零售市场元宇宙- 2018-2028F 全球产业规模、份额、趋势、机会与预测,依产品(硬体、软体、服务)、平台、技术、最终用途类型、地区、竞争细分
市场调查报告书
商品编码
1348603

零售市场元宇宙- 2018-2028F 全球产业规模、份额、趋势、机会与预测,依产品(硬体、软体、服务)、平台、技术、最终用途类型、地区、竞争细分

Metaverse in Retail Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, 2018-2028F Segmented By Product (Hardware, Software, Services), By Platform, By Technology, By End-Use Type, By Region, Competition

出版日期: | 出版商: TechSci Research | 英文 177 Pages | 商品交期: 2-3个工作天内

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简介目录

由于线上广告需求的不断增长以及混合实境在零售业的日益普及,零售市场中的全球元宇宙预计将在未来几年激增。此外,音乐会、电影和体育比赛中使用的产品广告对融合实体和数位世界以提升观众线上体验的需求不断增长,也推动了全球零售市场元宇宙的成长。社群媒体广告的成长趋势,以及区块链、扩增实境、虚拟实境等新技术的进步也正在推动零售市场的全球元宇宙。随着元宇宙概念的采用,预计到2030年全球经济价值将增加5兆美元。

高速互联网和数据传输的增加正在推动市场成长

市场概况
预测期 2024-2028
2022 年市场规模 127.8亿美元
2028 年市场规模 938.2亿美元
年均复合成长率(2023-2028) 39.41%
成长最快的细分市场 混合实境技术
最大的市场 美国

更高频谱 5G 和 5G 毫米波的更快连接使虚拟宇宙能够以多种方式运作和发展。 2021年初,超级杯球迷体验了5G多视角体验,可以从七个角度观看比赛。超级杯体验是来自具有高速网路连线和资料传输的虚拟宇宙技术的沉浸式体验。这些快速连接预计将使元宇宙技术能够提供曾经被认为在数位世界中不可能实现的现实世界体验。高速连线占所有网路连线的比例预计将从2021年的83.3%增加到2026年的94.5%。

网路广告需求的成长正在推动市场成长

对于希望在不断发展的数位时代获得更好吸引力的品牌、广告商和行销人员来说,元宇宙技术具有巨大的潜力。用户数从2020年的6,000万增加到2021年的8,100万。预计未来两年人工和虚拟实境使用量将达到17.3亿。与同业相比,虚拟宇宙广告机会更适合零售企业。为了采取成功的广告策略,各品牌正在考虑深入虚拟世界并实施针对虚拟世界的广告。

不断发展的人工智慧 (AI) 技术正在推动市场成长

人工智慧在过去几年中取得了长足的进步,推动了 GPT 3(深度学习)的发展。 GPT 3 基于深度理解创建人类可理解和可读的文本和体验,这将推动物理存在、数位存在和数位物件之间的互动。在最近的技术进步中,人工智慧用例在元宇宙零售业中已经很普遍,主要围绕着优化参与度和广告。许多元元宇宙设计也将数位生物作为同伴和朋友,人工智慧能够透过输入、处理、手势、语音生成和表达来创造更复杂的形式。 Promethean AI 等公司正在为零售和其他企业建立基于用户友好的数位世界的整个世界。

数位身分和互动模型的成长趋势正在推动市场成长

使用者的数位身分与实体身分一样准确,实体身分包括线上声誉、与网路的关係以及基于 API 的登入等。在疫情爆发之前(2020 年),只有不到 10% 的人口透过网路进行工作和经济产出,工作中的实体互动取代了虚拟互动。疫情期间,超过 70% 的人口远距工作。根据预测,只有 30-40% 的人保持虚拟状态,50% 的人在 2021 年大流行后开始在办公室工作。虚拟互动是零售业元宇宙的完美催化剂,其中包括在沉浸式社交中即时参与和协作媒体平台。无论是在社群媒体上互动、工作或参与线上购物,数位身分已成为核心人物。 元宇宙技术将围绕零售业数位独特性和互动模型的接受度而得到推动。

元宇宙中不断增长的虚拟活动正在推动市场成长

元宇宙技术在零售领域发展最快,而零售业又透过虚拟活动和虚拟节目的帮助,提升了大型零售公司的行销策略。例如,2022 年 2 月,Gucci 宣布在 The Sandbox 虚拟宇宙中推出虚拟宇宙,并推出首个虚拟活动。 Gucci Vault Land 虚拟活动于 10 月底举行,为期两週。此外,该公司还在 The Sandbox 中推出了八件体素数位收藏服装。在虚拟活动的体验中,展示了许多数位收藏品,以描绘其对珍贵奇蹟的持续追求。

可用的客製化:

根据给定的市场数据,TechSci Research 可根据公司的具体需求提供客製化服务。该报告可以使用以下自订选项:

公司资讯

  • 其他市场参与者(最多五个)的详细分析和概况分析。

目录

第 1 章:服务概述

第 2 章:研究方法

第 3 章:COVID-19 对全球零售市场元宇宙的影响

第 4 章:执行摘要

第 5 章:客户之声

第 6 章:全球元宇宙零售市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按产品(硬体、软体、服务)
    • 按平台(桌面、行动、耳机)
    • 按技术(区块链、AR 和 VR、混合实境、其他)
    • 依最终用途类型(食品和饮料、个人和家庭护理、服装、鞋类和配件、家具、玩具和爱好、电子和家用电器、其他)
    • 按地区
  • 按公司划分 (2022)
  • 市场地图

第 7 章:北美元界零售市场元宇宙

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按产品分类
    • 按平台
    • 依技术
    • 依最终用途类型
    • 按国家/地区
  • 北美:国家分析
    • 美国元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 加拿大元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 墨西哥元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型

第8章:亚太元界零售市场元宇宙

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按产品分类
    • 按平台
    • 依技术
    • 依最终用途类型
    • 按国家/地区
  • 亚太地区:国家分析
    • 中国元元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 日本元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 韩国元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 印度元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 澳洲元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型

第 9 章:欧洲元宇宙界零售市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按产品分类
    • 按平台
    • 依技术
    • 依最终用途类型
    • 按国家/地区
  • 欧洲:国家分析
    • 德国元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 英国元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 法国元界零售市场元宇宙
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 义大利元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 西班牙元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型

第10章:南美元宇宙零售市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按产品分类
    • 按平台
    • 依技术
    • 依最终用途类型
    • 按国家/地区
  • 南美洲:国家分析
    • 巴西元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 阿根廷元界零售市场元宇宙
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 哥伦比亚元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型

第 11 章:中东和非洲元界零售市场元宇宙

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按产品分类
    • 按平台
    • 依技术
    • 依最终用途类型
    • 按国家/地区
  • 中东和非洲:国家分析
    • 以色列元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 土耳其界零售市场元宇宙
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 阿联酋元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型
    • 沙乌地阿拉伯元宇宙零售市场展望
      • 市场规模及预测
        • 按价值
      • 市占率及预测
        • 按产品分类
        • 依硬体分类
        • 透过扩充现实 (XR) 硬体
        • 透过软体
        • 按平台
        • 依技术
        • 依最终用途类型

第 12 章:市场动态

  • 司机
    • 增加高速网路和资料传输
    • 网路广告需求不断成长
    • 不断发展的人工智慧 (AI) 技术
  • 挑战
    • 设备成本高
    • 霸凌、骚扰和攻击的可能性

第 13 章:市场趋势与发展

  • 数位身分和互动模型的成长趋势
  • 元宇宙中的虚拟活动日益增多
  • 对 Web3 和去中心化的需求不断增长
  • 扩大虚拟和扩增实境的使用
  • 更先进的Avatar技术趋势

第 14 章: 元宇宙在零售业的用例

第 15 章:併购/最新动态/新进者

第 16 章:公司简介

  • 腾讯控股有限公司
    • Business Overview
    • Key Revenue & Financials
    • Recent Developments
    • Key Personnel
    • Key Services Offered
  • 英伟达公司
    • Business Overview
    • Key Revenue & Financials
    • Recent Developments
    • Key Personnel
    • Key Services Offered
  • 元平台公司
    • Business Overview
    • Key Revenue & Financials
    • Recent Developments
    • Key Personnel
    • Key Services Offered
  • 罗布乐思公司
    • Business Overview
    • Key Revenue & Financials
    • Recent Developments
    • Key Personnel
    • Key Services Offered
  • 微软公司
    • Business Overview
    • Key Revenue & Financials
    • Recent Developments
    • Key Personnel
    • Key Services Offered
  • 阿里巴巴集团控股有限公司
    • Business Overview
    • Key Revenue & Financials
    • Recent Developments
    • Key Personnel
    • Key Services Offered
  • 环球公司
    • Business Overview
    • Key Revenue & Financials
    • Recent Developments
    • Key Personnel
    • Key Services Offered
  • 奎佩林技术解决方案列兵。有限公司
    • Business Overview
    • Key Revenue & Financials
    • Recent Developments
    • Key Personnel
    • Key Services Offered
  • 网易公司
    • Business Overview
    • Key Revenue & Financials
    • Recent Developments
    • Key Personnel
    • Key Services Offered
  • 魔法跳跃公司
    • Business Overview
    • Key Revenue & Financials
    • Recent Developments
    • Key Personnel
    • Key Services Offered

第 17 章:策略建议

第 18 章:关于我们与免责声明

(註:公司名单可依客户要求客製化。)

简介目录
Product Code: 14628

Global Metaverse in Retail Market is predicted to proliferate during the upcoming years due to the increasing demand for online advertising and the growing popularity of mixed reality in retail. Besides, the rising requirement for converging the physical and digital world for advertising the products used in concerts, movies, and sports to elevate viewers' online experience is also escalating the growth of the global metaverse in retail market. The growing trend of social media advertising, along with the advancements in the novel technologies like blockchain, Augmented Reality, Virtual Reality, and others are also propelling The Global Metaverse in Retail Market. With the adoption of the metaverse concept, it is predicted to add USD 5 trillion to the value of the global economy by 2030.

The service providers are constantly looking for innovative technological solutions to enhance the user experience by adopting cutting-edge technologies and investing in R&D activities for the metaverse experience. For instance, in 2021, Facebook announced an investment of USD10 billion for building the metaverse, along with changing the company's official name to Meta. The company is giving its users the friendly experience of a retail marketplace and communicating experience with friends, families, or colleagues from their platform. Additionally, the metaverse in retail market is experiencing huge investments, partnerships, and collaborations predicted to generate massive global opportunities for the retail sector in the upcoming years. Enterprises are searching for technologically advanced solutions to upgrade their existing structure and improve employees' productivity. The rapidly expanding adoption of NFTs (non-fungible tokens) globally is also predicted to accelerate the global metaverse in retail market. In 2021, the global retail market generated sales of over USD 26 trillion, with a projection to reach more than USD 30 trillion by 2024.

Increased High-Speed Internet and Data Transfer is Fueling the Market Growth

Market Overview
Forecast Period2024-2028
Market Size 2022USD12.78 Billion
Market Size 2028USD93.82 Billion
CAGR (2023-2028)39.41%
Fastest Growing SegmentMixed Reality Technology
Largest MarketUnited States

Faster connections from higher spectrum 5G and 5G mmWave enable the operations and development of the metaverse in many ways. In early 2021, the fans at the Super Bowl experienced a 5G multi-View experience, allowing them to view the game from seven angles. The super bowl experience is the immersive experience that comes from the metaverse technology with high-speed internet connectivity and data transfer. These fast connections are expected to allow metaverse technology to deliver real-world experiences that were once thought impossible in the digital world. The proportion of high-speed connections of all internet connections is expected to increase from 83.3% in 2021 to 94.5% by 2026.

Rising Need for Internet Advertising is Driving the Market Growth

The metaverse technology has massive potential for brands, advertisers, and marketers looking to garner better traction in the growing digital age. The number of users increased from 60 million in 2020 to 81 million in 2021. It is estimated that artificial and virtual reality usage will reach 1.73 billion in the next two years. The metaverse advertising opportunities will be a more natural fit for retail businesses than their peers. For adopting a successful advertising strategy, the brands are considering diving into the metaverse and practicing metaverse-specific advertising.

Growing Artificial Intelligence (AI) Technology is Driving the Market Growth

AI has come a long way over the past few years, propelling GPT 3 (deep learning). GPT 3 creates human-comprehensible and readable texts and experiences based on deep understanding, which is going to drive the interaction between physical beings, digital beings, and digital objects. In recent technological advancements, AI use cases that are already prevalent in the Metaverse for retail, centered around optimizing engagement and advertising. Numerous Metaverse designs also target digital beings as companions and friends, and the AI is capable of creating more complex forms from input, processing, gestures, voice generation, and expressions. Companies such as Promethean AI are building the entire world for retail and other businesses based on the user-friendly digital world.

Increasing Trend for Digital Identities and Interaction Models is Driving the Market Growth

The user's digital identities are as accurate as the physical identities that comprise online reputation, relationships with your network, and API-based logins, among others. Before the pandemic (2020), less than 10% of the population was online for work and economic output, and physical interactions at work used to override virtual interactions. During the pandemic, more than 70% of the population worked remotely. It is predicted that only 30-40% population stayed virtual, and 50% started working from the office after the pandemic in 2021. Virtual interactions are a perfect catalyst for the Metaverse for retail which includes engaging and collaborating in real-time in immersive social media platforms. Whether interacting on social media, working, or participating in online shopping, digital identity has become the central figure. The Metaverse technology is going to be catalyzed around the acceptance of the digital uniqueness and interaction models woven around the retail sector.

Growing Virtual Events in Metaverse is Driving the Market Growth

Metaverse technology are most growing in the retail sector which in turn is rising the marketing strategies of the big retail companies by the help of virtual events and shows in the metaverse space. For instance, in February 2022, Gucci announced the metaverse land in The Sandbox metaverse with its first virtual event launch. The Gucci Vault Land virtual event was held for two weeks at the end of October. Additionally, the company has launched eight voxel digital collectible clothing items in The Sandbox. Within the experience of the virtual event, numerous digital collectibles were presented to portray its ongoing pursuit of precious wonders.

Market Segmentation

Based on product, the market is fragmented into hardware, software, and services. Based on hardware, the market is segregated into Displays, Extended Reality (XR) Hardware, and AR/VR Headsets. Based on the Extended Reality (XR) hardware, the market is divided into haptic sensors & devices, omni treadmills and smart glasses. Based on the software the market is divided into asset creation tool and programming engines. Based on platform the market is segmented into desktop, mobile, and headsets. Based on technology, the market is segmented into Blockchain, AR & VR, Mixed Reality, and others. Based on End-Use Type the market is fragmented into food and beverages, personal and household care, apparel, footwear and accessories, furniture, toys and hobby, electronic and household appliances, and other. The market analysis also studies the regional segmentation to devise regional market segmentation, divided among North America, Europe, Asia-Pacific, South America, and Middle East & Africa.

Company Profiles

Tencent Holdings Ltd., NVIDIA Corporation, Meta Platforms, Inc., Roblox Corporation, Microsoft Corporation, Alibaba Group Holding Limited, Globant S.A., Queppelin Technology Solutions Pvt. Ltd., Netease, Inc., Magic Leap, Inc. are among the major market players in the global Metaverse in Retail market.

Report Scope:

In this report, the global Metaverse in Retail market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Metaverse in Retail Market, By Product:

  • Hardware
    • Displays
    • Extended Reality (XR) Hardware
    • Haptic Sensors & Devices
    • Omni Treadmills
    • Smart Glasses
    • AR/VR Headsets
  • Software
    • Asset Creation Tool
    • Programming Engines
  • Services

Metaverse in Retail Market, By Platform:

  • Desktop
  • Mobile
  • Headsets

Metaverse in Retail Market, By Technology:

  • Blockchain
  • AR & VR
  • Mixed Reality
  • Others

Metaverse in Retail Market, By End-Use Type:

  • Food and Beverages
  • Personal and Household Care
  • Apparel
  • Footwear and Accessories
  • Furniture
  • Toys and Hobby
  • Electronic and Household Appliances
  • Others

Metaverse in Retail Market, By Region:

  • Asia-Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • United Kingdom
    • Germany
    • France
    • Spain
    • Italy
  • Middle East & Africa
    • Israel
    • Turkey
    • Saudi Arabia
    • UAE
  • South America
    • Brazil
    • Argentina
    • Colombia

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the global Metaverse in Retail market.

Available Customizations:

With the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Service Overview

2. Research Methodology

3. Impact of COVID-19 on Global Metaverse in Retail Market

4. Executive Summary

5. Voice of Customers

6. Global Metaverse in Retail Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Product (Hardware, Software, Services)
      • 6.2.1.1. By Hardware (Displays, Extended Reality (XR) Hardware, AR/VR Headsets)
        • 6.2.1.1.1. By Extended Reality (XR) Hardware (Haptic Sensors & Devices, Omni Treadmills, Smart Glasses)
      • 6.2.1.2. By Software (Asset Creation Tool, Programming Engines)
    • 6.2.2. By Platform (Desktop, Mobile, Headsets)
    • 6.2.3. By Technology (Blockchain, AR & VR, Mixed Reality, Others)
    • 6.2.4. By End-Use Type (Food and Beverages, Personal and Household Care, Apparel, Footwear and Accessories, Furniture, Toys, and Hobby, Electronic and Household Appliances, Others)
    • 6.2.5. By Region
  • 6.3. By Company (2022)
  • 6.4. Market Map

7. North America Metaverse in Retail Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Product
      • 7.2.1.1. By Hardware
        • 7.2.1.1.1. By Extended Reality (XR) Hardware
      • 7.2.1.2. By Software
    • 7.2.2. By Platform
    • 7.2.3. By Technology
    • 7.2.4. By End-Use Type
    • 7.2.5. By Country
  • 7.3. North America: Country Analysis
    • 7.3.1. United States Metaverse in Retail Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Product
        • 7.3.1.2.1.1. By Hardware
        • 7.3.1.2.1.1.1. By Extended Reality (XR) Hardware
        • 7.3.1.2.1.2. By Software
        • 7.3.1.2.2. By Platform
        • 7.3.1.2.3. By Technology
        • 7.3.1.2.4. By End-Use Type
    • 7.3.2. Canada Metaverse in Retail Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Product
        • 7.3.2.2.1.1. By Hardware
        • 7.3.2.2.1.1.1. By Extended Reality (XR) Hardware
        • 7.3.2.2.1.2. By Software
        • 7.3.2.2.2. By Platform
        • 7.3.2.2.3. By Technology
        • 7.3.2.2.4. By End-Use Type
    • 7.3.3. Mexico Metaverse in Retail Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Product
        • 7.3.3.2.1.1. By Hardware
        • 7.3.3.2.1.1.1. By Extended Reality (XR) Hardware
        • 7.3.3.2.1.2. By Software
        • 7.3.3.2.2. By Platform
        • 7.3.3.2.3. By Technology
        • 7.3.3.2.4. By End-Use Type

8. Asia-Pacific Metaverse in Retail Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Product
      • 8.2.1.1. By Hardware
        • 8.2.1.1.1. By Extended Reality (XR) Hardware
      • 8.2.1.2. By Software
    • 8.2.2. By Platform
    • 8.2.3. By Technology
    • 8.2.4. By End-Use Type
    • 8.2.5. By Country
  • 8.3. Asia-Pacific: Country Analysis
    • 8.3.1. China Metaverse in Retail Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Product
        • 8.3.1.2.1.1. By Hardware
        • 8.3.1.2.1.1.1. By Extended Reality (XR) Hardware
        • 8.3.1.2.1.2. By Software
        • 8.3.1.2.2. By Platform
        • 8.3.1.2.3. By Technology
        • 8.3.1.2.4. By End-Use Type
    • 8.3.2. Japan Metaverse in Retail Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Product
        • 8.3.2.2.1.1. By Hardware
        • 8.3.2.2.1.1.1. By Extended Reality (XR) Hardware
        • 8.3.2.2.1.2. By Software
        • 8.3.2.2.2. By Platform
        • 8.3.2.2.3. By Technology
        • 8.3.2.2.4. By End-Use Type
    • 8.3.3. South Korea Metaverse in Retail Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Product
        • 8.3.3.2.1.1. By Hardware
        • 8.3.3.2.1.1.1. By Extended Reality (XR) Hardware
        • 8.3.3.2.1.2. By Software
        • 8.3.3.2.2. By Platform
        • 8.3.3.2.3. By Technology
        • 8.3.3.2.4. By End-Use Type
    • 8.3.4. India Metaverse in Retail Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Product
        • 8.3.4.2.1.1. By Hardware
        • 8.3.4.2.1.1.1. By Extended Reality (XR) Hardware
        • 8.3.4.2.1.2. By Software
        • 8.3.4.2.2. By Platform
        • 8.3.4.2.3. By Technology
        • 8.3.4.2.4. By End-Use Type
    • 8.3.5. Australia Metaverse in Retail Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Product
        • 8.3.5.2.1.1. By Hardware
        • 8.3.5.2.1.1.1. By Extended Reality (XR) Hardware
        • 8.3.5.2.1.2. By Software
        • 8.3.5.2.2. By Platform
        • 8.3.5.2.3. By Technology
        • 8.3.5.2.4. By End-Use Type

9. Europe Metaverse in Retail Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Product
      • 9.2.1.1. By Hardware
        • 9.2.1.1.1. By Extended Reality (XR) Hardware
      • 9.2.1.2. By Software
    • 9.2.2. By Platform
    • 9.2.3. By Technology
    • 9.2.4. By End-Use Type
    • 9.2.5. By Country
  • 9.3. Europe: Country Analysis
    • 9.3.1. Germany Metaverse in Retail Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Product
        • 9.3.1.2.1.1. By Hardware
        • 9.3.1.2.1.1.1. By Extended Reality (XR) Hardware
        • 9.3.1.2.1.2. By Software
        • 9.3.1.2.2. By Platform
        • 9.3.1.2.3. By Technology
        • 9.3.1.2.4. By End-Use Type
    • 9.3.2. United Kingdom Metaverse in Retail Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Product
        • 9.3.2.2.1.1. By Hardware
        • 9.3.2.2.1.1.1. By Extended Reality (XR) Hardware
        • 9.3.2.2.1.2. By Software
        • 9.3.2.2.2. By Platform
        • 9.3.2.2.3. By Technology
        • 9.3.2.2.4. By End-Use Type
    • 9.3.3. France Metaverse in Retail Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Product
        • 9.3.3.2.1.1. By Hardware
        • 9.3.3.2.1.1.1. By Extended Reality (XR) Hardware
        • 9.3.3.2.1.2. By Software
        • 9.3.3.2.2. By Platform
        • 9.3.3.2.3. By Technology
        • 9.3.3.2.4. By End-Use Type
    • 9.3.4. Italy Metaverse in Retail Market Outlook
      • 9.3.4.1. Market Size & Forecast
        • 9.3.4.1.1. By Value
      • 9.3.4.2. Market Share & Forecast
        • 9.3.4.2.1. By Product
        • 9.3.4.2.1.1. By Hardware
        • 9.3.4.2.1.1.1. By Extended Reality (XR) Hardware
        • 9.3.4.2.1.2. By Software
        • 9.3.4.2.2. By Platform
        • 9.3.4.2.3. By Technology
        • 9.3.4.2.4. By End-Use Type
    • 9.3.5. Spain Metaverse in Retail Market Outlook
      • 9.3.5.1. Market Size & Forecast
        • 9.3.5.1.1. By Value
      • 9.3.5.2. Market Share & Forecast
        • 9.3.5.2.1. By Product
        • 9.3.5.2.1.1. By Hardware
        • 9.3.5.2.1.1.1. By Extended Reality (XR) Hardware
        • 9.3.5.2.1.2. By Software
        • 9.3.5.2.2. By Platform
        • 9.3.5.2.3. By Technology
        • 9.3.5.2.4. By End-Use Type

10. South America Metaverse in Retail Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Product
      • 10.2.1.1. By Hardware
        • 10.2.1.1.1. By Extended Reality (XR) Hardware
      • 10.2.1.2. By Software
    • 10.2.2. By Platform
    • 10.2.3. By Technology
    • 10.2.4. By End-Use Type
    • 10.2.5. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Metaverse in Retail Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Product
        • 10.3.1.2.1.1. By Hardware
        • 10.3.1.2.1.1.1. By Extended Reality (XR) Hardware
        • 10.3.1.2.1.2. By Software
        • 10.3.1.2.2. By Platform
        • 10.3.1.2.3. By Technology
        • 10.3.1.2.4. By End-Use Type
    • 10.3.2. Argentina Metaverse in Retail Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Product
        • 10.3.2.2.1.1. By Hardware
        • 10.3.2.2.1.1.1. By Extended Reality (XR) Hardware
        • 10.3.2.2.1.2. By Software
        • 10.3.2.2.2. By Platform
        • 10.3.2.2.3. By Technology
        • 10.3.2.2.4. By End-Use Type
    • 10.3.3. Colombia Metaverse in Retail Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Product
        • 10.3.3.2.1.1. By Hardware
        • 10.3.3.2.1.1.1. By Extended Reality (XR) Hardware
        • 10.3.3.2.1.2. By Software
        • 10.3.3.2.2. By Platform
        • 10.3.3.2.3. By Technology
        • 10.3.3.2.4. By End-Use Type

11. Middle East & Africa Metaverse in Retail Market Outlook

  • 11.1. Market Size & Forecast
    • 11.1.1. By Value
  • 11.2. Market Share & Forecast
    • 11.2.1. By Product
      • 11.2.1.1. By Hardware
        • 11.2.1.1.1. By Extended Reality (XR) Hardware
      • 11.2.1.2. By Software
    • 11.2.2. By Platform
    • 11.2.3. By Technology
    • 11.2.4. By End-Use Type
    • 11.2.5. By Country
  • 11.3. Middle East & Africa: Country Analysis
    • 11.3.1. Israel Metaverse in Retail Market Outlook
      • 11.3.1.1. Market Size & Forecast
        • 11.3.1.1.1. By Value
      • 11.3.1.2. Market Share & Forecast
        • 11.3.1.2.1. By Product
        • 11.3.1.2.1.1. By Hardware
        • 11.3.1.2.1.1.1. By Extended Reality (XR) Hardware
        • 11.3.1.2.1.2. By Software
        • 11.3.1.2.2. By Platform
        • 11.3.1.2.3. By Technology
        • 11.3.1.2.4. By End-Use Type
    • 11.3.2. Turkey Metaverse in Retail Market Outlook
      • 11.3.2.1. Market Size & Forecast
        • 11.3.2.1.1. By Value
      • 11.3.2.2. Market Share & Forecast
        • 11.3.2.2.1. By Product
        • 11.3.2.2.1.1. By Hardware
        • 11.3.2.2.1.1.1. By Extended Reality (XR) Hardware
        • 11.3.2.2.1.2. By Software
        • 11.3.2.2.2. By Platform
        • 11.3.2.2.3. By Technology
        • 11.3.2.2.4. By End-Use Type
    • 11.3.3. UAE Metaverse in Retail Market Outlook
      • 11.3.3.1. Market Size & Forecast
        • 11.3.3.1.1. By Value
      • 11.3.3.2. Market Share & Forecast
        • 11.3.3.2.1. By Product
        • 11.3.3.2.1.1. By Hardware
        • 11.3.3.2.1.1.1. By Extended Reality (XR) Hardware
        • 11.3.3.2.1.2. By Software
        • 11.3.3.2.2. By Platform
        • 11.3.3.2.3. By Technology
        • 11.3.3.2.4. By End-Use Type
    • 11.3.4. Saudi Arabia Metaverse in Retail Market Outlook
      • 11.3.4.1. Market Size & Forecast
        • 11.3.4.1.1. By Value
      • 11.3.4.2. Market Share & Forecast
        • 11.3.4.2.1. By Product
        • 11.3.4.2.1.1. By Hardware
        • 11.3.4.2.1.1.1. By Extended Reality (XR) Hardware
        • 11.3.4.2.1.2. By Software
        • 11.3.4.2.2. By Platform
        • 11.3.4.2.3. By Technology
        • 11.3.4.2.4. By End-Use Type

12. Market Dynamics

  • 12.1. Drivers
    • 12.1.1. Increased High-Speed Internet and Data Transfer
    • 12.1.2. Rising Need for Internet Advertising
    • 12.1.3. Growing Artificial Intelligence (AI) Technology
  • 12.2. Challenges
    • 12.2.1. High Equipment Costs
    • 12.2.2. Potential for Bullying, Harassments and Assaults

13. Market Trends & Developments

  • 13.1. Increasing Trend for Digital Identities and Interaction Models
  • 13.2. Growing Virtual Events in Metaverse
  • 13.3. Rising need for Web3 and Decentralization
  • 13.4. Expanding the usage of Virtual and Augmented Reality
  • 13.5. Trend of More Advanced Avatar Technology

14. Use Cases of Metaverse in Retail

15. Mergers& Acquisitions/Recent Developments/New Entrants

16. Company Profiles

  • 16.1. Tencent Holdings Ltd.
    • 16.1.1. Business Overview
    • 16.1.2. Key Revenue & Financials
    • 16.1.3. Recent Developments
    • 16.1.4. Key Personnel
    • 16.1.5. Key Services Offered
  • 16.2. NVIDIA Corporation
    • 16.2.1. Business Overview
    • 16.2.2. Key Revenue & Financials
    • 16.2.3. Recent Developments
    • 16.2.4. Key Personnel
    • 16.2.5. Key Services Offered
  • 16.3. Meta Platforms, Inc.
    • 16.3.1. Business Overview
    • 16.3.2. Key Revenue & Financials
    • 16.3.3. Recent Developments
    • 16.3.4. Key Personnel
    • 16.3.5. Key Services Offered
  • 16.4. Roblox Corporation
    • 16.4.1. Business Overview
    • 16.4.2. Key Revenue & Financials
    • 16.4.3. Recent Developments
    • 16.4.4. Key Personnel
    • 16.4.5. Key Services Offered
  • 16.5. Microsoft Corporation
    • 16.5.1. Business Overview
    • 16.5.2. Key Revenue & Financials
    • 16.5.3. Recent Developments
    • 16.5.4. Key Personnel
    • 16.5.5. Key Services Offered
  • 16.6. Alibaba Group Holding Limited
    • 16.6.1. Business Overview
    • 16.6.2. Key Revenue & Financials
    • 16.6.3. Recent Developments
    • 16.6.4. Key Personnel
    • 16.6.5. Key Services Offered
  • 16.7. Globant S.A.
    • 16.7.1. Business Overview
    • 16.7.2. Key Revenue & Financials
    • 16.7.3. Recent Developments
    • 16.7.4. Key Personnel
    • 16.7.5. Key Services Offered
  • 16.8. Queppelin Technology Solutions Pvt. Ltd.
    • 16.8.1. Business Overview
    • 16.8.2. Key Revenue & Financials
    • 16.8.3. Recent Developments
    • 16.8.4. Key Personnel
    • 16.8.5. Key Services Offered
  • 16.9. Netease, Inc.
    • 16.9.1. Business Overview
    • 16.9.2. Key Revenue & Financials
    • 16.9.3. Recent Developments
    • 16.9.4. Key Personnel
    • 16.9.5. Key Services Offered
  • 16.10. Magic Leap, Inc.
    • 16.10.1. Business Overview
    • 16.10.2. Key Revenue & Financials
    • 16.10.3. Recent Developments
    • 16.10.4. Key Personnel
    • 16.10.5. Key Services Offered

17. Strategic Recommendations

18. About Us & Disclaimer

(Note: The companies list can be customized based on the client requirements.)