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AR VR Software
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AR VR ¼ÒÇÁÆ®¿þ¾î ¼¼°è ½ÃÀåÀº 2030³â±îÁö 1,307¾ï ´Þ·¯¿¡ ´ÞÇÒ Àü¸Á

2024³â¿¡ 418¾ï ´Þ·¯·Î ÃßÁ¤µÇ´Â AR VR ¼ÒÇÁÆ®¿þ¾î ¼¼°è ½ÃÀåÀº 2024³âºÎÅÍ 2030³â±îÁö CAGR 21.0%·Î ¼ºÀåÇÏ¿© 2030³â¿¡´Â 1,307¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ÀÌ º¸°í¼­¿¡¼­ ºÐ¼®ÇÑ ºÎ¹® Áß ÇϳªÀÎ AR ¼ÒÇÁÆ®¿þ¾î ±â¼úÀº CAGR 22.5%¸¦ ±â·ÏÇÏ¸ç ºÐ¼® ±â°£ Á¾·á½Ã¿¡´Â 992¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. VR ¼ÒÇÁÆ®¿þ¾î ±â¼ú ºÐ¾ßÀÇ ¼ºÀå·üÀº ºÐ¼® ±â°£ µ¿¾È CAGR 16.8%·Î ÃßÁ¤µË´Ï´Ù.

¹Ì±¹ ½ÃÀåÀº ÃßÁ¤ 110¾ï ´Þ·¯, Áß±¹Àº CAGR 19.7%·Î ¼ºÀå ¿¹Ãø

¹Ì±¹ÀÇ AR VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀº 2024³â¿¡ 110¾ï ´Þ·¯·Î ÃßÁ¤µË´Ï´Ù. ¼¼°è 2À§ °æÁ¦ ´ë±¹ÀÎ Áß±¹Àº 2030³â±îÁö 199¾ï ´Þ·¯ÀÇ ½ÃÀå ±Ô¸ð¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµÇ¸ç, ºÐ¼® ±â°£ÀÎ 2024-2030³â CAGRÀº 19.7%¸¦ ±â·ÏÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. ±âŸ ÁÖ¸ñÇÒ ¸¸ÇÑ Áö¿ªº° ½ÃÀåÀ¸·Î´Â ÀϺ»°ú ij³ª´Ù°¡ ÀÖ°í, ºÐ¼® ±â°£ µ¿¾È CAGRÀº °¢°¢ 19.5%¿Í 18.0%·Î ¿¹ÃøµË´Ï´Ù. À¯·´¿¡¼­´Â µ¶ÀÏÀÌ CAGR ¾à 15.2%·Î ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù.

¼¼°èÀÇ AR VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀå - ÁÖ¿ä µ¿Çâ°ú ÃËÁø¿äÀÎ Á¤¸®

AR ¹× VR ¼ÒÇÁÆ®¿þ¾î´Â ¾î¶»°Ô »ê¾÷ Àü¹Ý¿¡ °ÉÃÄ Çõ¸íÀ» ÀÏÀ¸Å°°í Àִ°¡?

