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한글목차
몰입형 기술 시장 규모는 향후 몇 년 동안 비약적인 성장을 보일 것으로 예상되며, 2029년까지 CAGR 42.0%로 9,029억 4,000만 달러에 달할 것으로 예측됩니다. 예측 기간의 성장은 학습 및 쇼핑의 채택 증가, 멀티미디어 도구의 세계 수용, eSports의 인기 상승, 몰입형 컨텐츠에 대한 접근성, 헤드 마운트 디스플레이에 대한 수요에 기인합니다. 예측 기간의 주요 동향으로는 기술 개발, 메타버스와 웹 3.0의 출현, 원격 협업, R&D 투자 증가, 가상 이벤트에 대한 몰입형 기술 사용 증가 등을 꼽을 수 있습니다.
게임 및 엔터테인먼트 증가는 몰입형 기술 시장의 성장을 크게 촉진할 것으로 예상됩니다. 가상현실(VR), 증강현실(AR), 혼합현실(MR)과 같은 몰입형 기술은 특히 게임 및 엔터테인먼트에서 사용자에게 인터랙티브하고 매력적인 경험을 제공하기 위해 점점 더 많이 활용되고 있습니다. 이러한 기술은 사용자에게 몰입감 높은 현실적인 환경을 제공하고, 게임 경험을 향상시키며, 새로운 형태의 엔터테인먼트를 제공합니다. 예를 들어, 2023년 6월, 미국에 본사를 둔 업계 단체인 판타지 스포츠 & 게이밍 협회(Fantasy Sports &&Gaming Association)는 미국 내 총 베터 수가 2022년 대비 7% 증가했으며, 2021년 대비 26% 증가했다고 보고했습니다. 보고했습니다. 이러한 급격한 증가는 게임 분야에서 몰입형 기술의 통합이 진행되고 있음을 반영하고 있으며, 이는 몰입형 기술 시장의 성장을 주도하고 있습니다.
몰입형 기술 시장의 주요 기업들은 최첨단 기술 솔루션, 특히 몰입형 인터랙티브 기술 개발에 주력하여 시장에서의 입지를 강화하고 있습니다. 몰입형 인터랙티브 기술은 다양한 도구와 기술을 결합하여 사용자가 시뮬레이션 또는 확장된 환경에서 능동적으로 참여하는 참여형 경험을 만들어내는데, 2022년 11월, 미국에 본사를 둔 실감형 의료 시뮬레이션 교육 도구 제공업체인 에코 헬스케어(Echo Healthcare)는 에코 헬스케어(Echo Healthcare)는 자사의 몰입형 인터랙티브 기술로 구동되는 최신 소프트웨어 플랫폼인 몰입형 스튜디오(Immersive Studio)를 발표하였습니다. 이 플랫폼은 고글이나 헤드셋 없이도 다양한 사용자 그룹이 컨텐츠를 제작하고 공유할 수 있도록 지원하여 그룹 학습 환경을 촉진하며, 몰입형 스튜디오 소프트웨어는 360도 카메라가 장착되어 있어 사용자가 클라우드 기반 환경에서 쉽게 로컬 컨텐츠를 녹화 및 업로드할 수 있습니다. 클라우드 기반 환경에서 쉽게 로컬 컨텐츠를 녹화 및 업로드할 수 있으며, 학습자를 실제 환경에 몰입하게 하는 고품질 프로젝션을 제공합니다.
목차
제1장 주요 요약
제2장 시장 특징
제3장 시장 동향과 전략
제4장 시장 - 금리, 인플레이션, 지정학, 코로나, 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오
제5장 세계의 성장 분석과 전략 분석 프레임워크
세계 몰입형 기술 PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 성장 촉진요인 및 억제요인)
최종 이용 산업 분석
세계의 몰입형 기술 시장 : 성장률 분석
세계의 몰입형 기술 시장 실적 : 규모와 성장, 2019-2024
세계의 몰입형 기술 시장 예측 : 규모와 성장, 2024-2029, 2034F
세계 몰입형 기술 전체 시장(TAM)
제6장 시장 세분화
세계의 몰입형 기술 시장 : 컴포넌트별, 분석과 예측, 2019-2024, 2024-2029F, 2034F
하드웨어
소프트웨어 또는 플랫폼
서비스
세계의 몰입형 기술 시장 : 기술별, 분석과 예측, 2019-2024, 2024-2029F, 2034F
혼합현실(MR)
가상현실(VR)
증강현실(AR)
360도 필름
세계의 몰입형 기술 시장 : 용도별, 분석과 예측, 2019-2024, 2024-2029F, 2034F
트레이닝 및 학습
제품 개발
긴급 서비스
영업 및 마케팅
세계의 몰입형 기술 시장 : 업계별, 분석과 예측, 2019-2024, 2024-2029F, 2034F
헬스케어
소매업 및 전자상거래
교육
건설
미디어 및 엔터테인먼트
게임
제조업
항공우주 및 방위
기타(자동차, 에너지)
세계의 몰입형 기술 시장 : 하드웨어별, 분석과 예측, 2019-2024, 2024-2029F, 2034F
가상현실(VR) 헤드셋
증강현실(AR) 안경
센서 및 카메라
촉각 디바이스
세계의 몰입형 기술 시장 : 소프트웨어 또는 플랫폼 유형별 세분화, 분석과 예측, 2019-2024, 2024-2029F, 2034F
VR 소프트웨어
AR 소프트웨어
혼합현실(MR) 플랫폼
컨텐츠 작성 툴
세계의 몰입형 기술 시장 : 서비스 유형별 세분화, 분석과 예측, 2019-2024, 2024-2029F, 2034F
컨설팅 서비스
개발 및 통합 서비스
트레이닝 및 지원 서비스
컨텐츠 작성 및 디자인 서비스
제7장 지역별/국가별 분석
세계의 몰입형 기술 시장 : 지역별, 분석과 예측, 2019-2024, 2024-2029F, 2034F
세계의 몰입형 기술 시장 : 국가별, 분석과 예측, 2019-2024, 2024-2029F, 2034F
제8장 아시아태평양 시장
제9장 중국 시장
제10장 인도 시장
제11장 일본 시장
제12장 호주 시장
제13장 인도네시아 시장
제14장 한국 시장
제15장 서유럽 시장
제16장 영국 시장
제17장 독일 시장
제18장 프랑스 시장
제19장 이탈리아 시장
제20장 스페인 시장
제21장 동유럽 시장
제22장 러시아 시장
제23장 북미 시장
제24장 미국 시장
제25장 캐나다 시장
제26장 남미 시장
제27장 브라질 시장
제28장 중동 시장
제29장 아프리카 시장
제30장 경쟁 구도와 기업 개요
몰입형 기술 시장 : 경쟁 구도
몰입형 기술 시장 : 기업 개요
Google LLC Overview, Products and Services, Strategy and Financial Analysis
Samsung Group Overview, Products and Services, Strategy and Financial Analysis
Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
Lockheed Martin Corporation Overview, Products and Services, Strategy and Financial Analysis
Honeywell International Inc. Overview, Products and Services, Strategy and Financial Analysis
제31장 기타 주요 기업 및 혁신 기업
HCL Technologies Limited
Carl Zeiss AG
Acer Inc.
PTC Inc.
AVEVA Group PLC
Unity Software Inc.
Barco NV
Magic Leap Inc.
HTC Corporation
Immersive Technologies Pty Limited
Varjo Technologies Oy
EON Reality, Inc.
FAAC Incorporated
CM Labs Simulations Inc.
Oculus(Facebook Technologies, LLC.)
제32장 세계 시장 경쟁 벤치마킹과 대시보드
제33장 주요 인수합병(M&A)
제34장 최근 시장 동향
제35장 시장 잠재력이 높은 국가, 부문, 전략
몰입형 기술 시장(2029년) : 새로운 기회를 제공하는 국가
몰입형 기술 시장(2029년) : 새로운 기회를 제공하는 부문
몰입형 기술 시장(2029년) : 성장 전략
시장 동향에 근거한 전략
경쟁 전략
제36장 부록
LSH
영문 목차
영문목차
Immersive technology encompasses technologies designed to fully engage users in digital or simulated environments, fostering a heightened sense of presence and interaction within those settings. These technologies typically leverage a combination of hardware and software to enrich the user experience, delivering a more captivating and interactive interface.
The primary components of immersive technology comprise hardware, software/platform, and services. The technologies employed in this realm include mixed reality (MR), virtual reality (VR), augmented reality (AR), and 360 film. Hardware refers to the tangible components of a computer or equipment with a specific purpose, and within immersive technology, it includes items such as head-mounted displays, gesture-tracking devices, projectors, and display walls. The application of immersive technology spans various industries, including healthcare, retail and e-commerce, education, construction, media and entertainment, gaming, manufacturing, aerospace and defense, among others, where it is utilized for purposes such as training and learning, product development, emergency services, sales, and marketing.
The immersive technology market research report is one of a series of new reports from The Business Research Company that provides immersive technology market statistics, including immersive technology global market size, regional shares, competitors with an immersive technology market share, detailed immersive technology market segments, market trends and opportunities, and any further data you may need to thrive in the immersive technology industry. This immersive technology market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The immersive technology market size has grown exponentially in recent years. It will grow from $154.94 billion in 2024 to $222.16 billion in 2025 at a compound annual growth rate (CAGR) of 43.4%. The growth in the historic period can be attributed to advancements in hardware, gaming, and entertainment, growing demand for virtual reality (VR) head-mounted displays (HMDs), proliferation of smartphones and iot-connected devices, emergence of consumer VR, demand for digitalization.
The immersive technology market size is expected to see exponential growth in the next few years. It will grow to $902.94 billion in 2029 at a compound annual growth rate (CAGR) of 42.0%. The growth in the forecast period can be attributed to increasing adoption of learning and shopping, global acceptance of multimedia tools, rising popularity of esports, immersive content accessibility, demand for head-mounted displays. Major trends in the forecast period include technological development, the emergence of metaverse and web 3.0, remote collaboration, increased investment in research and development, a rise in the use of immersive technology for virtual events.
Rising gaming and entertainment are expected to significantly propel the growth of the immersive technology market. Immersive technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) are increasingly being utilized to create interactive and engaging experiences for users, particularly in gaming and entertainment. These technologies provide users with highly immersive and realistic environments that enhance the gaming experience and offer new forms of entertainment. For instance, in June 2023, the Fantasy Sports & Gaming Association, a US-based trade association, reported a 7% increase in total bettors in the U.S. compared to 2022, with a 26% rise from 2021. This surge reflects the growing integration of immersive technologies in the gaming sector, which is driving the growth of the immersive technology market.
Prominent entities within the immersive technology market are channeling their efforts towards developing cutting-edge technological solutions, particularly in the realm of immersive interactive technology, to enhance their market position. Immersive interactive technology combines various tools and techniques to create participatory experiences where users actively engage within simulated or augmented environments. In November 2022, Echo Healthcare, Inc., a US-based provider of highly realistic medical simulation training tools, introduced its latest software platform, Immersive Studio, operating on its Immersive Interactive technology. This platform enables content creation and sharing among diverse user groups without the need for goggles or headsets, facilitating group learning environments. The Immersive Studio software features a 360-degree camera for users to easily record and upload local content in a cloud-based environment, providing high-quality projections that immerse learners in realistic environments.
In January 2023, Schneider Electric, a France-based digital automation and energy management company, completed the acquisition of AVEVA, a UK-based provider of immersive technology and training systems, for an undisclosed amount. This acquisition aligns with Schneider's objective to integrate energy and process across the economic cycle, ensuring the generation of customer value. AVEVA's expertise in immersive technology and training systems positions it as a valuable addition to Schneider's portfolio, underscoring the convergence of digital automation and immersive technologies in advancing customer-centric solutions.
Major companies operating in the immersive technology market report are Google LLC, Samsung Group, Sony Corporation, Lockheed Martin Corporation, Honeywell International Inc., HCL Technologies Limited, Carl Zeiss AG, Acer Inc., PTC Inc., AVEVA Group PLC, Unity Software Inc., Barco NV, Magic Leap Inc., HTC Corporation, Immersive Technologies Pty Limited, Varjo Technologies Oy, EON Reality, Inc., FAAC Incorporated, CM Labs Simulations Inc., Oculus (Facebook Technologies, LLC.), VI-grade GmbH, Atheer Inc., NCTech Limited, Blippar Ltd., Zeality Inc.
North America was the largest region in the immersive technology market in 2024. Asia Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the immersive technology market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the immersive technology market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain
The immersive technology market includes revenues earned by entities by providing services such as providing operator risk assessments, consulting and strategy, streamlining processes, and enhancing customer experiences. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The immersive technology market also consists of sales of virtual reality headsets, augmented reality devices, mixed reality devices, haptic devices, 360-degree video systems, and telepresence robots. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Immersive Technology Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on immersive technology market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Outperform competitors using forecast data and the drivers and trends shaping the market.
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Where is the largest and fastest growing market for immersive technology ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The immersive technology market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The market characteristics section of the report defines and explains the market.
The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
The forecasts are made after considering the major factors currently impacting the market. These include:
The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
Market segmentations break down the market into sub markets.
The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:1) By Component: Hardware; Software Or Platform; Services
2) By Technology: Mixed Reality (MR); Virtual Reality (VR); Augmented Reality (AR); 360 Film
3) By Application: Training And Learning; Product Development; Emergency Services; Sales And Marketing
4)By Industry: Healthcare; Retail And eCommerce; Education; Construction; Media And Entertainment; Gaming; Manufacturing; Aerospace And Defense; Others (Automotive, Energy)
Subsegments:
1) By Hardware: Virtual Reality (VR) Headsets; Augmented Reality (AR) Glasses; Sensors And Cameras; Haptic Devices
2) By Software Or Platform: VR Software; AR Software; Mixed Reality (MR) Platforms; Content Creation Tools
3) By Services: Consulting Services; Development And Integration Services; Training And Support Services; Content Creation And Design Services
Companies Mentioned: Google LLC; Samsung Group; Sony Corporation; Lockheed Martin Corporation; Honeywell International Inc.
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery format: PDF, Word and Excel Data Dashboard.
Table of Contents
1. Executive Summary
2. Immersive Technology Market Characteristics
3. Immersive Technology Market Trends And Strategies
4. Immersive Technology Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market
5. Global Immersive Technology Growth Analysis And Strategic Analysis Framework
5.1. Global Immersive Technology PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis Of End Use Industries
5.3. Global Immersive Technology Market Growth Rate Analysis
5.4. Global Immersive Technology Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
5.5. Global Immersive Technology Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
5.6. Global Immersive Technology Total Addressable Market (TAM)
6. Immersive Technology Market Segmentation
6.1. Global Immersive Technology Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Hardware
Software Or Platform
Services
6.2. Global Immersive Technology Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Mixed Reality (MR)
Virtual Reality (VR)
Augmented Reality (AR)
360 Film
6.3. Global Immersive Technology Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Training And Learning
Product Development
Emergency Services
Sales And Marketing
6.4. Global Immersive Technology Market, Segmentation By Industry, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Healthcare
Retail And eCommerce
Education
Construction
Media And Entertainment
Gaming
Manufacturing
Aerospace And Defense
Others (Automotive, Energy)
6.5. Global Immersive Technology Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Virtual Reality (VR) Headsets
Augmented Reality (AR) Glasses
Sensors And Cameras
Haptic Devices
6.6. Global Immersive Technology Market, Sub-Segmentation Of Software Or Platform, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
VR Software
AR Software
Mixed Reality (MR) Platforms
Content Creation Tools
6.7. Global Immersive Technology Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Consulting Services
Development And Integration Services
Training And Support Services
Content Creation And Design Services
7. Immersive Technology Market Regional And Country Analysis
7.1. Global Immersive Technology Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Immersive Technology Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion