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시장보고서
상품코드
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증강현실 및 가상현실 시장 : AR 기술별, VR 기술별, 구성요소별, 지역별(2026-2032년)Augmented And Virtual Reality Market By AR Technology, By VR Technology, By Component, & Region For 2026-2032 |
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증강현실 및 가상현실 기술에 대한 수요 증가는 다양한 산업 분야에서 혁명적인 잠재력을 가지고 있기 때문입니다. 증강현실 및 가상현실은 헬스케어, 교육, 제조 등의 산업에서 사람들이 학습하고, 훈련하고, 디지털 교재를 사용하는 방식을 변화시키고 있습니다. 예를 들어, 의료 분야에서는 수술 시뮬레이션, 환자 진단 및 치료에 활용되어 전문의가 안전한 가상 환경에서 어려운 시술을 할 수 있게함으로써 2024년 237억 3,000만 달러의 매출을 돌파하고 2032년에는 약 2,148억 2,000만 달러에 달할 것으로 예상됩니다.
엔터테인먼트 및 게임 부문은 고객들이 보다 몰입감 있고 매력적인 경험을 원함에 따라 증강현실 및 가상현실에 대한 수요 증가를 주도하고 있으며, VR 헤드셋과 AR 애플리케이션은 기존 미디어에서 얻을 수 없었던 몰입감을 제공함으로써 사람들이 게임, 영화, 가상 세계를 접하는 방식을 바꾸고 있습니다. 게임, 영화, 가상 세계를 접하는 방식을 바꾸고 있습니다. 또한, 원격 근무와 가상 협업의 증가는 2026-2032년 CAGR 31.70%의 시장 성장을 가능하게 하는 등 AR 및 VR 기술의 비즈니스 분야 채택을 촉진하고 있습니다.
증강현실 및 가상현실 시장 : 정의/개요
증강현실 및 가상현실은 사람들의 디지털 환경과의 관계 방식을 바꾼 몰입형 기술입니다. 증강현실(AR)은 스마트폰, 태블릿, AR글래스 등의 디바이스를 사용하여 이미지, 음성, 텍스트 등의 디지털 컨텐츠를 실제 환경에 적용하는 것을 말합니다. 결합하여 인터랙티브한 레이어를 개발합니다.
증강현실 및 가상현실은 다양한 산업에서 광범위하게 활용되고 있으며, 기업과 소비자가 디지털 컨텐츠를 접하는 방식을 바꾸고 있습니다. 증강현실 및 가상현실은 의료 분야에서 의사 교육, 수술 시뮬레이션, 환자 치료에 활용되고 있습니다. 교육 분야에서는 AR은 물리적 장소에 디지털 정보를 겹쳐서 학습 경험을 향상시키고, VR은 몰입형 가상 교실을 제공하여 학생들이 역사나 과학과 같은 복잡한 과목을 보다 매력적인 방식으로 탐구할 수 있도록 돕습니다.
증강현실 및 가상현실은 원격지에서의 커뮤니케이션과 업무 환경을 변화시키는 데 중요한 역할을 할 가능성이 높습니다. 점점 더 많은 기업들이 하이브리드 및 원격 근무 모델을 채택함에 따라, 증강현실 및 가상현실은 가상 회의 및 협업 공간을 표준 화상 회의보다 더 현실적이고 인터랙티브하게 만들 수 있습니다.
증강현실(AR)에 대한 소매업과 E-Commerce의 수요 증가는 증강현실 및 가상현실 시장의 주요 촉진요인입니다. 이러한 추세는 경쟁이 치열해지는 디지털 경제에서 더 나은 소비자 경험, 더 나은 제품 프리젠테이션, 새로운 마케팅 방식에 대한 수요 증가가 원동력이 되고 있습니다. 미국 인구조사국에 따르면 2021년 미국 E-Commerce 매출은 8,708억 달러로 2020년 대비 14.2%, 2019년 대비 50.5% 증가할 것으로 예상됩니다. 이러한 온라인 구매의 놀라운 발전은 AR 기술에 이상적인 환경을 제공하고 있습니다.
또한, AR은 소비자 행동에 상당한 영향을 미치고 있습니다. 중소기업청에 따르면, AR 기술을 사용하는 기업은 온라인 구매자의 전환율을 최대 40%까지 높일 수 있으며, 2015년부터 2020년까지 미국 특허청은 AR 관련 특허 출원 건수가 211% 증가하여 이 부문의 기술 발전이 크게 향상되었음을 입증했습니다. 또한, 미국 과학재단(National Science Foundation)은 2021-2025년 사이 AR/VR 연구 활동에 1억 달러 이상의 자금을 지원하여 소매 AR 애플리케이션의 혁신을 촉진할 것으로 예상됩니다.
과도한 증강현실 및 가상현실 소비와 관련된 건강 문제는 장기적으로 시장 성장을 저해할 수 있습니다. 사용자들은 눈의 피로, 두통, 메스꺼움, 메스꺼움, 방향 감각 상실 등 다양한 신체적, 심리적 문제를 보고하고 있으며, 이러한 기술은 몰입형이기 때문에 '멀미'라고도 불립니다. 장시간 사용하면 점점 더 심각한 증상을 유발할 수 있으며, 잠재 고객과 기업들 사이에서 사용자의 안전과 행복에 대한 우려를 불러일으킬 수 있습니다.
규제 기관과 보건 단체는 사용자의 건강을 보호하기 위해 AR/VR 기술 사용에 대한 엄격한 규제를 부과할 수 있으며, 이는 시장 성장에 영향을 미칠 수 있습니다. 기업들은 AR/VR 가젯의 디자인과 인체공학에 대한 면밀한 검토에 직면할 수 있으며, 건강 문제를 효과적으로 해결하기 위해 연구개발에 대한 투자가 필요할 것입니다.
The growing demand for augmented reality (AR) and virtual reality (VR) technology arises from their revolutionary potential across a variety of industries. AR and VR are transforming how people learn, train, and engage with digital material in industries such as healthcare, education, and manufacturing. In healthcare, for example, these technologies are utilized for surgical simulations, patient diagnostics, and therapy allowing specialists to perform difficult procedures in a safe virtual environment by enabling the market to surpass a revenue of USD 23.73 Billion valued in 2024 and reach a valuation of around USD 214.82 Billion by 2032.
The entertainment and gaming sectors are driving the increasing demand for AR and VR as customers want more immersive and engaging experiences. VR headsets and AR applications are changing the way people interact with games, movies, and virtual worlds by delivering a sense of presence and immersion that was previously unavailable through traditional media. Furthermore, the rise of remote work and virtual collaboration has expedited the adoption of AR and VR technologies in the business world by enabling the market to grow at a CAGR of 31.70% from 2026 to 2032.
Augmented And Virtual Reality (AR/VR) Market: Definition/ Overview
AR and VR are immersive technologies that have changed the way people interact with digital environments. Augmented Reality (AR) is the application of digital content such as images, sounds, or text to the actual environment using devices such as smartphones, tablets, or AR glasses. AR develops an interactive layer by combining real-world experiences with digital information rather than entirely immersing the user in a virtual environment.
They are finding widespread uses in a variety of industries changing how businesses and consumers engage with digital content. AR and VR are utilized in healthcare to train doctors, simulate surgeries, and provide patient care. In education, AR improves learning experiences by overlaying digital information on physical locations, while VR offers immersive virtual classrooms allowing students to explore complicated subjects like history or science in more engaging ways.
AR and VR are likely to play critical roles in transforming distant communication and work settings. As more businesses adopt hybrid and remote work models, AR and VR will make virtual meetings and collaborative workspaces feel more realistic and interactive than standard video conferencing.
The growing demand for augmented reality (AR) in retail and e-commerce is a key driver of the Augmented And Virtual Reality (AR/VR) Market. This trend is being driven by the increased demand for better consumer experiences, better product presentation, and new marketing methods in an increasingly competitive digital economy. According to the US Census Bureau, e-commerce sales in the United States will exceed USD 870.8 Billion in 2021, up 14.2% from 2020 and 50.5% from 2019. This tremendous development in online buying has provided an ideal environment for AR technologies.
Furthermore, AR has a considerable impact on consumer behavior. According to the Small Business Administration, businesses that use AR technologies can enhance conversion rates for online buyers by up to 40%. Between 2015 and 2020, the US Patent and Trademark Office received a 211% rise in AR-related patent applications demonstrating substantial technological improvement in the sector. Furthermore, the National Science Foundation has given more than $100 million in financing for AR/VR research efforts between 2021 and 2025 which is expected to stimulate innovation in retail AR applications.
Health issues associated with excessive augmented reality (AR) and virtual reality (VR) consumption may impede the market's growth in the long run. Users have reported a variety of physical and psychological concerns including eye strain, headaches, nausea, and disorientation, which are sometimes referred to as "motion sickness" due to the immersive nature of these technologies. Prolonged usage can result in increasingly severe symptoms, generating worries among potential customers and businesses about the safety and well-being of users.
Regulatory bodies and health groups may impose tougher rules on the use of AR/VR technologies to protect users' health which could have an impact on market growth. Companies may face more scrutiny over the design and ergonomics of AR/VR gadgets necessitating an investment in R&D to effectively address health concerns.
