시장보고서
상품코드
1690025

가상현실 시장 규모, 점유율, 성장 분석 : 제공별, 디바이스 유형별, 기술별, 용도별, 지역별 - 산업 예측(2025-2032년)

Virtual Reality Market Size, Share, and Growth Analysis, By Offering (Hardware, Software), By Device Type (Head-Mounted Displays, Gesture-Tracking Devices), By Technology, By Application, By Region - Industry Forecast 2025-2032

발행일: | 리서치사: SkyQuest | 페이지 정보: 영문 270 Pages | 배송안내 : 3-5일 (영업일 기준)

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 가상현실 시장 규모는 2023년에 153억 달러에 달하며, 예측 기간(2025-2032년)의 CAGR은 23.0%로, 2024년 188억 2,000만 달러에서 2032년에는 985억 9,000만 달러로 성장할 전망입니다.

가상현실 시장은 급속한 기술 발전과 엔터테인먼트 및 게임 분야에서의 채택 증가에 힘입어 크게 성장하고 있습니다. 향상된 몰입감, 뛰어난 그래픽, 첨단 하드웨어 및 모션 컨트롤러의 개발은 그 어느 때보다 소비자를 끌어들이고 있습니다. 그러나 고품질 VR 소프트웨어와 하드웨어의 초기 비용이 비싸기 때문에 기업이나 개인에게 널리 보급되기에는 어려움이 있습니다. 또한 좁은 시야, 멀미, 낮은 해상도 등의 문제는 사용자 경험에 부정적인 영향을 미칠 수 있습니다. 이러한 장애물에도 불구하고 특히 소비자 용도의 확대와 헬스케어 산업에서의 사용 확대 등 기회는 풍부합니다. 시장이 성숙해짐에 따라 기존 장벽을 극복하는 것이 VR의 보급과 혁신에 있으며, 매우 중요해질 것입니다.

목차

서론

  • 조사의 목적
  • 조사 범위
  • 정의

조사 방법

  • 정보 조달
  • 2차와 1차 데이터 방법
  • 시장 규모 예측
  • 시장의 전제조건과 제한

개요

  • 세계 시장 전망
  • 공급과 수요 동향 분석
  • 부문별 기회 분석

시장 역학과 전망

  • 시장 개요
  • 시장 규모
  • 시장 역학
    • 촉진요인과 기회
    • 억제요인과 과제
  • Porter의 산업 분석

주요 시장 인사이트

  • 주요 성공 요인
  • 경쟁의 정도
  • 주요 투자 기회
  • 시장 에코시스템
  • 시장의 매력 지수(2024년)
  • PESTEL 분석
  • 거시경제 지표
  • 밸류체인 분석
  • 가격 분석
  • 기술 분석
  • 사례 연구
  • 고객과 구매 기준 분석
  • 무역 분석
  • 특허 분석

가상현실 시장 규모 : 제공별 & CAGR(2025-2032)

  • 시장 개요
  • 하드웨어
    • 센서
    • 가속도계
    • 자이로스코프
    • 자력계
    • 근접 센서
    • 반도체 부품
    • 컨트롤러와 프로세서
    • 집적회로
    • 디스플레이와 프로젝터
    • 위치 트래커
    • 카메라
    • 기타 컴포넌트
  • 소프트웨어
    • SDKS
    • 클라우드 기반 서비스

가상현실 시장 규모 : 디바이스 유형별 & CAGR(2025-2032)

  • 시장 개요
  • 헤드 마운트 디스플레이(HMD)
  • 제스처 추적 디바이스
    • 데이터 글러브
    • 기타 제스처 트래킹 디바이스
  • 프로젝터와 디스플레이 월

가상현실 시장 규모 : 기술별 & CAGR(2025-2032)

  • 시장 개요
  • 비몰입형 테크놀러지
  • 반몰입형 및 완전 몰입형 테크놀러지

가상현실 시장 규모 : 용도별 & CAGR(2025-2032)

  • 시장 개요
  • 소비자
    • 게임과 엔터테인먼트
    • 스포츠
  • 상업용
    • 소매업과 E-Commerce
    • 교육과 트레이닝
    • 여행과 관광
    • 광고
  • 기업(제조업)
  • 헬스케어
    • 수술
    • 환자 케어 관리
    • 피트니스 관리
    • 약국 경영
    • 의료 연수와 교육
  • 항공우주 및 방위
  • 기타 용도
    • 자동차
    • 부동산(아키텍처·건축 설계)
    • 지리공간 마이닝

가상현실 시장 규모 : 지역별 & CAGR(2025-2032)

  • 북미
    • 미국
    • 캐나다
  • 유럽
    • 독일
    • 스페인
    • 프랑스
    • 영국
    • 이탈리아
    • 기타 유럽 지역
  • 아시아태평양
    • 중국
    • 인도
    • 일본
    • 한국
    • 기타 아시아태평양
  • 라틴아메리카
    • 브라질
    • 기타 라틴아메리카 지역
  • 중동 및 아프리카
    • GCC 국가
    • 남아프리카공화국
    • 기타 중동 및 아프리카

경쟁 정보

  • 상위 5사의 비교
  • 주요 기업의 시장 포지셔닝(2024년)
  • 주요 시장 기업이 채택한 전략
  • 최근 시장 동향
  • 기업의 시장 점유율 분석(2024년)
  • 주요 기업의 기업 개요
    • 기업의 상세
    • 제품 포트폴리오 분석
    • 기업의 부문별 점유율 분석
    • 매출의 전년대비 비교(2022-2024)

주요 기업 개요

  • Apple(United States)
  • Microsoft(United States)
  • Samsung Electronics(South Korea)
  • Unity(United States)
  • General Motors(United States)
  • Qualcomm(United States)
  • Transfr(United States)
  • Vicarious Surgical(United States)
  • Sandbox VR(United States)
  • Dreamscape(United States)
  • Meta(United States)
  • Applied VR(United States)
  • Wevr(United States)
  • LiveLike(United States)
  • Subvrsive(United States)
  • Virtuix Omni(United States)
  • Bigscreen(United States)
  • Framestore(United Kingdom)
  • Meow Wolf(United States)
  • WorldViz(United States)

결론과 제안

KSA 25.04.29

Global Virtual Reality Market size was valued at USD 15.3 billion in 2023 and is poised to grow from USD 18.82 billion in 2024 to USD 98.59 billion by 2032, growing at a CAGR of 23.0% during the forecast period (2025-2032).

The virtual reality market is experiencing significant growth, fueled by rapid technological advancements and heightened adoption within the entertainment and gaming sectors. Enhanced realism, superior graphics, and the development of advanced hardware and motion controllers are attracting consumers more than ever. However, high initial costs for quality VR software and hardware pose challenges for broader adoption among businesses and individuals. Additionally, concerns such as limited field of view, motion sickness, and low resolution can negatively impact the user experience. Despite these hurdles, opportunities abound, particularly with expanding consumer applications and increased utilization in the healthcare industry. As the market matures, overcoming existing barriers will be crucial for widespread VR acceptance and innovation.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Virtual Reality market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Virtual Reality Market Segments Analysis

Global Virtual Reality Market is segmented by Offering, Device Type, Technology, Application and region. Based on Offering, the market is segmented into Hardware and Software. Based on Device Type, the market is segmented into Head-Mounted Displays, Gesture-Tracking Devices and Projectors & Display Walls. Based on Technology, the market is segmented into Non-Immersive Technology and Semi-Immersive and Fully Immersive Technology. Based on Application, the market is segmented into Consumers, Commercial, Enterprises (Manufacturing), Healthcare, Aerospace & Defense and Other Applications. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Virtual Reality Market

The global virtual reality market is significantly driven by its increasing application in various sectors such as training, education, architecture, and real estate. As organizations recognize the immersive potential of virtual reality to enhance learning experiences and provide realistic simulations, its adoption is rapidly expanding. In the education sector, VR is revolutionizing traditional teaching methods by allowing students to engage with content in a more interactive manner. Meanwhile, in architecture and real estate, VR enables clients to visualize projects and spaces before they are built, thereby streamlining decision-making processes. This rising trend showcases the transformative impact of virtual reality across multiple industries.

Restraints in the Global Virtual Reality Market

One of the significant challenges facing the Global Virtual Reality market is the high cost associated with vegan products. These premium-priced offerings can hinder widespread adoption and accessibility, limiting their appeal to a broader consumer base. As consumers increasingly seek environmentally friendly and ethical alternatives, the financial barrier posed by high-priced vegan items can deter potential buyers, impacting overall market growth. Addressing this issue will be crucial for companies looking to expand their reach and foster inclusivity within the market. By finding ways to reduce costs without compromising quality, businesses can attract a larger audience and enhance their competitive edge.

Market Trends of the Global Virtual Reality Market

The Global Virtual Reality market is increasingly driven by the rise of social virtual reality experiences, which have garnered significant attention in recent years. As users seek greater connectivity, these platforms allow individuals to interact in shared virtual spaces, transcending geographical barriers. With advancements in VR software and hardware, the potential for more immersive and realistic social interactions is set to expand significantly. This trend indicates a shift towards enhanced community-building in virtual environments, making social VR a prominent focus for developers and investors alike, as it aligns with the growing demand for innovative communication solutions in a digitally connected world.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technology Analysis
  • Case Studies
  • Customer And Buying Criteria Analysis
  • Trade Analysis
  • Patent Analysis

Global Virtual Reality Market Size by Offering & CAGR (2025-2032)

  • Market Overview
  • Hardware
    • Sensors
    • Accelerometers
    • Gyroscopes
    • Magnetometers
    • Proximity sensors
    • Semiconductor Components
    • Controllers & processors
    • Integrated circuits
    • Display & Projectors
    • Position Trackers
    • Cameras
    • Other Components
  • Software
    • SDKS
    • Cloud-Based Services

Global Virtual Reality Market Size by Device Type & CAGR (2025-2032)

  • Market Overview
  • Head-Mounted Displays
  • Gesture-Tracking Devices
    • Data Gloves
    • Other Gesture-Tracking Devices
  • Projectors & Display Walls

Global Virtual Reality Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Non-Immersive Technology
  • Semi-Immersive and Fully Immersive Technology

Global Virtual Reality Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Consumers
    • Gaming & Entertainment
    • Sports
  • Commercial
    • Retail & Ecommerce
    • Education & Training
    • Travel & Tourism
    • Advertising
  • Enterprises (Manufacturing)
  • Healthcare
    • Surgery
    • Patient Care Management
    • Fitness Management
    • Pharmacy Management
    • Medical Training & Education
  • Aerospace & Defense
  • Other Applications
    • Automotive
    • Real Estate (Architecture & Building Design)
    • Geospatial Mining

Global Virtual Reality Market Size & CAGR (2025-2032)

  • North America (Offering, Device Type, Technology, Application)
    • US
    • Canada
  • Europe (Offering, Device Type, Technology, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Offering, Device Type, Technology, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Offering, Device Type, Technology, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Offering, Device Type, Technology, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Apple (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • General Motors (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Qualcomm (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Transfr (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vicarious Surgical (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sandbox VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dreamscape (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Applied VR (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wevr (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LiveLike (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Subvrsive (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Virtuix Omni (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bigscreen (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Framestore (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meow Wolf (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WorldViz (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations

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