封面
市场调查报告书
商品编码
1334006

零售VR的全球市场的预测(~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: 请询问到货日

价格

预计到 2032 年底,全球零售 VR 市场规模将以 25.00% 的复合年增长率大幅增长。对优化购物体验的兴趣是推动市场发展的主要推动因素。

地区的考察

预计北美将主导市场。美国市场收入的增加是北美市场扩张的重要推动力。美国是苹果公司、微软、Wizardry Jump 和谷歌有限责任公司等许多领先组织的所在地,这些组织正在进行令人印象深刻的 VR 研究。

在欧洲,德国市场占有较大的市场占有率,英国市场是欧洲发展最快的。

预计2023年至2032年亚太市场将迅速扩张。中国是头显和其他 VR 相关设备的领先批发商,VR 零售业增长强劲。

本报告提供全球零售VR市场相关调查分析,提供市场动态,地区和市场区隔的分析,企业简介等资讯。

目录

第1章 市场简介

第2章 调查手法

第3章 市场动态

  • 简介
  • 推动市场要素
  • 市场课题
  • 市场机会
  • 阻碍市场要素

第4章 摘要整理

第5章 市场要素的分析

  • 波特的五力分析
  • 供应链分析

第6章 零售VR市场:各市场区隔

  • 简介
  • 市场统计
    • 各硬体设备
    • 按软体兼容性
    • 各类型
    • 各地区

第7章 竞争分析

  • 市场占有率分析
  • 企业简介
    • 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 (%)