세계의 가상현실(VR) 팀 연습 환경 시장 보고서(2025년)
Virtual Reality (VR) Team Practice Environment Global Market Report 2025
상품코드 : 1873139
리서치사 : The Business Research Company
발행일 : On Demand Report
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한글목차

가상현실(VR) 팀 연습 환경 시장 규모는 최근 급격히 확대되고 있습니다. 2024년의 23억 5,000만 달러로 평가되었고 2025년에는 29억 1,000만 달러에 이를 것으로 예측되며, CAGR은 23.9%를 나타낼 전망입니다. 이 성장은 협업 학습에 대한 강조 증가, 시뮬레이션 기반 훈련의 인기 상승, 팀의 글로벌화, 성과 최적화에 대한 집중도 강화, 체험형 훈련에 대한 인식 확대 등이 원인이었습니다.

가상현실(VR) 팀 연습 환경 시장 규모는 향후 수년간 급격한 성장이 예상됩니다. 2029년에는 67억 7,000만 달러에 이를 것으로 예측되며, CAGR은 23.5%를 나타낼 전망입니다. 예측 기간 동안의 성장은 확장 가능한 훈련 솔루션에 대한 수요 증가, 지속적인 기술 개발 필요성 증대, 하이브리드 업무 및 훈련 모델의 확대, 맞춤형 학습에 대한 집중도 강화, 그리고 새로운 산업 부문로의 광범위한 채택에서 비롯될 것입니다. 예측 기간 동안 예상되는 주요 트렌드로는 현실적인 시뮬레이션 기능의 발전, AI 기반 적응형 훈련 개발, 다중 사용자 협업 플랫폼의 혁신, 클라우드 기반 VR 접근성 향상, 그리고 산업 간 훈련 애플리케이션의 창출 등이 있습니다.

원격 및 하이브리드 근무 모델의 확산은 가상현실(VR) 팀 연습 환경 시장 성장을 주도할 것으로 예상됩니다. 원격 및 하이브리드 근무 방식은 직원들이 전통적인 사무실 환경 외부에서 근무하거나 유연한 근무 시간을 선택할 수 있게 합니다. 이러한 모델로의 전환은 조직이 인력 유연성 증대, 운영 비용 절감, 지리적으로 분산된 팀의 생산성 유지 능력을 추구함에 따라 촉진되고 있습니다. 원격 및 하이브리드 근무 환경에서 VR 팀 연습 환경은 참가자의 물리적 위치와 무관하게 실제 협업을 시뮬레이션하고, 팀 커뮤니케이션을 강화하며, 몰입형 훈련 세션을 가능하게 합니다. 예를 들어, 2022년 2월에 미국 통신 대기업 AT&T사는 하이브리드 근무를 도입하는 기업의 비율이 2021년의 42%에서 2024년까지 81%로 상승할 것으로 예측된다고 발표했습니다. 이 동향은 가상현실(VR) 팀 연습 환경 시장의 성장을 뒷받침하고 있습니다.

가상현실(VR) 팀 연습 환경 시장의 주요 기업들은 콘텐츠 제작 속도 향상, 적응형 팀 기반 훈련 구현, 협업 연습 환경의 현실감 제고를 위해 AI 기반 VR 도구 활용에 주력하고 있습니다. AI 기반 VR 도구는 인공지능을 몰입형 가상현실 환경과 통합하여 상호작용적이고 개인화된 훈련 또는 시뮬레이션 경험을 창출합니다. 예를 들어, 2023년 2월 미국 기반 AI 기반 VR 훈련 솔루션 제공업체인 Moth+Flame VR, Inc.는 베타 버전의 AI 기반 생성형 콘텐츠 제작 도구를 출시했습니다. 이 도구는 음성 인식 내비게이션, 드래그 앤 드롭 편집기, 3D 자산 라이브러리, 다중 사용자 협업 기능을 통해 기업이 맞춤형 VR 훈련 경험을 신속하게 구축할 수 있도록 합니다. 인베스코(Invesco)가 이 도구를 최초로 도입하여 단 72시간 만에 맞춤형 교육 콘텐츠를 제작했습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 : 금리, 인플레이션, 지정학, 무역전쟁과 관세, 그리고 코로나 및 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 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

HBR
영문 목차

영문목차

Virtual reality team practice environment is an immersive, computer-generated simulation platform that allows groups of individuals to practice, collaborate, and train together in a shared virtual space. It enables teams to engage in realistic training and collaborative exercises without being in the same physical location.

The primary components of virtual reality (VR) team practice environments include hardware, software, and services. Hardware consists of physical devices such as VR headsets, motion sensors, controllers, and supporting equipment that facilitate interactive and immersive practice sessions for teams across various sectors. These solutions are deployed via on-premises and cloud-based modes and are applied in education and training, healthcare, military and defense, sports, corporate environments, and more. Key end-users include enterprises, educational institutions, government agencies, sports organizations, and others.

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 rapid escalation of U.S. tariffs and the resulting trade tensions in spring 2025 are significantly impacting the information technology sector, particularly in hardware manufacturing, data infrastructure, and software deployment. Higher duties on imported semiconductors, circuit boards, and networking equipment have raised production and operational costs for tech firms, cloud service providers, and data centers. Companies relying on globally sourced components for laptops, servers, and consumer electronics are facing longer lead times and increased pricing pressures. In parallel, tariffs on specialized software tools and retaliatory measures from key international markets have disrupted global IT supply chains and reduced overseas demand for U.S.-developed technologies. To navigate these challenges, the sector is accelerating investments in domestic chip fabrication, diversifying supplier bases, and adopting AI-driven automation to enhance operational resilience and cost efficiency.

The virtual reality (VR) team practice environment market research report is one of a series of new reports from The Business Research Company that provides virtual reality (VR) team practice environment market statistics, including the virtual reality (VR) team practice environment industry global market size, regional shares, competitors with the virtual reality (VR) team practice environment market share, detailed virtual reality (VR) team practice environment market segments, market trends, and opportunities, and any further data you may need to thrive in the virtual reality (VR) team practice environment industry. This virtual reality (VR) team practice environment 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 virtual reality (VR) team practice environment market size has grown exponentially in recent years. It will grow from $2.35 billion in 2024 to $2.91 billion in 2025 at a compound annual growth rate (CAGR) of 23.9%. The growth during the historic period resulted from the increasing emphasis on collaborative learning, rising popularity of simulation-based practice, globalization of teams, greater focus on performance optimization, and growing awareness of experiential training.

The virtual reality (VR) team practice environment 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 23.5%. The growth during the forecast period will stem from rising demand for scalable training solutions, increasing need for continuous skill development, the expansion of hybrid work and training models, greater focus on personalized learning, and wider adoption across new industry sectors. Key trends expected in the forecast period include advancements in realistic simulation features, development of AI-driven adaptive training, innovations in multi-user collaborative platforms, progress in cloud-based VR accessibility, and the creation of cross-industry training applications.

The increasing adoption of remote and hybrid work models is expected to drive the growth of the virtual reality (VR) team practice environment market. Remote and hybrid work arrangements allow employees to work outside traditional office settings or choose flexible work hours. The shift toward these models is driven by organizations seeking greater workforce flexibility, reduced operational costs, and the ability to maintain productivity among geographically dispersed teams. In remote and hybrid work setups, VR team practice environments simulate real-world collaboration, enhance team communication, and facilitate immersive training sessions, regardless of participants' physical locations. For example, in February 2022, AT&T Inc., a U.S.-based telecommunications company, reported that the percentage of companies embracing hybrid work is projected to rise from 42% in 2021 to 81% by 2024. This trend is fueling the growth of the VR team practice environment market.

Key companies in the VR team practice environment market are focusing on leveraging AI-powered VR tools to speed up content creation, enable adaptive team-based training, and enhance the realism of collaborative practice environments. AI-powered VR tools integrate artificial intelligence with immersive virtual reality environments to create interactive, personalized training or simulation experiences. For instance, in February 2023, Moth+Flame VR, Inc., a U.S.-based provider of AI-powered VR training solutions, launched an AI-driven generative content authoring tool in beta. This tool enables enterprises to quickly build custom VR training experiences, featuring voice-activated navigation, drag-and-drop editors, 3D asset libraries, and multi-user collaboration. Invesco was the first to deploy this tool, creating bespoke training content in just 72 hours.

In April 2023, XRHealth USA Inc., a U.S.-based provider of virtual reality therapeutics and telehealth platforms for rehabilitation and pain management, merged with Amelia Virtual Care for an undisclosed amount. The merger aims to create a comprehensive virtual care platform by integrating immersive therapeutic solutions for physical conditions with clinically validated digital tools for mental health assessment and treatment. Amelia Virtual Care, a Spain-based company, offers a virtual reality platform designed for mental health professionals to conduct psychometric assessments and provide immersive cognitive behavioral therapy.

Major players in the virtual reality (VR) team practice environment market are Madison Industries, Surgical Science Inc., National Board of Medical Examiners (NBME), Labster ApS, EON Reality Inc., STRIVR Labs Inc., Osso VR Inc., XRHealth USA Inc., VirtaMed AG, Oxford Medical Simulation Ltd., Dreamscape Immersive Inc., Immersive VR Education Ltd., VictoryXR Inc., Inovus Medical Ltd., Wrap Technologies Inc., FundamentalVR Ltd., Sense Arena s.r.o., Medical Augmented Intelligence (MAI), PrecisionOS Technology Inc., REPS VR Inc.

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

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

The virtual reality (VR) team practice environment market consists of revenues earned by entities by providing services such as virtual team training, skill development simulations, collaborative practice sessions, remote workforce training, defense and medical simulations, and sports or corporate teamwork exercises. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual reality (VR) team practice environment market also includes sales of VR software platforms, headsets, and simulation tools. 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.

Virtual Reality (VR) Team Practice Environment 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 virtual reality (vr) team practice environment 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 virtual reality (vr) team practice environment ? 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 virtual reality (vr) team practice environment 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

Scope

Table of Contents

1. Executive Summary

2. Virtual Reality (VR) Team Practice Environment Market Characteristics

3. Virtual Reality (VR) Team Practice Environment Market Trends And Strategies

4. Virtual Reality (VR) Team Practice Environment Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Virtual Reality (VR) Team Practice Environment Growth Analysis And Strategic Analysis Framework

6. Virtual Reality (VR) Team Practice Environment Market Segmentation

7. Virtual Reality (VR) Team Practice Environment Market Regional And Country Analysis

8. Asia-Pacific Virtual Reality (VR) Team Practice Environment Market

9. China Virtual Reality (VR) Team Practice Environment Market

10. India Virtual Reality (VR) Team Practice Environment Market

11. Japan Virtual Reality (VR) Team Practice Environment Market

12. Australia Virtual Reality (VR) Team Practice Environment Market

13. Indonesia Virtual Reality (VR) Team Practice Environment Market

14. South Korea Virtual Reality (VR) Team Practice Environment Market

15. Western Europe Virtual Reality (VR) Team Practice Environment Market

16. UK Virtual Reality (VR) Team Practice Environment Market

17. Germany Virtual Reality (VR) Team Practice Environment Market

18. France Virtual Reality (VR) Team Practice Environment Market

19. Italy Virtual Reality (VR) Team Practice Environment Market

20. Spain Virtual Reality (VR) Team Practice Environment Market

21. Eastern Europe Virtual Reality (VR) Team Practice Environment Market

22. Russia Virtual Reality (VR) Team Practice Environment Market

23. North America Virtual Reality (VR) Team Practice Environment Market

24. USA Virtual Reality (VR) Team Practice Environment Market

25. Canada Virtual Reality (VR) Team Practice Environment Market

26. South America Virtual Reality (VR) Team Practice Environment Market

27. Brazil Virtual Reality (VR) Team Practice Environment Market

28. Middle East Virtual Reality (VR) Team Practice Environment Market

29. Africa Virtual Reality (VR) Team Practice Environment Market

30. Virtual Reality (VR) Team Practice Environment Market Competitive Landscape And Company Profiles

31. Virtual Reality (VR) Team Practice Environment Market Other Major And Innovative Companies

32. Global Virtual Reality (VR) Team Practice Environment Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality (VR) Team Practice Environment Market

34. Recent Developments In The Virtual Reality (VR) Team Practice Environment Market

35. Virtual Reality (VR) Team Practice Environment Market High Potential Countries, Segments and Strategies

36. Appendix

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