시장보고서
상품코드
1734904

가상현실(VR) 시장 예측(-2032년) : 컴포넌트별, 디바이스 유형별, 전개별, 기술별, 용도별, 지역별 분석

Virtual Reality Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software and Services), Device Type, Deployment, Technology, Application and By Geography

발행일: | 리서치사: Stratistics Market Research Consulting | 페이지 정보: 영문 200+ Pages | 배송안내 : 2-3일 (영업일 기준)

    
    
    



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

Stratistics MRC에 따르면 세계의 가상현실(VR) 시장은 2025년 213억 달러를 차지해 예측 기간 동안 CAGR은 30.9%로 성장하여 2032년에는 1,405억 달러에 이를 것으로 예측됩니다.

가상현실(VR)은 컴퓨터가 생성한 영상과 음성으로 물리적 공간을 시뮬레이션하고 몰입감 있는 대화형 환경을 만드는 기술입니다. 엔터테인먼트, 게임, 교육, 헬스케어, 트레이닝 등 다양한 업계에서 이용되고 있습니다. 현실 세계에서는 불가능하거나 재현하기 어려운 환경을 체험할 수 있습니다.

기술 진보

기술의 진보는 가상현실(VR) 시장의 성장을 크게 뒷받침하고 있습니다. 클라우드 컴퓨팅과 5G 연결은 접근성과 성능을 향상시킵니다.

높은 초기 비용

가상현실(VR)의 하드웨어와 개발에 필요한 높은 초기 비용은 여전히 대중적인 장벽이 되고 있습니다. 이 금전적인 장애물은 특히 신흥국 시장에서 시장 침투를 제한해, 신흥 기업의 혁신을 억제하고 있습니다.

엔터테인먼트와 게임에서 채용 증가

엔터테인먼트와 게임에서 가상현실(VR) 채용 확대가 VR시장의 성장을 크게 뒷받침하고 있습니다. 독특하고 매력적인 체험을 제공하려고 하는 컨텐츠 제작자나 게임 개발자의 관심이 높아지고 있는 것도, 시장의 혁신을 가속시켜, VR을 엔터테인먼트 산업의 진화의 중심적인 요소로 하고 있습니다.

건강과 안전에 대한 우려

건강과 안전에 대한 우려는 탈취, 눈 피로, 장시간 헤드셋 사용과 관련된 문제를 제기함으로써 가상현실(VR) 시장에 부정적인 영향을 미칩니다. 이와 같은 민감한 분야에서의 VR의 채용을 제한해 왔습니다. 또한, 공공의 장소나 시설에서의 헤드셋의 공유에 대한 위생상의 우려가, 특히 팬데믹 후의 광범위한 이용을 방해해, 공동 작업이나 교통량이 많은 환경에서의 VR의 확대를 늦추고 있습니다.

COVID-19의 영향

COVID-19의 대유행은 가상현실(VR) 시장에 큰 영향을 주었으며, 과제와 기회를 모두 가져왔습니다.

예측기간 동안 헬스케어 분야가 최대화될 전망

VR은 몰입형 시뮬레이션을 통해 의료 교육을 강화하고 의료 종사자가 제어된 가상 환경에서 수술과 처치 연습을 할 수 있도록 하기 위해, 헬스케어 분야는 예측 기간 중에 최대 시장 점유율을 차지할 것으로 예측됩니다. 이 분야에서는 진단, 재활, 환자 참여를 위해 VR 기술의 채용이 증가하고 있으며, 혁신을 가속화하고, 시장을 확대하고, 건강 관리 성과를 세계적으로 향상시키고 있습니다.

예측 기간 동안 제스처 추적 장비 분야의 CAGR이 가장 높아질 전망

예측 기간 동안 제스처 추적 장치 분야는 가장 높은 성장률을 나타낼 것으로 예측됩니다.

최대 점유율을 차지하는 지역:

예측기간 동안 아시아태평양은 기술의 진보와 게임, 헬스케어, 교육, 부동산 등 산업에서의 채용 증가로 최대 시장 점유율을 차지할 것으로 예측됩니다. 고객 경험의 향상, 트레이닝 시뮬레이션의 개선, 몰입형 엔터테인먼트의 제공이 진행되고 있습니다.

CAGR이 가장 높은 지역:

예측 기간 동안 북미가 가장 높은 CAGR을 보여줄 것으로 예측됩니다. 기술이 더욱 발전함에 따라 가상현실(VR)은 새로운 고용 기회를 창출하고 생산성을 향상시켜 경제 성장과 혁신에서 점점 중요한 역할을 합니다.

