시장보고서
상품코드
1881620

가상현실 소비자 시장 : 세계 산업 규모, 점유율, 동향, 기회, 예측 - 구성요소별, 기술별, 자극별, 지역별, 경쟁별(2020-2030년)

Virtual Reality Consumer Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Component, By Technology, By Stimulations, By Region, By Competition, 2020-2030F

발행일: | 리서치사: TechSci Research | 페이지 정보: 영문 180 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.

세계의 가상현실 소비자 시장은 2024년에 111억 달러로 평가되었으며, 2030년까지 CAGR 25%로 성장하여 423억 4,000만 달러에 달할 것으로 예측됩니다.

소비자용 가상현실(VR) 시장은 일반적으로 전용 헤드 마운트 디스플레이를 통해 현실적이거나 환상적인 환경을 시뮬레이션하여 경험하는 인공적인 컴퓨터 생성 환경에 사용자를 몰입시키는 기술을 포함하고 있습니다. 이 시장의 성장은 주로 디스플레이 해상도 및 추적 시스템 개선과 같은 지속적인 기술 발전과 하드웨어 가격 하락에 의해 주도되고 있습니다.

시장 개요
예측 기간 2026-2030년
시장 규모 : 2024년 111억 달러
시장 규모 : 2030년 423억 4,000만 달러
CAGR : 2025-2030년 25%
가장 빠르게 성장하는 부문 서비스
최대 시장 북미

주요 시장 촉진요인

지속적인 기술 발전과 매력적인 컨텐츠의 확장하는 생태계가 세계 가상현실 소비자 시장의 주요 촉진요인입니다. 하드웨어의 개선으로 몰입감과 사용자 편의성이 크게 향상되어 기존의 제한이 해소되었습니다.

주요 시장 과제

가상현실 기기의 상대적으로 높은 비용은 세계 가상현실 소비자 시장의 광범위한 확장에 큰 장벽이 되고 있습니다. 헤드셋 및 관련 액세서리의 높은 가격대는 대중 소비자의 보급을 제한하고 시장 침투를 주로 가처분 소득이 높은 초기 애호가들에게만 제한하고 있습니다.

주요 시장 동향

독립형 VR 헤드셋의 주류화는 시장의 접근성과 소비자의 기대치를 근본적으로 변화시키고 있습니다. 이러한 독립형 디바이스는 고성능 유선 PC가 필요 없어 진입장벽을 크게 낮추는 동시에 사용자 편의성을 높이고 있습니다.

자주 묻는 질문

  • 2024년과 2030년의 가상현실 소비자 시장 규모는 어떻게 되나요?
  • 가상현실 소비자 시장의 주요 촉진 요인은 무엇인가요?
  • 가상현실 소비자 시장의 주요 과제는 무엇인가요?
  • 가상현실 소비자 시장에서 가장 빠르게 성장하는 부문은 무엇인가요?
  • 가상현실 소비자 시장의 최대 시장은 어디인가요?
  • 가상현실 소비자 시장의 주요 동향은 무엇인가요?
  • 가상현실 소비자 시장의 주요 기업은 어디인가요?

목차

제1장 개요

제2장 조사 방법

제3장 주요 요약

제4장 고객의 소리

제5장 세계의 가상현실 소비자 시장 전망

  • 시장 규모 및 예측
    • 금액별
  • 시장 점유율과 예측
    • 구성요소별(하드웨어, 서비스, 소프트웨어)
    • 기술별(3D 오디오, 3D 심도 센서, 4K·8K 비디오, 컴퓨터 비전)
    • 자극별(제스처 제어, 핸드 트래킹, 광학식 트래킹)
    • 지역별
    • 기업별(2024)
  • 시장 맵

제6장 북미의 가상현실 소비자 시장 전망

  • 시장 규모 및 예측
  • 시장 점유율과 예측
  • 북미 : 국가별 분석
    • 미국
    • 캐나다
    • 멕시코

제7장 유럽의 가상현실 소비자 시장 전망

  • 시장 규모 및 예측
  • 시장 점유율과 예측
  • 유럽 : 국가별 분석
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 스페인

제8장 아시아태평양의 가상현실 소비자 시장 전망

  • 시장 규모 및 예측
  • 시장 점유율과 예측
  • 아시아태평양 : 국가별 분석
    • 중국
    • 인도
    • 일본
    • 한국
    • 호주

제9장 중동 및 아프리카의 가상현실 소비자 시장 전망

  • 시장 규모 및 예측
  • 시장 점유율과 예측
  • 중동 및 아프리카 : 국가별 분석
    • 사우디아라비아
    • 아랍에미리트
    • 남아프리카공화국

제10장 남미의 가상현실 소비자 시장 전망

  • 시장 규모 및 예측
  • 시장 점유율과 예측
  • 남미 : 국가별 분석
    • 브라질
    • 콜롬비아
    • 아르헨티나

제11장 시장 역학

  • 성장 촉진요인
  • 과제

제12장 시장 동향과 발전

  • 인수합병
  • 제품 출시
  • 최근 동향

제13장 세계의 가상현실 소비자 시장 : SWOT 분석

제14장 Porter's Five Forces 분석

  • 업계내 경쟁
  • 신규 참여의 가능성
  • 공급업체의 능력
  • 고객의 능력
  • 대체품의 위협

제15장 경쟁 구도

  • Sony Corporation
  • HTC Corporation
  • Samsung Electronics Co., Ltd.
  • Google LLC
  • Microsoft Corporation
  • Lenovo Group Limited
  • Immersive Pte. ltd.
  • Valve Corporation
  • HP Inc.
  • Meta Platforms, Inc.

제16장 전략적 제안

제17장 조사 회사 소개 및 면책사항

KSM 25.12.16

The Global Virtual Reality Consumer Market, valued at USD 11.10 Billion in 2024, is projected to experience a CAGR of 25% to reach USD 42.34 Billion by 2030. Virtual reality (VR) for the consumer market encompasses technologies that immerse users in artificial, computer-generated environments, typically experienced through specialized head-mounted displays to simulate realistic or fantastical surroundings. This market's growth is primarily driven by continuous technological advancements, including improved display resolutions and tracking systems, alongside the increasing affordability of hardware.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 11.10 Billion
Market Size 2030USD 42.34 Billion
CAGR 2025-203025%
Fastest Growing SegmentServices
Largest MarketNorth America

Key Market Drivers

Continuous technological advancements and an expanding ecosystem of engaging content are primary catalysts for the global virtual reality consumer market. Hardware improvements significantly enhance immersion and user comfort, addressing prior limitations. For example, according to Road to VR, in January 2024, Qualcomm announced its Snapdragon XR2+ Gen 2 chip, offering a 15% increase in GPU frequency and a 2% increase in CPU frequency over its predecessor, enabling higher resolution and more complex experiences. Such processing power advancements foster realistic graphics and smoother performance.

Key Market Challenges

The relatively high cost of virtual reality equipment presents a significant impediment to the broader expansion of the Global Virtual Reality Consumer Market. This elevated price point for headsets and associated accessories limits mass consumer adoption, restricting market penetration largely to early enthusiasts with higher disposable incomes. For the average consumer, the investment required to acquire VR hardware remains substantial, often competing with other significant household expenditures or lower-cost entertainment options.

Key Market Trends

The mainstream adoption of standalone VR headsets is fundamentally altering market accessibility and consumer expectations. These self-contained devices eliminate the need for powerful, tethered PCs, drastically lowering the barrier to entry and enhancing user convenience. This form factor drives broader appeal by offering an immediate, unencumbered immersive experience. For instance, Meta, a key player, reported that its Reality Labs division generated USD 1.08 billion in revenue during the fourth quarter of 2024, reflecting strong sales primarily driven by its standalone Quest headsets. This financial performance underscores the significant consumer demand and purchasing activity for these accessible VR solutions, expanding the active user base.

Key Market Players

  • Sony Corporation
  • HTC Corporation
  • Samsung Electronics Co., Ltd.
  • Google LLC
  • Microsoft Corporation
  • Lenovo Group Limited
  • Immersive Pte. ltd.
  • Valve Corporation
  • HP Inc.
  • Meta Platforms, Inc.

Report Scope:

In this report, the Global Virtual Reality Consumer Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Virtual Reality Consumer Market, By Component:

  • Hardware
  • Services
  • Software

Virtual Reality Consumer Market, By Technology:

  • 3D Audio
  • 3D Depth Sensors
  • 4K & 8KVideo
  • Computer Vision

Virtual Reality Consumer Market, By Stimulations:

  • Gesture Control
  • Hand Tracking
  • Optical Tracking

Virtual Reality Consumer Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies presents in the Global Virtual Reality Consumer Market.

Available Customizations:

Global Virtual Reality Consumer Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Virtual Reality Consumer Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Component (Hardware, Services, Software)
    • 5.2.2. By Technology (3D Audio, 3D Depth Sensors, 4K & 8KVideo, Computer Vision)
    • 5.2.3. By Stimulations (Gesture Control, Hand Tracking, Optical Tracking)
    • 5.2.4. By Region
    • 5.2.5. By Company (2024)
  • 5.3. Market Map

6. North America Virtual Reality Consumer Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Component
    • 6.2.2. By Technology
    • 6.2.3. By Stimulations
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Virtual Reality Consumer Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Component
        • 6.3.1.2.2. By Technology
        • 6.3.1.2.3. By Stimulations
    • 6.3.2. Canada Virtual Reality Consumer Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Component
        • 6.3.2.2.2. By Technology
        • 6.3.2.2.3. By Stimulations
    • 6.3.3. Mexico Virtual Reality Consumer Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Component
        • 6.3.3.2.2. By Technology
        • 6.3.3.2.3. By Stimulations

7. Europe Virtual Reality Consumer Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Component
    • 7.2.2. By Technology
    • 7.2.3. By Stimulations
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Virtual Reality Consumer Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Component
        • 7.3.1.2.2. By Technology
        • 7.3.1.2.3. By Stimulations
    • 7.3.2. France Virtual Reality Consumer Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Component
        • 7.3.2.2.2. By Technology
        • 7.3.2.2.3. By Stimulations
    • 7.3.3. United Kingdom Virtual Reality Consumer Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Component
        • 7.3.3.2.2. By Technology
        • 7.3.3.2.3. By Stimulations
    • 7.3.4. Italy Virtual Reality Consumer Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Component
        • 7.3.4.2.2. By Technology
        • 7.3.4.2.3. By Stimulations
    • 7.3.5. Spain Virtual Reality Consumer Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Component
        • 7.3.5.2.2. By Technology
        • 7.3.5.2.3. By Stimulations

8. Asia Pacific Virtual Reality Consumer Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Component
    • 8.2.2. By Technology
    • 8.2.3. By Stimulations
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Virtual Reality Consumer Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Component
        • 8.3.1.2.2. By Technology
        • 8.3.1.2.3. By Stimulations
    • 8.3.2. India Virtual Reality Consumer Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Component
        • 8.3.2.2.2. By Technology
        • 8.3.2.2.3. By Stimulations
    • 8.3.3. Japan Virtual Reality Consumer Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Component
        • 8.3.3.2.2. By Technology
        • 8.3.3.2.3. By Stimulations
    • 8.3.4. South Korea Virtual Reality Consumer Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Component
        • 8.3.4.2.2. By Technology
        • 8.3.4.2.3. By Stimulations
    • 8.3.5. Australia Virtual Reality Consumer Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Component
        • 8.3.5.2.2. By Technology
        • 8.3.5.2.3. By Stimulations

9. Middle East & Africa Virtual Reality Consumer Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Component
    • 9.2.2. By Technology
    • 9.2.3. By Stimulations
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Virtual Reality Consumer Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Component
        • 9.3.1.2.2. By Technology
        • 9.3.1.2.3. By Stimulations
    • 9.3.2. UAE Virtual Reality Consumer Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Component
        • 9.3.2.2.2. By Technology
        • 9.3.2.2.3. By Stimulations
    • 9.3.3. South Africa Virtual Reality Consumer Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Component
        • 9.3.3.2.2. By Technology
        • 9.3.3.2.3. By Stimulations

10. South America Virtual Reality Consumer Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Component
    • 10.2.2. By Technology
    • 10.2.3. By Stimulations
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Virtual Reality Consumer Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Component
        • 10.3.1.2.2. By Technology
        • 10.3.1.2.3. By Stimulations
    • 10.3.2. Colombia Virtual Reality Consumer Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Component
        • 10.3.2.2.2. By Technology
        • 10.3.2.2.3. By Stimulations
    • 10.3.3. Argentina Virtual Reality Consumer Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Component
        • 10.3.3.2.2. By Technology
        • 10.3.3.2.3. By Stimulations

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Virtual Reality Consumer Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Sony Corporation
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. HTC Corporation
  • 15.3. Samsung Electronics Co., Ltd.
  • 15.4. Google LLC
  • 15.5. Microsoft Corporation
  • 15.6. Lenovo Group Limited
  • 15.7. Immersive Pte. ltd.
  • 15.8. Valve Corporation
  • 15.9. HP Inc.
  • 15.10. Meta Platforms, Inc.

16. Strategic Recommendations

17. About Us & Disclaimer

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