Space-Based Virtual Reality Global Market Report 2025
상품코드:1810765
리서치사:The Business Research Company
발행일:On Demand Report
페이지 정보:영문 250 Pages
라이선스 & 가격 (부가세 별도)
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한글목차
우주 기반 가상현실(VR) 시장 규모는 향후 수년간 비약적인 성장이 예상됩니다. 2029년에는 CAGR 27.5%로 성장할 전망이며, 67억 7,000만 달러로 성장이 예측됩니다. 예측 기간 동안의 성장은 우주여행에 대한 투자 증가, 몰입형 텔레프레즌스에 대한 수요 증가, 원격 과학 연구에서의 활용 확대, 가상 임무 계획 도구 개발, 상업 우주 벤처 성장에 기인합니다. 예측 기간 주요 동향으로는 가상현실과 인공지능(AI) 및 머신러닝의 통합, 위성을 통한 실시간 VR 스트리밍, 우주 용도용 경량 VR 헤드셋 개발, 우주 비행사용 몰입형 VR 트레이닝 모듈, 저지연 VR 체험을 가능하게 하는 엣지 컴퓨팅의 이용 등이 있습니다.
우주 탐사에 대한 투자 증가는 미래의 우주 기반 가상현실(VR) 시장의 성장을 이끌 것으로 예측됩니다. 우주 탐사는 우주선, 위성 및 선진 기술을 통해 유인 및 무인 우주 공간의 발견과 연구를 실시합니다. 이러한 투자 증가에는 각국이 우주에서의 전략적 우위와 기술적 주도권을 노리고 있기 때문에 지정학적 경쟁이 격화되고 있는 것이 배경에 있습니다. 우주 개발에 대한 투자는 몰입형 기술과 위성 연결을 개선하고 훈련, 조사, 원격 조작을 위한 현실적인 시뮬레이션을 가능하게 함으로써 우주 기반 가상현실을 전진시킵니다. 또한 미소중력 환경에 특화되어 설계된 VR 툴의 개발을 지원하여 우주 비행사의 준비 태세 및 미션 계획을 강화합니다. 예를 들어 2024년 3월 미국 독립기관인 NASA는 예산이 2024년 253억 8,300만 달러에서 2029년 274억 7,600만 달러로 증가할 것으로 예측했습니다. 따라서 우주 개발에 대한 투자 확대는 우주 기반 가상현실(VR) 시장의 확대를 뒷받침하고 있습니다.
스마트폰의 보급이 진행됨에 따라 우주 기반 가상현실(VR) 시장의 향후 성장이 기대됩니다. 스마트폰은 통신, 인터넷 액세스, 멀티미디어 소비, 다양한 용도를 실행하는 데 사용되는 휴대용 장치입니다. 스마트폰 이용이 증가하고 있는 배경으로는 인터넷 접속 확대, 저렴한 기기, 모바일 디지털 서비스에 대한 수요 증가 등이 있습니다. 스마트폰은 액세스 가능한 VR 플랫폼 역할을 함으로써 우주 기반 가상현실을 강화하고 사용자는 모바일 앱과 헤드셋을 통해 몰입형 공간 컨텐츠에 참여할 수 있습니다. 스마트폰은 이동 중에 시뮬레이션 및 교육 도구를 가능하게 하여 우주 기반 가상현실 사용자를 확장합니다. 예를 들어, 2023년 10월 영국 비영리 단체 GSM 협회는 약 43억 명(세계 인구의 53%)이 인터넷에 액세스하기 위해 스마트폰을 사용하고 있으며 모바일 인터넷 사용자의 약 80%가 4G 또는 5G 기기를 사용하고 있다고 보고했습니다. 이 때문에 스마트폰의 보급이 우주 기반 가상현실(VR) 시장의 성장에 박차를 가하고 있습니다.
목차
제1장 주요 요약
제2장 시장 특징
제3장 시장 동향 및 전략
제4장 시장 : 금리, 인플레이션, 지정학, 무역전쟁 및 관세, 그리고 코로나 및 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오
제5장 세계의 성장 분석 및 전략 분석 프레임워크
세계의 우주 기반 가상현실 : PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인 및 억제요인)
최종 이용 산업의 분석
세계의 우주 기반 가상현실(VR) 시장 : 성장률 분석
세계의 우주 기반 가상현실(VR) 시장 실적 : 규모 및 성장(2019-2024년)
세계의 우주 기반 가상현실(VR) 시장 예측 : 규모 및 성장(2024-2029년, 2034년)
세계의 우주 기반 가상현실 : 총 잠재 시장 규모(TAM)
제6장 시장 세분화
세계의 우주 기반 가상현실(VR) 시장 : 컴포넌트별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
하드웨어
소프트웨어
서비스
세계의 우주 기반 가상현실(VR) 시장 : 용도별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
게임 및 엔터테인먼트
교육 및 훈련
헬스케어
항공우주 및 방위
기타 용도
세계의 우주 기반 가상현실(VR) 시장 : 최종 사용자별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
상업용
주택용
산업
세계의 우주 기반 가상현실(VR) 시장 : 하드웨어 유형별 세분화 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
헤드 마운트 디스플레이
모션 추적 센서
촉각 피드백 장치
가상현실 카메라
핸드헬드 컨트롤러
온보드 처리 유닛
세계의 우주 기반 가상현실(VR) 시장 : 소프트웨어 유형별 세분화 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
시뮬레이션 소프트웨어
가상현실 컨텐츠 관리 시스템
가상현실 운영 체제
렌더링 엔진
미션 계획 툴
교육 및 시나리오 모듈
세계의 우주 기반 가상현실(VR) 시장 : 서비스 유형별 세분화 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
시스템 통합 서비스
사용자 정의 및 구성 서비스
교육 및 기술 지원
유지보수 및 업그레이드 서비스
클라우드 스토리지 및 데이터 서비스
컨설팅 및 권고 서비스
제7장 지역별 및 국가별 분석
세계의 우주 기반 가상현실(VR) 시장 : 지역별 분석 및 예측(2019-2024년, 2024-2029년, 2034년)
세계의 우주 기반 가상현실(VR) 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
우주 기반 가상현실(VR) 시장 : 경쟁 구도
우주 기반 가상현실(VR) 시장 : 기업 프로파일
Airbus SE : 개요, 제품 및 서비스, 전략 및 재무 분석
Lockheed Martin Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
Northrop Grumman Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
National Aeronautics and Space Administration : 개요, 제품 및 서비스, 전략 및 재무 분석
Thales Group : 개요, 제품 및 서비스, 전략 및 재무 분석
제31장 기타 주요 기업 및 혁신 기업
Rheinmetall AG
Blue Origin Enterprises LP
European Space Agency
XRHealth Inc.
Innerspace VR
SenseGlove BV
SpaceCRAFT VR LLC
Felix & Paul Studios Inc.
Nord-Space Aps
PaleBlue Inc.
Raytracer Ltd.
Space Nation Oy
SpaceVR Inc.
WorldViz LLC
SpaceRobotics.eu
제32장 세계 시장 경쟁 벤치마킹 및 대시보드
제33장 주요 인수합병(M&A)
제34장 최근 시장 동향
제35장 시장의 잠재력이 높은 국가, 부문 및 전략
우주 기반 가상현실(VR) 시장(2029년) : 새로운 기회를 제공하는 국가
우주 기반 가상현실(VR) 시장(2029년) : 새로운 기회를 제공하는 부문
우주 기반 가상현실(VR) 시장(2029년) : 성장 전략
시장 동향에 기초한 전략
경쟁 전략
제36장 부록
AJY
영문 목차
영문목차
Space-based virtual reality involves using immersive VR technologies to simulate, support, or enhance activities connected to space exploration and operations. It replicates orbital or deep-space environments with high fidelity to improve user engagement and operational readiness. The primary purpose is to offer realistic, risk-free simulations for training, mission planning, and public outreach related to space activities.
The main components of space-based virtual reality include hardware, software, and services. Hardware consists of physical devices used to create, deliver, and interact with immersive VR experiences in space-related contexts. Its applications span gaming and entertainment, education and training, healthcare, aerospace and defense, and others, serving end users across commercial, residential, and industrial sectors.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The sharp hike in U.S. tariffs and the associated trade disputes in spring 2025 are notably impacting the aerospace and defense sector by raising costs for titanium, carbon fiber composites, and avionics materials largely sourced from global suppliers. Defense contractors, locked into fixed-price government contracts, absorb these added costs, while commercial aerospace firms face airline pushback on higher aircraft prices. Delays in component shipments due to customs bottlenecks further disrupt tight production schedules for jets and satellites. The industry is responding by stockpiling critical materials, seeking waivers for defense-related imports, and collaborating with allied nations to diversify supply chain.
The space-based virtual reality market research report is one of a series of new reports from The Business Research Company that provides space-based virtual reality market statistics, including space-based virtual reality industry global market size, regional shares, competitors with a space-based virtual reality market share, detailed space-based virtual reality market segments, market trends and opportunities, and any further data you may need to thrive in the space-based virtual reality industry. This space-based virtual reality 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 space-based virtual reality market size has grown exponentially in recent years. It will grow from $2.01 billion in 2024 to $2.57 billion in 2025 at a compound annual growth rate (CAGR) of 27.7%. The growth during the historic period can be attributed to military training and simulation, space exploration efforts, astronaut training requirements, the expansion of immersive education, and the emergence of space tourism.
The space-based virtual reality market size is expected to see exponential growth in the next few years. It will grow to $6.77 billion in 2029 at a compound annual growth rate (CAGR) of 27.5%. The growth during the forecast period can be attributed to increasing investments in space tourism, rising demand for immersive telepresence, expanded use in remote scientific research, development of virtual mission planning tools, and growth in commercial space ventures. Key trends in the forecast period include the integration of virtual reality with artificial intelligence (AI) and machine learning, real-time VR streaming via satellite, development of lightweight VR headsets for space applications, immersive VR training modules for astronauts, and the use of edge computing to enable low-latency VR experiences.
The rising investment in space exploration is expected to drive the growth of the space-based virtual reality market moving forward. Space exploration involves the discovery and study of outer space through spacecraft, satellites, and advanced technologies, both crewed and uncrewed. This increased investment is fueled by intensified geopolitical competition as countries aim for strategic dominance and technological leadership in space. Funding in space exploration advances space-based virtual reality by improving immersive technologies and satellite connectivity, enabling realistic simulations for training, research, and remote operations. It supports the creation of VR tools designed specifically for microgravity environments, enhancing astronaut readiness and mission planning. For example, in March 2024, NASA, a US-based independent agency, projected its budget to increase from $25.383 billion in 2024 to $27.476 billion by 2029. Hence, the growing investment in space exploration is propelling the expansion of the space-based virtual reality market.
The increasing spread of smartphones is expected to boost the growth of the space-based virtual reality market going forward. Smartphones are portable devices used for communication, internet access, multimedia consumption, and running various applications. The rise in smartphone use is driven by expanding internet access, affordable devices, and growing demand for mobile digital services. Smartphones enhance space-based virtual reality by acting as accessible VR platforms, allowing users to engage with immersive space content via mobile apps and headsets. They enable on-the-go simulations and educational tools, broadening the audience for space-based virtual reality. For instance, in October 2023, the GSM Association, a UK-based non-profit, reported that nearly 4.3 billion people (53% of the global population) were using smartphones to access the internet, with around 80% of mobile internet users on 4G or 5G devices-an increase of 330 million users from 2022 to 2023. Therefore, the growing smartphone penetration is fueling the growth of the space-based virtual reality market.
Leading companies in the space-based virtual reality market are focusing on creating advanced products such as VR headsets designed for mental health support, aimed at enhancing astronaut well-being, reducing stress, and improving mission outcomes. VR headsets for mental health are immersive devices intended to provide psychological relief, relaxation, and cognitive therapy during extended space missions. For example, in November 2023, XRHealth Inc., a US-based digital health tech firm, partnered with Nord-Space Aps, a Denmark-based engineering company, and HTC Corporation, a Taiwan-based electronics company, to develop a VR headset specifically for mental health in space. This innovative headset is scheduled to be sent to the International Space Station (ISS) to assist astronauts in managing stress, anxiety, and isolation during missions. The system includes guided meditation, cognitive behavioral therapy exercises, and immersive relaxation environments, all optimized for use in microgravity.
Major players in the space-based virtual reality market are Airbus SE, Lockheed Martin Corporation, Northrop Grumman Corporation, National Aeronautics and Space Administration, Thales Group, Rheinmetall AG, Blue Origin Enterprises L.P., European Space Agency, XRHealth Inc., Innerspace VR, SenseGlove B.V., SpaceCRAFT VR LLC, Felix & Paul Studios Inc., Nord-Space Aps, PaleBlue Inc., Raytracer Ltd., Space Nation Oy, SpaceVR Inc., WorldViz LLC, and SpaceRobotics.eu.
North America was the largest region in the space-based virtual reality market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in space-based virtual reality report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the space-based virtual reality market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The space-based virtual reality market consists of revenues earned by entities by providing services such as immersive astronaut training, virtual mission simulations, spacewalk rehearsals, and remote spacecraft operations. The market value includes the value of related goods sold by the service provider or included within the service offering. The space-based virtual reality market also includes sales of virtual reality headsets, 3D visualization tools, simulation software, motion tracking systems, and haptic feedback devices. 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 and 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.
Space-Based 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 space-based 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.
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Where is the largest and fastest growing market for space-based virtual reality ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The space-based 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
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.
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 Application: Gaming And Entertainment; Education And Training; Healthcare; Aerospace And Defense; Other Applications
3) By End-User: Commercial; Residential; Industrial
Subsegments:
1) By Hardware: Head-Mounted Displays; Motion Tracking Sensors; Haptic Feedback Devices; Virtual Reality Cameras; Handheld Controllers; Onboard Processing Units
2) By Software: Simulation Software; Virtual Reality Content Management Systems; Virtual Reality Operating Systems; Rendering Engines; Mission Planning Tools; Training and Scenario Modules
3) By Services: System Integration Services; Customization and Configuration Services; Training and Technical Support; Maintenance and Upgrade Services; Cloud Storage and Data Services; Consulting and Advisory Services
Companies Mentioned: Airbus SE; Lockheed Martin Corporation; Northrop Grumman Corporation; National Aeronautics and Space Administration; Thales Group; Rheinmetall AG; Blue Origin Enterprises L.P.; European Space Agency; XRHealth Inc.; Innerspace VR; SenseGlove B.V.; SpaceCRAFT VR LLC; Felix & Paul Studios Inc.; Nord-Space Aps; PaleBlue Inc.; Raytracer Ltd.; Space Nation Oy; SpaceVR Inc.; WorldViz LLC; SpaceRobotics.eu
3. Space-Based Virtual Reality Market Trends And Strategies
4. Space-Based Virtual Reality Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market
4.1. Supply Chain Impact from Tariff War & Trade Protectionism
5. Global Space-Based Virtual Reality Growth Analysis And Strategic Analysis Framework
5.1. Global Space-Based Virtual Reality PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis Of End Use Industries
5.3. Global Space-Based Virtual Reality Market Growth Rate Analysis
5.4. Global Space-Based Virtual Reality Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
5.5. Global Space-Based Virtual Reality Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
5.6. Global Space-Based Virtual Reality Total Addressable Market (TAM)