세계의 혼합현실 시장 : 시장 규모, 점유율, 동향 분석 보고서-컴포넌트별, 디바이스 유형별, 용도별, 지역별, 전망 및 예측(2024-2031년)
Global Mixed Reality Market Size, Share & Trends Analysis Report By Component (Hardware and Software), By Devices Type (Wireless and Wired), By Application, By Regional Outlook and Forecast, 2024 - 2031
상품코드:1621164
리서치사:KBV Research
발행일:2024년 12월
페이지 정보:영문 251 Pages
라이선스 & 가격 (부가세 별도)
한글목차
혼합현실 시장 규모는 예측기간 동안 50.9%의 연평균 복합 성장률(CAGR)로 시장 성장할 전망이며, 2031년까지 1,437억 8,000만 달러에 달할 것으로 예상되고 있습니다.
게다가 제조업과 산업부문에서는 업무 효율, 트레이닝, 전반적인 생산성 향상을 위해 혼합현실을 이용하는 경우가 늘어나고 있습니다. MR에 의해, 이러한 업계의 작업자는, 디지털 오버레이에 의해서 작업자 시야내에 지시, 도표, 데이터가 표시되어, 복잡한 시스템이나 기기를 실시간으로 시각화할 수 있습니다.
그러나 하드웨어와 소프트웨어의 초기 비용이 높은 것이 혼합현실의 도입을 방해하고 있습니다. 헤드셋, 안경, 센서 등의 MR 디바이스는 중소기업과 소비자에게 매우 비쌉니다. 이러한 디바이스에는 고해상도 디스플레이, 강력한 프로세서, 정밀한 센서 등의 고급 기술이 필요하며, 이 모든 것이 높은 가격으로 이어지고 있습니다. 따라서 혼합현실의 하드웨어와 소프트웨어의 고비용이 시장의 성장을 방해하고 있습니다.
컴포넌트 전망
컴포넌트를 기반으로 시장은 하드웨어와 소프트웨어로 나뉘어져 있습니다. 하드웨어 부문은 2023년 시장에서 72%의 수익 공유를 획득했습니다. 이 부문의 성장은 몰입형 경험을 가능하게 하는 헤드셋, 센서 및 기타 주변 기기를 포함하는 혼합현실 장치의 채택 증가에 의해 주로 촉진되었습니다.
장치 유형 전망
장치 유형별로 볼 때 시장은 유선과 무선으로 나뉘어져 있습니다. 유선 부문은 2023년에 시장에서 32%의 수익 점유율을 획득했습니다. 유선 장치는 안정적이고 고성능인 연결을 선호하는 경우가 많으며 일관성 있고 중단 없는 데이터 전송을 필요로 하는 보다 복잡한 용도에 최적입니다.
용도 전망
용도에 따라 시장은 항공우주 및 방위, 자동차, 교육, 전자상거래 및 소매, 게임 및 엔터테인먼트, 건강 관리, 산업 및 제조 등으로 분류됩니다. 2023년에는 e커머스 및 소매 부문이 시장에서 6%의 수익 점유율을 획득했습니다. 소매업체들은 가상 피팅, 제품 시각화, 인터랙티브한 매장 환경을 통해 고객 경험을 향상시키기 위해 혼합현실을 채택하는 경우가 늘고 있습니다.
지역 전망
지역별로 보면 시장은 북미, 유럽, 아시아태평양, LAMEA에 걸쳐 분석되고 있습니다. 2023년에는 아시아 태평양 지역이 시장에서 27%의 수익 점유율을 창출했습니다. 중국, 일본, 한국, 인도 등 국가의 급속한 경제성장과 기술과 디지털화에 대한 투자 증가가 이 지역의 시장 확대에 크게 기여하고 있습니다.
목차
제1장 시장 범위 및 조사 방법
시장의 정의
목적
시장 범위
세분화
조사 방법
제2장 시장 요람
주요 하이라이트
제3장 시장 개요
서문
개요
시장구성 및 시나리오
시장에 영향을 미치는 주요 요인
시장 성장 촉진요인
시장 성장 억제요인
시장 기회
시장의 과제
제4장 경쟁 분석 - 세계
시장 점유율 분석(2023년)
혼합현실 시장에서 전개되고 있는 최근의 전략
Porter's Five Forces 분석
제5장 세계 시장 : 컴포넌트별
세계의 하드웨어 시장 : 지역별
세계의 소프트웨어 시장 : 지역별
제6장 세계 시장 : 디바이스 유형별
세계의 무선 시장 : 지역별
세계의 유선 시장 : 지역별
제7장 세계 시장 : 용도별
세계의 게임 및 엔터테인먼트 시장 : 지역별
세계의 자동차 시장 : 지역별
세계의 산업 및 제조 시장 : 지역별
세계의 헬스케어 시장 : 지역별
세계의 항공우주 및 방위 시장 : 지역별
세계의 교육 시장 : 지역별
세계의 전자상거래 및 소매 시장 : 지역별
세계의 다른 용도 시장 : 지역별
제8장 세계 시장 : 지역별
북미
북미 시장 : 국가별
미국
캐나다
멕시코
기타 북미
유럽
유럽 시장 : 국가별
독일
영국
프랑스
러시아
스페인
이탈리아
기타 유럽
아시아태평양
아시아태평양 시장 : 국가별
중국
일본
인도
한국
싱가포르
말레이시아
기타 아시아태평양
라틴아메리카, 중동 및 아프리카
라틴아메리카, 중동 및 아프리카 시장 : 국가별
브라질
아르헨티나
아랍에미리트(UAE)
사우디아라비아
남아프리카
나이지리아
기타 라틴아메리카, 중동 및 아프리카
제9장 기업 프로파일
Microsoft Corporation
Google LLC(Alphabet Inc)
Canon, Inc
Samsung Electronics(주)(삼성그룹)
Meta Platforms, Inc
HTC Corporation
Dell Technologies, Inc
PTC, Inc
Hewlett Packard Enterprise Company
Niantic, Inc
제10장 혼합현실 시장의 성공 필수조건
AJY
영문 목차
영문목차
The Global Mixed Reality Market size is expected to reach $143.78 billion by 2031, rising at a market growth of 50.9% CAGR during the forecast period.
The popularity of immersive gaming experiences, enabled by mixed reality technology, has led to significant growth in this segment. Virtual reality (VR) and augmented reality (AR) games offer highly interactive and engaging environments and are increasingly popular among consumers. Furthermore, the entertainment industry is adopting mixed reality to create more immersive experiences for moviegoers and audiences, further contributing to the segment's strong revenue performance. Thus, the gaming & entertainment segment witnessed 28% revenue share in the market in 2023.
As the digital world becomes more immersive, the demand for enhanced user experiences has risen significantly across various industries. Whether consumers or business clients, customers seek more interactive and engaging ways to connect with products, services, and brands.
Additionally, the manufacturing and industrial sectors are increasingly turning to mixed reality to enhance operational efficiencies, training, and overall productivity. MR allows workers in these industries to visualize complex systems and equipment in real time, with digital overlays providing instructions, schematics, or data in the worker's line of sight.
However, the high initial hardware and software costs hinder the adoption of mixed reality. MR devices such as headsets, glasses, and sensors can be prohibitively expensive for small businesses or consumers. These devices require advanced technologies like high-resolution displays, powerful processors, and precise sensors, all contributing to their high price points. Therefore, the high costs of mixed reality hardware and software hamper the market's growth.
Component Outlook
Based on component, the market is divided into hardware and software. The hardware segment procured 72% revenue share in the market in 2023. The growth in this segment was primarily fueled by the rising adoption of mixed reality devices, including headsets, sensors, and other peripherals that enable immersive experiences.
Device Type Outlook
By devices type, the market is divided into wired and wireless. The wired segment procured 32% revenue share in the market in 2023. Wired devices are often preferred for their stable, high-performance connections, making them ideal for more complex applications that require consistent and uninterrupted data transfer.
Application Outlook
On the basis of application, the market is segmented into aerospace and defense, automotive, education, e-commerce & retail, gaming & entertainment, healthcare, industrial & manufacturing, and others. In 2023, the e-commerce & retail segment attained 6% revenue share in the market. Retailers increasingly adopt mixed reality to enhance customer experiences through virtual try-ons, product visualizations, and interactive store environments.
Regional Outlook
Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. In 2023, the Asia Pacific region generated 27% revenue share in the market. The rapid economic growth in countries like China, Japan, South Korea, and India, coupled with increasing investments in technology and digitalization, has significantly contributed to the market's expansion in this region.
List of Key Companies Profiled
Microsoft Corporation
Google LLC (Alphabet Inc.)
Canon, Inc.
Samsung Electronics Co., Ltd. (Samsung Group)
Meta Platforms, Inc.
HTC Corporation
Dell Technologies, Inc.
PTC Inc.
Hewlett Packard Enterprise Company
Niantic, Inc.
Global Mixed Reality Market Report Segmentation
By Component
Hardware
Software
By Devices Type
Wireless
Wired
By Application
Gaming & Entertainment
Automotive
Industrial & Manufacturing
Healthcare
Aerospace & defense
Education
E-Commerce & Retail
Other Application
By Geography
North America
US
Canada
Mexico
Rest of North America
Europe
Germany
UK
France
Russia
Spain
Italy
Rest of Europe
Asia Pacific
China
Japan
India
South Korea
Singapore
Malaysia
Rest of Asia Pacific
LAMEA
Brazil
Argentina
UAE
Saudi Arabia
South Africa
Nigeria
Rest of LAMEA
Table of Contents
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Mixed Reality Market, by Component
1.4.2 Global Mixed Reality Market, by Devices Type
1.4.3 Global Mixed Reality Market, by Application
1.4.4 Global Mixed Reality Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 Market Share Analysis, 2023
4.2 Recent Strategies Deployed in Mixed Reality Market
4.3 Porter Five Forces Analysis
Chapter 5. Global Mixed Reality Market by Component
5.1 Global Hardware Market by Region
5.2 Global Software Market by Region
Chapter 6. Global Mixed Reality Market by Devices Type
6.1 Global Wireless Market by Region
6.2 Global Wired Market by Region
Chapter 7. Global Mixed Reality Market by Application
7.1 Global Gaming & Entertainment Market by Region
7.2 Global Automotive Market by Region
7.3 Global Industrial & Manufacturing Market by Region
7.4 Global Healthcare Market by Region
7.5 Global Aerospace & defense Market by Region
7.6 Global Education Market by Region
7.7 Global E-Commerce & Retail Market by Region
7.8 Global Other Application Market by Region
Chapter 8. Global Mixed Reality Market by Region
8.1 North America Mixed Reality Market
8.1.1 North America Mixed Reality Market by Component
8.1.1.1 North America Hardware Market by Region
8.1.1.2 North America Software Market by Region
8.1.2 North America Mixed Reality Market by Devices Type
