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AR/VR µð½ºÇ÷¹ÀÌ ½ÃÀå : ±â¼ú, µð¹ÙÀ̽º, µð½ºÇ÷¹ÀÌ ±â¼ú, ÃÖÁ¾»ç¿ëÀÚ, ¿ëµµº° - ¼¼°è ¿¹Ãø(2025-2030³â)

AR/VR Display Market by Technology (AR, VR), Device (HMD, Hologram, HUD), Display Technology, End User, Application - Global Forecast 2025-2030

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¡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.

AR/VR µð½ºÇ÷¹ÀÌ ½ÃÀåÀÇ 2023³â ½ÃÀå ±Ô¸ð´Â 42¾ï ´Þ·¯·Î, 2024³â¿¡´Â 49¾ï 3,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµÇ¸ç, CAGR 17.99%·Î ¼ºÀåÇϸç, 2030³â¿¡´Â 133¾ï 7,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù.

AR/VR µð½ºÇ÷¹ÀÌ ½ÃÀåÀº °ÔÀÓ, ÇコÄɾî, ÀÚµ¿Â÷, ±³À° µîÀÇ ºÐ¾ß¿¡¼­ Áß¿äÇÑ °íÇØ»óµµ ¸ôÀÔÇü µð½ºÇ÷¹À̸¦ ÅëÇØ Áõ°­Çö½Ç ¹× °¡»óÇö½Ç °æÇèÀ» ÃËÁøÇÏ´Â ±â¼ú¿¡ ÃÊÁ¡À» ¸ÂÃß¾ú½À´Ï´Ù. ÀÌ·¯ÇÑ µð½ºÇ÷¹ÀÌÀÇ Çʿ伺Àº ½ÇÁ¦¿Í °°Àº »óÈ£ ÀÛ¿ëÀ» Á¦°øÇϰí, ÈÆ·Ã ½Ã¹Ä·¹À̼ÇÀ» °­È­Çϸç, µðÁöÅРȯ°æ¿¡¼­ »ç¿ëÀÚ Âü¿©¸¦ Çâ»ó½Ãų ¼ö ÀÖ´Â ´É·Â¿¡ ÀÇÇØ ÁÖµµµÇ°í ÀÖ½À´Ï´Ù. ÁÖ¿ä ¿ëµµ·Î´Â ¸ôÀÔÇü °ÔÀÓ °æÇè, ºÎµ¿»ê °¡»ó Åõ¾î, ±³À° ºÐ¾ßÀÇ ÀÎÅÍ·¢Æ¼ºê ÇнÀ, ÀÇ·á ºÐ¾ßÀÇ ¼ö¼ú ½Ã¹Ä·¹ÀÌ¼Ç µîÀÌ ÀÖ½À´Ï´Ù. ¿£ÅÍÅ×ÀÎ¸ÕÆ®, ºÎµ¿»ê, ¸®Å×ÀÏ, ±¹¹æ µî ´Ù¾çÇÑ »ê¾÷¿¡¼­ AR/VR ±â¼úÀ» µµÀÔÇØ »ç¿ëÀÚ °æÇèÀ» °³¼±ÇÏ°í ¾÷¹« È¿À²¼ºÀ» Çâ»ó½ÃŰ´Â µî ÃÖÁ¾ ¿ëµµÀÇ ¹üÀ§°¡ È®´ëµÇ°í ÀÖ½À´Ï´Ù. ÁÖ¿ä ¼ºÀå ¿äÀÎÀ¸·Î´Â OLED ¹× ¸¶ÀÌÅ©·Î LED¿Í °°Àº µð½ºÇ÷¹ÀÌ ±â¼úÀÇ ¹ßÀü, AR/VR ±â±âÀÇ °¡°Ý Ç϶ô, 5G ³×Æ®¿öÅ©ÀÇ ±Þ¼ÓÇÑ ¹ßÀüÀ¸·Î º¸´Ù ¿øÈ°ÇÏ°í ¹ÝÀÀ¼º ³ôÀº °æÇèÀ» ÃËÁøÇÏ´Â 5G ³×Æ®¿öÅ©ÀÇ ±Þ¼ÓÇÑ ¹ßÀüÀ» µé ¼ö ÀÖ½À´Ï´Ù. ÀáÀçÀûÀÎ ºñÁî´Ï½º ±âȸ´Â ¾Æ½Ã¾ÆÅÂÆò¾çÀÇ ½ÅÈï ½ÃÀå°ú °¡»ó ȸÀÇ ¹× ¿ø°Ý Áö¿ø°ú °°Àº ±â¾÷¿ë ¿ëµµÀÇ ÀÌ¿ë »ç·Ê Áõ°¡¿¡ ÀÖ½À´Ï´Ù. ¶ÇÇÑ Çϵå¿þ¾î Á¦Á¶¾÷ü¿Í ÄÁÅÙÃ÷ Á¦ÀÛÀÚÀÇ Çù¾÷Àº ÄÁÅÙÃ÷ »ýŰ踦 È®ÀåÇÏ¿© »õ·Î¿î ¼öÀÔ¿øÀ» âÃâÇÒ ¼ö ÀÖ½À´Ï´Ù. ±×·¯³ª ³ôÀº ±â±â ºñ¿ë, ÇÁ¶óÀ̹ö½Ã ¹®Á¦, ¸Ö¹Ì¿Í ½Ã¾ß Á¦ÇѰú °°Àº ±â¼úÀû ¹®Á¦ µîÀÌ ¼ºÀåÀ» °¡·Î¸·°í ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ÇѰ踦 ±Øº¹Çϱâ À§Çؼ­´Â µð¹ÙÀ̽ºÀÇ ¼ÒÇüÈ­, Æí¾ÈÇÔ, ¿¡³ÊÁö È¿À²¼º Çâ»ó°ú °°Àº ±â¼ú Çõ½ÅÀÌ ÇÊ¿äÇÕ´Ï´Ù. ÇØ»óµµ, ´ë±â ½Ã°£, »ç¿ëÀÚ ÀÎÅÍÆäÀ̽ºÀÇ °³¼±, º¸´Ù Á÷°üÀûÀÎ »óÈ£ÀÛ¿ëÀ» À§ÇÑ ÀΰøÁö´ÉÀÇ ¹ßÀü µî Áö¼ÓÀûÀÎ ¿¬±¸°¡ Áß¿äÇÕ´Ï´Ù. AR/VR ¼Ö·ç¼Ç°ú »ç¹°ÀÎÅͳÝ(IoT) ¹× AI/ML ±â¼ú°úÀÇ ÅëÇÕÀº AR/VR ¿ëµµ¸¦ ´õ¿í °­È­ÇÒ ¼ö ÀÖÀ¸¸ç, AR/VR ¿ëµµ¸¦ ´õ¿í °­È­ÇÏ¿© ºñÁî´Ï½º ¼ºÀåÀ» °¡¼ÓÇÒ ¼ö ÀÖ´Â À¯¸ÁÇÑ ±â¼úÀÔ´Ï´Ù. ºñÁî´Ï½º ¼ºÀåÀ» °¡¼ÓÇÒ ¼ö ÀÖ´Â À¯¸ÁÇÑ Çõ½ÅÀÇ ±æÀ» Á¦½ÃÇϰí ÀÖ½À´Ï´Ù.

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CAGR(%) 17.99%

½ÃÀå ¿ªÇÐ: ºü¸£°Ô ÁøÈ­ÇÏ´Â AR/VR µð½ºÇ÷¹ÀÌ ½ÃÀåÀÇ ÁÖ¿ä ½ÃÀå ÀλçÀÌÆ® °ø°³

AR/VR µð½ºÇ÷¹ÀÌ ½ÃÀåÀº ¼ö¿ä ¹× °ø±ÞÀÇ ¿ªµ¿ÀûÀÎ »óÈ£ÀÛ¿ëÀ» ÅëÇØ º¯È­Çϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ½ÃÀå ¿ªÇÐÀÇ º¯È­¸¦ 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
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    • AR ¹× VR »ýŰ迡 ´ëÇÑ ÁÖ¸ñÇÒ ¸¸ÇÑ ÅõÀÚ
  • ½ÃÀå °úÁ¦
    • AR/VR ±â±â »ç¿ë¿¡ µû¸¥ °Ç°­ À§Ç輺

Portre's Five Forces: AR/VR µð½ºÇ÷¹ÀÌ ½ÃÀå °ø·«À» À§ÇÑ Àü·«Àû Åø

Portre's Five Forces ÇÁ·¹ÀÓ¿öÅ©´Â AR/VR µð½ºÇ÷¹ÀÌ ½ÃÀå °æÀï ±¸µµ¸¦ ÀÌÇØÇÏ´Â µ¥ Áß¿äÇÑ ÅøÀÔ´Ï´Ù. Portre's Five Forces ÇÁ·¹ÀÓ¿öÅ©´Â ±â¾÷ÀÇ °æÀï·ÂÀ» Æò°¡Çϰí Àü·«Àû ±âȸ¸¦ ¸ð»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 µð½ºÇ÷¹ÀÌ ½ÃÀåÀÇ ¿ÜºÎ ¿µÇâ·Â ÆÄ¾Ç

¿ÜºÎ °Å½Ã ȯ°æ ¿äÀÎÀº AR/VR µð½ºÇ÷¹ÀÌ 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 µð½ºÇ÷¹ÀÌ ½ÃÀå °æÀï ±¸µµ ÆÄ¾Ç

AR/VR µð½ºÇ÷¹ÀÌ 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 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®À» ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º AR/VR µð½ºÇ÷¹ÀÌ ½ÃÀå¿¡¼­ÀÇ º¥´õ ¼º´É Æò°¡

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º´Â AR/VR µð½ºÇ÷¹ÀÌ 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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  • Augmedics, Inc.
  • AUO Corporation
  • Barco N.V.
  • BOE Technology Group Co., Ltd.
  • Google LLC by Alphabet Inc.
  • Holoeye Photonics AG
  • Innolux Corporation
  • Kopin Corporation
  • Kura Technologies
  • Lenovo Group Limited
  • LG Display Co., Ltd.
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Mojo Vision
  • Raontech
  • Samsung Electronics Co., Ltd.
  • Seiko Epson Corporation
  • Sony Group Corporation
  • STMicroelectronics N.V.
  • TCL Technology Group Corporation
  • TeamViewer
  • Virtual Realities, LLC
  • Vuzix Corporation
  • Wave Optics Limited by Snap
KSA 24.12.05

The AR/VR Display Market was valued at USD 4.20 billion in 2023, expected to reach USD 4.93 billion in 2024, and is projected to grow at a CAGR of 17.99%, to USD 13.37 billion by 2030.

The AR/VR Display market focuses on the technology facilitating augmented and virtual reality experiences through high-resolution, immersive displays, crucial for sectors such as gaming, healthcare, automotive, and education. The necessity for these displays is driven by their ability to offer lifelike interactions, enhance training simulations, and improve user engagement in digital environments. Key applications include immersive gaming experiences, virtual tours in real estate, interactive learning in education, and surgical simulations in healthcare. The end-use scope extends to industries like entertainment, real estate, retail, and defense, who are increasingly adopting AR/VR technology for enhanced user experiences and operational efficiency. Key growth factors include advances in display technologies such as OLED and micro-LED, increasing affordability of AR/VR devices, and rapid development in 5G networks facilitating smoother, more responsive experiences. Potential opportunities lie in emerging markets in Asia-Pacific and increased use cases in enterprise applications, like virtual meetings and remote assistance. Moreover, collaborations between hardware producers and content creators can open new revenue streams by expanding the content ecosystem. However, growth is hampered by challenges such as high device cost, privacy concerns, and technical issues like motion sickness and limited field of view. Overcoming these limitations requires innovation in making devices smaller, more comfortable, and energy-efficient. Continuous research into improving resolution, latency, and user interface, as well as advancements in artificial intelligence for more intuitive interaction, is crucial. The market is fast-paced and highly competitive, demanding industry players to stay agile and responsive to technological shifts and consumer feedback. Integrating AR/VR solutions with Internet of Things (IoT) and AI/ML technologies represents promising innovation avenues to enhance AR/VR applications further and stimulate business growth.

KEY MARKET STATISTICS
Base Year [2023] USD 4.20 billion
Estimated Year [2024] USD 4.93 billion
Forecast Year [2030] USD 13.37 billion
CAGR (%) 17.99%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving AR/VR Display Market

The AR/VR Display 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
    • Increasing Adoption of AR/VR Devices
    • Growing Demand for Head-Mounted Displays (HMDs) and Head-up Displays (HUDs)
    • Integration of Organic Light-Emitting Diode Microdisplays for Augmented Reality/Virtual Reality Applications
  • Market Restraints
    • Complex Manufacturing Process and High Cost Associated with the Device
  • Market Opportunities
    • Advancements and Transformation of the Gaming Industry
    • Noticeable Investments in AR and VR Ecosystem
  • Market Challenges
    • Health Risks Associated With the use of AR/VR Devices

Porter's Five Forces: A Strategic Tool for Navigating the AR/VR Display Market

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

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

A detailed market share analysis in the AR/VR Display 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 Display Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the AR/VR Display 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 Display Market, highlighting leading vendors and their innovative profiles. These include Apple Inc., Augmedics, Inc., AUO Corporation, Barco N.V., BOE Technology Group Co., Ltd., Google LLC by Alphabet Inc., Holoeye Photonics AG, Innolux Corporation, Kopin Corporation, Kura Technologies, Lenovo Group Limited, LG Display Co., Ltd., Magic Leap, Inc., Meta Platforms, Inc., Mojo Vision, Raontech, Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sony Group Corporation, STMicroelectronics N.V., TCL Technology Group Corporation, TeamViewer, Virtual Realities, LLC, Vuzix Corporation, and Wave Optics Limited by Snap.

Market Segmentation & Coverage

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

  • Based on Technology, market is studied across AR and VR.
  • Based on Device, market is studied across HMD, Hologram, HUD, and Projectors.
  • Based on Display Technology, market is studied across DLP, LCD, LCOS, Micro-LED, and OLED.
  • Based on End User, market is studied across Aerospace & Defense, Automotive, Commercial, Consumer, Education, Energy, Enterprise, and Healthcare.
  • Based on Application, market is studied across Advertising & Marketing, Gaming, Maintenance, Manufacturing, Simulation & Training, and Sports & Entertainment.
  • 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. Increasing Adoption of AR/VR Devices
      • 5.1.1.2. Growing Demand for Head-Mounted Displays (HMDs) and Head-up Displays (HUDs)
      • 5.1.1.3. Integration of Organic Light-Emitting Diode Microdisplays for Augmented Reality/Virtual Reality Applications
    • 5.1.2. Restraints
      • 5.1.2.1. Complex Manufacturing Process and High Cost Associated with the Device
    • 5.1.3. Opportunities
      • 5.1.3.1. Advancements and Transformation of the Gaming Industry
      • 5.1.3.2. Noticeable Investments in AR and VR Ecosystem
    • 5.1.4. Challenges
      • 5.1.4.1. Health Risks Associated With the use of AR/VR Devices
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Technology: Exponential adoption of VR technologies built with fully immersive displays
    • 5.2.2. Device: Rising investments in 3D holograms to enhance AR/VR technology
    • 5.2.3. Display Technology: Improved image quality of liquid crystal displays for AR/VR applications
    • 5.2.4. End-User: Extensive utility of AR/VR displays in aerospace & defense industries
  • 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
  • 5.5. Client Customization

6. AR/VR Display Market, by Technology

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

7. AR/VR Display Market, by Device

  • 7.1. Introduction
  • 7.2. HMD
  • 7.3. Hologram
  • 7.4. HUD
  • 7.5. Projectors

8. AR/VR Display Market, by Display Technology

  • 8.1. Introduction
  • 8.2. DLP
  • 8.3. LCD
  • 8.4. LCOS
  • 8.5. Micro-LED
  • 8.6. OLED

9. AR/VR Display Market, by End User

  • 9.1. Introduction
  • 9.2. Aerospace & Defense
  • 9.3. Automotive
  • 9.4. Commercial
  • 9.5. Consumer
  • 9.6. Education
  • 9.7. Energy
  • 9.8. Enterprise
  • 9.9. Healthcare

10. AR/VR Display Market, by Application

  • 10.1. Introduction
  • 10.2. Advertising & Marketing
  • 10.3. Gaming
  • 10.4. Maintenance
  • 10.5. Manufacturing
  • 10.6. Simulation & Training
  • 10.7. Sports & Entertainment

11. Americas AR/VR Display 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 Display 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 Display 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. Google LLC and AR startup Magic Leap enter strategic partnership to blend physical and digital worlds in AR/VR displays
    • 14.3.2. Vuzix and Garmin collaborate on next-gen AR displays to revolutionize GPS devices and wearables, enhancing display quality and user experience
    • 14.3.3. OLEDWorks secure USD 8.6 Million to develop high-visibility OLED AR/VR displays for military and consumer markets

Companies Mentioned

  • 1. Apple Inc.
  • 2. Augmedics, Inc.
  • 3. AUO Corporation
  • 4. Barco N.V.
  • 5. BOE Technology Group Co., Ltd.
  • 6. Google LLC by Alphabet Inc.
  • 7. Holoeye Photonics AG
  • 8. Innolux Corporation
  • 9. Kopin Corporation
  • 10. Kura Technologies
  • 11. Lenovo Group Limited
  • 12. LG Display Co., Ltd.
  • 13. Magic Leap, Inc.
  • 14. Meta Platforms, Inc.
  • 15. Mojo Vision
  • 16. Raontech
  • 17. Samsung Electronics Co., Ltd.
  • 18. Seiko Epson Corporation
  • 19. Sony Group Corporation
  • 20. STMicroelectronics N.V.
  • 21. TCL Technology Group Corporation
  • 22. TeamViewer
  • 23. Virtual Realities, LLC
  • 24. Vuzix Corporation
  • 25. Wave Optics Limited by Snap
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