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市场调查报告书
商品编码
1695267

2025年虚拟实境购物全球市场报告

Virtual Reality Shopping Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 200 Pages | 商品交期: 2-10个工作天内

价格
简介目录

预计未来几年虚拟实境购物市场规模将呈指数级增长。到 2029 年,这一数字将成长至 2,649.7 亿美元,复合年增长率为 29.0%。预测期内的成长归因于行动 VR 体验、社交 VR 购物、人工智慧个人化、虚拟试衣间、扩增实境的融合以及环境和永续购物。预测期内的关键趋势包括技术进步、社交 VR 购物、个人化和人工智慧驱动的建议、虚拟试衣间、与电子商务平台的整合等。

虚拟实境购物市场的预期成长是由不断扩张的电子商务产业所推动的。电子商务是在线购买和销售商品和服务,广泛涵盖数位商务和线上零售。虚拟实境购物让消费者沉浸在虚拟商店中,增强了电子商务体验,让他们可以在舒适的家中探索产品并做出明智的决定。例如,美国商务部2023年8月公布的2023年第二季美国零售电商销售额(未调整)达到2,695亿美元,季增6.6%,季增2022年第二季成长7.7%。因此,快速成长的电商产业是推动虚拟实境购物市场成长的关键因素。

虚拟实境购物市场的上升趋势是由 VR 技术的日益普及所推动的。虚拟实境(VR)技术是一种电脑生成的3D环境模拟,为使用者提供身临其境型、互动的购物体验。该技术使客户能够在自己舒适的家中虚拟探索和试用产品,从而做出明智的购买决定。截至 2023 年 2 月,预计 2020 年美国有 5,740 万人拥有VR头戴装置,预计到 2022 年将增加至 3,770 万人。因此,VR 技术的日益普及是虚拟实境购物市场扩张的关键驱动力。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场 - 宏观经济情景,包括利率、通膨、地缘政治、新冠疫情以及復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 全球虚拟实境购物PESTEL分析(政治、社会、科技、环境、法律、驱动因素、限制因素)
  • 最终用途产业分析
  • 全球虚拟实境购物市场:成长率分析
  • 全球虚拟实境购物市场表现:规模与成长,2019-2024
  • 全球虚拟实境购物市场预测:规模与成长,2024-2029 年,2034 年
  • 全球虚拟实境购物总目标市场(TAM)

第六章市场区隔

  • 全球虚拟实境购物市场:按设备、效能和预测,2019-2024 年、2024-2029 年、2034 年
  • 手势追踪设备(GTD)
  • 头戴式显示器(HMD)
  • 投影机和显示墙 (PDW)
  • 全球虚拟实境购物市场(按技术、效能和预测):2019-2024 年、2024-2029 年、2034 年
  • 半身临其境型与全身临其境型
  • 非身临其境型
  • 全球虚拟实境购物市场:按组件、效能和预测,2019-2024 年、2024-2029 年、2034 年
  • 硬体
  • 软体
  • 全球虚拟实境购物市场:依应用程式、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 航太和国防
  • 商业的
  • 卫生保健
  • 企业
  • 其他用途
  • 全球虚拟实境购物市场手势追踪设备 (GTD) 细分(按类型)、实际及预测,2019-2024 年、2024-2029 年、2034 年
  • 手持手势控制器
  • 动作感测器手套
  • 全身手势追踪系统
  • 全球虚拟实境购物市场细分(按头戴式显示器 (HMD) 类型、实际情况和预测),2019-2024 年、2024-2029 年、2034 年
  • 系留式 HMD
  • 无线头戴式显示器
  • 扩增实境(AR) HMD
  • 全球虚拟实境购物市场按投影机和显示墙 (PDW) 类型细分,实际状况及预测,2019-2024 年、2024-2029 年、2034 年
  • 大萤幕投影仪
  • 互动展示墙
  • 3D投影系统

第七章 区域和国家分析

  • 全球虚拟实境购物市场:按地区、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 全球虚拟实境购物市场:按国家、表现和预测,2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章 澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章 德国市场

