세계의 증강현실(AR) 및 가상현실(VR) 하드웨어 시장 보고서(2025년)
Augmented Reality (AR) And Virtual Reality (VR) Hardware Global Market Report 2025
상품코드 : 1727751
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 175 Pages
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한글목차

증강현실(AR) 및 가상현실(VR) 하드웨어 시장 규모는 향후 수년간 비약적인 성장이 전망될 예정입니다. 예측 기간의 성장은 몰입형 게임의 확장, 5G 기술의 부상, 3D 시각화의 발전, 클라우드 컴퓨팅의 채택 증가, 데이터 분석에 대한 수요 증가에 기인할 수 있습니다. 이 기간의 주요 동향에는 클라우드 컴퓨팅과 인공지능의 통합, 스마트 홈과 사물의 인터넷(IoT)과의 연결, 3D 스캔 기술의 발전, 게임 기술의 혁신, 새로운 게임 주변기기의 개발 등이 포함됩니다.

클라우드 게임의 상승은 증강현실(AR) 및 가상현실(VR) 하드웨어 시장의 성장을 이끌 것으로 예측됩니다. 클라우드 게임을 통해 사용자는 로컬 디바이스에서 비디오 게임을 실행하는 대신 원격 서버에서 스트리밍할 수 있어 강력한 하드웨어가 필요하지 않습니다. 이러한 성장은 인터넷 속도의 진보, 하드웨어 비용 저하, 구독 서비스를 통한 교차 장치 접근성의 편의성에 의해 뒷받침되고 있습니다. 증강현실(AR) 및 가상현실(VR) 하드웨어는 클라우드 기반 플랫폼과 원활하게 통합되어 고품질의 실시간 그래픽과 응답성이 높은 게임 플레이를 제공하는 몰입형 인터랙티브 경험을 제공하여 클라우드 게임을 강화합니다. 예를 들어 2024년 8월 영국을 거점으로 하는 비교 및 전환 서비스 Uswitch Limited의 보고서에 따르면 영국 온라인 게이머는 6.64% 증가하고 2023년 1,084만명에서 2027년에는 1,156만명으로 증가할 것으로 예측했습니다. 또한 Interactive Games and Entertainment Association은 호주의 비디오 게임 이용자 수가 2021년 전체 인구의 67%(1,700만 명)에서 2023년에는 81%(2,100만 명)로 증가했다고 보고했습니다. 이러한 동향은 클라우드 게임의 대두가 AR 및 VR 하드웨어 시장의 확대에 크게 기여하고 있음을 나타냅니다.

증강현실(AR) 및 가상현실(VR) 하드웨어 시장의 주요 기업은 여러 업계에서 몰입 경험을 강화하기 위해 엔터프라이즈급 가상현실 헤드셋 개발에 주력하고 있습니다. 엔터프라이즈급 VR 헤드셋은 전문가용으로 설계되었으며, 고해상도 디스플레이, 정밀 추적 및 내구성이 뛰어난 빌드를 제공하여 교육, 디자인 및 엔지니어링에 사용할 수 있습니다. 중국에 본사를 둔 기술 회사인 Deepoon(DPVR)은 교육, 비즈니스 및 의료를 위한 맞춤형 엔터프라이즈급 VR 헤드셋인 DPVR P2를 출시했습니다. 이 헤드셋은 뛰어난 비주얼 품질, 광시야 광학, 무선 및 테더 기능을 포함한 견고한 연결 옵션을 제공하며 기업 시스템과의 완벽한 통합을 보장합니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 - 거시경제 시나리오 금리, 인플레이션, 지정학, 신형 코로나 바이러스 감염의 영향과 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계 성장 분석과 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별/국가별 분석

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 프로파일

제31장 기타 주요 기업 및 혁신 기업

제32장 세계 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 부문, 전략

제36장 부록

SHW
영문 목차

영문목차

Augmented reality (AR) and virtual reality (VR) hardware refer to the physical devices that enable immersive digital experiences. These devices allow users to interact with virtual or augmented environments, either by fully simulating a digital world or by enhancing the real world with digital elements.

The primary types of AR and VR hardware include cameras, controllers, display monitors, headphones, processors, sensors, and other related components. Cameras, equipped with lenses and sensors, capture images or videos for applications such as photography, security, and media production. The hardware is utilized in various applications, including handheld devices, head-mounted displays, and head-up displays. These technologies serve multiple industry verticals, including aerospace and defense, automotive, education and training, gaming and entertainment, healthcare, and others.

The augmented reality (AR) and virtual reality (VR) hardware market research report is one of a series of new reports from The Business Research Company that provides augmented reality (AR) and virtual reality (VR) hardware market statistics, including the augmented reality (AR) and virtual reality (VR) hardware industry global market size, regional shares, competitors with the augmented reality (AR) and virtual reality (VR) hardware market share, detailed augmented reality (AR) and virtual reality (VR) hardware market segments, market trends, and opportunities, and any further data you may need to thrive in the augmented reality (AR) and virtual reality (VR) hardware industry. This augmented reality (AR) and virtual reality (VR) hardware market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The augmented reality (AR) and virtual reality (VR) hardware market size has grown exponentially in recent years. It will grow from $62.52 billion in 2024 to $84.12 billion in 2025 at a compound annual growth rate (CAGR) of 34.5%. The growth in the historic period can be attributed to the increasing adoption of the Internet of Things (IoT), the rising use of smartphones, a greater emphasis on product visualization, the growing demand for electronic devices, and the expanding adoption of smart devices.