8.1.2.1 North America Wireless Market by Country
8.1.2.2 North America Wired Market by Country
8.1.3 North America Mixed Reality Market by Application
8.1.3.1 North America Gaming & Entertainment Market by Country
8.1.3.2 North America Automotive Market by Country
8.1.3.3 North America Industrial & Manufacturing Market by Country
8.1.3.4 North America Healthcare Market by Country
8.1.3.5 North America Aerospace & defense Market by Country
8.1.3.6 North America Education Market by Country
8.1.3.7 North America E-Commerce & Retail Market by Country
8.1.3.8 North America Other Application Market by Country
8.1.4 North America Mixed Reality Market by Country
8.1.4.1 US Mixed Reality Market
8.1.4.1.1 US Mixed Reality Market by Component
8.1.4.1.2 US Mixed Reality Market by Devices Type
8.1.4.1.3 US Mixed Reality Market by Application
8.1.4.2 Canada Mixed Reality Market
8.1.4.2.1 Canada Mixed Reality Market by Component
8.1.4.2.2 Canada Mixed Reality Market by Devices Type
8.1.4.2.3 Canada Mixed Reality Market by Application
8.1.4.3 Mexico Mixed Reality Market
8.1.4.3.1 Mexico Mixed Reality Market by Component
8.1.4.3.2 Mexico Mixed Reality Market by Devices Type
8.1.4.3.3 Mexico Mixed Reality Market by Application
8.1.4.4 Rest of North America Mixed Reality Market
8.1.4.4.1 Rest of North America Mixed Reality Market by Component
8.1.4.4.2 Rest of North America Mixed Reality Market by Devices Type
8.1.4.4.3 Rest of North America Mixed Reality Market by Application
8.2 Europe Mixed Reality Market
8.2.1 Europe Mixed Reality Market by Component
8.2.1.1 Europe Hardware Market by Country
8.2.1.2 Europe Software Market by Country
8.2.2 Europe Mixed Reality Market by Devices Type
8.2.2.1 Europe Wireless Market by Country
8.2.2.2 Europe Wired Market by Country
8.2.3 Europe Mixed Reality Market by Application
8.2.3.1 Europe Gaming & Entertainment Market by Country
8.2.3.2 Europe Automotive Market by Country
8.2.3.3 Europe Industrial & Manufacturing Market by Country
8.2.3.4 Europe Healthcare Market by Country
8.2.3.5 Europe Aerospace & defense Market by Country
8.2.3.6 Europe Education Market by Country
8.2.3.7 Europe E-Commerce & Retail Market by Country
8.2.3.8 Europe Other Application Market by Country
8.2.4 Europe Mixed Reality Market by Country
8.2.4.1 Germany Mixed Reality Market
8.2.4.1.1 Germany Mixed Reality Market by Component
8.2.4.1.2 Germany Mixed Reality Market by Devices Type
8.2.4.1.3 Germany Mixed Reality Market by Application
8.2.4.2 UK Mixed Reality Market
8.2.4.2.1 UK Mixed Reality Market by Component
8.2.4.2.2 UK Mixed Reality Market by Devices Type
8.2.4.2.3 UK Mixed Reality Market by Application
8.2.4.3 France Mixed Reality Market
8.2.4.3.1 France Mixed Reality Market by Component
8.2.4.3.2 France Mixed Reality Market by Devices Type
8.2.4.3.3 France Mixed Reality Market by Application
8.2.4.4 Russia Mixed Reality Market
8.2.4.4.1 Russia Mixed Reality Market by Component
8.2.4.4.2 Russia Mixed Reality Market by Devices Type
8.2.4.4.3 Russia Mixed Reality Market by Application
8.2.4.5 Spain Mixed Reality Market
8.2.4.5.1 Spain Mixed Reality Market by Component
8.2.4.5.2 Spain Mixed Reality Market by Devices Type
8.2.4.5.3 Spain Mixed Reality Market by Application
8.2.4.6 Italy Mixed Reality Market
8.2.4.6.1 Italy Mixed Reality Market by Component
8.2.4.6.2 Italy Mixed Reality Market by Devices Type
8.2.4.6.3 Italy Mixed Reality Market by Application
8.2.4.7 Rest of Europe Mixed Reality Market
8.2.4.7.1 Rest of Europe Mixed Reality Market by Component
8.2.4.7.2 Rest of Europe Mixed Reality Market by Devices Type
8.2.4.7.3 Rest of Europe Mixed Reality Market by Application
8.3 Asia Pacific Mixed Reality Market
8.3.1 Asia Pacific Mixed Reality Market by Component
8.3.1.1 Asia Pacific Hardware Market by Country
8.3.1.2 Asia Pacific Software Market by Country
8.3.2 Asia Pacific Mixed Reality Market by Devices Type
8.3.2.1 Asia Pacific Wireless Market by Country
8.3.2.2 Asia Pacific Wired Market by Country
8.3.3 Asia Pacific Mixed Reality Market by Application
8.3.3.1 Asia Pacific Gaming & Entertainment Market by Country
8.3.3.2 Asia Pacific Automotive Market by Country
8.3.3.3 Asia Pacific Industrial & Manufacturing Market by Country
8.3.3.4 Asia Pacific Healthcare Market by Country
8.3.3.5 Asia Pacific Aerospace & defense Market by Country
8.3.3.6 Asia Pacific Education Market by Country
8.3.3.7 Asia Pacific E-Commerce & Retail Market by Country
8.3.3.8 Asia Pacific Other Application Market by Country
8.3.4 Asia Pacific Mixed Reality Market by Country
8.3.4.1 China Mixed Reality Market
8.3.4.1.1 China Mixed Reality Market by Component
8.3.4.1.2 China Mixed Reality Market by Devices Type
8.3.4.1.3 China Mixed Reality Market by Application
8.3.4.2 Japan Mixed Reality Market
8.3.4.2.1 Japan Mixed Reality Market by Component
8.3.4.2.2 Japan Mixed Reality Market by Devices Type
8.3.4.2.3 Japan Mixed Reality Market by Application
8.3.4.3 India Mixed Reality Market
8.3.4.3.1 India Mixed Reality Market by Component
8.3.4.3.2 India Mixed Reality Market by Devices Type
8.3.4.3.3 India Mixed Reality Market by Application
8.3.4.4 South Korea Mixed Reality Market
8.3.4.4.1 South Korea Mixed Reality Market by Component
8.3.4.4.2 South Korea Mixed Reality Market by Devices Type
8.3.4.4.3 South Korea Mixed Reality Market by Application
8.3.4.5 Singapore Mixed Reality Market
8.3.4.5.1 Singapore Mixed Reality Market by Component
8.3.4.5.2 Singapore Mixed Reality Market by Devices Type
8.3.4.5.3 Singapore Mixed Reality Market by Application
8.3.4.6 Malaysia Mixed Reality Market
8.3.4.6.1 Malaysia Mixed Reality Market by Component
8.3.4.6.2 Malaysia Mixed Reality Market by Devices Type
8.3.4.6.3 Malaysia Mixed Reality Market by Application
8.3.4.7 Rest of Asia Pacific Mixed Reality Market
8.3.4.7.1 Rest of Asia Pacific Mixed Reality Market by Component
8.3.4.7.2 Rest of Asia Pacific Mixed Reality Market by Devices Type
8.3.4.7.3 Rest of Asia Pacific Mixed Reality Market by Application
8.4 LAMEA Mixed Reality Market
8.4.1 LAMEA Mixed Reality Market by Component
8.4.1.1 LAMEA Hardware Market by Country
8.4.1.2 LAMEA Software Market by Country
8.4.2 LAMEA Mixed Reality Market by Devices Type
8.4.2.1 LAMEA Wireless Market by Country
8.4.2.2 LAMEA Wired Market by Country
8.4.3 LAMEA Mixed Reality Market by Application
8.4.3.1 LAMEA Gaming & Entertainment Market by Country
8.4.3.2 LAMEA Automotive Market by Country
8.4.3.3 LAMEA Industrial & Manufacturing Market by Country
8.4.3.4 LAMEA Healthcare Market by Country
8.4.3.5 LAMEA Aerospace & defense Market by Country
8.4.3.6 LAMEA Education Market by Country
8.4.3.7 LAMEA E-Commerce & Retail Market by Country
8.4.3.8 LAMEA Other Application Market by Country
8.4.4 LAMEA Mixed Reality Market by Country
8.4.4.1 Brazil Mixed Reality Market
8.4.4.1.1 Brazil Mixed Reality Market by Component
8.4.4.1.2 Brazil Mixed Reality Market by Devices Type
8.4.4.1.3 Brazil Mixed Reality Market by Application
8.4.4.2 Argentina Mixed Reality Market
8.4.4.2.1 Argentina Mixed Reality Market by Component
8.4.4.2.2 Argentina Mixed Reality Market by Devices Type
8.4.4.2.3 Argentina Mixed Reality Market by Application
8.4.4.3 UAE Mixed Reality Market
8.4.4.3.1 UAE Mixed Reality Market by Component
8.4.4.3.2 UAE Mixed Reality Market by Devices Type
8.4.4.3.3 UAE Mixed Reality Market by Application
8.4.4.4 Saudi Arabia Mixed Reality Market
8.4.4.4.1 Saudi Arabia Mixed Reality Market by Component
8.4.4.4.2 Saudi Arabia Mixed Reality Market by Devices Type
8.4.4.4.3 Saudi Arabia Mixed Reality Market by Application
8.4.4.5 South Africa Mixed Reality Market
8.4.4.5.1 South Africa Mixed Reality Market by Component
8.4.4.5.2 South Africa Mixed Reality Market by Devices Type
8.4.4.5.3 South Africa Mixed Reality Market by Application
8.4.4.6 Nigeria Mixed Reality Market
8.4.4.6.1 Nigeria Mixed Reality Market by Component
8.4.4.6.2 Nigeria Mixed Reality Market by Devices Type
8.4.4.6.3 Nigeria Mixed Reality Market by Application
8.4.4.7 Rest of LAMEA Mixed Reality Market
8.4.4.7.1 Rest of LAMEA Mixed Reality Market by Component
8.4.4.7.2 Rest of LAMEA Mixed Reality Market by Devices Type
8.4.4.7.3 Rest of LAMEA Mixed Reality Market by Application
Chapter 9. Company Profiles
9.1 Microsoft Corporation
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 Google LLC (Alphabet Inc.)
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expense
9.2.5 Recent strategies and developments:
9.2.5.1 Product Launches and Product Expansions:
9.2.5.2 Acquisition and Mergers:
9.2.6 SWOT Analysis
9.3 Canon, Inc.
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental and Regional Analysis
9.3.4 Research & Development Expenses
9.3.5 SWOT Analysis
9.4 Samsung Electronics Co., Ltd. (Samsung Group)
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 SWOT Analysis
9.5 Meta Platforms, Inc.
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segment and Regional Analysis
9.5.4 Research & Development Expense
9.5.5 Recent strategies and developments:
9.5.5.1 Partnerships, Collaborations, and Agreements:
9.5.5.2 Product Launches and Product Expansions:
9.5.6 SWOT Analysis
9.6 HTC Corporation
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Research & Development Expenses
9.6.4 Recent strategies and developments:
9.6.4.1 Product Launches and Product Expansions:
9.6.5 SWOT Analysis
9.7 Dell Technologies, Inc.
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Segmental and Regional Analysis
9.7.4 Research & Development Expense
9.7.5 SWOT Analysis
9.8 PTC, Inc.
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Regional Analysis
9.8.4 Research & Development Expenses
9.8.5 Recent strategies and developments:
9.8.5.1 Partnerships, Collaborations, and Agreements:
9.8.6 SWOT Analysis
9.9 Hewlett Packard Enterprise Company
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Segmental and Regional Analysis
9.9.4 Research & Development Expense
9.9.5 SWOT Analysis
9.10. Niantic, Inc.
9.10.1 Company Overview
9.10.2 Recent strategies and developments:
9.10.2.1 Product Launches and Product Expansions:
Chapter 10. Winning Imperatives of Mixed Reality Market