Áõ°­Çö½Ç(AR) ¹× °¡»óÇö½Ç(VR) ¼ÒÇÁÆ®¿þ¾î´Â ºñÁî´Ï½º ¿î¿µ, °í°´ Âü¿©, ±³À° ¹æ½ÄÀ» °­È­ÇÏ´Â ¸ôÀÔÇü °æÇèÀ» Á¦°øÇÔÀ¸·Î½á »ê¾÷À» º¯È­½Ã۰í ÀÖ½À´Ï´Ù. ±âÁ¸ ¹Ìµð¾î¿Í ´Þ¸® AR°ú VR ¼ÒÇÁÆ®¿þ¾î´Â Çö½Ç ¼¼°è¿¡ µðÁöÅÐ ¿ä¼Ò¸¦ ÁßøÇϰųª(AR), ¿ÏÀüÈ÷ ½Ã¹Ä·¹ÀÌ¼ÇµÈ ¼¼°è¸¦ ¸¸µé¾î(VR) »ç¿ëÀÚ°¡ 3D ȯ°æ°ú »óÈ£ ÀÛ¿ëÇÒ ¼ö ÀÖµµ·Ï ÇÕ´Ï´Ù. ÀÌ ±â¼úÀº ¼ö¼ú ½Ã¹Ä·¹À̼Ç, ÀÇ·á ÈÆ·Ã, ȯÀÚ ÀçȰ µî ÇコÄÉ¾î ºÐ¾ß¿¡¼­ Ȱ¿ëµµ°¡ ³ô¾ÆÁö°í ÀÖ½À´Ï´Ù. Á¦Á¶ ¹× ¿£Áö´Ï¾î¸µ ºÐ¾ß¿¡¼­´Â AR°ú VRÀÌ Á¦Ç° ¼³°è, °¡»ó ÇÁ·ÎÅäŸÀÌÇÎ, ¼³ºñ À¯Áöº¸¼ö¿¡ Ȱ¿ëµÇ°í ÀÖÀ¸¸ç, ¿£Áö´Ï¾î´Â ½ÇÁ¦ »ý»ê Àü¿¡ ºÎǰÀ» 3D·Î ½Ã°¢È­ÇÏ¿© ¿öÅ©Ç÷ο츦 ÃÖÀûÈ­ÇÒ ¼ö ÀÖ½À´Ï´Ù. ¼Ò¸Å¾÷¿¡¼­´Â °¡»ó ÇÇÆÃ, ¸ôÀÔÇü Á¦Ç° ½Ã¿¬, ¸ÅÀå ³» ¼îÇÎ °æÇèÀ» °­È­Çϱâ À§ÇØ ARÀ» Ȱ¿ëÇϰí ÀÖ½À´Ï´Ù. AR°ú VR ¼ÒÇÁÆ®¿þ¾î´Â ÀÎÅÍ·¢Æ¼ºêÇÑ ÇнÀ ȯ°æÀ» ÃËÁøÇÏ°í º¹ÀâÇÑ ÁÖÁ¦¸¦ º¸´Ù ¸Å·ÂÀûÀ̰í Ä£¼÷ÇÏ°Ô ¸¸µé¾î ±³À°¿¡ Çõ¸íÀ» ÀÏÀ¸Å°°í ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ¿£ÅÍÅ×ÀÎ¸ÕÆ® ¾÷°è¿¡¼­´Â ¸ôÀÔÇü °ÔÀÓ°ú VR ¿µÈ­°üÀÌ Å« ÁøÀüÀ» ÀÌ·ç¾ú°í, »ç¿ëÀÚµéÀº ¿ÏÀüÈ÷ »õ·Î¿î ¹æ½ÄÀ¸·Î ÄÁÅÙÃ÷¸¦ °æÇèÇϰí ÀÖ½À´Ï´Ù. AR°ú VR ±â¼úÀÌ ´Ù¾çÇÑ ºÐ¾ß¿¡ ÅëÇյǸ鼭 »óÈ£ ÀÛ¿ë, ½Ã°¢È­, ½Ã¹Ä·¹À̼ÇÀ» °­È­ÇÏ´Â ´É·ÂÀº ±âÁ¸ÀÇ ºñÁî´Ï½º ¸ðµ¨°ú ¼ÒºñÀÚ »óÈ£ ÀÛ¿ëÀ» ÀçÁ¤ÀÇÇϰí ÀÖ½À´Ï´Ù.

¾î¶² ±â¼ú Çõ½ÅÀÌ AR VR ¼ÒÇÁÆ®¿þ¾î »ê¾÷À» ÁÖµµÇϰí Àִ°¡?

