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AR & VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀå : À¯Çüº°, Ç÷§Æûº°, ¼ÒÇÁÆ®¿þ¾î À¯Çüº°, ¹èÆ÷º°, ÃÖÁ¾»ç¿ëÀÚº° - ¼¼°è ¿¹Ãø(2025-2030³â)

AR & VR Software Market by Type (AR Software, VR Software), Platform (Console, Desktop, Headsets), Software Type, Deployment, End-User - Global Forecast 2025-2030

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AR & VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ 2023³â ½ÃÀå ±Ô¸ð´Â 134¾ï 5,000¸¸ ´Þ·¯, 2024³â¿¡´Â 158¾ï 8,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµÇ¸ç, CAGR 18.43%·Î ¼ºÀåÇϸç, 2030³â¿¡´Â 439¾ï 6,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù.

AR ¹× VR ¼ÒÇÁÆ®¿þ¾îÀÇ Àû¿ë ¹üÀ§´Â ¸ôÀÔÇü °ÔÀÓ °æÇè¿¡¼­ ÈÆ·Ã ½Ã¹Ä·¹À̼Ç, È®ÀåµÈ À¯Áöº¸¼ö, °¡»ó °ü±¤, ¿ø°Ý Çù¾÷ °­È­¿¡ À̸£±â±îÁö ±¤¹üÀ§ÇÑ ¿ëµµ¸¦ Æ÷°ýÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ±â¼úÀº ÀÇ·á, ±³À°, ºÎµ¿»ê, ±¹¹æ, ¼Ò¸Å µîÀÇ ºÐ¾ß¿¡ Á¡Á¡ ´õ ¸¹ÀÌ ÅëÇյǰí ÀÖÀ¸¸ç, AR ¹× VR ¼ÒÇÁÆ®¿þ¾îÀÇ Çʿ伺Àº ¸ôÀÔÇü ÀÎÅÍ·¢¼ÇÀ» ÅëÇØ ¸ôÀÔÇü »ç¿ëÀÚ °æÇèÀ» Á¦°øÇϰí, ÇнÀ°ú Á¤ÂøÀ» ÃËÁøÇϸç, ¾÷¹« È¿À²¼ºÀ» °³¼±ÇÒ ¼ö ÀÖ´Â ´É·Â¿¡¼­ ºñ·ÔµË´Ï´Ù.¿¡¼­ ºñ·ÔµË´Ï´Ù. ÃÖÁ¾ »ç¿ë ¹üÀ§´Â B2B ¹× B2C ½ÃÀåÀ¸·Î È®´ëµÇ°í ÀÖÀ¸¸ç, ±â¾÷Àº Á÷¿ø ±³À°¿¡ VRÀ», ½Ç½Ã°£ Áö¿ø¿¡ ARÀ» Ȱ¿ëÇϰí, ¼ÒºñÀÚ´Â °ÔÀÓ°ú °³ÀÎÈ­µÈ ¼îÇÎ °æÇè¿¡ ÀÌ·¯ÇÑ ±â¼úÀ» Ȱ¿ëÇϰí ÀÖ½À´Ï´Ù. ÁÖ¿ä ¼ºÀå ¿äÀÎÀ¸·Î´Â 5G ±â¼ú ¹ßÀü, AI ÅëÇÕ, Çϵå¿þ¾î ºñ¿ë °¨¼Ò µîÀÌ µµÀÔ°ú È®ÀåÀ» ÃËÁøÇÏ´Â ÁÖ¿ä ¿äÀÎÀ¸·Î ²ÅÈü´Ï´Ù. ÃֽŠºñÁî´Ï½º ±âȸ´Â ½º¸¶Æ® ¿þ¾î·¯ºíÀ» À§ÇÑ AR ¾ÖÇø®ÄÉÀÌ¼Ç °³¹ß°ú ¿£ÅÍÅ×ÀÎ¸ÕÆ® ¹× ±³À° ¼ö¿ä¸¦ ÃæÁ·½ÃŰ´Â VR ÄÁÅÙÃ÷ Á¦ÀÛ ÅøÀÇ °­È­¿¡ ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ±âȸ¸¦ Æ÷ÂøÇϱâ À§ÇØ ±â¾÷Àº »óÈ£ ȣȯ °¡´ÉÇÑ Ç÷§Æû¿¡ ÅõÀÚÇϰí Á÷°üÀûÀÎ »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º¿¡ ÁýÁßÇØ¾ß ÇÕ´Ï´Ù. ±×·¯³ª ÇÁ¶óÀ̹ö½Ã ¹®Á¦, µ¥ÀÌÅÍ º¸¾È ¹®Á¦, ³ôÀº Ãʱ⠺ñ¿ë µî ¿©·¯ °¡Áö ¹®Á¦µéÀÌ ½ÃÀå ¼ºÀåÀ» ÀúÇØÇÏ´Â ¿äÀÎÀ¸·Î ÀÛ¿ëÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ ±â¼ú Çõ½ÅÀÇ ¼Óµµ°¡ ºü¸£±â ¶§¹®¿¡ Áö¼ÓÀûÀÎ ¾÷±×·¹À̵尡 ÇÊ¿äÇϸç, ÀÌ´Â º¸±Þ¿¡ °É¸²µ¹ÀÌ µÉ ¼ö ÀÖ½À´Ï´Ù. À¯¸ÁÇÑ Çõ½Å ºÐ¾ß·Î´Â ¹èÅ͸® ¼ö¸íÀÌ ±æ°í °¡º­¿î AR ±â±â °³¹ß, ÃÊÇö½ÇÀûÀÎ ±×·¡ÇȰú AI ±â¹ÝÀÇ ¿øÈ°ÇÑ ÀÎÅÍ·¢Æ¼ºñƼ¸¦ °®Ãá VR ȯ°æ ±¸Ãà µîÀÌ ÀÖ½À´Ï´Ù. ¶ÇÇÑ AR Ŭ¶ó¿ìµå ¼­ºñ½º ¹× ´ë±â ½Ã°£ ´ÜÃàÀ» À§ÇÑ ¿§Áö ÄÄÇ»ÆÃ¿¡ ´ëÇÑ ¿¬±¸´Â »ç¿ëÀÚ °æÇèÀ» Çâ»ó½Ãų ¼ö ÀÖ´Â Àü·«Àû ÀλçÀÌÆ®¸¦ Á¦°øÇÕ´Ï´Ù. ÀÌ ½ÃÀåÀº ¿ªµ¿ÀûÀÌ°í °æÀïÀÌ Ä¡¿­Çϸç, ±â¼ú ´ë±â¾÷, ½ºÅ¸Æ®¾÷, Çмú±â°üÀÇ ºü¸¥ ¹ßÀü°ú Àü·«Àû Á¦ÈÞ°¡ Ư¡ÀÔ´Ï´Ù. ±â¾÷Àº ¹ÎøÇÑ °³¹ßÀ» ¿ì¼±½ÃÇϰí, Àü·«Àû Á¦ÈÞ¸¦ À°¼ºÇϰí, »ç¿ëÀÚ Çǵå¹é¿¡ ¹Î°¨ÇÏ°Ô ¹ÝÀÀÇÏ´Â °ÍÀÌ ÀÌ·¯ÇÑ º¯È­ÇÏ´Â »óȲÀ» È¿°úÀûÀ¸·Î ÇìÃÄ ³ª°¡±â À§ÇØ ÇÊ¿äÇÑ »çÇ×ÀÔ´Ï´Ù.

