½ÃÀ庸°í¼­
»óǰÄÚµå
1383412

¼¼°èÀÇ ¸ôÀÔÇü ±â¼ú ½ÃÀå ¿¹Ãø(-2030³â) : ±¸¼º¿ä¼Òº°, ±â¼úº°, ¿ëµµº°, ÃÖÁ¾»ç¿ëÀÚº°, Áö¿ªº° ºÐ¼®

Immersive Technology Market Forecasts to 2030 - Global Analysis By Component, Technology (Mixed Reality, Virtual Reality, Augmented Reality, 360 Film and Other Technologies), Application, End User and By Geography

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: Stratistics Market Research Consulting | ÆäÀÌÁö Á¤º¸: ¿µ¹® 200+ Pages | ¹è¼Û¾È³» : 2-3ÀÏ (¿µ¾÷ÀÏ ±âÁØ)

    
    
    



¡Ø º» »óǰÀº ¿µ¹® ÀÚ·á·Î Çѱ۰ú ¿µ¹® ¸ñÂ÷¿¡ ºÒÀÏÄ¡ÇÏ´Â ³»¿ëÀÌ ÀÖÀ» °æ¿ì ¿µ¹®À» ¿ì¼±ÇÕ´Ï´Ù. Á¤È®ÇÑ °ËÅ並 À§ÇØ ¿µ¹® ¸ñÂ÷¸¦ Âü°íÇØÁֽñ⠹ٶø´Ï´Ù.

Stratistics MRC¿¡ µû¸£¸é, ¼¼°è ¸ôÀÔÇü ±â¼ú ½ÃÀåÀº 2023³â 31¾ï 9,960¸¸ ´Þ·¯¿¡ À̸£°í, ¿¹Ãø ±â°£ µ¿¾È 20.46%ÀÇ CAGR·Î ¼ºÀåÇÏ¿© 2030³â 1,176¾ï 2,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

¸ôÀÔÇü ±â¼úÀ̶ó°í ºÒ¸®´Â ºÐ¼® ±â¼úÀÇ ÀÏÁ¾À¸·Î, 360µµ °ø°£À» Ȱ¿ëÇØ °æÇèÀ» È®ÀåÇϰųª ¿ÏÀüÈ÷ »õ·Î¿î ȯ°æÀ» ¸¸µé¾î³À´Ï´Ù. µð¹ÙÀ̽º ³×Æ®¿öÅ©ÀÇ ÄÁÅÙÃ÷¸¦ ¾î¶² °¢µµ¿¡¼­µç º¼ ¼ö ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ¸ôÀÔÇü ±â¼úÀ» ÅëÇØ »ç¿ëÀÚ È¯°æ¿¡ µðÁöÅÐ ºñÁÖ¾óÀ» °ãÃļ­ Çö½ÇÀûÀÎ °æÇèÀ» Çâ»ó½Ãų ¼ö ÀÖ½À´Ï´Ù. ¿ÜºÎ ¼¼°è¿Í ¿ÏÀüÈ÷ °Ý¸®µÇ¾î ÀüÀÚ ¸Åü¿¡ ¸ôÀÔÇÏ´Â °ÍÀº °í°´¿¡°Ô »õ·Î¿î Çö½ÇÀ» ¸¸µé¾î ÁÝ´Ï´Ù.

°¡Æ®³ÊÀÇ 2020³â º¸°í¼­¿¡ µû¸£¸é, ¸ôÀÔÇü °æÇèÀº Àΰ£ÀÇ ´É·ÂÀ» ÁõÆø½Ãų ¼ö ÀÖ´Â »õ·Î¿î ¸ðµ¨°ú ÇÁ·Î¼¼½º¸¦ ÅëÇØ ÀÌ ºÐ¾ß¸¦ ±Ùº»ÀûÀ¸·Î º¯È­½Ãų ¼ö ÀÖ´Â ÀáÀç·ÂÀ» °¡Áø ±â¼ú Æ®·»µåÀÔ´Ï´Ù.

¸ôÀÔÇü °ÔÀÓ ¹× ¿£ÅÍÅ×ÀÎ¸ÕÆ®

¸ôÀÔÇü ±â¼úÀº ¿£ÅÍÅ×ÀÎ¸ÕÆ® »ê¾÷¿¡¼­ À§Ä¡ ±â¹Ý ¿£ÅÍÅ×ÀÎ¸ÕÆ® °æÇèÀ¸·Î ¹ßÀüÇϰí ÀÖÀ¸¸ç, VR°ú ARÀº Å׸¶ÆÄÅ©¿Í ¿£ÅÍÅ×ÀÎ¸ÕÆ® ½Ã¼³ÀÇ ¾îÆ®·¢¼Ç¿¡ ÅëÇÕµÇ¾î °í°´¿¡°Ô µ¶Æ¯ÇÑ °æÇèÀ» Á¦°øÇÕ´Ï´Ù. ¶ÇÇÑ, e½ºÆ÷Ã÷°¡ VRÀ» äÅÃÇϸ鼭 °¡»ó ȯ°æ¿¡¼­ °æÀïÇÏ´Â °ÔÀÓ¿¡µµ »õ·Î¿î ±âȸ°¡ »ý°å½À´Ï´Ù. ´Ù¾çÇÑ VR Çìµå¼ÂÀ» »ç¿ëÇÏ´Â ±â¾÷ÀÌ µ¿ÀÏÇÑ °¡»ó ȯ°æ¿¡¼­ ¼ÒÅëÇÒ ¼ö ÀÖ´Â Å©·Î½º Ç÷§Æû °ÔÀÌ¹Ö Áõ°¡´Â ÀÌ·¯ÇÑ ¼ºÀåÀÇ ¶Ç ´Ù¸¥ ÁöÇ¥ÀÔ´Ï´Ù.

³ôÀº °¡°ÝºÎÅÍ ½ÃÀÛ

¸ôÀÔÇü ±â¼ú ½ÃÀå ÁøÀÔÀ» °¡·Î¸·´Â °¡Àå Å« À庮 Áß Çϳª´Â ¹Ù·Î ÁøÀÔ ºñ¿ëÀÔ´Ï´Ù. ƯÈ÷ ¼ÒºñÀÚ¿Í Áß¼Ò±â¾÷ÀÇ °æ¿ì, °íǰÁú VR Çìµå¼Â°ú AR ±â±â µµÀÔÀº ºñ¿ë ¶§¹®¿¡ Á¦¾àÀÌ µÉ ¼ö ÀÖ½À´Ï´Ù. ¶ÇÇÑ, Çϵå¿þ¾î»Ó¸¸ ¾Æ´Ï¶ó ¼ÒÇÁÆ®¿þ¾î ¹× ¾×¼¼¼­¸® ¾÷±×·¹À̵忡µµ Ãß°¡ ºñ¿ëÀÌ ¹ß»ýÇÕ´Ï´Ù. ¸¹Àº ÀáÀçÀû »ç¿ëÀÚµéÀÌ ÀÌ·¯ÇÑ ³ôÀº Ãʱ⠺ñ¿ë¿¡ ÁÖÀúÇÒ ¼ö ÀÖÀ¸¸ç, ƯÈ÷ °¡°Ý¿¡ ¹Î°¨ÇÑ ½ÃÀå¿¡¼­´Â ½ÃÀå È®´ë°¡ Áö¿¬µÉ ¼ö ÀÖ½À´Ï´Ù.

Çϵå¿þ¾îÀÇ ±â¼ú¹ßÀü

µð½ºÇ÷¹ÀÌ, ±×·¡ÇÈ ÇÁ·Î¼¼¼­, ¸ð¼Ç Æ®·¡Å· ¼¾¼­»Ó¸¸ ¾Æ´Ï¶ó ¸ôÀÔÇü ±â¼úÀÇ Çϵå¿þ¾îµµ ¹ßÀüÇϰí ÀÖ½À´Ï´Ù. VR Çìµå¼ÂÀÇ Àå½Ã°£ »ç¿ë ½Ã Æí¾ÈÇÔÀ» °³¼±Çϱâ À§ÇØ Á¦Á¶¾÷üµéÀº ¹«°Ô, ÀÎü°øÇÐ, ¹èÅ͸® ¼ö¸íÀÇ ÇѰ迡 µµÀüÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ, Ã˰¢ Çǵå¹é ¹× ±â¼ú ¹ßÀüÀ¸·Î »ç¿ëÀÚ´Â °¡»ó ȯ°æ¿¡¼­ ½Åü °¨°¢À» °æÇèÇÒ ¼ö ÀÖ°Ô µÇ¾î ¸ôÀÔ°¨ÀÌ Çâ»óµÇ°í ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Çϵå¿þ¾îÀÇ ¹ßÀüÀº µ¶¸³Çü VR ¹× AR ÀåÄ¡¸¦ °¡´ÉÇÏ°Ô ÇÔÀ¸·Î½á ¿ÜºÎ ÄÄÇ»Åͳª ÄܼÖÀÇ Çʿ伺À» °¨¼Ò½Ã۰í ÀÖ½À´Ï´Ù.

