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Augmented Reality Market by Offering (Hardware, Software), Technology (Anchor-Based AR Technology, Marker-Based AR Technology, Markerless AR Technology), Device Type, Application - Global Forecast 2025-2030

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Áõ°­Çö½Ç(AR)Àº Çö½Ç ¼¼°è¿¡ µðÁöÅÐ ÄÁÅÙÃ÷¸¦ ÁßøÇÏ°í »ç¿ëÀÚÀÇ Áö°¢°ú ȯ°æ°úÀÇ »óÈ£ ÀÛ¿ëÀ» °­È­ÇÏ´Â ±â¼úÀ» ¸»ÇÕ´Ï´Ù. ±³À°(ÀÎÅÍ·¢Æ¼ ÇнÀ °æÇè, ¼Ò¸Å(°¡»ó ½ÃÂø ¹× Á¦Ç° ½Ã°¢È­), Á¦Á¶(À¯Áöº¸¼ö ¹× Á¶¸³ °¡À̵å) µî ´Ù¾çÇÑ ¿ëµµ·Î ¸ôÀÔÇü üÇèÀ» Á¦°øÇÏ´Â ´É·Â¿¡ ÀÇÇØ °­Á¶µÇ°í ÀÖ½À´Ï´Ù. ÀÚµ¿ ÀÚµ¿Â÷, ºÎµ¿»ê, °ü±¤ µî ¿©·¯ ¼½ÅÍ¿¡ °ÉÃÄ ÀÖ½À´Ï´Ù. AR ½ÃÀå¿¡ ¿µÇâÀ» ¹ÌÄ¡´Â ÁÖ¿ä ¼ºÀå ¿äÀÎÀ¸·Î´Â ¸ð¹ÙÀÏ ÀåÄ¡ÀÇ º¸±Þ, AR ¼ÒÇÁÆ®¿þ¾î¿Í Çϵå¿þ¾îÀÇ ¹ßÀü, ±â¼ú °³¹ß¿¡ ´ëÇÑ ÅõÀÚ Áõ°¡ µîÀ» µé ¼ö ÀÖ½À´Ï´Ù. ¼Ò¸Å ¶Ç´Â ¸¶ÄÉÆÃ¿¡¼­ °³ÀÎÈ­µÈ °æÇè¿¡ ´ëÇÑ ¼ö¿ä°¡ Áõ°¡Çϰí AR°ú ÀΰøÁö´É°ú IoT¿ÍÀÇ ÅëÇÕÀº ÁÖ¸ñÇÒ ¸¸ÇÑ ½ÃÀå ±âȸÀÔ´Ï´Ù. ±ÇÀå Àü·«ÀÔ´Ï´Ù. ±×·¯³ª ½ÃÀå °³Ã´Àº ³ôÀº °³¹ß ºñ¿ë, µ¥ÀÌÅÍ »ç¿ë ¹× »ç¿ëÀÚ ÃßÀû¿¡ ´ëÇÑ ÇÁ¶óÀ̹ö½Ã¿¡ ´ëÇÑ ¿ì·Á, ±â¼ú¿¡ Èñ¹ÚÇÑ °èÃþ¿¡¼­ ÀϹÝÀûÀÎ ¼ÒºñÀÚ ÀǽÄÀÌ ºÎÁ·ÇÑ µîÀÇ °úÁ¦¿¡ Á÷¸éÇϰí ÀÖ½À´Ï´Ù. °­·ÂÇÑ Çϵå¿þÀÌ A¿Í °í¼Ó ÀÎÅͳÝÀÌ ÇÊ¿äÇϱ⠶§¹®¿¡ °³¹ß µµ»ó Áö¿ª¿¡¼­´Â AR¿¡ ´ëÇÑ ¾×¼¼½º°¡ Á¦Çѵȴٴ Àå¾Ö¹°µµ ÀÖ½À´Ï´Ù. ¼±È£, ÀåÄ¡ ȣȯ¼ºÀ» °­È­ÇÏ´Â °ÍÀÔ´Ï´Ù. °æÀï À¯Áö À̸¦ À§Çؼ­´Â Áö¼ÓÀûÀÎ Çõ½Å°ú Àü·«Àû ÆÄÆ®³Ê½ÊÀÌ ¿ä±¸µË´Ï´Ù.

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±âÁسâ (2023³â) 276¾ï 8,000¸¸ ´Þ·¯
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½ÃÀå ¿ªÇÐ : ºü¸£°Ô ÁøÈ­ÇÏ´Â Áõ°­Çö½Ç ½ÃÀåÀÇ ÁÖ¿ä ½ÃÀå ÀλçÀÌÆ® °ø°³

Áõ°­Çö½Ç½ÃÀåÀº ¼ö¿ä ¹× °ø±ÞÀÇ ¿ªµ¿ÀûÀÎ »óÈ£ÀÛ¿ë¿¡ ÀÇÇØ º¯¸ð¸¦ ÀÌ·ç°í ÀÖ½À´Ï´Ù. ±×¸®°í »õ·Î¿î ºñÁî´Ï½º ±âȸ¸¦ ¾ò±â À§ÇØ Áغñ µÉ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ µ¿ÇâÀ» Á¾ÇÕÀûÀ¸·Î ÆÄ¾ÇÇÔÀ¸·Î½á ±â¾÷Àº Á¤Ä¡Àû, Áö¸®Àû, ±â¼úÀû, »çȸÀû, °æÁ¦Àû ¿µ¿ª¿¡ °ÉÄ£ ´Ù¾çÇÑ ¸®½ºÅ©¸¦ °æ°¨ÇÒ ¼ö ÀÖÀ¸¸ç, ¼ÒºñÀÚ Çൿ°ú ±×°Í Á¦Á¶ ºñ¿ë°ú ±¸¸Å µ¿Çâ¿¡ ¹ÌÄ¡´Â ¿µÇâÀ»º¸´Ù ¸íÈ®ÇÏ°Ô ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù.

  • ½ÃÀå ¼ºÀå ÃËÁø¿äÀÎ
    • ÀÇ·á ºÎ¹®¿¡¼­ Áõ°­Çö½Ç AR ±â¼ú äÅà Ȯ´ë
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    • ARÀ» È®´ë, °¡¼Ó½Ã۱â À§ÇÑ Åë½Å »ç¾÷ÀÚ¿Í AR Á¦Á¶¾÷üÀÇ Áö¼ÓÀûÀÎ Á¦ÈÞ
    • ¿©Çà ¹× °ü±¤, ±³À° ºÎ¹®¿¡¼­ÀÇ AR ±â¼úÀÇ Ã¤¿ë ±ÞÁõ
  • ½ÃÀåÀÇ °úÁ¦
    • ARÀÌ Á¤½Å°Ç°­¿¡ ¹ÌÄ¡´Â Àå±âÀû ¿µÇâ

Porter's Five Forces : Áõ°­Çö½Ç ½ÃÀåÀ» Ž»öÇÏ´Â Àü·« µµ±¸

Porter's Five Forces : ½ÃÀå »óȲ¿¡ ´ëÇÑ °æÀï ±¸µµ¸¦ ÆÄ¾ÇÇÏ´Â Áß¿äÇÑ µµ±¸ÀÔ´Ï´Ù. Porter's Five Forces Framework´Â ±â¾÷ÀÇ °æÀï·ÂÀ» Æò°¡Çϰí Àü·«Àû ±âȸ¸¦ ޱ¸ÇÏ´Â ¸íÈ®ÇÑ ±â¼úÀ» 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®À» ÅëÇØ ±â¾÷Àº ÀÚ»çÀÇ °­Á¡À» Ȱ¿ëÇÏ°í ¾àÁ¡À» ÇØ°áÇϰí ÀáÀçÀûÀÎ °úÁ¦¸¦ ÇÇÇÔÀ¸·Î½á º¸´Ù °­ÀÎÇÑ ½ÃÀå¿¡¼­ÀÇ Æ÷Áö¼Å´×À» È®º¸ÇÒ ¼ö ÀÖ½À´Ï´Ù.

PESTLE ºÐ¼® : Áõ°­Çö½Ç ½ÃÀå¿¡¼­ ¿ÜºÎ ¿µÇâÀ» ÆÄ¾Ç

¿ÜºÎ °Å½Ã ȯ°æ ¿äÀÎÀº Áõ°­Çö½Ç ½ÃÀåÀÇ ¼º°ú ¿ªÇÐÀ» Çü¼ºÇϴµ¥ ¸Å¿ì Áß¿äÇÑ ¿ªÇÒÀ» ÇÕ´Ï´Ù. Á¤Ä¡Àû, °æÁ¦Àû, »çȸÀû, ±â¼úÀû, ¹ýÀû, ȯ°æÀû ¿äÀÎ ºÐ¼®Àº ÀÌ·¯ÇÑ ¿µÇâÀ» Ž»öÇÏ´Â µ¥ ÇÊ¿äÇÑ Á¤º¸¸¦ Á¦°øÇÕ´Ï´Ù. PESTLE ¿äÀÎÀ» Á¶»çÇÔÀ¸·Î½á ±â¾÷Àº ÀáÀçÀûÀÎ À§Çè°ú ±âȸ¸¦ ´õ Àß ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ ºÐ¼®À» ÅëÇØ ±â¾÷Àº ±ÔÁ¦, ¼ÒºñÀÚ ¼±È£, °æÁ¦ µ¿ÇâÀÇ º¯È­¸¦ ¿¹ÃøÇÏ°í ¾ÕÀ¸·Î ¿¹»óµÇ´Â Àû±ØÀûÀÎ ÀÇ»ç °áÁ¤À» ÇÒ Áغñ°¡ °¡´ÉÇÕ´Ï´Ù.

½ÃÀå Á¡À¯À² ºÐ¼® : Áõ°­Çö½Ç ½ÃÀå¿¡¼­ °æÀï ±¸µµ ÆÄ¾Ç

Áõ°­Çö½Ç 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¿© °æÀï Æ÷Áö¼Å´×À» ¹àÈú ¼ö ÀÖ½À´Ï´Ù. ÀÌ ºÐ¼®À» ÅëÇØ ½ÃÀå ÁýÁß, ´ÜÆíÈ­, ÅëÇÕ µ¿ÇâÀ» ¹àÇô³»°í º¥´õµéÀº °æÀïÀÌ Ä¡¿­ÇØÁö´Â °¡¿îµ¥ ÀÚ»çÀÇ ÁöÀ§¸¦ ³ôÀÌ´Â Àü·«Àû ÀÇ»ç °áÁ¤À» ³»¸®´Â µ¥ ÇÊ¿äÇÑ Áö½ÄÀ» ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º : Áõ°­Çö½Ç ½ÃÀå¿¡¼­ °ø±Þ¾÷üÀÇ ¼º´É Æò°¡

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º´Â Áõ°­Çö½Ç ½ÃÀå¿¡¼­ º¥´õ¸¦ Æò°¡ÇÏ´Â Áß¿äÇÑ µµ±¸ÀÔ´Ï´Ù. ÀÌ Çà·ÄÀ» ÅëÇØ ºñÁî´Ï½º Á¶Á÷Àº °ø±Þ¾÷üÀÇ ºñÁî´Ï½º Àü·«°ú Á¦Ç° ¸¸Á·µµ¸¦ ±âÁØÀ¸·Î Æò°¡ÇÏ¿© ¸ñÇ¥¿¡ ¸Â´Â ÃæºÐÇÑ Á¤º¸¸¦ ¹ÙÅÁÀ¸·Î ÀÇ»ç °áÁ¤À» ³»¸± ¼ö ÀÖ½À´Ï´Ù. ³× °¡Áö »çºÐ¸éÀ» ÅëÇØ °ø±Þ¾÷ü¸¦ ¸íÈ®Çϰí Á¤È®ÇÏ°Ô ¼¼ºÐÈ­ÇÏ¿© Àü·« ¸ñÇ¥¿¡ °¡Àå ÀûÇÕÇÑ ÆÄÆ®³Ê ¹× ¼Ö·ç¼ÇÀ» ÆÄ¾ÇÇÒ ¼ö ÀÖ½À´Ï´Ù.

Àü·« ºÐ¼® ¹× Ãßõ : Áõ°­Çö½Ç ½ÃÀå¿¡¼­ ¼º°øÀ» À§ÇÑ ±æÀ» ±×¸®±â

Áõ°­Çö½Ç ½ÃÀåÀÇ Àü·« ºÐ¼®Àº ½ÃÀå¿¡¼­ÀÇ ÇÁ·¹Á𽺠°­È­¸¦ ¸ñÇ¥·Î ÇÏ´Â ±â¾÷¿¡ ÇʼöÀûÀÎ ¿ä¼ÒÀÔ´Ï´Ù. ÀÌ Á¢±Ù¹ýÀ» ÅëÇØ °æÀï ±¸µµ¿¡¼­ °úÁ¦¸¦ ±Øº¹ÇÏ°í »õ·Î¿î ºñÁî´Ï½º ±âȸ¸¦ Ȱ¿ëÇÏ¿© Àå±âÀûÀÎ ¼º°øÀ» °ÅµÑ ¼ö Àִ üÁ¦¸¦ ¸¶·ÃÇÒ ¼ö ÀÖ½À´Ï´Ù.

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

1. ½ÃÀå ħÅõ : ÇöÀç ½ÃÀå ȯ°æÀÇ »ó¼¼ÇÑ °ËÅä, ÁÖ¿ä ±â¾÷ÀÇ ±¤¹üÀ§ÇÑ µ¥ÀÌÅÍ, ½ÃÀå µµ´Þ¹üÀ§ ¹× Àü¹ÝÀûÀÎ ¿µÇâ·ÂÀ» Æò°¡ÇÕ´Ï´Ù.

2. ½ÃÀå °³Ã´µµ : ½ÅÈï ½ÃÀåÀÇ ¼ºÀå ±âȸ¸¦ ÆÄ¾ÇÇϰí, ±âÁ¸ ºÎ¹®¿¡¼­ÀÇ È®Àå °¡´É¼ºÀ» Æò°¡Çϸç, ¹Ì·¡ ¼ºÀåÀ» À§ÇÑ Àü·«Àû ·Îµå¸ÊÀ» ¼³¸íÇÕ´Ï´Ù.

3. ½ÃÀå ´Ù¾çÈ­ : ÃÖ±Ù Á¦Ç° Ãâ½Ã, ¹Ì°³Ã´ Áö¿ª, »ê¾÷ÀÇ ÁÖ¿ä Áøº¸, 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±¹ ½ÂÀÎ, ƯÇã µ¿Çâ, ÁÖ¿ä ±â¾÷ÀÇ ±â¼ú Áøº¸ µîÀ» °ËÁõÇÕ´Ï´Ù.

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

¶ÇÇÑ ÀÌÇØ°ü°èÀÚ°¡ ÃæºÐÇÑ Á¤º¸¸¦ ¾òÀº ÈÄ ÀÇ»ç°áÁ¤ÇÒ ¼ö ÀÖµµ·Ï Áß¿äÇÑ Áú¹®¿¡µµ ´ë´äÇϰí ÀÖ½À´Ï´Ù.

1. ÇöÀç ½ÃÀå ±Ô¸ð¿Í ÇâÈÄ ¼ºÀå ¿¹ÃøÀº?

2. ÃÖ°íÀÇ ÅõÀÚ ±âȸ¸¦ Á¦°øÇÏ´Â Á¦Ç°, Áö¿ªÀº ¾îµðÀԴϱî?

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

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

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

¸ñÂ÷

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Á¦5Àå ½ÃÀå ÀλçÀÌÆ®

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      • ÀÇ·á ºÎ¹®¿¡¼­ÀÇ AR ±â¼úÀÇ Ã¤¿ë È®´ë
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      • Áõ°­Çö½Ç¿¡ ´ëÇÑ ÅõÀÚ Áõ°¡
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      • ¿©Çà ¹× °ü±¤°ú ±³À° ºÎ¹®¿¡¼­ÀÇ AR ±â¼úÀÇ µµÀÔÀÌ ±ÞÁõ
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      • ARÀÌ Á¤½Å°Ç°­¿¡ ¹ÌÄ¡´Â Àå±âÀûÀÎ ¿µÇâ
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  • Porter's Five Forces ºÐ¼®
  • PESTEL ºÐ¼®
    • Á¤Ä¡
    • °æÁ¦
    • »çȸ
    • ±â¼ú
    • ¹ý·ü
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Á¦6Àå Áõ°­Çö½Ç ½ÃÀå : Á¦°ø Á¦Ç°º°

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Á¦7Àå Áõ°­Çö½Ç ½ÃÀå : ±â¼úº°

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  • ¸¶Ä¿ ±â¹Ý AR ±â¼ú
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Á¦8Àå Áõ°­Çö½Ç ½ÃÀå : µð¹ÙÀ̽º À¯Çüº°

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Á¦10Àå ¾Æ¸Þ¸®Ä«ÀÇ Áõ°­Çö½Ç½ÃÀå

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Á¦13Àå °æÀï ±¸µµ

  • ½ÃÀå Á¡À¯À² ºÐ¼®(2023³â)
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±â¾÷ ¸ñ·Ï

  • Apple Inc.
  • Google LLC by Alphabet Inc.
  • Holo-Light GmbH
  • Indus Net Technologies Pvt. Ltd.
  • Infinity Augmented Reality Ltd. by Alibaba Group Holding Limited
  • Juego Studio Private Limited
  • Lenovo Group Limited
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • NEC Corporation
  • Niantic, Inc.
  • Novac Technology Solutions
  • NVIDIA Corporation
  • Proximie Limited
  • PTC Inc.
  • Qualcomm Incorporated
  • Samsung Electronics Co. Ltd.
  • SAP SE
  • Seiko Epson Corporation
  • Sony Corporation
  • TeamViewer Germany GmbH
  • Toshiba Corporation
  • Vuzix Corporation
BJH 24.12.16

The Augmented Reality Market was valued at USD 27.68 billion in 2023, expected to reach USD 34.37 billion in 2024, and is projected to grow at a CAGR of 24.65%, to USD 129.46 billion by 2030.

Augmented Reality (AR) refers to technology that overlays digital content onto the real world, enhancing users' perception and interaction with their environment. The necessity of AR is underscored by its ability to provide immersive experiences across diverse applications such as healthcare (enhanced surgical assistance and medical training), education (interactive learning experiences), retail (virtual try-ons and product visualization), and manufacturing (maintenance and assembly guides). The end-use scope is broad, spanning multiple sectors including entertainment, automotive, real estate, and tourism. Key growth factors influencing the AR market include the proliferation of mobile devices, advancements in AR software and hardware, and increasing investment in technology development. The rise in demand for personalized experiences in retail and marketing, as well as the integration of AR with artificial intelligence and IoT, are notable market opportunities. Investing in augmented reality retail solutions and educational tools are recommended strategies to seize these prospects. However, market growth faces challenges such as high development costs, privacy concerns regarding data use and user tracking, and a general lack of consumer awareness in less tech-savvy populations. An additional hurdle is the need for powerful hardware and high-speed internet, which limits AR accessibility in developing regions. Innovations and research opportunities lie in creating more intuitive user interfaces, improving AR content creation tools, and enhancing device compatibility. Developing solutions that address privacy concerns and reduce production costs will be critical for market penetration. The AR market is dynamic and characterized by rapid technological advancements, demanding continuous innovation and strategic partnerships to maintain competitiveness. Companies aiming for market leadership should focus on use case diversification and collaboration with technology developers to foster robust AR ecosystems.

KEY MARKET STATISTICS
Base Year [2023] USD 27.68 billion
Estimated Year [2024] USD 34.37 billion
Forecast Year [2030] USD 129.46 billion
CAGR (%) 24.65%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Augmented Reality Market

The Augmented 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
    • Growing adoption of augmented reality AR technology in the healthcare sector
    • Rising demand for AR in retail and e-commerce sectors
    • Increasing investment in augmented reality
  • Market Restraints
    • Security and privacy issues associated with AR
  • Market Opportunities
    • Continuous collaboration of telecom players and AR manufacturers to expand and accelerate AR
    • Surge in adoption of AR technology by travel & tourism and education sectors
  • Market Challenges
    • Long term impacts of AR on the mental health

Porter's Five Forces: A Strategic Tool for Navigating the Augmented Reality Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Augmented 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 Augmented Reality Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Augmented 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 Augmented Reality Market

A detailed market share analysis in the Augmented 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 Augmented Reality Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Augmented 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 Augmented Reality Market

A strategic analysis of the Augmented 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 Augmented Reality Market, highlighting leading vendors and their innovative profiles. These include Apple Inc., Google LLC by Alphabet Inc., Holo-Light GmbH, Indus Net Technologies Pvt. Ltd., Infinity Augmented Reality Ltd. by Alibaba Group Holding Limited, Juego Studio Private Limited, Lenovo Group Limited, Magic Leap, Inc., Meta Platforms, Inc., Microsoft Corporation, NEC Corporation, Niantic, Inc., Novac Technology Solutions, NVIDIA Corporation, Proximie Limited, PTC Inc., Qualcomm Incorporated, Samsung Electronics Co., Ltd., SAP SE, Seiko Epson Corporation, Sony Corporation, TeamViewer Germany GmbH, Toshiba Corporation, and Vuzix Corporation.

Market Segmentation & Coverage

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

  • Based on Offering, market is studied across Hardware and Software. The Hardware is further studied across Screenless Viewer, Standalone, and Tethered.
  • Based on Technology, market is studied across Anchor-Based AR Technology, Marker-Based AR Technology, and Markerless AR Technology.
  • Based on Device Type, market is studied across Head-Mounted Displays and Head-Up Display.
  • Based on Application, market is studied across Aerospace & Defense, Automotive, Commercial, Energy, Gaming, Healthcare, and Retail & Marketing.
  • 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. Growing adoption of augmented reality AR technology in the healthcare sector
      • 5.1.1.2. Rising demand for AR in retail and e-commerce sectors
      • 5.1.1.3. Increasing investment in augmented reality
    • 5.1.2. Restraints
      • 5.1.2.1. Security and privacy issues associated with AR
    • 5.1.3. Opportunities
      • 5.1.3.1. Continuous collaboration of telecom players and AR manufacturers to expand and accelerate AR
      • 5.1.3.2. Surge in adoption of AR technology by travel & tourism and education sectors
    • 5.1.4. Challenges
      • 5.1.4.1. Long term impacts of AR on the mental health
  • 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. Augmented Reality Market, by Offering

  • 6.1. Introduction
  • 6.2. Hardware
    • 6.2.1. Screenless Viewer
    • 6.2.2. Standalone
    • 6.2.3. Tethered
  • 6.3. Software

7. Augmented Reality Market, by Technology

  • 7.1. Introduction
  • 7.2. Anchor-Based AR Technology
  • 7.3. Marker-Based AR Technology
  • 7.4. Markerless AR Technology

8. Augmented Reality Market, by Device Type

  • 8.1. Introduction
  • 8.2. Head-Mounted Displays
  • 8.3. Head-Up Display

9. Augmented Reality Market, by Application

  • 9.1. Introduction
  • 9.2. Aerospace & Defense
  • 9.3. Automotive
  • 9.4. Commercial
  • 9.5. Energy
  • 9.6. Gaming
  • 9.7. Healthcare
  • 9.8. Retail & Marketing

10. Americas Augmented Reality Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific Augmented Reality Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

12. Europe, Middle East & Africa Augmented Reality Market

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2023
  • 13.2. FPNV Positioning Matrix, 2023
  • 13.3. Competitive Scenario Analysis
  • 13.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Apple Inc.
  • 2. Google LLC by Alphabet Inc.
  • 3. Holo-Light GmbH
  • 4. Indus Net Technologies Pvt. Ltd.
  • 5. Infinity Augmented Reality Ltd. by Alibaba Group Holding Limited
  • 6. Juego Studio Private Limited
  • 7. Lenovo Group Limited
  • 8. Magic Leap, Inc.
  • 9. Meta Platforms, Inc.
  • 10. Microsoft Corporation
  • 11. NEC Corporation
  • 12. Niantic, Inc.
  • 13. Novac Technology Solutions
  • 14. NVIDIA Corporation
  • 15. Proximie Limited
  • 16. PTC Inc.
  • 17. Qualcomm Incorporated
  • 18. Samsung Electronics Co., Ltd.
  • 19. SAP SE
  • 20. Seiko Epson Corporation
  • 21. Sony Corporation
  • 22. TeamViewer Germany GmbH
  • 23. Toshiba Corporation
  • 24. Vuzix Corporation
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