第十八章 法国市场

第十九章:义大利市场

第20章:西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第30章竞争格局与公司概况

  • 虚拟实境购物市场:竞争格局
  • 虚拟实境购物市场:公司简介
    • Amazon Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • JD.com Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型创新企业

  • Alibaba Group Holding Limited
  • Meta Platforms Inc.
  • Target Corporation
  • Lowe's Companies Inc.
  • Best Buy Co. Inc.
  • IKEA Group
  • Macy's Inc.
  • Adobe Inc.
  • Wayfair Inc.
  • eBay Inc.
  • Pinterest Inc.
  • PTC Inc.
  • Unity Technologies Inc.
  • Barco NV
  • HTC Corporation

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第 35 章 高市场潜力国家、细分市场与策略

  • 2029年虚拟实境购物市场:提供新机会的国家
  • 2029年虚拟实境购物市场:细分市场带来新机会
  • 2029年虚拟实境购物市场:成长策略
    • 基于市场趋势的策略
    • 竞争对手的策略

第36章 附录

简介目录
Product Code: r29246

Virtual reality shopping represents a technology-driven retail experience that enables users to explore and purchase products within a simulated, immersive environment, thereby enhancing the online shopping encounter. The primary goal of virtual reality shopping is to provide distinctive product visualization and facilitate customers in virtually trying out products before making a purchase.

Key devices employed in virtual reality shopping include gesture-tracking devices (GTD), head-mounted displays (HMD), projectors, and display walls (PDW). A gesture-tracking device (GTD) is a technological tool that captures and interprets human gestures for various applications, such as controlling electronic devices or interacting with virtual environments. The technologies involved encompass semi- and fully immersive, as well as non-immersive technologies, utilizing various components including both hardware and software. These technologies find applications across diverse sectors such as aerospace and defense, commercial ventures, healthcare, enterprises, and other domains.

The virtual reality shopping market research report is one of a series of new reports from The Business Research Company that provides virtual reality shopping market statistics, including virtual reality shopping industry global market size, regional shares, competitors with virtual reality shopping market share, detailed virtual reality shopping market segments, market trends, and opportunities, and any further data you may need to thrive in the virtual reality shopping industry. This virtual reality shopping 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 shopping market size has grown exponentially in recent years. It will grow from $74.56 billion in 2024 to $95.69 billion in 2025 at a compound annual growth rate (CAGR) of 28.3%. The growth in the historic period can be attributed to enhanced shopping experience, e-commerce integration, increased consumer adoption of vr, brand engagement, competitive edge.

The virtual reality shopping market size is expected to see exponential growth in the next few years. It will grow to $264.97 billion in 2029 at a compound annual growth rate (CAGR) of 29.0%. The growth in the forecast period can be attributed to mobile vr experiences, social vr shopping, ai-powered personalization, virtual fitting rooms, integration with augmented reality, environmental and sustainable shopping. Major trends in the forecast period include technology advancements, social vr shopping, personalization and ai-driven recommendations, virtual fitting rooms, integration with e-commerce platforms.

The anticipated growth of the virtual reality shopping market is driven by the expanding e-commerce industry. E-commerce involves the online buying and selling of goods and services, encompassing a broad spectrum of digital transactions and online retail. Virtual reality shopping enhances the e-commerce experience by immersing consumers in virtual stores, enabling them to explore products and make informed decisions from the comfort of their homes. For example, in August 2023, the U.S. Department of Commerce reported that unadjusted U.S. retail e-commerce sales for Q2 2023 reached $269.5 billion, marking a 6.6% increase from the previous quarter and a 7.7% rise compared to Q2 2022. Consequently, the burgeoning e-commerce industry is a key driver for the growth of the virtual reality shopping market.

The upward trajectory of the virtual reality shopping market is fueled by the increasing adoption of VR technology. Virtual reality (VR) technology involves a computer-generated simulation of a three-dimensional environment, offering users an immersive and interactive shopping experience. This technology allows customers to virtually explore products, try them out, and make informed purchasing decisions from their homes. As of February 2023, an estimated 57.4 million people in the United States owned a VR headset in 2020, with projections indicating an increase to 37.7 million in 2022. Hence, the growing adoption of VR technology is a significant driver for the expansion of the virtual reality shopping market.

Leading companies in the virtual reality shopping market are adopting a strategic partnership approach to enhance their capabilities and competitiveness. Strategic partnerships involve companies leveraging each other's strengths and resources for mutual benefits and success. For example, in February 2023, Alo LLC collaborated with Obsess Inc. to launch a virtual reality shopping experience, providing an experiential e-commerce platform accessible via desktop, mobile, or Meta Quest 2 VR headset. The immersive digital shopping experience allows users to explore and shop Alo's collections, engage with various content, and create custom outfits.

In February 2023, Alo Yoga LLC, a US-based provider of luxury activewear and lifestyle products, teamed up with Obsess Inc. to introduce a VR shopping experience. The partnership aims to enhance consumer engagement and interaction by transforming traditional e-commerce and connecting brands like Alo Yoga with their customers. The virtual shopping experience can be accessed on desktop, mobile, and the Meta Quest 2 VR headset. It allows users to explore Alo's collections, interact with various types of content, and create custom outfits by virtually mixing different tops and bottoms. Obsess Inc. is a US-based company that specializes in creating immersive virtual stores and experiences for brands and retailers.

Major companies operating in the virtual reality shopping market report are Amazon Inc., Alphabet Inc., Samsung Electronics Co. Ltd., Microsoft Corporation, JD.com Inc., Alibaba Group Holding Limited, Meta Platforms Inc., Target Corporation, Lowe's Companies Inc., Best Buy Co. Inc., IKEA Group, Macy's Inc., Adobe Inc., Wayfair Inc., eBay Inc., Pinterest Inc., PTC Inc., Unity Technologies Inc., Barco NV, HTC Corporation, EON Reality Inc., Ultraleap Ltd., Threekit Inc., Cappasity Inc., Newegg Inc., InContext Solutions Inc., Sixense Enterprises Inc., WorldViz Inc., Obsess VR Inc., Marxent Labs LLC

Asia-Pacific was the largest region in the virtual reality shopping market in 2024. The regions covered in the virtual reality shopping market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

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

The virtual reality shopping market consists of revenues earned by entities by providing services such as product customization and personalization, product visualization, store layout testing, and more. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual reality shopping market also includes sales of VR headsets, helmets, gloves, and controllers that are used in providing services. 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 Shopping 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 shopping 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.

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Where is the largest and fastest growing market for virtual reality shopping ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual reality shopping 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 market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Device: Gesture-Tracking Device (GTD); Head-Mounted Display (HMD); Projectors And Display Wall (PDW)

2) By Technology; Semi And Fully Immersive; Non-Immersive

3) By Component; Hardware; Software

  • 4) By Application: Aerospace And Defense; Commercial; Healthcare; Enterprise; Other Applications
  • Subsegments:
  • 1) By Gesture-Tracking Device (GTD): Handheld Gesture Controllers; Motion Sensing Gloves; Full-Body Gesture Tracking Systems
  • 2) By Head-Mounted Display (HMD): Tethered HMD; Wireless HMD; Augmented Reality (AR) HMD
  • 3) By Projectors And Display Wall (PDW): Large-Screen Projectors; Interactive Display Walls; 3D Projection Systems
  • Companies Mentioned: Amazon Inc.; Alphabet Inc.; Samsung Electronics Co. Ltd.; Microsoft Corporation; JD.com Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Reality Shopping Market Characteristics

3. Virtual Reality Shopping Market Trends And Strategies

4. Virtual Reality Shopping Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Virtual Reality Shopping Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Reality Shopping PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Reality Shopping Market Growth Rate Analysis
  • 5.4. Global Virtual Reality Shopping Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Reality Shopping Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Reality Shopping Total Addressable Market (TAM)

