시장보고서
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세계의 가상현실(VR) 헤드셋 시장 : 규모, 점유율, 성장 분석, 제품 유형별, 엔드 디바이스별, 용도별, 지역별 산업 예측(2025-2032년)

Virtual Reality Headset Market Size, Share, and Growth Analysis, By Product Type (Standalone, Smartphone-enabled), By End-device (Low-end Device, Mid-range Device), By Application, By Region - Industry Forecast 2025-2032

발행일: | 리서치사: SkyQuest | 페이지 정보: 영문 193 Pages | 배송안내 : 3-5일 (영업일 기준)

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 가상현실(VR) 헤드셋 시장 규모는 2023년 121억 달러로 평가되었으며, 2024년 158억 6,000만 달러에서 2032년까지 1,384억 2,000만 달러로 성장해 예측 기간 중(2025-2032년) CAGR 31.1%를 나타낼 것으로 보입니다.

시장 인사이트에 따르면 소매업 및 제조업에서 가상현실(VR) 기술이 널리 채용되고 있는 것이 업계의 성장을 크게 뒷받침하고 있습니다. 또한, 게임기 수요 증가도 이 상승세에 기여하고 있습니다. VR의 범용성은 게임에만 국한되지 않고, 의료 트레이닝, 산업 프로토타이핑, 교육 등에도 응용되고 있어, 더욱 확대의 가능성을 시사하고 있습니다. VR 기술에 대한 소비자와 기업 모두의 투자 증가는 앞으로 수년간의 제품 수요를 촉진할 것으로 예측됩니다. 게다가, VR 상황에 대한 새로운 동향은 세계 VR 헤드셋 산업의 진보에 영향을 미치는 자세이며, 혁신과 기회가 익은 역동적인 시장 환경을 돋보이게 합니다.

목차

소개

  • 조사의 목적
  • 조사 범위
  • 정의

조사 방법

  • 정보 조달
  • 2차와 1차 데이터의 방법
  • 시장 규모 예측
  • 시장의 전제조건과 제한

주요 요약

  • 세계 시장 전망
  • 공급과 수요 동향 분석
  • 부문별 기회 분석

시장 역학과 전망

  • 시장 개요
  • 시장 규모
  • 시장 역학
    • 성장 촉진요인과 기회
    • 억제요인과 과제
  • Porter's Five Forces 분석

주요 시장 인사이트

  • 중요 성공요인
  • 경쟁도
  • 주요 투자 기회
  • 시장 생태계
  • 시장의 매력 지수(2024년)
  • PESTEL 분석
  • 거시경제지표
  • 밸류체인 분석
  • 가격 분석
  • 사례 연구
  • 기술 분석

가상현실(VR) 헤드셋 시장 규모 : 제품 유형별 CAGR(2025-2032년)

  • 시장 개요
  • 독립형
  • 스마트폰 대응
  • 독립형 PC 연결

가상현실(VR) 헤드셋 시장 규모 : 최종 장치별 CAGR(2025-2032년)

  • 시장 개요
  • 로우엔드 디바이스
  • 미드레인지 디바이스
  • 하이엔드 디바이스

가상현실(VR) 헤드셋 시장 규모 : 용도별 CAGR(2025-2032년)

  • 시장 개요
  • 게임
  • 헬스케어
  • 미디어 및 엔터테인먼트
  • 제조업
  • 소매
  • 교육
  • 통신
  • 기타

가상현실(VR) 헤드셋 시장 규모 : 지역별 CAGR(2025-2032년)

  • 북미
    • 미국
    • 캐나다
  • 유럽
    • 독일
    • 스페인
    • 프랑스
    • 영국
    • 이탈리아
    • 기타 유럽
  • 아시아태평양
    • 중국
    • 인도
    • 일본
    • 한국
    • 기타 아시아태평양
  • 라틴아메리카
    • 브라질
    • 기타 라틴아메리카
  • 중동 및 아프리카
    • GCC 국가
    • 남아프리카
    • 기타 중동 및 아프리카

경쟁 정보

  • 상위 5개사 비교
  • 주요 기업의 시장 포지셔닝(2024년)
  • 주요 시장 기업이 채용한 전략
  • 최근 시장 동향
  • 기업의 시장 점유율 분석(2024년)
  • 주요 기업의 기업 프로파일
    • 기업의 상세
    • 제품 포트폴리오 분석
    • 기업의 부문별 점유율 분석
    • 수익의 전년대비 비교(2022-2024년)

주요 기업 프로파일

  • Meta(Oculus)(US)
  • Sony(Japan)
  • HTC(Taiwan)
  • Valve(US)
  • Apple(US)
  • Pimax(China)
  • Varjo(Finland)
  • Microsoft(HoloLens)(US)
  • Samsung(South Korea)
  • Lenovo(China)
  • Qualcomm(US)
  • Magic Leap(US)
  • DPVR(China)
  • HP Inc.(US)

결론과 권고

JHS 25.05.27

Global Virtual Reality Headset Market size was valued at USD 12.1 billion in 2023 and is poised to grow from USD 15.86 billion in 2024 to USD 138.42 billion by 2032, growing at a CAGR of 31.1% during the forecast period (2025-2032).

Market insights indicate that the widespread adoption of virtual reality (VR) technology across retail and manufacturing sectors is significantly propelling growth in the industry. Additionally, the rising demand for gaming consoles contributes to this upward trend. The versatility of VR extends beyond gaming, finding applications in medical training, industrial prototyping, and education, suggesting vast potential for further expansion. Increasing investments from both consumers and enterprises in VR technology are anticipated to drive product demand in the upcoming years. Furthermore, emerging trends in the VR landscape are poised to influence advancements within the global VR headset industry, highlighting a dynamic market environment ripe for innovation and opportunities.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Virtual Reality Headset market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Virtual Reality Headset Market Segments Analysis

Global Virtual Reality Headset Market is segmented by Product Type, End-device, Application and region. Based on Product Type, the market is segmented into Standalone, Smartphone-enabled and Standalone PC-connected. Based on End-device, the market is segmented into Low-end Device, Mid-range Device and High-end Device. Based on Application, the market is segmented into Gaming, Healthcare, Media & Entertainment, Manufacturing, Retail, Education, Telecommunications and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Virtual Reality Headset Market

The increasing integration of virtual and mixed reality (VR/MR) headsets across various sectors, including gaming, healthcare, education, and enterprise collaboration, significantly propels the growth of the global virtual reality headset market. Businesses are utilizing immersive simulations to improve training, innovate product design, and facilitate remote teamwork. In the healthcare sector, VR-based medical training and therapeutic applications are emerging as crucial resources for practitioners, while educational institutions are transforming traditional learning methods through virtual classrooms. The gaming industry continues to lead the charge, as the demand for highly interactive and realistic VR content drives the need for top-tier headsets.

Restraints in the Global Virtual Reality Headset Market

A significant obstacle impeding the expansion of the global virtual reality headset market is the elevated price associated with premium devices. Advanced headsets, which feature high-resolution displays, AI-enhanced tracking, and powerful processing capabilities, tend to be costly, thereby restricting their adoption, especially in markets sensitive to pricing. Although there are entry-level VR options available, these often fall short of delivering the immersive experience that more sophisticated models provide. This discrepancy creates a barrier for widespread acceptance among potential users, including individual consumers and small businesses, ultimately limiting the market's overall growth potential.

Market Trends of the Global Virtual Reality Headset Market

The Global Virtual Reality Headset market is experiencing significant trends driven by the integration of artificial intelligence (AI), which is transforming user engagement and device functionality. AI technologies, including eye tracking and gesture recognition, are making VR interactions more intuitive and immersive, allowing users to navigate virtual environments seamlessly. These advancements enhance realism and personalization, as AI algorithms analyze user behavior and preferences to tailor experiences across sectors such as gaming, education, healthcare, and enterprise training. As AI continues to advance, it is poised to redefine the VR landscape, driving market growth and increasing demand for sophisticated, AI-enhanced VR headsets that offer unparalleled user experiences.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Technology Analysis

Global Virtual Reality Headset Market Size by Product Type & CAGR (2025-2032)

  • Market Overview
  • Standalone
  • Smartphone-enabled
  • Standalone PC-connected

Global Virtual Reality Headset Market Size by End-device & CAGR (2025-2032)

  • Market Overview
  • Low-end Device
  • Mid-range Device
  • High-end Device

Global Virtual Reality Headset Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Gaming
  • Healthcare
  • Media & Entertainment
  • Manufacturing
  • Retail
  • Education
  • Telecommunications
  • Others

Global Virtual Reality Headset Market Size & CAGR (2025-2032)

  • North America (Product Type, End-device, Application)
    • US
    • Canada
  • Europe (Product Type, End-device, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Product Type, End-device, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Product Type, End-device, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Product Type, End-device, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Meta (Oculus) (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Apple (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pimax (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Varjo (Finland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft (HoloLens) (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Lenovo (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Qualcomm (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Magic Leap (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DPVR (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HP Inc. (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations

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