±â¼úÀÇ ¹ßÀüÀº Çϵå¿þ¾î, AIÀÇ ÅëÇÕ, ¸ôÀÔÇü ÄÁÅÙÃ÷ °³¹ßÀÇ Áö¼ÓÀûÀÎ °³¼±À¸·Î ÁøÈ­ÇÏ´Â AR ¹× VR ¼ÒÇÁÆ®¿þ¾î ȯ°æÀÇ ÇÙ½ÉÀ» ÀÌ·ç°í ÀÖ½À´Ï´Ù. Çâ»óµÈ ±×·¡ÇÈ ·»´õ¸µ ¿£Áø°ú ½Ç½Ã°£ ÃßÀû ½Ã½ºÅÛÀº º¸´Ù Çö½ÇÀûÀÌ°í ¹ÝÀÀ¼ºÀÌ ¶Ù¾î³­ AR ¹× VR °æÇèÀ» Á¦°øÇÕ´Ï´Ù. AI´Â »ç¹°, ȯ°æ, »ç¿ëÀÚÀÇ Á¦½ºÃ³¸¦ ÀνÄÇÒ ¼ö ÀÖ´Â Áö´ÉÇü AR ½Ã½ºÅÛ °³¹ß¿¡ Áß¿äÇÑ ¿ªÇÒÀ» Çϰí ÀÖÀ¸¸ç, º¸´Ù ÀÎÅÍ·¢Æ¼ºêÇϰí Á÷°üÀûÀÎ ¾ÖÇø®ÄÉÀ̼ÇÀ» ¸¸µé¾î³»°í ÀÖ½À´Ï´Ù. AR°ú ¸ð¹ÙÀÏ Ç÷§Æû°úÀÇ ÅëÇÕÀº Á¢±Ù¼ºÀ» ³ÐÇô Ưº°ÇÑ Çϵå¿þ¾î ¾øÀ̵µ ½º¸¶Æ®ÆùÀ̳ª ÅÂºí¸´À» ÅëÇØ ³Î¸® »ç¿ëÇÒ ¼ö ÀÖµµ·Ï Çß½À´Ï´Ù. VR ºÐ¾ß¿¡¼­´Â ÇÁ·Î¼¼¼­¸¦ ³»ÀåÇÏ°í ¸ð¼Ç ¼¾¼­¸¦ °³¼±ÇÑ µ¶¸³Çü Çìµå¼ÂÀÇ °³¹ß·Î Å×´õ¸µ ¼³Á¤ÀÌ ÇÊ¿ä ¾ø¾îÁ® ÁøÀÔÀ庮ÀÌ ³·¾ÆÁö°í ÀÖ½À´Ï´Ù. ¶ÇÇÑ, 5G ¿¬°áÀÇ ¹ßÀüÀº ¸ôÀÔÇü ¾ÖÇø®ÄÉÀ̼ÇÀÇ ½Ç½Ã°£ »óÈ£ ÀÛ¿ë¿¡ ÇʼöÀûÀÎ ÀúÁö¿¬ µ¥ÀÌÅÍ Àü¼ÛÀ» °¡´ÉÇϰÔÇÔÀ¸·Î½á AR ¹× VR ¼ÒÇÁÆ®¿þ¾î¿¡ Çõ¸íÀ» ºÒ·¯ÀÏÀ¸Å°°í ÀÖ½À´Ï´Ù. Ŭ¶ó¿ìµå ÄÄÇ»ÆÃµµ Áß¿äÇÑ ¿øµ¿·ÂÀ̸ç, º¹ÀâÇÑ °è»êÀ» ¿ÀÇÁ·ÎµåÇÒ ¼ö ÀÖ°ÔÇÔÀ¸·Î½á ´Ù¾çÇÑ ±â±â¿¡¼­ AR ¹× VR °æÇèÀÇ ¼º´ÉÀ» Çâ»ó½Ãų ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ±â¼úÀÌ °è¼Ó ¹ßÀüÇÔ¿¡ µû¶ó AR ¹× VR ¼ÒÇÁÆ®¿þ¾îÀÇ ±â´ÉÀÌ È®ÀåµÇ°í, »ê¾÷À» ºÒ¹®ÇÏ°í º¸´Ù ¹ü¿ëÀûÀ̰í È®À强ÀÌ ³ô¾ÆÁö´Â Ãß¼¼ÀÔ´Ï´Ù.

»ê¾÷º° ¾ÖÇø®ÄÉÀ̼ÇÀº ¾î¶»°Ô AR VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀ» Çü¼ºÇϰí Àִ°¡?

AR ¹× VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀº °íÀ¯ÇÑ °úÁ¦¸¦ ÇØ°áÇÏ°í »õ·Î¿î ¼ºÀå ±âȸ¸¦ âÃâÇÏ´Â »ê¾÷º° ¾ÖÇø®ÄÉÀ̼ÇÀÇ ¿µÇâÀ» Á¡Á¡ ´õ ¸¹ÀÌ ¹Þ°í ÀÖ½À´Ï´Ù. ºÎµ¿»ê ¾÷°è¿¡¼­´Â VR Åõ¾î¸¦ ÅëÇØ ±¸¸Å Èñ¸ÁÀÚ°¡ ¿ø°ÝÁö¿¡¼­ ºÎµ¿»êÀ» Ž»öÇÒ ¼ö ÀÖ°Ô µÇ¾î ½ÇÁ¦ ¹æ¹®ÀÇ Çʿ伺ÀÌ Å©°Ô ÁÙ¾îµé°í, ºÎµ¿»ê ȸ»çÀÇ µµ´Þ ¹üÀ§°¡ È®´ëµÇ°í ÀÖ½À´Ï´Ù. ÀÚµ¿Â÷ »ê¾÷¿¡¼­ ARÀº Á¶¸³ ¶óÀο¡¼­ ǰÁú °Ë»ç ¹× °¡»ó Áö½Ã¸¦ À§ÇØ È°¿ëµÇ°í ÀÖÀ¸¸ç, VRÀº ¸ôÀÔÇü µðÀÚÀÎ ½Ã°¢È­ ¹× °í°´ ½Ã½Â¿¡ Ȱ¿ëµÇ°í ÀÖ½À´Ï´Ù. °ü±¤¾÷°è¿¡¼­´Â VRÀ» °¡»ó ¿©Çà üÇè¿¡ Ȱ¿ëÇÏ¿© »ç¿ëÀÚ°¡ ¿©ÇàÀ» °áÁ¤Çϱâ Àü¿¡ ¸ñÀûÁö¸¦ Ž»öÇÒ ¼ö ÀÖµµ·Ï Çϰí ÀÖ½À´Ï´Ù. AR°ú VRÀº ±â¾÷ ±³À° ÇÁ·Î±×·¥¿¡µµ ÇʼöÀûÀÎ ¿ä¼Ò·Î ÀÚ¸® Àâ°í ÀÖÀ¸¸ç, ½ÇÁ¦ ±³À° ȯ°æ¿¡ µû¸£´Â À§Çè ºÎ´ã ¾øÀÌ ±â¼ú °³¹ßÀ» À§ÇÑ Çö½ÇÀûÀÎ ½Ã¹Ä·¹À̼ÇÀ» Á¦°øÇϰí ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î, VRÀº ±¹¹æ ¹× Ç×°ø¿ìÁÖ ºÐ¾ßÀÇ ÈÆ·Ã¿¡¼­ ÀüÅõ ½Ã³ª¸®¿À, ºñÇà ÀÛÀü, ºñ»ó ´ëÀÀ µîÀÇ ½Ã¹Ä·¹À̼ǿ¡ »ç¿ëµÇ°í ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ¼Ò¼È VR Ç÷§ÆûÀÇ ¼ºÀåÀ¸·Î µðÁöÅÐ °ø°£¿¡¼­ÀÇ °¡»ó Çù¾÷, ¿ø°Ý ȸÀÇ, »çȸÀû ±³·ù¸¦ À§ÇÑ »õ·Î¿î ±æÀÌ ¿­¸®¸é¼­ »ç¶÷µéÀÇ ¿¬°á°ú ¼ÒÅë ¹æ½ÄÀ» ÀçÁ¤ÀÇÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Å¸°Ù ¾ÖÇø®ÄÉÀ̼ÇÀº AR ¹× VR ¼ÒÇÁÆ®¿þ¾îÀÇ Ã¤ÅÃÀ» Áõ°¡½Ãų »Ó¸¸ ¾Æ´Ï¶ó, ÀÏ»óÀûÀÎ ºñÁî´Ï½º ¾÷¹«¿Í ¼ÒºñÀÚ °æÇèÀ¸·Î È®ÀåµÉ ¼ö ÀÖ´Â ¹ßÆÇÀ» ¸¶·ÃÇϰí ÀÖ½À´Ï´Ù.