µ¥ÀÌÅÍ º¸¾È ¹× °³ÀÎÁ¤º¸ º¸È£¿¡ ´ëÇÑ ¿ì·Á

¸ôÀÔÇü ±â¼ú ±â±â³ª ¿ëµµÀÌ ¼öÁýÇÑ °³ÀÎ µ¥ÀÌÅÍ¿Í »ýü Á¤º¸´Â ¾Ç¿ëµÉ °¡´É¼ºÀÌ ÀÖ¾î ÇÁ¶óÀ̹ö½Ã ¹®Á¦°¡ ¹ß»ýÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ±â¼úµéÀÌ ¼öÁýÇÏ´Â °³ÀÎ µ¥ÀÌÅÍ´Â »ó´ç·®À̱⠶§¹®¿¡ µ¥ÀÌÅÍ ¾Ç¿ë, Ä§ÇØ, ¹«´Ü ¾×¼¼½ºÀÇ À§ÇèÀÌ ³ô¾ÆÁý´Ï´Ù. ±×·¯³ª ÀÌ·¯ÇÑ ¿ì·Á¸¦ ÇØ¼ÒÇÏ°í »ç¿ëÀÚÀÇ ½Å·Ú¸¦ À¯ÁöÇϱâ À§Çؼ­´Â ´õ °­·ÂÇÑ ¾Ïȣȭ, ´õ °³¹æÀûÀÎ µ¥ÀÌÅÍ Á¤Ã¥, ´õ ¾ö°ÝÇÑ Á¤Ã¥ÀÌ ÇÊ¿äÇÕ´Ï´Ù.

COVID-19ÀÇ ¿µÇâ :

¸ôÀÔÇü ±â¼ú ½ÃÀåÀº Äڷγª19ÀÇ À¯ÇàÀ¸·Î ÀÎÇØ º¹ÀâÇÑ ¿µÇâÀ» ¹Þ¾Ò½À´Ï´Ù. óÀ½¿¡´Â ¼ÒºñÀÚ ÁöÃâ °¨¼Ò¿Í °ø±Þ¸Á È¥¶õÀ¸·Î ÀÎÇØ ½ÃÀå¿¡ ¹®Á¦°¡ ¹ß»ýÇß½À´Ï´Ù. ±×·³¿¡µµ ºÒ±¸ÇÏ°í ¿ø°Ý ÀÇ·á, °¡»ó À̺¥Æ®, ¿ø°Ý ±Ù¹« ¹× ¿ø°Ý ÇнÀ¿¡ ´ëÇÑ ¸ôÀÔÇü ±â¼úÀÇ Ã¤ÅÃÀº Àü¿°º´¿¡ ÀÇÇØ ÃËÁøµÇ¾ú½À´Ï´Ù. ¶ÇÇÑ, ÀÌ·¯ÇÑ ºÐ¾ß¿¡¼­ ¸ôÀÔÇü ¼Ö·ç¼Ç¿¡ ´ëÇÑ ¼ö¿ä°¡ Áõ°¡Çϸ鼭 ÅõÀÚ¿Í Çõ½ÅÀÌ È°¹ßÇØÁ® Áö¼ÓÀûÀÎ È®ÀåÀ» À§ÇÑ ±â¹ÝÀÌ ¸¶·ÃµÇ¾ú½À´Ï´Ù. ¼¼°è º¸°Ç À§±â´Â Áö¸®ÀûÀ¸·Î ¸Ö¸® ¶³¾îÁ® ÀÖ°í °í¸³µÈ ¼¼°èÀÇ Àå¾Ö¹°À» ¿ÏÈ­ÇÏ´Â ¸ôÀÔÇü ±â¼úÀÇ Á߿伺À» °­Á¶Çϰí, ´Ù¾çÇÑ »ê¾÷¿¡¼­ Ȱ¿ëµÉ ¼ö ÀÖ´Â »õ·Î¿î Àü¸ÁÀ» Á¦½ÃÇß½À´Ï´Ù.

±³À° ¹× ÇнÀ ºÐ¾ß°¡ ¿¹Ãø ±â°£ µ¿¾È °¡Àå Å« ºñÁßÀ» Â÷ÁöÇÒ °ÍÀ¸·Î ¿¹»óµÊ

±³À° ¹× ÇнÀ ºÐ¾ß°¡ °¡Àå Å« ½ÃÀå Á¡À¯À²À» Â÷ÁöÇϰí ÀÖ½À´Ï´Ù. Àü¹® ±â¼ú °³¹ß, ±â¾÷ ±³À°, ±³À° ±â°ü µî ´Ù¾çÇÑ ºÐ¾ß¿¡ Ȱ¿ëµÇ°í ÀÖ½À´Ï´Ù. ±³À° ¹× ÇнÀ ¾÷°è¿¡¼­´Â °¡»óÇö½Ç(VR), Áõ°­Çö½Ç(AR) µî ¸ôÀÔÇü ±â¼úÀÇ »ç¿ëÀÌ ´«¿¡ ¶ç°Ô Áõ°¡Çϰí ÀÖÀ¸¸ç, ¿ªµ¿ÀûÀÌ°í ¸ÅȤÀûÀÎ °æÇèÀ» Á¦°øÇÔÀ¸·Î½á Áö½ÄÀÇ Á¤Âø°ú ±â¼ú °³¹ßÀ» Çâ»ó½Ã۰í ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ¸ôÀÔÇü ±â¼úÀº ÀÇ·á ±³À°, ±³À° ½Ã¹Ä·¹À̼Ç, °¡»ó ±³½Ç, Á÷¾÷ ±â¼ú °³¹ß µîÀÇ ¿ëµµ¸¦ Æ÷°ýÇÏ´Â Áß¿äÇÏ°í ¼ºÀåÇÏ´Â ½ÃÀå Æ´»õ ½ÃÀåÀÔ´Ï´Ù.

ÇコÄÉ¾î ºÐ¾ß´Â ¿¹Ãø ±â°£ µ¿¾È °¡Àå ³ôÀº CAGRÀ» ³ªÅ¸³¾ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

ÇコÄÉ¾î »ê¾÷ÀÇ CAGRÀÌ °¡Àå ³ô½À´Ï´Ù. ¸ôÀÔÇü ±â¼úÀº ȯÀÚ Ä¡·á, ÀÇ·á ±³À° ¹× ¿ø°Ý ÀÇ·á¿¡ Çõ¸íÀ» ÀÏÀ¸Ä×½À´Ï´Ù. ÀÌ ±â¼úÀÇ ¿¹·Î´Â °¡»óÇö½Ç(VR)°ú Áõ°­Çö½Ç(AR)ÀÌ ÀÖ½À´Ï´Ù. ¸ôÀÔÇü ±â¼úÀº ÀÇ·á »ê¾÷¿¡¼­ ¿ø°Ý ÀÇ·á »ó´ã, ÅëÁõ °ü¸®, ¼ö¼ú ½Ã¹Ä·¹À̼Ç, Ä¡·á °³ÀÔ µî¿¡ ³Î¸® »ç¿ëµÇ°í ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ÇコÄÉ¾î ºÎ¹®Àº ȯÀÚ Áß½ÉÀÇ Ä¡·á, Àú·ÅÇÑ °¡°ÝÀÇ ±³À°, ÀÇ·á ¹ßÀüÀÇ Á߿伺À» °­Á¶Çϸ鼭 ¸ôÀÔÇü ±â¼ú ½ÃÀåÀÇ Çõ½Å°ú ¼ºÀå¿¡ Áß¿äÇÑ ºÐ¾ß°¡ µÇ°í ÀÖ½À´Ï´Ù.

ÃÖ´ë Á¡À¯À²À» °¡Áø Áö¿ª

ºÏ¹Ì´Â ¸ôÀÔÇü ±â¼úÀÇ Ã¤Åðú ¹ßÀüÀ¸·Î ÀÎÇØ ½ÃÀå¿¡¼­ °¡Àå Å« Á¡À¯À²À» Â÷ÁöÇϰí ÀÖ½À´Ï´Ù. ÀÌ Áö¿ªÀº R&D¿¡ ´ëÇÑ ÅõÀÚ°¡ Ȱ¹ßÇϰí, ÷´Ü ±â¼ú ±â¾÷ »ýŰ谡 Ȱ¹ßÇϸç, VR ¹× AR ½ºÅ¸Æ®¾÷ÀÌ ¸¹½À´Ï´Ù. ÁÖ¿ä »ê¾÷ ±â¾÷, ÀÇ·á, ±³À°, °ÔÀÓ, ±â¾÷ µî ´Ù¾çÇÑ »ê¾÷¿¡¼­ÀÇ ±¤¹üÀ§ÇÑ ÀÀ¿ë, ±â¼ú¿¡ Á¤ÅëÇÑ °í°´ ±â¹Ý µîÀÌ ÀÌ Áö¿ªÀÇ Áö¹èÀû ÁöÀ§¿¡ ±â¿©Çϰí ÀÖ½À´Ï´Ù.

CAGRÀÌ °¡Àå ³ôÀº Áö¿ª :

¸ôÀÔÇü ±â¼ú ½ÃÀåÀº ¾Æ½Ã¾ÆÅÂÆò¾ç¿¡¼­ °¡Àå ³ôÀº CAGRÀ» º¸À̰í ÀÖ½À´Ï´Ù. ÀÌ Áö¿ªÀÇ ³ôÀº Àα¸¿Í ³ôÀº ±â¼ú ¹®ÇØ·Â, ÷´Ü ±â¼ú¿¡ ´ëÇÑ ÅõÀÚ Áõ°¡, Á¦Á¶, °ÔÀÓ, ±³À° µî ´Ù¾çÇÑ ºÐ¾ß¿¡¼­ ¸ôÀÔÇü ¼Ö·ç¼ÇÀÌ Ã¤Åõǰí ÀÖ´Â °ÍÀÌ ÀÌ Áö¿ªÀÇ ºü¸¥ ¼ºÀå¿¡ ±â¿©Çϰí ÀÖ½À´Ï´Ù. Áß±¹, ÀϺ», Çѱ¹ µî ¾Æ½Ã¾ÆÅÂÆò¾çÀÌ ¸ôÀÔÇü ±â¼ú Çõ½ÅÀ» ÁÖµµÇϰí ÀÖ°í, ÀÌ Áö¿ªÀÇ Áß»êÃþÀÌ ºü¸£°Ô ¼ºÀåÇϸ鼭 ¸ôÀÔÇü °æÇè¿¡ ´ëÇÑ ¼ö¿ä°¡ Áõ°¡ÇÔ¿¡ µû¶ó ÀÌ ½ÃÀåÀº ÇâÈÄ ¸î ³âµ¿¾È Å©°Ô ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

