세계의 몰입형 가상현실(VR) 시장 보고서(2025년)
Immersive Virtual Reality Global Market Report 2025
상품코드 : 1727840
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 175 Pages
 라이선스 & 가격 (부가세 별도)
US $ 4,490 ₩ 6,482,000
PDF (Single User License) help
PDF 보고서를 1명만 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 6,490 ₩ 9,370,000
PDF (Site License) help
PDF 보고서를 동일 사업장의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 8,490 ₩ 12,257,000
PDF (Enterprise License) help
PDF 보고서를 동일 기업의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.


ㅁ Add-on 가능: 고객의 요청에 따라 일정한 범위 내에서 Customization이 가능합니다. 자세한 사항은 문의해 주시기 바랍니다.
ㅁ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송기일은 문의해 주시기 바랍니다.

한글목차

몰입형 가상현실(VR) 시장 규모는 향후 수년간 비약적인 성장이 전망됩니다. 2029년에는 CAGR 27.0%로 성장할 전망이며, 552억 7,000만 달러로 성장이 예측됩니다. 예측 기간 동안의 성장은 헬스케어 용도 확대, 개인화된 체험에 대한 소비자 수요 증가, VR 하드웨어의 소형 경량화 등 몇 가지 요인에 기인할 것으로 보입니다. 아울러 VR 하드웨어 생산의 지속가능성, 표준화 및 규제 틀 개발이 성장에 기여할 것으로 예상됩니다. 예측 기간 동안 주요 동향에는 독립형 VR 헤드셋 개발, 시선 추적 기술의 진보, 보다 몰입감 있는 체험을 위한 촉각 피드백 통합, VR에서의 블록체인 통합, VR 시스템에 브레인 컴퓨터 인터페이스(BCI) 삽입 등이 있습니다.

미디어 및 엔터테인먼트에 대한 수요 증가가 향후 수년간 몰입형 가상현실(VR) 시장의 확대를 견인할 것으로 예측됩니다. 미디어 엔터테인먼트 산업은 시청자를 끌어들이고, 즐겁게 하고, 정보를 제공하는 것을 목적으로 한 다양한 형태의 콘텐츠 제작, 전달, 소비를 포함하고 있습니다. 미디어와 엔터테인먼트에 대한 수요 증가는 소비자 행동의 변화, 다양한 콘텐츠, 소셜 미디어의 영향력, 콘텐츠 전달의 혁신에 의해 초래되고 있습니다. 몰입형 VR은 사용자를 깊이 끌어당기는 인터랙티브한 경험을 제공함으로써 미디어와 엔터테인먼트 부문을 변혁합니다. 사실적인 시뮬레이션, 360도 스토리텔링, 버추얼 콘서트, 게임 등을 통해 수동적인 콘텐츠 소비를 능동적인 참여로 바꾸고 시청자가 디지털 콘텐츠와 연결해 즐기는 방법을 재구축합니다. 예를 들어 2024년 1월 Digital Entertainment and Retail Association(ERA)은 2023년 영국의 음악 스트리밍 전송, 레코드, CD에 대한 지출은 9.6% 증가해 전년의 약 2배 성장했다고 보고했습니다. 영국 엔터테인먼트 시장도 2023년에는 7% 증가했습니다. 따라서 미디어 및 엔터테인먼트에 대한 소비 지출 증가가 몰입형 VR 시장의 성장을 촉진하고 있습니다.

액티브 노이즈 캔슬레이션 및 인체공학적 개선 등 기술의 진보가 VR의 몰입감을 한층 더 높여주고 있습니다. 액티브 노이즈 캔슬링(ANC) 기술은 반대 방향의 음파를 발생시킴으로써 불필요한 주위 소음을 줄이기 위해 사용됩니다. 예를 들어 2023년 9월 중국 VR 헤드셋 제조업체인 DPVR은 DPVR P2 헤드셋을 출시했습니다. 교육자, EdTech 프로바이더, 기업용으로 설계된 이 모델은 파일 암호화를 통한 데이터 보안 강화, 장시간 사용에도 쾌적한 인체공학적 디자인, 주위 잡음을 최대 80% 저감하는 ANC 기술을 특징으로 하고 있습니다. 게다가 기업은 대량 주문을 위해 헤드셋의 브랜드 및 소프트웨어를 커스터마이징 할 수 있습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향 및 전략

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

제5장 세계의 성장 분석 및 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별 및 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 구도 및 기업 프로파일

제31장 기타 주요 기업 및 혁신 기업

제32장 세계 시장 경쟁 벤치마킹 및 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 부문 및 전략

제36장 부록

AJY
영문 목차

영문목차

Immersive virtual reality (VR) is a technology that creates a simulated three-dimensional environment where users can interact with a digital world as though they were physically there. This is typically achieved through devices such as VR headsets, gloves, or motion sensors. Immersive VR enables the creation of highly interactive and realistic environments, allowing users to fully engage with and experience the digital world as if it were real.

The primary components of immersive VR include hardware, software, and services. Hardware refers to the physical elements of a computer or electronic system, which support various technologies, including non-immersive, semi-immersive, and fully immersive VR. These components are utilized by a wide range of industries such as aerospace and defense, manufacturing, automotive, education, media and entertainment, gaming, healthcare, retail, e-commerce, and other sectors.

The immersive virtual reality (VR) market research report is one of a series of new reports from The Business Research Company that provides immersive virtual reality (VR) market statistics, including immersive virtual reality (VR) industry global market size, regional shares, competitors with immersive virtual reality (VR) market share, detailed immersive virtual reality (VR) market segments, market trends and opportunities, and any further data you may need to thrive in the immersive virtual reality (VR) industry. This immersive virtual reality (VR) 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 virtual reality (VR) market size has grown exponentially in recent years. It will grow from $16.71 billion in 2024 to $21.28 billion in 2025 at a compound annual growth rate (CAGR) of 27.3%. The growth during the historic period can be attributed to several key factors, including increased consumer awareness, government funding for research and development (R&D), and the use of training simulations in industries such as military and aerospace. Additionally, the growth was driven by the expansion of the film and entertainment sectors, as well as the rise of e-commerce and virtual retail, which created new opportunities for technology adoption and innovation.

The immersive virtual reality (VR) market size is expected to see exponential growth in the next few years. It will grow to $55.27 billion in 2029 at a compound annual growth rate (CAGR) of 27.0%. The growth during the forecast period can be attributed to several factors, including the expansion of healthcare applications, rising consumer demand for personalized experiences, and the reduction in VR hardware size and weight. Additionally, sustainability in VR hardware production and the development of standardization and regulatory frameworks are expected to contribute to growth. Major trends in the forecast period include the development of standalone VR headsets, advancements in eye-tracking technology, integration of haptic feedback for a more immersive experience, blockchain integration in VR, and the incorporation of brain-computer interfaces (BCI) in VR systems.

The growing demand for media and entertainment is expected to drive the expansion of the immersive virtual reality (VR) market in the coming years. The media and entertainment industry encompasses various forms of content creation, distribution, and consumption aimed at engaging, entertaining, and informing audiences. The increasing demand for media and entertainment is driven by shifts in consumer behavior, diverse content, social media influence, and innovations in content delivery. Immersive VR transforms the media and entertainment sectors by offering users deeply engaging and interactive experiences. It turns passive content consumption into active participation through realistic simulations, 360-degree storytelling, virtual concerts, and gaming, reshaping how audiences connect with and enjoy digital content. For instance, in January 2024, the Digital Entertainment and Retail Association (ERA) reported that UK spending on music streaming subscriptions, vinyl, and CDs grew by 9.6% in 2023, nearly double the previous year's growth. The UK entertainment market also saw a 7% increase in 2023. Therefore, the increasing consumer spending on media and entertainment is driving the growth of the immersive VR market.

Technological advancements, such as active noise cancellation and ergonomic improvements, are further enhancing VR immersion. Active noise cancellation (ANC) technology is used to reduce unwanted ambient noise by producing opposing sound waves. For example, in September 2023, DPVR, a China-based VR headset manufacturer, launched the DPVR P2 headset. This model, designed for educators, EdTech providers, and enterprises, features enhanced data security with file encryption, ergonomic design for comfort during extended use, and ANC technology that reduces ambient noise by up to 80%. Additionally, businesses can customize the headset's branding and software for bulk orders.

In October 2024, Infinite Reality, a US-based company developing AI-powered immersive experiences, acquired Zappar Ltd. for $45 million. This acquisition aims to strengthen Infinite Reality's capabilities in AI, spatial computing, and immersive technologies, enhancing its ability to reshape digital commerce and media experiences worldwide. Zappar Ltd., based in the UK, specializes in immersive VR experiences.

Major players in the immersive virtual reality market are Apple Inc., Google LLC, Microsoft Corporation, Samsung Electronics Co. Ltd., Meta Platforms Inc., Lenovo Group Limited, Panasonic Corporation, Qualcomm Technologies Inc., Nvidia Corporation, Carl Zeiss AG, Autodesk Inc., Sony Interactive Entertainment, Unity Technologies, Magic Leap Inc., HTC Corporation, Varjo Technologies Oy, EON Reality Inc., Pico Interactive (Bytedance), Immersion Corporation, Ultraleap Ltd., MindMaze SA, Virtuix Inc., Vuzix Corporation

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

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

The immersive virtual reality (VR) market consists of revenues earned by entities by providing services such as virtual reality content creation, software development, training and simulation programs, and gaming and entertainment experiences. The market value includes the value of related goods sold by the service provider or included within the service offering. The immersive virtual reality (VR) market also includes sales of motion tracking devices, haptic feedback equipment, 3D audio systems, and VR-enabled controllers. 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 Virtual Reality 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 virtual reality 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 immersive virtual reality ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The immersive virtual reality 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. Immersive Virtual Reality Market Characteristics

3. Immersive Virtual Reality Market Trends And Strategies

4. Immersive Virtual Reality Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Immersive Virtual Reality Growth Analysis And Strategic Analysis Framework

6. Immersive Virtual Reality Market Segmentation

7. Immersive Virtual Reality Market Regional And Country Analysis

8. Asia-Pacific Immersive Virtual Reality Market

9. China Immersive Virtual Reality Market

10. India Immersive Virtual Reality Market

11. Japan Immersive Virtual Reality Market

12. Australia Immersive Virtual Reality Market

13. Indonesia Immersive Virtual Reality Market

14. South Korea Immersive Virtual Reality Market

15. Western Europe Immersive Virtual Reality Market

16. UK Immersive Virtual Reality Market

17. Germany Immersive Virtual Reality Market

18. France Immersive Virtual Reality Market

19. Italy Immersive Virtual Reality Market

20. Spain Immersive Virtual Reality Market

21. Eastern Europe Immersive Virtual Reality Market

22. Russia Immersive Virtual Reality Market

23. North America Immersive Virtual Reality Market

24. USA Immersive Virtual Reality Market

25. Canada Immersive Virtual Reality Market

26. South America Immersive Virtual Reality Market

27. Brazil Immersive Virtual Reality Market

28. Middle East Immersive Virtual Reality Market

29. Africa Immersive Virtual Reality Market

30. Immersive Virtual Reality Market Competitive Landscape And Company Profiles

31. Immersive Virtual Reality Market Other Major And Innovative Companies

32. Global Immersive Virtual Reality Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Immersive Virtual Reality Market

34. Recent Developments In The Immersive Virtual Reality Market

35. Immersive Virtual Reality Market High Potential Countries, Segments and Strategies

36. Appendix

(주)글로벌인포메이션 02-2025-2992 kr-info@giikorea.co.kr
ⓒ Copyright Global Information, Inc. All rights reserved.
PC버전 보기