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±âÁسâ[2023] 134¾ï 5,000¸¸ ´Þ·¯
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CAGR(%) 18.43%

½ÃÀå ¿ªÇÐ: ºü¸£°Ô ÁøÈ­ÇÏ´Â AR & VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ ÁÖ¿ä ½ÃÀå ÀλçÀÌÆ® °ø°³

AR ¹× VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀº ¼ö¿ä ¹× °ø±ÞÀÇ ¿ªµ¿ÀûÀÎ »óÈ£ÀÛ¿ëÀ» ÅëÇØ º¯È­Çϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ½ÃÀå ¿ªÇÐÀÇ ÁøÈ­¸¦ ÀÌÇØÇÔÀ¸·Î½á ±â¾÷Àº Á¤º¸¿¡ ÀÔ°¢ÇÑ ÅõÀÚ °áÁ¤À» ³»¸®°í, Àü·«ÀûÀÎ ÀÇ»ç°áÁ¤À» Á¤±³È­Çϸç, »õ·Î¿î ºñÁî´Ï½º ±âȸ¸¦ Æ÷ÂøÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ µ¿ÇâÀ» Á¾ÇÕÀûÀ¸·Î ÆÄ¾ÇÇÔÀ¸·Î½á ±â¾÷Àº Á¤Ä¡Àû, Áö¿ªÀû, ±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
    • ¿£ÅÍÅ×ÀÎ¸ÕÆ® »ê¾÷¿¡¼­ AR ¹× VR ±â¼ú äÅà Áõ°¡
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    • AR & VR ±â¼ú°ú °ü·ÃµÈ ±â¼úÀû À庮°ú ÇÁ¶óÀ̹ö½Ã ¹®Á¦

