세계의 가상현실(VR) 박스형 안경 시장 보고서(2025년)
Virtual Reality Box Glasses Global Market Report 2025
상품코드 : 1873140
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 250 Pages
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한글목차

가상현실(VR) 박스형 안경 시장 규모는 최근 급속히 확대되고 있습니다. 2024년 55억 7,000만 달러에서 2025년에는 65억 6,000만 달러에 달하고, CAGR 17.8%를 나타낼 것으로 예상되고 있습니다. 이 성장은 몰입형 엔터테인먼트 체험에 대한 소비자 관심 증가, 게임과 인터랙티브 미디어의 보급 확대, 모바일 VR 보급을 지원하는 스마트폰 보급률의 향상, VR 이용 촉진에 있어서의 소셜 미디어의 영향력, 그리고 VR 스타트업 기업에의 벤처 캐피탈 투자 증가 등의 요인에 기인합니다.

가상현실(VR) 박스형 안경 시장 규모는 향후 수년간 급속한 성장이 예상됩니다. 2029년에는 124억 6,000만 달러에 달하고, CAGR은 17.4%를 나타낼 전망입니다. 예측 기간중의 성장은 교육·훈련 분야에서의 VR의 채용확대, 전자상거래·가상쇼핑에 있어서의 VR 수요 증가, 부동산 분야에서의 물건 가시화에의 VR활용 확대, VR기반의 피트니스·웰니스 솔루션에 대한 수요 증가, 방위 및 군사훈련 프로그램에서의 채용확대에 기인합니다. 예측 기간 중에 예상되는 주요 동향으로는 가상현실(VR) 엔터테인먼트용 컨텐츠 에코시스템 개발, 인공지능과 가상현실(VR) 안경의 통합, 촉각 피드백 기술의 통합, 제스처 기반 제어의 혁신, 건강·웰니스 용도의 진보 등을 들 수 있습니다.

몰입형 경험에 대한 수요가 증가함에 따라 향후 수년간 가상현실(VR) 박스형 안경 시장의 성장을 이끌 것으로 예측됩니다. 몰입형 경험이란 사용자가 가상 세계나 증강현실 세계에 물리적으로 존재하는 것처럼 느끼게 하는 완전히 몰입할 수 있는 디지털 환경을 말합니다. 이 수요는 현실의 감각을 충실히 재현한 사실적이고 매력적이고 대화식 디지털 환경을 요구하는 소비자의 요구에 따라 증가하고 있습니다. 가상현실(VR) 박스형 고글은 완벽하게 몰입할 수 있는 가상 환경을 제공함으로써 이러한 경험을 강화하고 게임, 교육, 엔터테인먼트 등의 용도에 이상적입니다. 현실적인 비주얼과 공간 오디오를 전달함으로써 사용자와의 상호 작용을 높이고 디지털 체험 전체의 몰입감을 향상시킵니다. 예를 들어 2024년 8월 미국 정부감사원이 발표한 보고서에 따르면 2022년과 2023년 민간기관 23개 기관 중 17개 기관이 몰입형 기술을 활용한 활동에 종사했으며, 그중 13개 기관이 이점을 인정했습니다. 따라서 몰입형 경험에 대한 수요가 증가함에 따라 가상현실(VR) 박스형 안경 시장의 성장이 이어지고 있습니다.

가상현실(VR) 박스형 안경 시장의 기업은 외부 장비 없이 완전한 몰입 경험을 제공하는 독립형 복합 현실(MR) 헤드셋 등 고급 제품 개발에 주력하고 있습니다. 독립형 MR 헤드셋은 가상과 현실 세계의 요소를 통합한 자립형 장치로, PC나 스마트폰을 필요로 하지 않고 단독으로 동작합니다. 예를 들어, 2024년 9월에는 미국 기술 기업 메타 플랫폼즈사가 "Quest 3S" VR 헤드셋을 발표했습니다. 퀄컴사제 Snapdragon XR2 Gen 2 프로세서와 8GB의 RAM을 탑재해, 저렴한 가격이면서 몰입감이 있는 가상현실(VR) 체험을 제공합니다. 1눈당 1832×1920픽셀의 해상도와 수평 96도·수직 90도의 시야각을 실현하는 프레넬 렌즈 탑재의 단일 LCD 디스플레이를 갖추고 있습니다. Quest 3S는 복합 현실 경험을 위한 풀 컬러 패스 스루를 지원하며 2.5시간 배터리 구동 시간, 핸드 트래킹 및 정밀 컨트롤러 지원을 제공합니다. 또한 Horizon 앱 스토어의 모든 컨텐츠에 액세스할 수 있으며, VR 및 복합 현실 사용자에게 합리적인 가격이면서 고성능의 선택지가 되고 있습니다.

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

KTH
영문 목차

영문목차

Virtual reality (VR) box glasses are wearable devices that use lenses to immerse users in a 3D virtual environment by displaying content from a smartphone or compatible device. They provide an interactive and immersive experience for gaming, simulations, education, and virtual tours, making digital content feel more lifelike. These devices are designed to enhance visual perception and create a sense of presence within a virtual world.

The primary product types of virtual reality box glasses include standalone virtual reality glasses, mobile virtual reality glasses, personal computer-tethered virtual reality glasses, augmented reality (AR) combos, and mixed reality headsets. Standalone virtual reality glasses are self-contained VR headsets that do not require a connection to a PC, console, or smartphone, as they feature built-in processors, displays, and sensors. They incorporate technologies such as optical tracking, positional tracking, mobile technology, 3D audio, and motion sensing, and are applied in various areas including gaming, education and training, healthcare, real estate, retail, and more. These devices are distributed through channels such as online stores, specialty stores, supermarkets and hypermarkets, and others, serving end users including consumers, commercial sectors, and industrial applications.

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 box glasses market research report is one of a series of new reports from The Business Research Company that provides virtual reality box glasses market statistics, including virtual reality box glasses industry global market size, regional shares, competitors with a virtual reality box glasses market share, detailed virtual reality box glasses market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality box glasses industry. This virtual reality box glasses 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 virtual reality box glasses market size has grown rapidly in recent years. It will grow from $5.57 billion in 2024 to $6.56 billion in 2025 at a compound annual growth rate (CAGR) of 17.8%. The growth during the historic period resulted from increasing consumer interest in immersive entertainment experiences, the rising popularity of gaming and interactive media, growing smartphone penetration supporting mobile virtual reality adoption, the influence of social media in promoting virtual reality usage, and increasing venture capital investments in virtual reality startups.

The virtual reality box glasses market size is expected to see rapid growth in the next few years. It will grow to $12.46 billion in 2029 at a compound annual growth rate (CAGR) of 17.4%.The growth during the forecast period will stem from rising adoption of virtual reality in education and training, increasing demand for virtual reality in e-commerce and virtual shopping, growing use of virtual reality in real estate for property visualization, rising demand for virtual reality-based fitness and wellness solutions, and expanding adoption in defense and military training programs. Key trends expected in the forecast period include the development of content ecosystems for virtual reality entertainment, integration of artificial intelligence with virtual reality glasses, incorporation of haptic feedback technologies, innovations in gesture-based controls, and advancements in health and wellness applications.

The growing demand for immersive experiences is expected to drive the growth of the virtual reality box glasses market in the coming years. Immersive experiences are fully engaging digital environments that make users feel as if they are physically present within a virtual or augmented world. This demand is increasing due to consumers' desire for realistic, engaging, and interactive digital environments that closely replicate real-life sensations. Virtual reality box glasses enhance these experiences by providing fully immersive virtual environments, making them ideal for applications such as gaming, education, and entertainment. They increase user interaction by delivering realistic visuals and spatial audio, thereby improving overall digital engagement. For instance, in August 2024, the United States Government Accountability Office reported that, in 2022 and 2023, 17 out of 23 civilian agencies engaged in activities utilizing immersive technologies, with 13 of these agencies acknowledging the benefits of their use. Therefore, the rising demand for immersive experiences is driving the growth of the virtual reality box glasses market.

Companies in the virtual reality box glasses market are increasingly focused on developing advanced products, such as standalone mixed reality (MR) headsets, which provide fully immersive experiences without the need for external devices. A standalone MR headset is a self-contained device that combines virtual and real-world elements, working independently without the need for a PC or smartphone. For example, in September 2024, Meta Platforms Inc., a U.S.-based technology company, launched the Quest 3S VR headset. This device offers an affordable yet immersive virtual reality experience, powered by a Qualcomm Snapdragon XR2 Gen 2 processor and 8GB of RAM. It features a single LCD display with Fresnel lenses, offering a resolution of 1832 X 1920 pixels per eye and a 96° horizontal and 90° vertical field of view. The Quest 3S also supports full-color passthrough for mixed reality experiences, provides 2.5 hours of battery life, offers hand tracking, precise controller support, and grants access to the full Horizon app store, making it a budget-friendly but highly capable option for VR and mixed reality users.

In February 2025, Hisense Visual Technology Co. Ltd., a China-based display technology company, partnered with XREAL to enhance virtual and augmented reality devices. This collaboration aims to improve the display performance of VR and AR headsets, ultimately delivering more immersive and high-quality user experiences. XREAL, also based in China, specializes in virtual reality box glasses and other immersive hardware solutions.

Major players in the virtual reality box glasses market are Google LLC, Xiaomi Corporation, Samsung Electronics Co. Ltd., Meta Platforms Inc., Huawei Technologies Co. Ltd., Sony Corporation, Lenovo Group Limited, HP Inc., Goertek Inc., Valve Corporation, iQIYI Inc., HTC Corporation, Unity Technologies, Pimax Innovation Inc., Pimax Technology Co. Ltd., Varjo Technologies Oy, Pico Interactive Inc., Quytech, Dongguan Shinecon Industrial Co. Ltd., and Vrgineers s.r.o.

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

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

The virtual reality (VR) box glasses market consists of revenues earned by entities by providing services such as educational and training programs, entertainment and media streaming, simulation and professional training, and healthcare and therapy solutions. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual reality (VR) box glasses market also includes sales of standalone virtual reality headsets, tethered virtual reality headsets, mixed reality (MR) headsets, virtual reality headset accessories, and low-end virtual reality headsets. 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 Box Glasses 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 box glasses 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 box glasses ? 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 box glasses 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 Box Glasses Market Characteristics

3. Virtual Reality Box Glasses Market Trends And Strategies

4. Virtual Reality Box Glasses 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 Box Glasses Growth Analysis And Strategic Analysis Framework

6. Virtual Reality Box Glasses Market Segmentation

7. Virtual Reality Box Glasses Market Regional And Country Analysis

8. Asia-Pacific Virtual Reality Box Glasses Market

9. China Virtual Reality Box Glasses Market

10. India Virtual Reality Box Glasses Market

11. Japan Virtual Reality Box Glasses Market

12. Australia Virtual Reality Box Glasses Market

13. Indonesia Virtual Reality Box Glasses Market

14. South Korea Virtual Reality Box Glasses Market

15. Western Europe Virtual Reality Box Glasses Market

16. UK Virtual Reality Box Glasses Market

17. Germany Virtual Reality Box Glasses Market

18. France Virtual Reality Box Glasses Market

19. Italy Virtual Reality Box Glasses Market

20. Spain Virtual Reality Box Glasses Market

21. Eastern Europe Virtual Reality Box Glasses Market

22. Russia Virtual Reality Box Glasses Market

23. North America Virtual Reality Box Glasses Market

24. USA Virtual Reality Box Glasses Market

25. Canada Virtual Reality Box Glasses Market

26. South America Virtual Reality Box Glasses Market

27. Brazil Virtual Reality Box Glasses Market

28. Middle East Virtual Reality Box Glasses Market

29. Africa Virtual Reality Box Glasses Market

30. Virtual Reality Box Glasses Market Competitive Landscape And Company Profiles

31. Virtual Reality Box Glasses Market Other Major And Innovative Companies

32. Global Virtual Reality Box Glasses Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality Box Glasses Market

34. Recent Developments In The Virtual Reality Box Glasses Market

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

36. Appendix

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