Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Virtual Reality in Retail Market by Type (Software, Hardware, Service, ), By Application (Food and Beverage, Home Products, Clothing, Consumer Electronics, Other, ) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Virtual Reality in Retail Market by Type (Software, Hardware, Service, ), By Application (Food and Beverage, Home Products, Clothing, Consumer Electronics, Other, ) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 172684 3300 IT & Telecom 377 230 Pages 4.6 (40)
                                          

The global virtual reality in retail market is expected to grow from USD 1.2 billion in 2018 to USD 3.5 billion by 2030, at a CAGR of 18.6% during the forecast period. The growth of this market can be attributed to the increasing adoption of VR technology for retail purposes, such as product visualization and marketing, as well as the rising demand for VR headsets and other hardware components that are used in VR applications. The software segment is expected to account for the largest share of this market during the forecast period due to its high scalability and low cost-per-unit ratio when compared with hardware and service segments. The home products segment is expected to account for the largest share of this market during the forecast period due to its high adoption rate among consumers who are looking for immersive shopping experiences while shopping at home or on their mobile devices. -The VR market is expected to grow from $5.2 billion in 2016 to $162 billion by 2020.

Industry Growth Insights published a new data on “Virtual Reality in Retail Market”. The research report is titled “Virtual Reality in Retail Market research by Types (Software, Hardware, Service, ), By Applications (Food and Beverage, Home Products, Clothing, Consumer Electronics, Other, ), By Players/Companies Zappar, Trax, inVRsion, Symphony RetailAI, Whisbi, Jaunt, ”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Virtual Reality in Retail Market Research Report

By Type

Software, Hardware, Service,

By Application

Food and Beverage, Home Products, Clothing, Consumer Electronics, Other,

By Companies

Zappar, Trax, inVRsion, Symphony RetailAI, Whisbi, Jaunt,

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

230

Number of Tables & Figures

161

Customization Available

Yes, the report can be customized as per your need.


Global Virtual Reality in Retail Industry Outlook


Global Virtual Reality in Retail Market Report Segments:

The global Virtual Reality in Retail market is segmented on the basis of:

Types

Software, Hardware, Service,

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Food and Beverage, Home Products, Clothing, Consumer Electronics, Other,

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Zappar
  2. Trax
  3. inVRsion
  4. Symphony RetailAI
  5. Whisbi
  6. Jaunt

Global Virtual Reality in Retail Market Overview


Highlights of The Virtual Reality in Retail Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Software
    2. Hardware
    3. Service
  1. By Application:

    1. Food and Beverage
    2. Home Products
    3. Clothing
    4. Consumer Electronics
    5. Other
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Virtual Reality in Retail Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Virtual Reality in Retail Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Virtual reality is a technology that allows customers to experience products and services in a simulated environment. It can be used to create immersive experiences that allow customers to feel as if they are actually in the product or service. This can help shoppers make more informed decisions about what they buy, and it can also increase sales by creating a sense of excitement or curiosity about products that would not otherwise be possible.

Some of the major players in the virtual reality in retail market are Zappar, Trax, inVRsion, Symphony RetailAI, Whisbi, Jaunt.

The virtual reality in retail market is expected to grow at a compound annual growth rate of 18.6%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. Virtual Reality in Retail Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. Virtual Reality in Retail Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Virtual Reality in Retail Market - Supply Chain
   4.5. Global Virtual Reality in Retail Market Forecast
      4.5.1. Virtual Reality in Retail Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Virtual Reality in Retail Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Virtual Reality in Retail Market Absolute $ Opportunity

5. Global Virtual Reality in Retail Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. Virtual Reality in Retail Market Size and Volume Forecast by Type
      5.3.1. Software
      5.3.2. Hardware
      5.3.3. Service
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Virtual Reality in Retail Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. Virtual Reality in Retail Market Size and Volume Forecast by Application
      6.3.1. Food and Beverage
      6.3.2. Home Products
      6.3.3. Clothing
      6.3.4. Consumer Electronics
      6.3.5. Other
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Virtual Reality in Retail Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. Virtual Reality in Retail Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global Virtual Reality in Retail Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. Virtual Reality in Retail Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global Virtual Reality in Retail Demand Share Forecast, 2019-2026

9. North America Virtual Reality in Retail Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America Virtual Reality in Retail Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America Virtual Reality in Retail Market Size and Volume Forecast by Application
      9.4.1. Food and Beverage
      9.4.2. Home Products
      9.4.3. Clothing
      9.4.4. Consumer Electronics
      9.4.5. Other
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Virtual Reality in Retail Market Size and Volume Forecast by Type
      9.7.1. Software
      9.7.2. Hardware
      9.7.3. Service
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America Virtual Reality in Retail Demand Share Forecast, 2019-2026

10. Latin America Virtual Reality in Retail Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America Virtual Reality in Retail Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America Virtual Reality in Retail Market Size and Volume Forecast by Application
      10.4.1. Food and Beverage
      10.4.2. Home Products
      10.4.3. Clothing
      10.4.4. Consumer Electronics
      10.4.5. Other
    10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Virtual Reality in Retail Market Size and Volume Forecast by Type
      10.7.1. Software
      10.7.2. Hardware
      10.7.3. Service
    10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America Virtual Reality in Retail Demand Share Forecast, 2019-2026

11. Europe Virtual Reality in Retail Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe Virtual Reality in Retail Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe Virtual Reality in Retail Market Size and Volume Forecast by Application
      11.4.1. Food and Beverage
      11.4.2. Home Products
      11.4.3. Clothing
      11.4.4. Consumer Electronics
      11.4.5. Other
    11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Virtual Reality in Retail Market Size and Volume Forecast by Type
      11.7.1. Software
      11.7.2. Hardware
      11.7.3. Service
    11.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-Y Growth Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe Virtual Reality in Retail Demand Share, 2019-2026

12. Asia Pacific Virtual Reality in Retail Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific Virtual Reality in Retail Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific Virtual Reality in Retail Market Size and Volume Forecast by Application
      12.4.1. Food and Beverage
      12.4.2. Home Products
      12.4.3. Clothing
      12.4.4. Consumer Electronics
      12.4.5. Other
    12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Virtual Reality in Retail Market Size and Volume Forecast by Type
      12.7.1. Software
      12.7.2. Hardware
      12.7.3. Service
    12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific Virtual Reality in Retail Demand Share, 2019-2026

13. Middle East & Africa Virtual Reality in Retail Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa Virtual Reality in Retail Market Size and Volume Forecast by Country
      13.2.1. Saudi Arabia
      13.2.2. South Africa
      13.2.3. UAE
      13.2.4. Rest of Middle East & Africa (MEA)
   13.3. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa Virtual Reality in Retail Market Size and Volume Forecast by Application
      13.4.1. Food and Beverage
      13.4.2. Home Products
      13.4.3. Clothing
      13.4.4. Consumer Electronics
      13.4.5. Other
    13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Virtual Reality in Retail Market Size and Volume Forecast by Type
      13.7.1. Software
      13.7.2. Hardware
      13.7.3. Service
    13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa Virtual Reality in Retail Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global Virtual Reality in Retail Market: Market Share Analysis
   14.2. Virtual Reality in Retail Distributors and Customers
   14.3. Virtual Reality in Retail Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Zappar
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Trax
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. inVRsion
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. Symphony RetailAI
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Whisbi
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Jaunt
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
          14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. COMPANY8
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. COMPANY9
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. COMPANY 10
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. COMPANY 11
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. COMPANY 12
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. COMPANY 13
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. COMPANY 14
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. COMPANY 15
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. COMPANY 16
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. COMPANY 17
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. COMPANY 18
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. COMPANY 19
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. COMPANY 20
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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