Portre's Five Forces: AR & VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀå °ø·«À» À§ÇÑ Àü·«Àû Åø

Portre's Five Forces ÇÁ·¹ÀÓ¿öÅ©´Â ½ÃÀå »óȲ°æÀï ±¸µµ¸¦ ÀÌÇØÇÏ´Â Áß¿äÇÑ ÅøÀÔ´Ï´Ù. Portre'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 ½ÃÀå³» ¼¼·Âµµ¸¦ Æò°¡ÇÏ°í ½Å±Ô »ç¾÷ÀÇ ¼öÀͼºÀ» ÆÇ´ÜÇÏ´Â µ¥ µµ¿òÀÌ µË´Ï´Ù. ÀÌ·¯ÇÑ ÀλçÀÌÆ®À» 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® : AR & VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ ¿ÜºÎ ¿µÇâ·Â ÆÄ¾Ç

¿ÜºÎ °Å½Ã ȯ°æ ¿äÀÎÀº AR ¹× VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ ¼º°ú ¿ªÇÐÀ» Çü¼ºÇÏ´Â µ¥ ¸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 ÀáÀçÀû 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® AR & VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀå¿¡¼­ °æÀï ±¸µµ ÆÄ¾Ç

AR ¹× VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ »ó¼¼ÇÑ ½ÃÀå Á¡À¯À² ºÐ¼®À» ÅëÇØ º¥´õÀÇ ¼º°ú¸¦ Á¾ÇÕÀûÀ¸·Î Æò°¡ÇÒ ¼ö ÀÖ½À´Ï´Ù. ±â¾÷Àº ¸ÅÃâ, °í°´ ±â¹Ý, ¼ºÀå·ü°ú °°Àº ÁÖ¿ä ÁöÇ¥¸¦ ºñ±³ÇÏ¿© °æÀïÀû À§Ä¡¸¦ ÆÄ¾ÇÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ ºÐ¼®Àº ½ÃÀåÀÇ ÁýÁßÈ­, ´ÜÆíÈ­ ¹× ÅëÇÕ 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®À» ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º AR & VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀå¿¡¼­ÀÇ º¥´õ ¼º°ú Æò°¡

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º´Â AR ¹× VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀå¿¡¼­ º¥´õ¸¦ Æò°¡ÇÒ ¼ö ÀÖ´Â Áß¿äÇÑ ÅøÀÔ´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¸éÀº º¥´õ¸¦ ¸íÈ®Çϰí Á¤È®ÇÏ°Ô ±¸ºÐÇÏ¿© »ç¿ëÀÚ°¡ Àü·«Àû¿¡ °¡Àå ÀûÇÕÇÑ ÆÄÆ®³Ê¿Í ¼Ö·ç¼ÇÀ» ½Äº°ÇÒ ¼ö ÀÖµµ·Ï µµ¿ÍÁÝ´Ï´Ù. ½Äº°ÇÒ ¼ö ÀÖµµ·Ï µµ¿ÍÁÝ´Ï´Ù.

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

1. ½ÃÀå ħÅõµµ : ¾÷°è ÁÖ¿ä ±â¾÷ÀÇ ±¤¹üÀ§ÇÑ µ¥ÀÌÅ͸¦ Æ÷ÇÔÇÑ ÇöÀç ½ÃÀå ȯ°æ¿¡ ´ëÇÑ »ó¼¼ÇÑ °ËÅä.

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 : ¹Ì·¡ 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 ¼öÀÔ¿ø°ú Àü·«Àû ±âȸ´Â ¹«¾ùÀΰ¡?