The augmented reality (AR) and virtual reality (VR) hardware market size is expected to see exponential growth in the next few years. It will grow to $272.85 billion in 2029 at a compound annual growth rate (CAGR) of 34.2%. The growth in the forecast period can be attributed to the expansion of immersive gaming, the rise of 5G technology, the advancement of 3D visualization, the increasing adoption of cloud computing, and the growing demand for data analytics. Key trends during this period include the integration of cloud computing and artificial intelligence, connectivity with smart homes and the Internet of Things (IoT), advancements in 3D scanning technology, innovations in gaming technology, and the development of new gaming peripherals.

The rise of cloud gaming is expected to drive the growth of the augmented reality (AR) and virtual reality (VR) hardware market. Cloud gaming allows users to stream video games from remote servers rather than running them on local devices, reducing the need for powerful hardware. This growth is fueled by advancements in internet speeds, lower hardware costs, and the convenience of cross-device accessibility via subscription services. AR and VR hardware enhance cloud gaming by offering immersive, interactive experiences that seamlessly integrate with cloud-based platforms, delivering high-quality, real-time graphics and responsive gameplay. For example, in August 2024, a report by Uswitch Limited, a UK-based comparison and switching service, projected a 6.64% increase in online gamers in the UK, rising from 10.84 million in 2023 to 11.56 million by 2027. Additionally, the Interactive Games and Entertainment Association reported that video game players in Australia increased from 67% of the population (17 million) in 2021 to 81% (21 million) in 2023. These trends indicate that the rise of cloud gaming is significantly contributing to the expansion of the AR and VR hardware market.

Leading companies in the AR and VR hardware market are focusing on developing enterprise-grade virtual reality headsets to enhance immersive experiences across multiple industries. Enterprise-grade VR headsets are designed for professional applications, offering high-resolution displays, precise tracking, and durable builds for use in training, design, and engineering. For instance, in September 2023, Deepoon (DPVR), a China-based technology company, launched the DPVR P2, an enterprise-grade VR headset tailored for education, business, and healthcare. This headset features superior visual quality, wide field-of-view optics, and robust connectivity options, including wireless and tethered capabilities, ensuring seamless integration with enterprise systems. Additionally, it supports customizable software solutions, allowing businesses to tailor VR experiences to their specific needs.

In November 2024, RealWear Inc., a US-based company specializing in software solutions, acquired Almer Technologies AG for an undisclosed amount. This acquisition aims to strengthen RealWear's position in the AR market by integrating Almer's advanced AR technology to enhance hands-free solutions for frontline and industrial workers. Almer Technologies AG, based in Switzerland, specializes in developing AR and VR hardware that enhances immersive experiences across various industries.

Major players in the augmented reality (AR) and virtual reality (VR) hardware market are Apple Inc., Samsung Electronics Co. Ltd., Microsoft Corporation, Sony Interactive Entertainment LLC, Lenovo Group Limited, NVIDIA Corporation, Goertek Inc., NXP Semiconductor N.V., Valve Corporation, Acer Incorporated, High Tech Computer Corporation, Bose Corporation, Robert Bosch GmbH, Magic Leap Inc., TCL Technology Group Corporation, Pimax Technology Co. Ltd., Varjo Technologies Oy, Vuzix Corporation, Deepoon VR, AjnaLens Private Limited.

North America was the largest region in the augmented reality (AR) and virtual reality (VR) hardware market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in augmented reality (AR) and virtual reality (VR) hardware report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the augmented reality (AR) and virtual reality (VR) hardware market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The augmented reality (AR) and virtual reality (VR) hardware includes revenues earned by entities by providing services such as system integration services, installation and maintenance, content creation, cloud and data services, and consultation services. The market value includes the value of related goods sold by the service provider or included within the service offering. The augmented reality (AR) and virtual reality (VR) hardware market also consists of sales of products including tracking systems, display systems, wearable devices, sensors, cameras, and computing units. 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.

Augmented Reality (AR) And Virtual Reality (VR) Hardware 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 augmented reality (ar) and virtual reality (vr) hardware 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.

Reasons to Purchase

Where is the largest and fastest growing market for augmented reality (ar) and virtual reality (vr) hardware ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The augmented reality (ar) and virtual reality (vr) hardware 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 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.

Scope

Table of Contents

1. Executive Summary

2. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Characteristics

3. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Trends And Strategies

4. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Growth Analysis And Strategic Analysis Framework

6. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Segmentation

7. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Regional And Country Analysis

8. Asia-Pacific Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

9. China Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

10. India Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

11. Japan Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

12. Australia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

13. Indonesia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

14. South Korea Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

15. Western Europe Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

16. UK Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

17. Germany Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

18. France Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

19. Italy Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

20. Spain Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

21. Eastern Europe Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

22. Russia Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

23. North America Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

24. USA Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

25. Canada Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

26. South America Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

27. Brazil Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

28. Middle East Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

29. Africa Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

30. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Competitive Landscape And Company Profiles

31. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Other Major And Innovative Companies

32. Global Augmented Reality (AR) And Virtual Reality (VR) Hardware Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

34. Recent Developments In The Augmented Reality (AR) And Virtual Reality (VR) Hardware Market

35. Augmented Reality (AR) And Virtual Reality (VR) Hardware Market High Potential Countries, Segments and Strategies

36. Appendix

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