AR VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀ» ÃËÁøÇÏ´Â ÁÖ¿ä ¼ºÀå ¿äÀÎÀº ¹«¾ùÀΰ¡?

AR VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ ¼ºÀåÀº AI¿Í ¸Ó½Å·¯´×ÀÇ ¹ßÀü, ¸ôÀÔÇü °í°´ °æÇè¿¡ ´ëÇÑ ¼ö¿ä Áõ°¡, 5G ±â¼úÀÇ º¸±Þ µî ¿©·¯ ¿äÀο¡ ÀÇÇØ ÀÌ·ç¾îÁö°í ÀÖ½À´Ï´Ù. AIÀÇ ÅëÇÕÀº °³ÀÎÈ­µÈ »ç¿ëÀÚ °æÇè¿¡ ºÎÀÀÇÏ´Â º¸´Ù ÀÎÅÍ·¢Æ¼ºêÇϰí ÀûÀÀ·ÂÀÌ ³ôÀº AR ¾ÖÇø®ÄÉÀ̼ÇÀ» °³¹ßÇÒ ¼ö ÀÖ°Ô ÇØÁÝ´Ï´Ù. ¸ôÀÔÇü ¸®Å×Àϰú °¡»ó ¼îÇÎ °æÇèÀÇ ÀαⰡ ³ô¾ÆÁü¿¡ µû¶ó ±â¾÷µéÀº °í°´ Âü¿©¸¦ °­È­ÇÏ°í ÆÇ¸Å¸¦ ÃËÁøÇϱâ À§ÇØ AR ¼ÒÇÁÆ®¿þ¾î¿¡ ÅõÀÚÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ¿ø°Ý ±Ù¹«ÀÇ È®´ë¿Í °¡»ó Çù¾÷ ÅøÀÇ Çʿ伺À¸·Î ÀÎÇØ ±â¾÷ ȯ°æ¿¡¼­ÀÇ VR ¼ÒÇÁÆ®¿þ¾î µµÀÔÀÌ °¡¼ÓÈ­µÇ°í ÀÖ½À´Ï´Ù. AR ±â´ÉÀÌ Å¾ÀçµÈ ½º¸¶Æ®ÆùÀÇ º¸±ÞÀº AR °æÇè¿¡ ´ëÇÑ Á¢±ÙÀ» ¹ÎÁÖÈ­½ÃÄ×°í, »õ·Î¿î VR Çìµå¼ÂÀÇ Ãâ½Ã´Â VR ¾ÖÇø®ÄÉÀ̼ÇÀÇ ¼ÒºñÀÚ ÃþÀ» ³ÐÇô°¡°í ÀÖ½À´Ï´Ù. 5G ³×Æ®¿öÅ©ÀÇ µµÀÔÀº ½Ç½Ã°£ AR ¹× VR °æÇèÀÇ µ¥ÀÌÅÍ Áý¾àÀû ¿ä±¸ »çÇ×À» Áö¿øÇÏ°í º¸´Ù ¿øÈ°ÇÏ°í ¹ÝÀÀ¼ºÀÌ ³ôÀº »óÈ£ ÀÛ¿ëÀ» °¡´ÉÇÏ°Ô Çϱ⠶§¹®¿¡ ƯÈ÷ Áß¿äÇÕ´Ï´Ù. ¶ÇÇÑ, ¾÷°è Àü¹Ý¿¡ °ÉÃÄ µðÁöÅÐ Àüȯ¿¡ ´ëÇÑ °ü½ÉÀÌ ³ô¾ÆÁö¸é¼­ ¾÷¹« È¿À²¼º, ±³À° ¹× °í°´°úÀÇ »óÈ£ÀÛ¿ëÀ» °³¼±ÇÒ ¼ö ÀÖ´Â Çõ½ÅÀûÀÎ ¹æ¹ýÀ» Á¦°øÇÏ´Â AR ¹× VR ¼ÒÇÁÆ®¿þ¾î ¼Ö·ç¼Ç¿¡ ´ëÇÑ ÅõÀÚ¸¦ ÃËÁøÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ¿äÀεéÀÌ Á¾ÇÕÀûÀ¸·Î ÀÛ¿ëÇϸ鼭 AR VR ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀº ±â¼ú ¹ßÀü, »ê¾÷º° ¾ÖÇø®ÄÉÀ̼Ç, ÁøÈ­ÇÏ´Â ¼ÒºñÀÚ Çൿ¿¡ ÈûÀÔ¾î Å« ÆøÀÇ ¼ºÀåÀÌ ¿¹»óµË´Ï´Ù.

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Global AR VR Software Market to Reach US$130.7 Billion by 2030

The global market for AR VR Software estimated at US$41.8 Billion in the year 2024, is expected to reach US$130.7 Billion by 2030, growing at a CAGR of 21.0% over the analysis period 2024-2030. AR Software Technology, one of the segments analyzed in the report, is expected to record a 22.5% CAGR and reach US$99.2 Billion by the end of the analysis period. Growth in the VR Software Technology segment is estimated at 16.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$11.0 Billion While China is Forecast to Grow at 19.7% CAGR

The AR VR Software market in the U.S. is estimated at US$11.0 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$19.9 Billion by the year 2030 trailing a CAGR of 19.7% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 19.5% and 18.0% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 15.2% CAGR.

Global AR VR Software Market - Key Trends & Drivers Summarized

How Are AR and VR Software Revolutionizing Industries Across the Board?

Augmented Reality (AR) and Virtual Reality (VR) software are transforming industries by providing immersive experiences that enhance business operations, customer engagement, and training methodologies. Unlike traditional media, AR and VR software allow users to interact with 3D environments, either by overlaying digital elements onto the real world (AR) or creating entirely simulated worlds (VR). This technology is being increasingly utilized in healthcare for surgical simulations, medical training, and patient rehabilitation. In manufacturing and engineering, AR and VR are used for product design, virtual prototyping, and equipment maintenance, enabling engineers to visualize components in 3D and optimize workflows before actual production. The retail sector is capitalizing on AR for virtual try-ons, immersive product demonstrations, and enhancing the in-store shopping experience. Education is also being revolutionized as AR and VR software facilitate interactive learning environments, making complex subjects more engaging and accessible. Furthermore, the entertainment industry has seen significant advancements with immersive gaming and VR cinemas, where users experience content in entirely new ways. As AR and VR technologies become more integrated into various sectors, their ability to provide enhanced interaction, visualization, and simulation is redefining traditional business models and consumer interactions.

What Technological Innovations Are Driving the AR VR Software Industry?

Technological advancements are at the heart of the evolving AR and VR software landscape, with continuous improvements in hardware, AI integration, and immersive content development. Enhanced graphics rendering engines and real-time tracking systems are providing more realistic and responsive AR and VR experiences. AI is playing a crucial role in developing intelligent AR systems that can recognize objects, environments, and user gestures, creating more interactive and intuitive applications. The integration of AR with mobile platforms has broadened its accessibility, enabling widespread use through smartphones and tablets without the need for specialized hardware. In the VR space, the development of standalone headsets with built-in processors and improved motion sensors is reducing barriers to entry by eliminating the need for tethered setups. Moreover, advancements in 5G connectivity are set to revolutionize AR and VR software by enabling low-latency data transmission, which is essential for real-time interaction in immersive applications. Cloud computing is another significant driver, allowing for the offloading of complex computations, thus enhancing the performance of AR and VR experiences on various devices. As these technologies continue to evolve, they are expanding the capabilities of AR and VR software, making it more versatile and scalable across industries.

How Are Industry-Specific Applications Shaping the AR VR Software Market?

The AR and VR software market is increasingly influenced by industry-specific applications that address unique challenges and create new opportunities for growth. In the real estate industry, VR tours allow prospective buyers to explore properties remotely, significantly reducing the need for physical visits and expanding the reach of real estate agencies. In the automotive sector, AR is being used in assembly lines for quality checks and virtual instructions, while VR enables immersive design visualization and customer test drives. The tourism industry is leveraging VR for virtual travel experiences, allowing users to explore destinations before making travel decisions. AR and VR are also becoming integral to corporate training programs, offering realistic simulations for skills development without the risks associated with real-world training environments. For instance, VR is used in defense and aerospace training to simulate combat scenarios, flight operations, and emergency responses. Additionally, the growth of social VR platforms is opening new avenues for virtual collaboration, remote meetings, and social interactions in digital spaces, redefining the way people connect and communicate. These targeted applications are not only increasing the adoption of AR and VR software but are also setting the stage for its expansion into everyday business operations and consumer experiences.

What Are the Key Growth Drivers Fueling the AR VR Software Market?

The growth in the AR VR software market is driven by several factors, including advancements in AI and machine learning, increasing demand for immersive customer experiences, and the widespread adoption of 5G technology. The integration of AI is enabling the development of more interactive and adaptive AR applications that cater to personalized user experiences. The rising popularity of immersive retail and virtual shopping experiences is compelling businesses to invest in AR software that enhances customer engagement and drives sales. Additionally, the expansion of remote work and the need for virtual collaboration tools are accelerating the adoption of VR software in corporate environments. The proliferation of smartphones equipped with AR capabilities is democratizing access to AR experiences, while the launch of new VR headsets is expanding the consumer base for VR applications. The deployment of 5G networks is particularly critical, as it supports the data-intensive requirements of real-time AR and VR experiences, enabling smoother and more responsive interactions. Moreover, the increasing emphasis on digital transformation across industries is driving investments in AR and VR software solutions that offer innovative ways to improve operational efficiency, training, and customer interaction. As these factors converge, the AR VR software market is expected to witness substantial growth, fueled by technology advancements, industry-specific applications, and evolving consumer behavior.

SCOPE OF STUDY:

The report analyzes the AR VR Software market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Technology (AR Software Technology, VR Software Technology); Software Type (Software Development Kit, Game Engine Software, Modeling & Visualization Software, Content Management System Software, Training Simulation Software, Remote Collaboration Software, Geospatial Mapping Software, Industrial Platforms Software, Other Software Types); Vertical (Media & Entertainment Vertical, Retail & E-commerce Vertical, Training & Education Vertical, Travel & Hospitality Vertical, Aerospace & Defense Vertical, Real Estate Vertical, Manufacturing Vertical, Healthcare Vertical, Aerospace & Defense Vertical, Automotive Vertical, IT & Telecom Vertical, Transportation & Logistics Vertical, Energy & Utilities Vertical, Other Verticals)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

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TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

III. MARKET ANALYSIS

IV. COMPETITION

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