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  • AB Volvo
  • Advanced Micro Devices, Inc.
  • Amazon Web Services, Inc.
  • Appinventiv Technologies Pvt. Ltd.
  • Apple Inc.
  • ARLOOPA Inc.
  • Autodesk, Inc.
  • Blippar Ltd.
  • Cisco Systems, Inc.
  • Contentful Group
  • Cosm Immersive
  • Epic Games, Inc.
  • Fyusion, Inc. by Cox Automotive, Inc.
  • Google LLC by Alphabet Inc.
  • HQSoftware
  • Immersed Inc
  • Inglobe Technologies Srl
  • Intel Corporation
  • International Business Machines Corporation
  • Matterport, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Mimic Technologies, Inc. by Surgical Science Sweden AB
  • NEC Corporation
  • Niantic, Inc.
  • Nuevo Sentido Tecnologico Realidad Aumentada, S.L.
  • Nvidia Corporation
  • Oracle Corporation
  • Pixotope Technologies
  • Plutomen Technologies Pvt Ltd.
  • Pratiti Technologies Pvt Ltd.
  • PTC Inc.
  • Qualcomm Incorporated
  • REWO by VIAR d.o.o.
  • Salesforce, Inc.
  • SAP SE
  • SHAMLA TECH Solutions
  • Sigma Software LLC
  • Taqtile, Inc.
  • Unity Software Inc.
  • VironIT
  • Vodafone Group plc
  • Zakeke by Futurenext S.r.l.
KSA 24.12.05

The AR & VR Software Market was valued at USD 13.45 billion in 2023, expected to reach USD 15.88 billion in 2024, and is projected to grow at a CAGR of 18.43%, to USD 43.96 billion by 2030.

The scope of AR & VR software encompasses a broad range of applications, from immersive gaming experiences to training simulations, augmented maintenance, virtual tourism, and enhanced remote collaboration. These technologies are increasingly being integrated into sectors such as healthcare, education, real estate, defense, and retail. The necessity for AR & VR software arises from their ability to provide enriched and interactive user experiences, promote learning and retention through immersive interactions, and improve operational efficiencies. The end-use scope extends across B2B and B2C markets, with businesses leveraging VR for employee training and AR for real-time support, while consumers engage with these technologies in gaming and personalized shopping experiences. Key growth factors include technological advancements in 5G, AI integration, and decreasing hardware costs, propelling both adoption and expansion. The latest opportunities lie in developing AR applications for smart wearables and enhancing VR content creation tools to cater to entertainment and educational demands. To seize these opportunities, businesses should invest in cross-compatible platforms and focus on intuitive user interfaces. However, market growth is hindered by challenges such as privacy concerns, data security issues, and high initial costs for end-users. Additionally, the rapid pace of technological change necessitates continual upgrades, which could deter widespread adoption. Innovation areas with promising potential include developing lightweight AR devices with extended battery life and creating VR environments with hyper-realistic graphics and seamless AI-driven interactivity. Moreover, research into AR cloud services and edge computing for latency reduction offers strategic insights for enhancing user experience. The market is dynamic and competitive, characterized by rapid advancements and strategic partnerships among tech giants, startups, and academic institutions. Companies should prioritize agile development, foster strategic alliances, and stay attuned to user feedback to navigate this evolving landscape effectively.

KEY MARKET STATISTICS
Base Year [2023] USD 13.45 billion
Estimated Year [2024] USD 15.88 billion
Forecast Year [2030] USD 43.96 billion
CAGR (%) 18.43%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving AR & VR Software Market

The AR & VR Software 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
    • Rising adoption of AR & VR technology in the entertainment industry
    • Utilization of AR and VR in manufacturing industries and improvements in industrial augmented reality
  • Market Restraints
    • High cost associated with AR & VR software
  • Market Opportunities
    • Introduction and technological advancements in AR & VR software
    • Favorable market landscape resulting in a growing number of startups
  • Market Challenges
    • Technical barriers and privacy issues associated with AR & VR technologies

Porter's Five Forces: A Strategic Tool for Navigating the AR & VR Software Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the AR & VR Software 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 AR & VR Software Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the AR & VR Software 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 AR & VR Software Market

A detailed market share analysis in the AR & VR Software 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 AR & VR Software Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the AR & VR Software 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.

Key Company Profiles

The report delves into recent significant developments in the AR & VR Software Market, highlighting leading vendors and their innovative profiles. These include AB Volvo, Advanced Micro Devices, Inc., Amazon Web Services, Inc., Appinventiv Technologies Pvt. Ltd., Apple Inc., ARLOOPA Inc., Autodesk, Inc., Blippar Ltd., Cisco Systems, Inc., Contentful Group, Cosm Immersive, Epic Games, Inc., Fyusion, Inc. by Cox Automotive, Inc., Google LLC by Alphabet Inc., HQSoftware, Immersed Inc, Inglobe Technologies Srl, Intel Corporation, International Business Machines Corporation, Matterport, Inc., Meta Platforms, Inc., Microsoft Corporation, Mimic Technologies, Inc. by Surgical Science Sweden AB, NEC Corporation, Niantic, Inc., Nuevo Sentido Tecnologico Realidad Aumentada, S.L., Nvidia Corporation, Oracle Corporation, Pixotope Technologies, Plutomen Technologies Pvt Ltd., Pratiti Technologies Pvt Ltd., PTC Inc., Qualcomm Incorporated, REWO by VIAR d.o.o., Salesforce, Inc., SAP SE, SHAMLA TECH Solutions, Sigma Software LLC, Taqtile, Inc., Unity Software Inc., VironIT, Vodafone Group plc, and Zakeke by Futurenext S.r.l..

Market Segmentation & Coverage

This research report categorizes the AR & VR Software Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Type, market is studied across AR Software and VR Software.
  • Based on Platform, market is studied across Console, Desktop, Headsets, and Mobile.
  • Based on Software Type, market is studied across 3D Modeling, AR Remote Collaboration, Documentation, Navigation, Visualization, VR Content Creation, and Workflow Optimization.
  • Based on Deployment, market is studied across Hybrid, On-Cloud, and On-Premises.
  • Based on End-User, market is studied across Aerospace & Defense, Automotive & Transportation, Consumer Goods & Retail, Education, Entertainment & Gaming, and Healthcare.
  • 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. Rising adoption of AR & VR technology in the entertainment industry
      • 5.1.1.2. Utilization of AR and VR in manufacturing industries and improvements in industrial augmented reality
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with AR & VR software
    • 5.1.3. Opportunities
      • 5.1.3.1. Introduction and technological advancements in AR & VR software
      • 5.1.3.2. Favorable market landscape resulting in a growing number of startups
    • 5.1.4. Challenges
      • 5.1.4.1. Technical barriers and privacy issues associated with AR & VR technologies
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Type: Utilization of AR & VR software as a immersive technology to cater a consumer needs
    • 5.2.2. Platform: Widening availability of AR & VR software through computer enabled platforms
    • 5.2.3. Software Type: Proliferating usage of visualization software to transform user experiences and enhance productivity
    • 5.2.4. Deployment: Increasing adoption of cloud-based VR in commercial applications for real time experience
    • 5.2.5. End-User: Rising uses of VR software in educational applications for a training applications
  • 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. AR & VR Software Market, by Type

  • 6.1. Introduction
  • 6.2. AR Software
  • 6.3. VR Software

7. AR & VR Software Market, by Platform

  • 7.1. Introduction
  • 7.2. Console
  • 7.3. Desktop
  • 7.4. Headsets
  • 7.5. Mobile

8. AR & VR Software Market, by Software Type

  • 8.1. Introduction
  • 8.2. 3D Modeling
  • 8.3. AR Remote Collaboration
  • 8.4. Documentation
  • 8.5. Navigation
  • 8.6. Visualization
  • 8.7. VR Content Creation
  • 8.8. Workflow Optimization

9. AR & VR Software Market, by Deployment

  • 9.1. Introduction
  • 9.2. Hybrid
  • 9.3. On-Cloud
  • 9.4. On-Premises

10. AR & VR Software Market, by End-User

  • 10.1. Introduction
  • 10.2. Aerospace & Defense
  • 10.3. Automotive & Transportation
  • 10.4. Consumer Goods & Retail
  • 10.5. Education
  • 10.6. Entertainment & Gaming
  • 10.7. Healthcare

11. Americas AR & VR Software Market

  • 11.1. Introduction
  • 11.2. Argentina
  • 11.3. Brazil
  • 11.4. Canada
  • 11.5. Mexico
  • 11.6. United States

12. Asia-Pacific AR & VR Software Market

  • 12.1. Introduction
  • 12.2. Australia
  • 12.3. China
  • 12.4. India
  • 12.5. Indonesia
  • 12.6. Japan
  • 12.7. Malaysia
  • 12.8. Philippines
  • 12.9. Singapore
  • 12.10. South Korea
  • 12.11. Taiwan
  • 12.12. Thailand
  • 12.13. Vietnam

13. Europe, Middle East & Africa AR & VR Software Market

  • 13.1. Introduction
  • 13.2. Denmark
  • 13.3. Egypt
  • 13.4. Finland
  • 13.5. France
  • 13.6. Germany
  • 13.7. Israel
  • 13.8. Italy
  • 13.9. Netherlands
  • 13.10. Nigeria
  • 13.11. Norway
  • 13.12. Poland
  • 13.13. Qatar
  • 13.14. Russia
  • 13.15. Saudi Arabia
  • 13.16. South Africa
  • 13.17. Spain
  • 13.18. Sweden
  • 13.19. Switzerland
  • 13.20. Turkey
  • 13.21. United Arab Emirates
  • 13.22. United Kingdom

14. Competitive Landscape

  • 14.1. Market Share Analysis, 2023
  • 14.2. FPNV Positioning Matrix, 2023
  • 14.3. Competitive Scenario Analysis
    • 14.3.1. OSF HealthCare partners with Summit Venture Studio to license Medical Cart AR App
    • 14.3.2. FNT Software Announces Partnership with DC Smarter to Transform Data Center Processes with Innovative Augmented Reality (AR) Technology
    • 14.3.3. Virtual Reality Startup Immersed Reportedly to go Public via Maquia Capital Acquisition Deal
    • 14.3.4. Walmart expands mobile augmented reality shopping capabilities
    • 14.3.5. Accenture Invests in Virtual Reality-Based, Diversity and Inclusion Learning Platform Praxis Labs
    • 14.3.6. PTC and Rockwell Automation extend partnership to focus on IoT and Augmented Reality for manufacturing
    • 14.3.7. Apple has bought an AR headset startup called Mira
    • 14.3.8. Squint raises funding to expand its AR-powered technology platform
    • 14.3.9. Volvo Group launches world's first electric truck safety app with AR technology for first responders
    • 14.3.10. Pluribus Technologies The Learning Network launches AR Applications for Seneca Polytechnic
    • 14.3.11. Pixotope launches AR mobile app
    • 14.3.12. ThirdEye announces a strategic partnership with ARKx Brazil, Sao Paulo for AR/AI expansion into LatAm
    • 14.3.13. Snap Launches New Business to Help Retailers Introduce AR features
    • 14.3.14. Autodesk to Acquire The Wild, a Provider of XR Solutions For Immersive And Collaborative Workspaces for AEC Industry

Companies Mentioned

  • 1. AB Volvo
  • 2. Advanced Micro Devices, Inc.
  • 3. Amazon Web Services, Inc.
  • 4. Appinventiv Technologies Pvt. Ltd.
  • 5. Apple Inc.
  • 6. ARLOOPA Inc.
  • 7. Autodesk, Inc.
  • 8. Blippar Ltd.
  • 9. Cisco Systems, Inc.
  • 10. Contentful Group
  • 11. Cosm Immersive
  • 12. Epic Games, Inc.
  • 13. Fyusion, Inc. by Cox Automotive, Inc.
  • 14. Google LLC by Alphabet Inc.
  • 15. HQSoftware
  • 16. Immersed Inc
  • 17. Inglobe Technologies Srl
  • 18. Intel Corporation
  • 19. International Business Machines Corporation
  • 20. Matterport, Inc.
  • 21. Meta Platforms, Inc.
  • 22. Microsoft Corporation
  • 23. Mimic Technologies, Inc. by Surgical Science Sweden AB
  • 24. NEC Corporation
  • 25. Niantic, Inc.
  • 26. Nuevo Sentido Tecnologico Realidad Aumentada, S.L.
  • 27. Nvidia Corporation
  • 28. Oracle Corporation
  • 29. Pixotope Technologies
  • 30. Plutomen Technologies Pvt Ltd.
  • 31. Pratiti Technologies Pvt Ltd.
  • 32. PTC Inc.
  • 33. Qualcomm Incorporated
  • 34. REWO by VIAR d.o.o.
  • 35. Salesforce, Inc.
  • 36. SAP SE
  • 37. SHAMLA TECH Solutions
  • 38. Sigma Software LLC
  • 39. Taqtile, Inc.
  • 40. Unity Software Inc.
  • 41. VironIT
  • 42. Vodafone Group plc
  • 43. Zakeke by Futurenext S.r.l.
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