapore Pte. Ltd.
  • 4. Google, LLC
  • 5. Intel Corporation
  • 6. Lenovo Group Ltd.
  • 7. Magic Leap, Inc.
  • 8. Marxent Labs, LLC
  • 9. MAXST Co., Ltd.
  • 10. Meta Platforms, Inc.
  • 11. Microsoft Corporation
  • 12. Niantic, Inc.
  • 13. Optinvent
  • 14. PTC, Inc.
  • 15. RealWear, Inc.
ºñ±³¸®½ºÆ®
0 °ÇÀÇ »óǰÀ» ¼±Åà Áß
»óǰ ºñ±³Çϱâ
Àüü»èÁ¦