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)
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
세계의 몰입형 가상현실 PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인 및 억제요인)
최종 이용 산업의 분석
세계의 몰입형 가상현실 시장 : 성장률 분석
세계의 몰입형 가상현실 시장 실적 : 규모 및 성장(2019-2024년)
세계의 몰입형 가상현실 시장 예측 : 규모 및 성장(2024-2029년, 2034년)
세계의 몰입형 가상현실 전체 시장 규모(TAM)
제6장 시장 세분화
세계의 몰입형 가상현실 시장 : 컴포넌트별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
하드웨어
소프트웨어
서비스
세계의 몰입형 가상현실 시장 : 기술별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
비몰입형
반몰입형 및 완전몰입형
세계의 몰입형 가상현실 시장 : 최종 용도별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
항공우주 및 방위
제조업
자동차
교육
미디어 및 엔터테인먼트
게임
헬스케어
소매업 및 전자상거래
기타
세계의 몰입형 가상현실 시장 : 하드웨어별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
가상현실 헤드셋
가상현실 컨트롤러
센서
카메라
촉각 디바이스
케이블
세계의 몰입형 가상현실 시장 : 소프트웨어별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
가상현실 컨텐츠 제작 소프트웨어
가상현실 소프트웨어 개발 키트(SDK)
가상현실 플랫폼 소프트웨어
가상현실 용도
세계의 몰입형 가상현실 시장 : 서비스별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
가상현실 컨텐츠 개발 서비스
가상현실 시스템 통합
가상현실 컨설팅 서비스
가상현실 유지 보수 및 지원
제7장 지역별 및 국가별 분석
세계의 몰입형 가상현실 시장 : 지역별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
세계의 몰입형 가상현실 시장 : 국가별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
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
몰입형 가상현실 시장 : 경쟁 구도
몰입형 가상현실 시장 : 기업 프로파일
Apple Inc. : 개요, 제품 및 서비스, 전략 및 재무 분석
Google LLC : 개요, 제품 및 서비스, 전략 및 재무 분석
Microsoft Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
Samsung Electronics Co. Ltd. : 개요, 제품 및 서비스, 전략 및 재무 분석
Meta Platforms Inc. : 개요, 제품 및 서비스, 전략 및 재무 분석
제31장 기타 주요 기업 및 혁신 기업
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.
제32장 세계 시장 경쟁 벤치마킹 및 대시보드
제33장 주요 인수합병(M&A)
제34장 최근 시장 동향
제35장 시장의 잠재력이 높은 국가, 부문 및 전략
몰입형 가상현실 시장(2029년) : 새로운 기회를 제공하는 국가
몰입형 가상현실 시장(2029년) : 새로운 기회를 제공하는 부문
몰입형 가상현실 시장(2029년) : 성장 전략
시장 동향에 의한 전략
경쟁 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
Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
Create regional and country strategies on the basis of local data and analysis.
Identify growth segments for investment.
Outperform competitors using forecast data and the drivers and trends shaping the market.
Understand customers based on the latest market shares.
Benchmark performance against key competitors.
Suitable for supporting your internal and external presentations with reliable high quality data and analysis
Report will be updated with the latest data and delivered to you within 2-3 working days of order along with an Excel data sheet for easy data extraction and analysis.
All data from the report will also be delivered in an excel dashboard format.
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 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; Services
2) By Technology: Non-Immersive; Semi And Fully Immersive
3) By End User: Aerospace And Defense; Manufacturing; Automotive; Education; Media And Entertainment; Gaming; Healthcare; Retail And E-commerce; Other End Uses
3) By Services: Virtual Reality Content Development Services; Virtual Reality System Integration; Virtual Reality Consulting Services; Virtual Reality Maintenance And Support
Companies Mentioned: Apple Inc.; Google LLC; Microsoft Corporation; Samsung Electronics Co. Ltd.; Meta Platforms Inc.
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
5.1. Global Immersive Virtual Reality PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis Of End Use Industries
5.3. Global Immersive Virtual Reality Market Growth Rate Analysis
5.4. Global Immersive Virtual Reality Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
5.5. Global Immersive Virtual Reality Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
5.6. Global Immersive Virtual Reality Total Addressable Market (TAM)
6. Immersive Virtual Reality Market Segmentation
6.1. Global Immersive Virtual Reality Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Hardware
Software
Services
6.2. Global Immersive Virtual Reality Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Non-Immersive
Semi And Fully Immersive
6.3. Global Immersive Virtual Reality Market, Segmentation By End Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Aerospace And Defense
Manufacturing
Automotive
Education
Media And Entertainment
Gaming
Healthcare
Retail And E-commerce
Other End Uses
6.4. Global Immersive Virtual Reality Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Virtual Reality Headsets
Virtual Reality Controllers
Sensors
Cameras
Haptic Devices
Cables
6.5. Global Immersive Virtual Reality Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Virtual Reality Content Creation Software
Virtual Reality Software Development Kits (SDKs)
Virtual Reality Platform Software
Virtual Reality Applications
6.6. Global Immersive Virtual Reality Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Virtual Reality Content Development Services
Virtual Reality System Integration
Virtual Reality Consulting Services
Virtual Reality Maintenance And Support
7. Immersive Virtual Reality Market Regional And Country Analysis
7.1. Global Immersive Virtual Reality Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Immersive Virtual Reality Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion