封面
市場調查報告書
商品編碼
1334006

零售VR的全球市場的預測(~2032年)

Virtual Reality in Retail Market Research Report Global Forecast 2032

出版日期: | 出版商: Market Research Future | 英文 100 Pages | 商品交期: 請詢問到貨日

價格

預計到 2032 年底,全球零售 VR 市場規模將以 25.00% 的複合年增長率大幅增長。對優化購物體驗的興趣是推動市場發展的主要推動因素。

地區的考察

預計北美將主導市場。美國市場收入的增加是北美市場擴張的重要推動力。美國是蘋果公司、微軟、Wizardry Jump 和谷歌有限責任公司等許多領先組織的所在地,這些組織正在進行令人印象深刻的 VR 研究。

在歐洲,德國市場佔有較大的市場佔有率,英國市場是歐洲發展最快的。

預計2023年至2032年亞太市場將迅速擴張。中國是頭顯和其他 VR 相關設備的領先批發商,VR 零售業增長強勁。

本報告提供全球零售VR市場相關調查分析,提供市場動態,地區和市場區隔的分析,企業簡介等資訊。

目錄

第1章 市場簡介

第2章 調查手法

第3章 市場動態

  • 簡介
  • 推動市場要素
  • 市場課題
  • 市場機會
  • 阻礙市場要素

第4章 摘要整理

第5章 市場要素的分析

  • 波特的五力分析
  • 供應鏈分析

第6章 零售VR市場:各市場區隔

  • 簡介
  • 市場統計
    • 各硬體設備
    • 按軟體兼容性
    • 各類型
    • 各地區

第7章 競爭分析

  • 市場佔有率分析
  • 企業簡介
    • OCULUS VR (U.S.)
    • GOOGLE (U.S.)
    • HTC CORPORATION (TAIWAN)
    • WORLDVIZ (U.S.)
    • UNITY TECHNOLOGIES (U.S.)
    • MARXENT LABS LLC (U.S.)
    • WEVR (U.S.)
    • FIRSTHAND TECHNOLOGY INC. (U.S.)
    • MICROSOFT (U.S.)
    • MAGIC LEAP (U.S.)
    • 其他
Product Code: MRFR/ICT/2517-CR

Virtual Reality in Retail Market Research Report - Global Forecast 2032

Market Overview

Virtual Reality in Retail Market is anticipated to register a significant CAGR of 25.00% by the end of 2032. The interest for a modified shopping experience is the key market driver enhancing market development. All through the projected period, the necessity for more noteworthy client involvement in the retail area is expected to introduce a worthwhile potential for market headway.

Market CAGR for virtual reality in retail is being driven by the rising use of cell phones. Innovation progressions have permitted customers to see virtual pictures submerged in true conditions, and cell phone use is rising.

Businesses have a lot to gain from the capability of blended reality innovations like AR and VR to give clients better approaches to interact with their brands, whether by transporting them to an alternate world or enhancing the one they are in at this point. Expanded reality, which empowers customers to see and evaluate items prior to buying them, has been more popular as of late because of advancements in versatile innovation. Subsequently, various retail marks are investing in the advances.

Market Segmentation

Based on hardware, the Virtual Reality in Retail Market is classified into headsets, devices, glasses, and gloves.

The Virtual Reality in Retail Market segmentation, based on software, includes smartphones, consoles, and others.

The Virtual Reality in Retail Market segmentation, based on type, includes mixed reality, immersive systems, and windows on the world.

Regional Insights

North American virtual reality in the retail region will dominate this market. The increasing market income in the U.S. is the essential driver of the market extension in North America. The US is home to many mechanically progressed organizations, like Apple, Inc., Microsoft, Wizardry Jump, and Google LLC, and it conducts impressive VR research.

Europe's virtual reality in the retail market represents the quickest market share. This outcomes from the wide utilization of VR innovation across various industry areas, especially in the gaming and auto areas. The regional market extension has been rushed by the fast turn of events and reception of strong VR equipment designated at the gaming local area in European countries. Further, German virtual reality in the retail market held a significant market share, and the UK virtual reality in the retail market was the quickest developing market in the European region.

The Asia-Pacific Virtual Reality in Retail Market is assessed to extend at a fast rate from 2023 to 2032. China, a prominent wholesaler of HMDs and other VR-related equipment, saw a significant increase in virtual reality in retail. The market is growing in Southeast Asian countries because of mechanical turns of events. The business sendoff of 5G in Japan in 2019 provoked telecom firms to apply imaginative thinking to give stages to expanded reality (AR) and virtual reality viewing that utilizes 5G network.

Major Players

Major players in virtual reality in the retail market, include Microsoft (US), Unity Technologies (US), HTC Corporation (Taiwan), Google (US), and others.

TABLE OF CONTENTS

TABLE OF CONTENTS

1 MARKET INTRODUCTION

  • 1.1 INTRODUCTION
  • 1.2 SCOPE OF STUDY
    • 1.2.1 RESEARCH OBJECTIVE
    • 1.2.2 ASSUMPTIONS
    • 1.2.3 LIMITATIONS
  • 1.3 MARKET STRUCTURE 2 RESEARCH METHODOLOGY
  • 2.1 RESEARCH TYPE
  • 2.2 PRIMARY RESEARCH
  • 2.3 SECONDARY RESEARCH
  • 2.4 FORECAST MODEL
    • 2.4.1 MARKET DATA COLLECTION, ANALYSIS & FORECAST
    • 2.4.2 MARKET SIZE ESTIMATION 3 MARKET DYNAMICS
  • 3.1 INTRODUCTION
  • 3.2 MARKET DRIVERS
  • 3.3 MARKET CHALLENGES
  • 3.4 MARKET OPPORTUNITIES
  • 3.5 MARKET RESTRAINTS 4 EXECUTIVE SUMMARY 5. MARKET FACTOR ANALYSIS
  • 5.1 PORTER'S FIVE FORCES ANALYSIS
  • 5.2 SUPPLY CHAIN ANALYSIS 6 VIRTUAL REALITY IN RETAIL MARKET, BY SEGMENTS
  • 6.1 INTRODUCTION
  • 6.2 MARKET STATISTICS
    • 6.2.1 BY HARDWARE
      • 6.2.1.1 HEADSETS
      • 6.2.1.2 DEVICES
      • 6.2.1.3 GLASSES
      • 6.2.1.4 GLOVES
      • 6.2.1.5 OTHERS
    • 6.2.2 BY SOFTWARE COMPATIABILITY
      • 6.2.2.1 SMARTPHONES
      • 6.2.2.2 CONSOLE
      • 6.2.2.3 TABLETS
      • 6.2.2.4 OTHERS
    • 6.2.3 BY TYPE
      • 6.2.3.1 WINDOW ON WORLD
      • 6.2.3.2 IMMERSIVE SYSTEM
      • 6.2.3.3 TELEPRESENCE
      • 6.2.3.4 MIXED REALITY
    • 6.2.4 BY GEOGRAPHY
      • 6.2.4.1 NORTH AMERICA
      • 6.2.4.2 EUROPE
      • 6.2.4.3 ASIA-PACIFIC
      • 6.2.4.4 REST OF THE WORLD

7 COMPETITIVE ANALYSIS

  • 7.1 MARKET SHARE ANALYSIS
  • 7.2 COMPANY PROFILES
    • 7.2.1 OCULUS VR (U.S.)
    • 7.2.2 GOOGLE (U.S.)
    • 7.2.3 HTC CORPORATION (TAIWAN)
    • 7.2.4 WORLDVIZ (U.S.)
    • 7.2.5 UNITY TECHNOLOGIES (U.S.)
    • 7.2.6 MARXENT LABS LLC (U.S.)
    • 7.2.7 WEVR (U.S.)
    • 7.2.8 FIRSTHAND TECHNOLOGY INC. (U.S.)
    • 7.2.9 MICROSOFT (U.S.)
    • 7.2.10 MAGIC LEAP (U.S.)
    • 7.2.11 OTHERS

LIST OF TABLES

  • TABLE 1 VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 2 VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 3 VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 4 VIRTUAL REALITY IN RETAIL MARKET, BY REGION
  • TABLE 5 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 6 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 7 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 8 U.S. VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 9 U.S. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 10 U.S. VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 11 CANADA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 12 CANADA VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 13 CANADA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 14 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 15 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 16 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 17 GERMANY VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 18 GERMANY VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 19 GERMANY VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 20 FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 21 FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 22 FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 23 U.K. VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 24 U.K. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 25 U.K. VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 26 REST OF EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 27 REST OF EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 28 REST OF EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 29 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 30 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 31 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 32 REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 33 REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 34 REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

LIST OF FIGURES

  • FIGURE 1 RESEARCH TYPE
  • FIGURE 2 VIRTUAL REALITY IN RETAIL MARKET: BY HARDWARE (%)
  • FIGURE 3 VIRTUAL REALITY IN RETAIL MARKET: BY SOFTWARE COMPATIBILITY (%)
  • FIGURE 4 VIRTUAL REALITY IN RETAIL MARKET: BY TYPE (%)
  • FIGURE 5 VIRTUAL REALITY IN RETAIL MARKET: BY REGION (%)
  • FIGURE 6 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)
  • FIGURE 7 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)
  • FIGURE 8 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)
  • FIGURE 9 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)
  • FIGURE 10 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)
  • FIGURE 11 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)
  • FIGURE 12 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET BY HARDWARE (%)
  • FIGURE 13 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)
  • FIGURE 14 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)
  • FIGURE 15 ROW VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)
  • FIGURE 16 ROW VIRTUAL REALITY IN RETAIL MARKET, BY YPE (%)
  • FIGURE 17 ROW VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)