6. Virtual Reality Shopping Market Segmentation

  • 6.1. Global Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gesture-Tracking Device (GTD)
  • Head-Mounted Display (HMD)
  • Projectors And Display Wall (PDW)
  • 6.2. Global Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Semi And Fully Immersive
  • Non-Immersive
  • 6.3. Global Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • 6.4. Global Virtual Reality Shopping Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Aerospace And Defense
  • Commercial
  • Healthcare
  • Enterprise
  • Other Applications
  • 6.5. Global Virtual Reality Shopping Market, Sub-Segmentation Of Gesture-Tracking Device (GTD), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Handheld Gesture Controllers
  • Motion Sensing Gloves
  • Full-Body Gesture Tracking Systems
  • 6.6. Global Virtual Reality Shopping Market, Sub-Segmentation Of Head-Mounted Display (HMD), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Tethered HMD
  • Wireless HMD
  • Augmented Reality (AR) HMD
  • 6.7. Global Virtual Reality Shopping Market, Sub-Segmentation Of Projectors And Display Wall (PDW), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Large-Screen Projectors
  • Interactive Display Walls
  • 3D Projection Systems

7. Virtual Reality Shopping Market Regional And Country Analysis

  • 7.1. Global Virtual Reality Shopping Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Reality Shopping Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Reality Shopping Market

  • 8.1. Asia-Pacific Virtual Reality Shopping Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Reality Shopping Market

  • 9.1. China Virtual Reality Shopping Market Overview
  • 9.2. China Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Reality Shopping Market

  • 10.1. India Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Reality Shopping Market

  • 11.1. Japan Virtual Reality Shopping Market Overview
  • 11.2. Japan Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Reality Shopping Market

  • 12.1. Australia Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Reality Shopping Market

  • 13.1. Indonesia Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Reality Shopping Market

  • 14.1. South Korea Virtual Reality Shopping Market Overview
  • 14.2. South Korea Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Reality Shopping Market

  • 15.1. Western Europe Virtual Reality Shopping Market Overview
  • 15.2. Western Europe Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Reality Shopping Market

  • 16.1. UK Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Reality Shopping Market

  • 17.1. Germany Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Reality Shopping Market

  • 18.1. France Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Reality Shopping Market

  • 19.1. Italy Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Reality Shopping Market

  • 20.1. Spain Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Reality Shopping Market

  • 21.1. Eastern Europe Virtual Reality Shopping Market Overview
  • 21.2. Eastern Europe Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Reality Shopping Market

  • 22.1. Russia Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Reality Shopping Market

  • 23.1. North America Virtual Reality Shopping Market Overview
  • 23.2. North America Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Reality Shopping Market

  • 24.1. USA Virtual Reality Shopping Market Overview
  • 24.2. USA Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Reality Shopping Market

  • 25.1. Canada Virtual Reality Shopping Market Overview
  • 25.2. Canada Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Reality Shopping Market

  • 26.1. South America Virtual Reality Shopping Market Overview
  • 26.2. South America Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Reality Shopping Market

  • 27.1. Brazil Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Reality Shopping Market

  • 28.1. Middle East Virtual Reality Shopping Market Overview
  • 28.2. Middle East Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Reality Shopping Market

  • 29.1. Africa Virtual Reality Shopping Market Overview
  • 29.2. Africa Virtual Reality Shopping Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Reality Shopping Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Reality Shopping Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Reality Shopping Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Reality Shopping Market Competitive Landscape
  • 30.2. Virtual Reality Shopping Market Company Profiles
    • 30.2.1. Amazon Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Samsung Electronics Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. JD.com Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Reality Shopping Market Other Major And Innovative Companies

  • 31.1. Alibaba Group Holding Limited
  • 31.2. Meta Platforms Inc.
  • 31.3. Target Corporation
  • 31.4. Lowe's Companies Inc.
  • 31.5. Best Buy Co. Inc.
  • 31.6. IKEA Group
  • 31.7. Macy's Inc.
  • 31.8. Adobe Inc.
  • 31.9. Wayfair Inc.
  • 31.10. eBay Inc.
  • 31.11. Pinterest Inc.
  • 31.12. PTC Inc.
  • 31.13. Unity Technologies Inc.
  • 31.14. Barco NV
  • 31.15. HTC Corporation

32. Global Virtual Reality Shopping Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality Shopping Market

34. Recent Developments In The Virtual Reality Shopping Market

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

  • 35.1 Virtual Reality Shopping Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Reality Shopping Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Reality Shopping Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer