封面
市场调查报告书
商品编码
1965401

零售业虚拟实境市场-全球产业规模、份额、趋势、机会、预测:硬体、软体相容性、类型、地区和竞争格局(2021-2031年)

Virtual Reality in Retail Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented, By Hardware, By Software Compatibility, By Type, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3个工作天内

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简介目录

全球零售业虚拟实境市场预计将从 2025 年的 60.7 亿美元成长到 2031 年的 254.8 亿美元,复合年增长率为 27.01%。

零售业的虚拟实境(VR)技术利用身临其境型电脑生成环境,使消费者能够以3D查看产品,零售商则可以利用该技术模拟并改善门市营运。这项市场成长的主要驱动力在于,透过逼真的产品视觉化来降低退货率的重要性,以及提高员工效率的需求。例如,美国零售联合会(NRF)在2024年的报告中指出,基于VR的员工培训学习速度比传统课堂培训快四倍,这凸显了生产力的提升将推动身临其境型技术的应用,同时全通路整合的进步也将促进这一领域的发展。

市场概览
预测期 2027-2031
市场规模:2025年 60.7亿美元
市场规模:2031年 254.8亿美元
复合年增长率:2026-2031年 27.01%
成长最快的细分市场 装置
最大的市场 北美洲

儘管VR解决方案具有许多优势,但先进硬体和客製化内容开发所需的大量资本投入是其市场扩张的主要障碍。零售商在尝试扩展这些解决方案时,往往会面临相当大的财务阻力,因为头戴装置和软体开发的初始成本可能超过即时投资回报。除了这个经济障碍之外,消费者对使用侵入式穿戴式科技的犹豫也意味着,VR解决方案的广泛应用往往仅限于大型企业,而非整个零售市场。

市场驱动因素

消费者对身临其境型和个人化购物体验日益增长的需求正在改变零售业。消费者积极寻求静态电商平台以外更具吸引力的替代方案。为了满足这项需求,零售商正利用虚拟实境(VR)技术打造模拟实体店的互动环境,让顾客在购买前能够高清预览产品。这项转变源自于消费者需求,《新闻週刊》2024年2月的一篇报导指出,75%的消费者意识到身临其境型零售体验的巨大价值和影响。因此,品牌正在超越传统产品目录,整合虚拟展示室,以促进更深层的互动和个人化体验。

同时,虚拟试穿解决方案的普及也成为重要的财务驱动力,因为它解决了退货带来的高昂成本。透过让顾客在线上查看尺寸和款式,零售商可以显着减轻退货流量的负担。 2024年7月,《富比士》报道称,实施虚拟试穿技术可将退货率降低20%,同时提高销售额。这种效率的提升正在加速市场对该技术的接受度。 2024年Tangible的一项调查发现,61%的美国零售商已经建立了虚拟商店来利用这些营运优势,这表明这些技术正在从新奇事物转变为实现永续盈利的关键基础设施。

市场挑战

高清硬体和客製化内容製作所需的大量资本投入是全球零售虚拟实境市场成长的主要障碍。零售商在评估这些身临其境型技术时面临巨大的财务压力,因为头戴设备和专用软体开发的初始成本往往超过即时经济效益。这种经济阻力阻碍了中小企业进入市场,导致只有拥有大规模创新预算的产业巨头才能推动虚拟实境技术的普及。

成本壁垒限制了透过规模经济降低硬体价格所需的部署量,从而阻碍了产业的成熟。在当前经济环境下,可自由支配支出受到严格审查,这进一步加剧了投资犹豫。美国零售联合会保守预测,2024年零售额成长率仅2.5%至3.5%,因此,零售业在支出方面采取了谨慎的态度。在这种情况下,零售商不太可能核准高风险、资本密集的虚拟实境计划,而是倾向于将资源分配给能够带来明确短期回报的关键营运项目。

市场趋势

零售业的忠诚度计画和消费者体验游戏化正在改变客户维繫,它将传统的基于交易的积分系统转变为身临其境型体验互动。零售商正在加速建构虚拟世界和虚拟实境(VR)环境中的互动挑战,让消费者透过游戏赢取专属奖励和数位资产。这种策略利用了成就感和归属感等心理动机,培养消费者对品牌的持久支持,而不仅仅是折扣,并加深了销售团队与品牌之间的情感连结。 Salesforce 2025 年 1 月发布的报告显示,73% 的消费者愿意参与游戏化的忠诚度计画,69% 的消费者表示这些功能将直接提升他们与零售商的互动。

此外,将生成式人工智慧应用于动态和个人化虚拟环境,正在革新3D零售空间的创建方式,实现对消费者周围环境的即时客製化。生成式演算法不再局限于静态的虚拟展示室,而是能够根据消费者的个人偏好和购物历史,自动产生客製化的产品展示和视觉商品行销布局。这项技术显着降低了高清内容创作的门槛,同时提升了身临其境型体验的相关性。根据Adobe在2025年8月发布的报告,2025年7月,透过生成式人工智慧存取零售网站的流量年增了4700%,凸显了消费者正迅速转向人工智慧驱动的购物体验。

目录

第一章概述

第二章:调查方法

第三章执行摘要

第四章:客户心声

第五章:全球零售业虚拟实境市场展望

  • 市场规模及预测
    • 按金额
  • 市占率及预测
    • 依硬体类型(耳机、设备、眼镜、手套)
    • 软体相容性(依类别划分,包括智慧型手机、游戏机等)
    • 按类型(混合实境、身临其境型系统、其他)
    • 按地区
    • 按公司(2025 年)
  • 市场地图

第六章:北美零售业虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国别分析
    • 我们
    • 加拿大
    • 墨西哥

第七章:虚拟实境技术在欧洲零售业的市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国别分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区零售业虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国别分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲零售业虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东与非洲:国别分析
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 南非

第十章:南美洲零售业虚拟实境市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国别分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章 市场动态

  • 促进因素
  • 任务

第十二章 市场趋势与发展

  • 併购
  • 产品发布
  • 近期趋势

第十三章:全球零售业虚拟实境市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商的议价能力
  • 顾客权力
  • 替代品的威胁

第十五章 竞争格局

  • Visualise Creative Limited
  • VREI
  • Panedia Pty Ltd
  • Fieback Medien
  • Scapic Innovations Pvt. Ltd.
  • FXGear Inc.
  • KonceptVR LLC
  • Matterport, Inc.
  • Subvrsive, Inc.
  • WeMakeVR

第十六章 策略建议

第十七章:关于研究公司及免责声明

简介目录
Product Code: 16854

The Global Virtual Reality in Retail Market is projected to expand from a valuation of USD 6.07 Billion in 2025 to USD 25.48 Billion by 2031, registering a Compound Annual Growth Rate (CAGR) of 27.01%. Within the retail sector, Virtual Reality (VR) involves the use of immersive, computer-generated environments that allow consumers to visualize products in three dimensions or enable retailers to simulate and refine store operations. This market growth is largely underpinned by the critical need to reduce merchandise return rates through realistic product visualization and the necessity to improve workforce operational efficiency. For instance, the National Retail Federation reported in 2024 that VR-based workforce training was four times faster than traditional classroom methods, highlighting a productivity boost that, alongside the push for omnichannel integration, drives the adoption of immersive technologies.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 6.07 Billion
Market Size 2031USD 25.48 Billion
CAGR 2026-203127.01%
Fastest Growing SegmentDevices
Largest MarketNorth America

Despite these benefits, market expansion faces a significant hurdle due to the high capital investment required for advanced hardware and custom content creation. Retailers often experience substantial financial friction when attempting to scale these solutions, as the initial costs for headsets and software development can exceed immediate returns on investment. This economic barrier, coupled with consumer hesitation regarding the use of intrusive wearable technology, tends to limit the widespread implementation of VR solutions to major enterprise players rather than the broader retail market.

Market Driver

The increasing consumer demand for immersive and personalized shopping experiences is reshaping the retail landscape, as shoppers actively seek engaging alternatives to static e-commerce platforms. To meet this expectation, retailers are deploying VR to build interactive environments that simulate physical stores, allowing customers to visualize products in high fidelity prior to purchasing. This shift is validated by consumer sentiment; a February 2024 Newsweek article noted that 75% of consumers believe immersive retail experiences offer significant value and impact. Consequently, brands are moving beyond traditional catalogs to integrate virtual showrooms that foster deeper engagement and personalization.

Simultaneously, the widespread adoption of virtual try-on solutions serves as a crucial financial driver by addressing the high cost of merchandise returns. By enabling customers to digitally assess fit and style, retailers can significantly alleviate the logistical burden associated with reverse logistics. Forbes reported in July 2024 that implementing virtual try-on technology can lower return rates by 20% while boosting sales volume. This efficiency is accelerating market adoption, with Tangiblee reporting in 2024 that 61% of US-based retailers have already established virtual stores to leverage these operational benefits, transitioning these technologies from novelties to essential infrastructure for sustainable profitability.

Market Challenge

The substantial capital investment required for high-fidelity hardware and bespoke content creation constitutes a primary obstacle to the growth of the Global Virtual Reality in Retail Market. Retailers face considerable financial pressure when evaluating these immersive technologies, as the upfront costs for headsets and specialized software development often surpass immediate financial benefits. This economic friction prevents small and medium-sized enterprises from entering the market, effectively consolidating VR adoption among only the largest industry players who possess significant innovation budgets.

This cost barrier subsequently slows the sector's overall maturation by limiting the volume of deployments needed to drive hardware prices down through economies of scale. The hesitation to invest is further intensified by a broader economic environment where discretionary spending is tightly scrutinized. With the National Retail Federation projecting modest retail sales growth of 2.5 percent to 3.5 percent in 2024, the industry has adopted a cautious approach to expenditure. In such a climate, retailers are less likely to approve high-risk, capital-intensive VR projects, preferring instead to allocate resources to essential operations that promise guaranteed short-term returns.

Market Trends

The gamification of retail loyalty programs and consumer journeys is transforming customer retention by shifting from transactional point-based systems to immersive, experiential engagement. Retailers are increasingly creating virtual worlds and interactive challenges within VR environments, where shoppers can unlock exclusive rewards or digital assets through gameplay. This strategy taps into the psychological drivers of achievement and community to deepen emotional connections with the brand, fostering lasting advocacy beyond simple discounts. According to a January 2025 report by Salesforce, 73% of shoppers intend to participate in gamified loyalty opportunities, with 69% indicating that such features would directly increase their engagement frequency with a retailer.

Additionally, the integration of Generative AI for dynamic and personalized virtual environments is revolutionizing the creation of 3D retail spaces by enabling real-time customization of shopper surroundings. Instead of static virtual showrooms, generative algorithms now facilitate the automated development of bespoke product displays and visual merchandising layouts tailored to individual consumer preferences and history. This technology significantly lowers the barrier to entry for creating high-fidelity content while enhancing the relevance of the immersive experience. An August 2025 Adobe report highlighted that traffic from generative AI sources to retail sites surged by 4,700% year-over-year in July 2025, underscoring a rapid consumer shift toward AI-mediated shopping journeys.

Key Market Players

  • Visualise Creative Limited
  • VREI
  • Panedia Pty Ltd
  • Fieback Medien
  • Scapic Innovations Pvt. Ltd.
  • FXGear Inc.
  • KonceptVR LLC
  • Matterport, Inc.
  • Subvrsive, Inc.
  • WeMakeVR

Report Scope

In this report, the Global Virtual Reality in Retail Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Virtual Reality in Retail Market, By Hardware

  • Headsets
  • Devices
  • Glasses
  • Gloves

Virtual Reality in Retail Market, By Software Compatibility

  • Smartphones
  • Consoles
  • Others

Virtual Reality in Retail Market, By Type

  • Mixed Reality
  • Immersive Systems
  • Others

Virtual Reality in Retail Market, By Region

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

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Virtual Reality in Retail Market.

Available Customizations:

Global Virtual Reality in Retail Market report 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. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Virtual Reality in Retail Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Hardware (Headsets, Devices, Glasses, Gloves)
    • 5.2.2. By Software Compatibility (Smartphones, Consoles, Others)
    • 5.2.3. By Type (Mixed Reality, Immersive Systems, Others)
    • 5.2.4. By Region
    • 5.2.5. By Company (2025)
  • 5.3. Market Map

6. North America Virtual Reality in Retail Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Hardware
    • 6.2.2. By Software Compatibility
    • 6.2.3. By Type
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Virtual Reality in Retail Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Hardware
        • 6.3.1.2.2. By Software Compatibility
        • 6.3.1.2.3. By Type
    • 6.3.2. Canada Virtual Reality in Retail Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Hardware
        • 6.3.2.2.2. By Software Compatibility
        • 6.3.2.2.3. By Type
    • 6.3.3. Mexico Virtual Reality in Retail Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Hardware
        • 6.3.3.2.2. By Software Compatibility
        • 6.3.3.2.3. By Type

7. Europe Virtual Reality in Retail Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Hardware
    • 7.2.2. By Software Compatibility
    • 7.2.3. By Type
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Virtual Reality 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 Hardware
        • 7.3.1.2.2. By Software Compatibility
        • 7.3.1.2.3. By Type
    • 7.3.2. France Virtual Reality 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 Hardware
        • 7.3.2.2.2. By Software Compatibility
        • 7.3.2.2.3. By Type
    • 7.3.3. United Kingdom Virtual Reality 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 Hardware
        • 7.3.3.2.2. By Software Compatibility
        • 7.3.3.2.3. By Type
    • 7.3.4. Italy Virtual Reality in Retail Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Hardware
        • 7.3.4.2.2. By Software Compatibility
        • 7.3.4.2.3. By Type
    • 7.3.5. Spain Virtual Reality in Retail Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Hardware
        • 7.3.5.2.2. By Software Compatibility
        • 7.3.5.2.3. By Type

8. Asia Pacific Virtual Reality in Retail Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Hardware
    • 8.2.2. By Software Compatibility
    • 8.2.3. By Type
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Virtual Reality 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 Hardware
        • 8.3.1.2.2. By Software Compatibility
        • 8.3.1.2.3. By Type
    • 8.3.2. India Virtual Reality 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 Hardware
        • 8.3.2.2.2. By Software Compatibility
        • 8.3.2.2.3. By Type
    • 8.3.3. Japan Virtual Reality 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 Hardware
        • 8.3.3.2.2. By Software Compatibility
        • 8.3.3.2.3. By Type
    • 8.3.4. South Korea Virtual Reality 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 Hardware
        • 8.3.4.2.2. By Software Compatibility
        • 8.3.4.2.3. By Type
    • 8.3.5. Australia Virtual Reality 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 Hardware
        • 8.3.5.2.2. By Software Compatibility
        • 8.3.5.2.3. By Type

9. Middle East & Africa Virtual Reality in Retail Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Hardware
    • 9.2.2. By Software Compatibility
    • 9.2.3. By Type
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Virtual Reality 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 Hardware
        • 9.3.1.2.2. By Software Compatibility
        • 9.3.1.2.3. By Type
    • 9.3.2. UAE Virtual Reality 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 Hardware
        • 9.3.2.2.2. By Software Compatibility
        • 9.3.2.2.3. By Type
    • 9.3.3. South Africa Virtual Reality 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 Hardware
        • 9.3.3.2.2. By Software Compatibility
        • 9.3.3.2.3. By Type

10. South America Virtual Reality in Retail Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Hardware
    • 10.2.2. By Software Compatibility
    • 10.2.3. By Type
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Virtual Reality 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 Hardware
        • 10.3.1.2.2. By Software Compatibility
        • 10.3.1.2.3. By Type
    • 10.3.2. Colombia Virtual Reality 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 Hardware
        • 10.3.2.2.2. By Software Compatibility
        • 10.3.2.2.3. By Type
    • 10.3.3. Argentina Virtual Reality 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 Hardware
        • 10.3.3.2.2. By Software Compatibility
        • 10.3.3.2.3. By Type

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Virtual Reality in Retail Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Visualise Creative Limited
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. VREI
  • 15.3. Panedia Pty Ltd
  • 15.4. Fieback Medien
  • 15.5. Scapic Innovations Pvt. Ltd.
  • 15.6. FXGear Inc.
  • 15.7. KonceptVR LLC
  • 15.8. Matterport, Inc.
  • 15.9. Subvrsive, Inc.
  • 15.10. WeMakeVR

16. Strategic Recommendations

17. About Us & Disclaimer