무료 주문을 받아서 만드는 서비스:

이 보고서를 구독하는 고객은 다음 무료 맞춤설정 옵션 중 하나를 사용할 수 있습니다.

  • 기업 프로파일
    • 추가 시장 기업의 종합적 프로파일링(3개사까지)
    • 주요 기업의 SWOT 분석(3개사까지)
  • 지역 세분화
    • 고객의 관심에 응한 주요국 시장 추계, 예측, CAGR(주: 타당성 확인에 따름)
  • 경쟁 벤치마킹
    • 제품 포트폴리오, 지리적 존재, 전략적 제휴에 기반한 주요 기업 벤치마킹

목차

제1장 주요 요약

제2장 서문

  • 개요
  • 이해관계자
  • 조사 범위
  • 조사 방법
    • 데이터 마이닝
    • 데이터 분석
    • 데이터 검증
    • 조사 접근
  • 조사 자료
    • 1차 조사 자료
    • 2차 조사 정보원
    • 전제조건

제3장 시장 동향 분석

  • 성장 촉진요인
  • 억제요인
  • 기회
  • 위협
  • 기술 분석
  • 용도 분석
  • 신흥 시장
  • COVID-19의 영향

제4장 Porter's Five Forces 분석

  • 공급기업의 협상력
  • 구매자의 협상력
  • 대체품의 위협
  • 신규 참가업체의 위협
  • 경쟁 기업간 경쟁 관계

제5장 세계의 가상현실(VR) 시장 : 컴포넌트별

  • 하드웨어
  • 소프트웨어
  • 서비스

제6장 세계의 가상현실(VR) 시장 : 디바이스 유형별

  • 헤드 마운트 디스플레이(HMD)
  • 제스처 추적 장치
  • 프로젝터및 디스플레이 벽

제7장 세계의 가상현실(VR) 시장 : 전개별

  • On-Premise
  • 클라우드 기반

제8장 세계의 가상현실(VR) 시장 : 기술별

  • 비몰입형
  • 반몰입형
  • 완전 몰입형

제9장 세계의 가상현실(VR) 시장 : 용도별

  • 소비자
  • 상업
  • 항공우주 및 방어
  • 교육 및 트레이닝
  • 산업
  • 게임
  • 미디어 및 엔터테인먼트
  • 헬스케어
  • 부동산
  • 여행 및 관광
  • 제조업
  • 기타 용도

제10장 세계의 가상현실(VR) 시장 : 지역별

  • 북미
    • 미국
    • 캐나다
    • 멕시코
  • 유럽
    • 독일
    • 영국
    • 이탈리아
    • 프랑스
    • 스페인
    • 기타 유럽
  • 아시아태평양
    • 일본
    • 중국
    • 인도
    • 호주
    • 뉴질랜드
    • 한국
    • 기타 아시아태평양
  • 남미
    • 아르헨티나
    • 브라질
    • 칠레
    • 기타 남미
  • 중동 및 아프리카
    • 사우디아라비아
    • 아랍에미리트(UAE)
    • 카타르
    • 남아프리카
    • 기타 중동 및 아프리카

제11장 주요 발전

  • 계약, 파트너십, 협업, 합작투자
  • 인수합병
  • 신제품 발매
  • 사업 확대
  • 기타 주요 전략

제12장 기업 프로파일링

  • Meta Platforms Inc.
  • Sony Corporation
  • HTC Corporation
  • Microsoft Corporation
  • Samsung Electronics Co., Ltd.
  • Google LLC
  • Apple Inc.
  • Valve Corporation
  • Magic Leap, Inc.
  • Pico Interactive
  • Unity Technologies
  • Nvidia Corporation
  • Qualcomm Technologies, Inc.
  • Lenovo Group Limited
  • Varjo Technologies Oy
  • Vuzix Corporation
  • Ultraleap Ltd.
  • EON Reality, Inc.
  • XRSpace
JHS 25.06.09

According to Stratistics MRC, the Global Virtual Reality Market is accounted for $21.3 billion in 2025 and is expected to reach $140.5 billion by 2032 growing at a CAGR of 30.9% during the forecast period. Virtual Reality (VR) is a technology that creates immersive, interactive environments by simulating physical spaces through computer-generated visuals and sounds. Users typically wear headsets equipped with sensors that track their movements, allowing them to interact with the virtual world in real-time. VR is used across various industries, including entertainment, gaming, education, healthcare, and training. It enables users to experience environments that are either impossible or difficult to replicate in the real world. By engaging multiple senses, VR offers a heightened sense of presence, making it a powerful tool for simulations, immersive storytelling, and skill development.