Marker-less augmented reality is the dominant technology as its versatility and user-friendliness is increasing its application. Unlike marker-based AR which relies on specific images or QR codes to activate the digital overlay, marker-less AR recognizes and interacts with the actual world using advanced technologies such as GPS, accelerometers, and computer vision. This versatility enables users to interact with AR information in a variety of environments without having to look for specific markers.
The fast improvement of mobile devices with excellent cameras and sensors has increased markerless AR's dominance. As smartphone capabilities advance, developers can design more sophisticated applications that use real-time data to increase user engagement. Tourism and education are two industries that are increasingly using markerless AR to create interactive experiences that deliver contextual information and improve learning.
Hardware dominates the market owing to rapid technological improvements and rising customer desire for immersive experiences. The hardware segment includes a wide range of equipment such as headsets, displays, sensors, and input devices all of which are required to enable high-quality AR/VR experiences. The widespread availability of game consoles, mobile devices, and standalone VR headsets has considerably increased hardware sales. Furthermore, the expanding use of AR/VR in industries such as healthcare, education, and real estate has created a demand for improved technology capable of giving realistic simulations and engaging experiences.
While hardware remains the market leader, the software and services segments are also expanding rapidly, albeit at a different rate. The software component which includes AR/VR applications, development platforms, and content production tools is critical to increasing user engagement and improving the entire experience. As more sectors see the value of AR/VR for training, marketing, and consumer engagement, there is a greater demand for bespoke software solutions tailored to specific use cases.
The North American region dominates the Augmented And Virtual Reality (AR/VR) Market owing to its developed technological infrastructure. This supremacy is due to the region's robust digital environment, high-speed internet connectivity, and considerable investments in AR/VR technologies across multiple industries. North America's solid technology infrastructure is reflected in the widespread availability of high-speed internet connectivity which is critical for AR/VR applications. According to the Federal Communications Commission (FCC), as of 2021, 94.4% of the US population had access to fixed terrestrial broadband at speeds of 25/3 Mbps or faster.
The developed technology infrastructure also enables major investments in AR/VR across a variety of businesses. The US Department of Defense, for example, set aside $1.1 billion for AR/VR training and simulation initiatives in its fiscal year 2023 budget. According to the US Department of Education's Office of Teaching Technology, 85% of educators feel that virtual reality (VR) will be a significant teaching tool in the future years. The healthcare industry is also embracing AR/VR with the FDA approving many AR/VR medical equipment such as surgical planning tools and therapeutic applications.
Increased investment and government support are the fastest-growing drivers of the Asia Pacific Augmented And Virtual Reality (AR/VR) Market. This rapid expansion is primarily the result of significant financial contributions from both the private and public sectors as well as supportive government policies targeted at encouraging innovation and digital transformation.
Government activities in the Asia Pacific region are greatly driving the AR/VR market. In China, the government's "New Infrastructure" plan, announced in 2020, includes AR/VR as one of its primary priority areas, with a USD 1.4 Trillion investment expected by 2025.
According to the China Academy of Information and Communications Technology, the country's AR/VR industry is expected to reach USD 60.9 Billion by 2023, rising at a 78.5% CAGR between 2019 and 2023. The Australian government's AUD 1.2 billion (roughly USD 880 Million) investment in its Digital Economy Strategy 2030 which incorporates AR/VR technology is estimated to create 250,000 new employment in the tech industry.
The Augmented And Virtual Reality (AR/VR) Market is a dynamic and competitive space, characterized by a diverse range of players vying for market share. These players are on the run for solidifying their presence through the adoption of strategic plans such as collaborations, mergers, acquisitions, and political support. The organizations are focusing on innovating their product line to serve the vast population in diverse regions.
Some of the prominent players operating in the Augmented And Virtual Reality (AR/VR) Market include:
Microsoft, Google LLC, Apple, Inc., Sony Corporation, Blippar Limited, Infinity Augmented Reality Limited, Niantic, Inc., Zappar Limited., Magic Leap, Incorporated, and Wikitude GmbH.
Augmented And Virtual Reality (AR/VR) Market Key Developments And Mergers
In January 2022, HTC launched a wrist tracker for the Vive Focus 3. This wearable device aids in tracking by detecting infrared LEDs with its built-in camera sensors. Even when the tracker is obscured from the camera's view, high-frequency IMU data and a sophisticated kinetic model can be used to monitor its motions and trajectories.
In December 2021, Google announced and added a brand-new addition to its collection of augmented reality (AR) devices: AR smart glasses that provide users with access to more information, animation, videos, and more lifelike experiences by superimposing digital or computer-generated content over their actual surroundings.