¹«·á ¸ÂÃãÇü ¼­ºñ½º :

ÀÌ º¸°í¼­¸¦ ±¸µ¶ÇÏ´Â °í°´Àº ´ÙÀ½°ú °°Àº ¹«·á ¸ÂÃãÇü ¿É¼Ç Áß Çϳª¸¦ »ç¿ëÇÒ ¼ö ÀÖ½À´Ï´Ù.

  • ±â¾÷ ÇÁ·ÎÆÄÀÏ
    • Ãß°¡ ½ÃÀå ±â¾÷ Á¾ÇÕ ÇÁ·ÎÆÄÀϸµ(ÃÖ´ë 3°³»ç±îÁö)
    • ÁÖ¿ä ±â¾÷ÀÇ SWOT ºÐ¼®(3°³»ç±îÁö)
  • Áö¿ª ¼¼ºÐÈ­
    • °í°´ÀÇ °ü½É¿¡ µû¸¥ ÁÖ¿ä ±¹°¡º° ½ÃÀå ÃßÁ¤ ¹× ¿¹Ãø, CAGR(Âü°í: Ÿ´ç¼º È®Àο¡ µû¶ó ´Ù¸§)
  • °æÀï»ç º¥Ä¡¸¶Å·
    • Á¦Ç° Æ÷Æ®Æú¸®¿À, Áö¸®Àû ÀÔÁö, Àü·«Àû Á¦ÈÞ¸¦ ±â¹ÝÀ¸·Î ÇÑ ÁÖ¿ä ±â¾÷ º¥Ä¡¸¶Å·

¸ñÂ÷

Á¦1Àå ÁÖ¿ä ¿ä¾à

Á¦2Àå ¼­¹®

  • °³¿ä
  • ÀÌÇØ°ü°èÀÚ
  • Á¶»ç ¹üÀ§
  • Á¶»ç ¹æ¹ý
    • µ¥ÀÌÅÍ ¸¶ÀÌ´×
    • µ¥ÀÌÅÍ ºÐ¼®
    • µ¥ÀÌÅÍ °ËÁõ
    • Á¶»ç Á¢±Ù
  • Á¶»ç ¼Ò½º
    • 1Â÷ Á¶»ç ¼Ò½º
    • 2Â÷ Á¶»ç ¼Ò½º
    • ÀüÁ¦Á¶°Ç

Á¦3Àå ½ÃÀå µ¿Ç⠺м®

  • ¼ºÀå ÃËÁø¿äÀÎ
  • ¼ºÀå ¾ïÁ¦¿äÀÎ
  • ±âȸ
  • À§Çù
  • ±â¼ú ºÐ¼®
  • ¿ëµµ ºÐ¼®
  • ÃÖÁ¾»ç¿ëÀÚ ºÐ¼®
  • ½ÅÈï ½ÃÀå
  • ½ÅÇü Äڷγª¹ÙÀÌ·¯½º(COVID-19)ÀÇ ¿µÇâ

Á¦4Àå PorterÀÇ Five Forces ºÐ¼®

  • °ø±Þ ±â¾÷ÀÇ ±³¼··Â
  • ¹ÙÀ̾îÀÇ ±³¼··Â
  • ´ëüǰÀÇ À§Çù
  • ½Å±Ô ÁøÃâ¾÷üÀÇ À§Çù
  • °æÀï ±â¾÷°£ °æÀï °ü°è

Á¦5Àå ¼¼°èÀÇ ¸ôÀÔÇü ±â¼ú ½ÃÀå : ÄÄÆ÷³ÍÆ®º°

  • Çϵå¿þ¾î
    • Çìµå ¸¶¿îÆ® µð½ºÇ÷¹ÀÌ(HMD)
    • Á¦½ºÃ³ ÃßÀû µð¹ÙÀ̽º(GTD)
    • ÇÁ·ÎÁ§ÅÍ ¹× µð½ºÇ÷¹ÀÌ ¿ù(PDW)
  • ¼ÒÇÁÆ®¿þ¾î/Ç÷§Æû
  • ¼­ºñ½º
    • ÇÁ·Î
    • ¸Å´ÏÁöµå
  • ±âŸ ÄÄÆ÷³ÍÆ®

Á¦6Àå ¼¼°èÀÇ ¸ôÀÔÇü ±â¼ú ½ÃÀå : ±â¼úº°

  • È¥ÇÕÇö½Ç(MR)
  • °¡»óÇö½Ç(VR)
  • Áõ°­Çö½Ç(AR)
  • 360 Çʸ§
  • ±âŸ ±â¼ú

Á¦7Àå ¼¼°èÀÇ ¸ôÀÔÇü ±â¼ú ½ÃÀå : ¿ëµµº°

  • Æ®·¹ÀÌ´×°ú ÇнÀ
  • ±ä±Þ ¼­ºñ½º
  • Á¦Ç° °³¹ß
  • ¼¼ÀÏÁ¸¶ÄÉÆÃ
  • ¸®¸ðÆ® Çù¾÷
  • ½Ã°¢È­
  • ÇÁ·Î¸ð¼Ç°ú ±¤°í
  • ¸®¸ðÆ® ¾î½Ã½ºÅϽº
  • ÄÁÅÙÃ÷ Á¦ÀÛ
  • ¸ÞŸ¹ö½º
  • ±âŸ ¿ëµµ

Á¦8Àå ¼¼°èÀÇ ¸ôÀÔÇü ±â¼ú ½ÃÀå : ÃÖÁ¾»ç¿ëÀÚº°

  • ÇコÄɾî
  • ¼Ò¸Å ¹× ÀüÀÚ»ó°Å·¡
  • ±³À°
  • °ÇÃà
  • ¹Ìµð¾î ¹× ¿£ÅÍÅ×ÀÎ¸ÕÆ®
  • °ÔÀÓ
  • Á¦Á¶¾÷
  • Ç×°ø¿ìÁÖ ¹× ¹æÀ§
  • ÀÚµ¿Â÷
  • ¿¡³ÊÁö
  • ±âŸ ÃÖÁ¾»ç¿ëÀÚ

Á¦9Àå ¼¼°èÀÇ ¸ôÀÔÇü ±â¼ú ½ÃÀå : Áö¿ªº°

  • ºÏ¹Ì
    • ¹Ì±¹
    • ij³ª´Ù
    • ¸ß½ÃÄÚ
  • À¯·´
    • µ¶ÀÏ
    • ¿µ±¹
    • ÀÌÅ»¸®¾Æ
    • ÇÁ¶û½º
    • ½ºÆäÀÎ
    • ±âŸ À¯·´
  • ¾Æ½Ã¾ÆÅÂÆò¾ç
    • ÀϺ»
    • Áß±¹
    • Àεµ
    • È£ÁÖ
    • ´ºÁú·£µå
    • Çѱ¹
    • ±âŸ ¾Æ½Ã¾ÆÅÂÆò¾ç
  • ³²¹Ì
    • ¾Æ¸£ÇîÆ¼³ª
    • ºê¶óÁú
    • Ä¥·¹
    • ±âŸ ³²¹Ì
  • Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«
    • »ç¿ìµð¾Æ¶óºñ¾Æ
    • ¾Æ¶ø¿¡¹Ì¸®Æ®(UAE)
    • īŸ¸£
    • ³²¾ÆÇÁ¸®Ä«°øÈ­±¹
    • ±âŸ Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«

Á¦10Àå ÁÖ¿ä ¹ßÀü

  • °è¾à/ÆÄÆ®³Ê½Ê/Çù¾÷/ÇÕÀÛÅõÀÚ(JV)
  • Àμö¿Í ÇÕº´
  • ½ÅÁ¦Ç° ¹ß¸Å
  • »ç¾÷ È®´ë
  • ±âŸ ÁÖ¿ä Àü·«

Á¦11Àå ±â¾÷ °³¿ä

  • Lockheed Martin Corporation
  • Google LLC
  • Acer Inc.
  • FAAC Incorporated
  • CM Labs Simulations Inc.
  • HTC Corporation
  • Varjo Technologies
  • Immersive Technologies Pty Limited
  • Zeality Inc
  • EON Reality Inc.
  • Atheer Inc.
  • Sony Corporation
  • Oculus(Facebook Technologies, LLC.)
  • Samsung Group
  • AVEVA Group PLC
  • HCL Technologies Limited
  • Honeywell International Inc.
  • NCTech Limited
  • Blippar Ltd.
  • Magic Leap Inc.
LSH 23.12.01

According to Stratistics MRC, the Global Immersive Technology Market is accounted for $31.96 billion in 2023 and is expected to reach $117.62 billion by 2030 growing at a CAGR of 20.46% during the forecast period. A type of analytical technique called immersion technology uses 360 degrees of space to expand on an experience or create an entirely new setting. Viewing content on the device network is possible from any angle. Additionally, realistic experiences can be improved by immersive technology by overlaying digital visuals over the user's environment. Through complete seclusion from the outside world and immersion in an electronic medium, this establishes a new reality for the client.

According to a report prepared in 2020 by Gartner, immersive experiences are a technological trend that withholds potential to radically change the sector, with new models and processes able to amplify human capabilities.

Market Dynamics:

Driver:

Immersing games and entertainment

Immersion technology has developed into location-based entertainment experiences in the entertainment industry. VR and AR are being incorporated into attractions at theme parks and entertainment venues to give guests unique experiences. Additionally, the adoption of VR by eSports has created new opportunities for competitive gaming in virtual environments. An increase in cross-platform gaming, which enables players with various VR headsets to communicate within the same virtual environment, is another indicator of this growth.

Restraint:

High starting prices

One major barrier to entry in the immersive technology market is still the cost of entry. Adoption of high-quality VR headsets and AR devices can be constrained by their cost, particularly for consumers and small businesses. Moreover, upgrades to the hardware as well as software and accessories come at extra expense. Since many potential users may be turned off by these expensive initial costs, market expansion may be slowed, especially in price-sensitive markets.

Opportunity:

Technological progress in hardware

Beyond displays, graphics processors, and motion-tracking sensors, immersive technology hardware has advanced. In order to improve VR headset comfort for prolonged use, manufacturers are continuously pushing the limits of weight, ergonomics, and battery life. Furthermore, haptic feedback and technological advancements improve immersion by allowing users to experience physical sensations in virtual environments. By enabling standalone VR and AR devices, these hardware advancements are also lessening the need for external computers or consoles.

Threat:

Data security and privacy concerns

Personal data and biometric information gathered by immersive technology devices and applications may be misused, raising privacy concerns. The considerable quantity of private data that these technologies collect increases the risk of misuse, breaches, and illegal access to data. However, to allay these worries and preserve user confidence, stronger encryption, more open data policies, and stricter policies are necessary.

COVID-19 Impact:

The market for immersive technology was affected by the COVID-19 pandemic in a complicated way. At first, lower consumer spending and supply chain disruptions caused problems for the market. The adoption of immersive technology for telehealth, virtual events, remote work, and distance learning was nevertheless expedited by the pandemic. Moreover, the heightened need for immersive solutions in these domains stimulated investments and innovations, thereby laying the groundwork for sustained expansion. The global health crisis underscored the importance of immersive technology in mitigating the obstacles of a geographically remote and isolated world, thereby creating novel prospects for its utilization across diverse industries.

The Training & Learning segment is expected to be the largest during the forecast period

The training and learning segment has the largest market share. It covers a broad spectrum of applications, including specialized skill development, corporate training, and educational institutions. The training and learning industry has seen a notable increase in the use of immersive technology, such as virtual reality (VR) and augmented reality (AR), which provide dynamic and captivating experiences that improve knowledge retention and skill development. Additionally, it is a crucial and growing market niche within immersive technology, encompassing applications like medical training, educational simulations, virtual classrooms, and vocational skill development.

The Healthcare segment is expected to have the highest CAGR during the forecast period

The healthcare industry has seen the highest CAGR. Immersion technology has revolutionized patient care, medical education, and telemedicine. Examples of this technology include virtual reality (VR) and augmented reality (AR). Immersion technology has become widely used in the healthcare industry for telehealth consultations, pain management, surgical simulations, and therapeutic interventions. Moreover, the healthcare sector is a key area for innovation and growth in the immersive technology market because of its increasing emphasis on patient-centric care, affordable training, and medical advancements.

Region with largest share:

North America holds the largest market share in the market, due to the adoption and advancement of immersive technology. The area has significant investments in R&D, a thriving ecosystem of tech companies, and a significant number of VR and AR startups. Key industry players, broad application in industries like healthcare, education, gaming, and enterprise, and a tech-savvy customer base are all factors that contribute to its dominant position.

Region with highest CAGR:

The immersive technology market has shown the highest CAGR in the Asia-Pacific region, owing to the region's sizable and technologically literate populace, rising investments in cutting-edge technologies, and the adoption of immersive solutions in a variety of sectors, such as manufacturing, gaming, and education, are all responsible for this quick growth. As a result of the Asia-Pacific region's leadership in immersive technology innovation countries like China, Japan, and South Korea and the region's rapidly expanding middle class and rising demand for immersive experiences, the market is expected to grow significantly in the coming years.

Key players in the market

Some of the key players in Immersive Technology market include: Lockheed Martin Corporation, Google LLC, Acer Inc., FAAC Incorporated, CM Labs Simulations Inc., HTC Corporation, Varjo Technologies, Immersive Technologies Pty Limited, Zeality Inc, EON Reality Inc., Atheer Inc., Sony Corporation, Oculus (Facebook Technologies, LLC.), Samsung Group, AVEVA Group PLC, HCL Technologies Limited, Honeywell International Inc., NCTech Limited, Blippar Ltd. and Magic Leap Inc.

Key Developments:

In October 2023, CM Labs Simulations has unveiled the Intellia Instructor, a software program serving as a component of a next-generation training management system. Intellia Instructor works in concert with CM Labs suite of Training Packs and Vortex Training Simulators to provide a methodology for organizations in the Construction and Utilities market.

In June 2023, Honeywell International Inc. HON has entered into a definitive agreement to acquire heads-up-display (HUD) assets of Swedish aerospace and defense company Saab Technology. The financial terms of the transaction are kept under wraps. The HUD system reduces the workload for pilots, helps them with increased situational awareness and increases flight safety.

In March 2023, Varjo Technologies and Leonardo have announced today that they are joining forces to enhance the capability of Leonardo's aircraft training devices through industry-leading mixed reality technology from Varjo. This agreement continues to strengthen and improve Leonardo's capabilities in the Simulation and Training domain.

Components Covered:

  • Hardware
  • Software/Platform
  • Services
  • Other Components

Technologies Covered:

  • Mixed Reality (MR)
  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • 360 Film
  • Other Technologies

Applications Covered:

  • Training & Learning
  • Emergency Services
  • Product Development
  • Sales & Marketing
  • Remote Collaboration
  • Visualization
  • Promotion & Advertising
  • Remote Assistance
  • Content Creation
  • Metaverse
  • Other Applications

End Users Covered:

  • Healthcare
  • Retail & Ecommerce
  • Education
  • Construction
  • Media & Entertainment
  • Gaming
  • Manufacturing
  • Aerospace & Defense
  • Automotive
  • Energy
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Immersive Technology Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
    • 5.2.1 Head-Mounted Display (HMD)
    • 5.2.2 Gesture Tracking Devices (GTD)
    • 5.2.3 Projectors & Display Walls (PDW)
  • 5.3 Software/Platform
  • 5.4 Services
    • 5.4.1 Professional
    • 5.4.2 Managed
  • 5.5 Other Components

6 Global Immersive Technology Market, By Technology

  • 6.1 Introduction
  • 6.2 Mixed Reality (MR)
  • 6.3 Virtual Reality (VR)
  • 6.4 Augmented Reality (AR)
  • 6.5 360 Film
  • 6.6 Other Technologies

7 Global Immersive Technology Market, By Application

  • 7.1 Introduction
  • 7.2 Training & Learning
  • 7.3 Emergency Services
  • 7.4 Product Development
  • 7.5 Sales & Marketing
  • 7.6 Remote Collaboration
  • 7.7 Visualization
  • 7.8 Promotion & Advertising
  • 7.9 Remote Assistance
  • 7.10 Content Creation
  • 7.11 Metaverse
  • 7.12 Other Applications

8 Global Immersive Technology Market, By End User

  • 8.1 Introduction
  • 8.2 Healthcare
  • 8.3 Retail & Ecommerce
  • 8.4 Education
  • 8.5 Construction
  • 8.6 Media & Entertainment
  • 8.7 Gaming
  • 8.8 Manufacturing
  • 8.9 Aerospace & Defense
  • 8.10 Automotive
  • 8.11 Energy
  • 8.12 Other End Users

9 Global Immersive Technology Market, By Geography

  • 9.1 Introduction
  • 9.2 North America
    • 9.2.1 US
    • 9.2.2 Canada
    • 9.2.3 Mexico
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 UK
    • 9.3.3 Italy
    • 9.3.4 France
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 Australia
    • 9.4.5 New Zealand
    • 9.4.6 South Korea
    • 9.4.7 Rest of Asia Pacific
  • 9.5 South America
    • 9.5.1 Argentina
    • 9.5.2 Brazil
    • 9.5.3 Chile
    • 9.5.4 Rest of South America
  • 9.6 Middle East & Africa
    • 9.6.1 Saudi Arabia
    • 9.6.2 UAE
    • 9.6.3 Qatar
    • 9.6.4 South Africa
    • 9.6.5 Rest of Middle East & Africa

10 Key Developments

  • 10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 10.2 Acquisitions & Mergers
  • 10.3 New Product Launch
  • 10.4 Expansions
  • 10.5 Other Key Strategies

11 Company Profiling

  • 11.1 Lockheed Martin Corporation
  • 11.2 Google LLC
  • 11.3 Acer Inc.
  • 11.4 FAAC Incorporated
  • 11.5 CM Labs Simulations Inc.
  • 11.6 HTC Corporation
  • 11.7 Varjo Technologies
  • 11.8 Immersive Technologies Pty Limited
  • 11.9 Zeality Inc
  • 11.10 EON Reality Inc.
  • 11.11 Atheer Inc.
  • 11.12 Sony Corporation
  • 11.13 Oculus (Facebook Technologies, LLC.)
  • 11.14 Samsung Group
  • 11.15 AVEVA Group PLC
  • 11.16 HCL Technologies Limited
  • 11.17 Honeywell International Inc.
  • 11.18 NCTech Limited
  • 11.19 Blippar Ltd.
  • 11.20 Magic Leap Inc.
ºñ±³¸®½ºÆ®
0 °ÇÀÇ »óǰÀ» ¼±Åà Áß
»óǰ ºñ±³Çϱâ
Àüü»èÁ¦