Market Dynamics:

Driver:

Technological Advancements

Technological advancements are significantly driving the growth of the Virtual Reality (VR) market. Innovations in hardware, such as lighter headsets, improved motion tracking, and higher resolution displays, enhance the immersive experience. Software development is enabling more realistic simulations, while cloud computing and 5G connectivity improve accessibility and performance. These advancements expand VR applications across industries, from gaming and entertainment to healthcare and education, fostering widespread adoption and creating new business opportunities in the VR ecosystem.

Restraint:

High Initial Cost

The high initial cost of virtual reality (VR) hardware and development remains a significant barrier to widespread adoption. Expensive headsets, powerful computers, and specialized software deter both consumers and small businesses from investing in VR. This financial hurdle limits market penetration, especially in developing regions, and restricts innovation among startups. As a result, the growth of the VR market is hindered, slowing down its integration across various industries.

Opportunity:

Increasing Adoption in Entertainment and Gaming

The increasing adoption of Virtual Reality (VR) in entertainment and gaming is significantly driving the VR market's growth. This sector has expanded with the introduction of immersive gaming experiences, virtual concerts, and interactive content. Enhanced graphics, motion sensors, and realistic simulations are captivating consumers, boosting demand for VR devices and applications. Additionally, the rising interest from content creators and game developers in providing unique, engaging experiences accelerates market innovation, making VR a central component of the entertainment industry's evolution.

Threat:

Health and Safety Concerns

Health and safety concerns have negatively impacted the virtual reality (VR) market by raising issues around motion sickness, eye strain, and prolonged headset use. These risks have deterred some consumers and limited VR's adoption in sensitive sectors like healthcare and education. Additionally, hygiene concerns over shared headsets in public or institutional settings have hindered broader usage, particularly post-pandemic, slowing the expansion of VR in collaborative and high-traffic environments.

Covid-19 Impact

The COVID-19 pandemic significantly influenced the virtual reality (VR) market, presenting both challenges and opportunities. While location-based VR venues faced closures due to lockdowns, leading to revenue declines, the demand for at-home VR experiences surged as consumers sought immersive entertainment and social interaction during isolation. This shift accelerated VR adoption in sectors like gaming, education, and remote collaboration. Despite initial supply chain disruptions, the VR market is projected to grow substantially.

The healthcare segment is expected to be the largest during the forecast period

The healthcare segment is expected to account for the largest market share during the forecast period, as VR enhances medical education through immersive simulations, allowing healthcare professionals to practice surgeries or procedures in a controlled virtual environment. Additionally, it offers therapeutic benefits, such as pain management and mental health treatment. This sector's increasing adoption of VR technology for diagnostics, rehabilitation, and patient engagement is accelerating innovation, expanding the market, and improving healthcare outcomes globally.

The gesture-tracking devices segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the gesture-tracking devices segment is predicted to witness the highest growth rate, because it enhances user interaction and immersion. These devices enable more intuitive and natural control, improving the overall VR experience. As they allow users to interact with virtual environments using hand movements and gestures, they increase engagement and accessibility. This technological advancement is driving the adoption of VR in gaming, healthcare, education, and other sectors, propelling the market's growth and innovation.

Region with largest share:

During the forecast period, the Asia Pacific region is expected to hold the largest market share due to advancements in technology and increasing adoption across industries like gaming, healthcare, education, and real estate. The region's tech-savvy population and expanding internet infrastructure are accelerating VR innovation. This growth is enhancing customer experiences, improving training simulations, and offering immersive entertainment. With governments investing in digital transformation, the VR market is positively shaping the region's economy and opening new business opportunities.

Region with highest CAGR:

Over the forecast period, the North America region is anticipated to exhibit the highest CAGR, as it improves simulation and training, allowing experts to hone their abilities in secure, engaging settings. VR helps with physical therapy and pain management in the medical field. New interactive experiences in the entertainment industry are increasing customer engagement. As technology develops further, virtual reality (VR) plays an ever-more-important role in economic growth and innovation by creating new job opportunities and increasing productivity.

Key players in the market

Some of the key players profiled in the Virtual Reality Market include Meta Platforms Inc., Sony Corporation, HTC Corporation, Microsoft Corporation, Samsung Electronics Co., Ltd., Google LLC, Apple Inc., Valve Corporation, Magic Leap, Inc., Pico Interactive, Unity Technologies, Nvidia Corporation, Qualcomm Technologies, Inc., Lenovo Group Limited, Varjo Technologies Oy, Vuzix Corporation, Ultraleap Ltd., EON Reality, Inc. and XRSpace.

Key Developments:

In December 2024, Sony Corporation and World Aquatics have announced a four-year official partnership, running through 2028, aimed at revolutionizing the global experience of aquatic sports. This collaboration will leverage Sony's advanced technology to enhance fan engagement and showcase the achievements of athletes across six aquatic disciplines: swimming, water polo, diving, artistic swimming, open water swimming, and high diving.

In September 2024, Cellares and Sony Corporation have announced a strategic collaboration to enhance the automation and scalability of cell therapy manufacturing. This partnership aims to integrate Sony's advanced flow cytometry-based sorting and analytical technologies into Cellares' Cell Shuttle(TM) platform, creating a fully automated, high-throughput solution for cell therapy production.

Components Covered:

  • Hardware
  • Software
  • Services

Device Types Covered:

  • Head-Mounted Display (HMD)
  • Gesture-Tracking Devices
  • Projectors & Display Walls

Deployments Covered:

  • On-Premise
  • Cloud-Based

Technologies Covered:

  • Non-Immersive
  • Semi-Immersive
  • Fully Immersive

Applications Covered:

  • Consumer
  • Commercial
  • Aerospace & Defense
  • Education & Training
  • Industrial
  • Gaming
  • Media & Entertainment
  • Healthcare
  • Real Estate
  • Travel & Tourism
  • Manufacturing
  • Other Applications

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 2022, 2023, 2024, 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 Emerging Markets
  • 3.9 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 Virtual Reality Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
  • 5.3 Software
  • 5.4 Services

6 Global Virtual Reality Market, By Device Type

  • 6.1 Introduction
  • 6.2 Head-Mounted Display (HMD)
  • 6.3 Gesture-Tracking Devices
  • 6.4 Projectors & Display Walls

7 Global Virtual Reality Market, By Deployment

  • 7.1 Introduction
  • 7.2 On-Premise
  • 7.3 Cloud-Based

8 Global Virtual Reality Market, By Technology

  • 8.1 Introduction
  • 8.2 Non-Immersive
  • 8.3 Semi-Immersive
  • 8.4 Fully Immersive

9 Global Virtual Reality Market, By Application

  • 9.1 Introduction
  • 9.2 Consumer
  • 9.3 Commercial
  • 9.4 Aerospace & Defense
  • 9.5 Education & Training
  • 9.6 Industrial
  • 9.7 Gaming
  • 9.8 Media & Entertainment
  • 9.9 Healthcare
  • 9.10 Real Estate
  • 9.11 Travel & Tourism
  • 9.12 Manufacturing
  • 9.13 Other Applications

10 Global Virtual Reality Market, By Geography

  • 10.1 Introduction
  • 10.2 North America
    • 10.2.1 US
    • 10.2.2 Canada
    • 10.2.3 Mexico
  • 10.3 Europe
    • 10.3.1 Germany
    • 10.3.2 UK
    • 10.3.3 Italy
    • 10.3.4 France
    • 10.3.5 Spain
    • 10.3.6 Rest of Europe
  • 10.4 Asia Pacific
    • 10.4.1 Japan
    • 10.4.2 China
    • 10.4.3 India
    • 10.4.4 Australia
    • 10.4.5 New Zealand
    • 10.4.6 South Korea
    • 10.4.7 Rest of Asia Pacific
  • 10.5 South America
    • 10.5.1 Argentina
    • 10.5.2 Brazil
    • 10.5.3 Chile
    • 10.5.4 Rest of South America
  • 10.6 Middle East & Africa
    • 10.6.1 Saudi Arabia
    • 10.6.2 UAE
    • 10.6.3 Qatar
    • 10.6.4 South Africa
    • 10.6.5 Rest of Middle East & Africa

11 Key Developments

  • 11.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 11.2 Acquisitions & Mergers
  • 11.3 New Product Launch
  • 11.4 Expansions
  • 11.5 Other Key Strategies

12 Company Profiling

  • 12.1 Meta Platforms Inc.
  • 12.2 Sony Corporation
  • 12.3 HTC Corporation
  • 12.4 Microsoft Corporation
  • 12.5 Samsung Electronics Co., Ltd.
  • 12.6 Google LLC
  • 12.7 Apple Inc.
  • 12.8 Valve Corporation
  • 12.9 Magic Leap, Inc.
  • 12.10 Pico Interactive
  • 12.11 Unity Technologies
  • 12.12 Nvidia Corporation
  • 12.13 Qualcomm Technologies, Inc.
  • 12.14 Lenovo Group Limited
  • 12.15 Varjo Technologies Oy
  • 12.16 Vuzix Corporation
  • 12.17 Ultraleap Ltd.
  • 12.18 EON Reality, Inc.
  • 12.19 XRSpace
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