Virtual Reality in Retail Market Research Report - Global Forecast 2027

Virtual Reality in Retail Market, By Hardware (Headsets, Devices, Glasses, Gloves), By Software Compatibility (Smartphones, Consoles, Others), By Type (Mixed Reality, Immersive Systems, Windows on World) - Forecast 2027

ID: MRFR/ICT/2517-HCR | February 2021 | Region: Global | 100 pages

Please note that the assessment period of the report has been updated from 2018-2023 to 2020-2027. Cordially fill Sample form for the updated data.


Market Synopsis of Virtual Reality in Retail Market:


Market Scenario:


Virtual reality is defined as computer technology that combines with physical spaces or multi projected environments to produce sounds, realistic images and others that encourage the users presence in virtual or imaginary world. Virtual reality in retail is a form of application that uses three-dimensional artificial environment and interact with three-dimensional environment during shopping and retailing activities.


The study indicates increasing e-commerce industries and promotion of better brand experience by retailers is boosting the virtual reality in retail market. According to the study, retailers are taking initiatives to capitalize on software solution that works effortlessly with hardware and the advanced integrative technology is fueling the virtual reality in retail market. Globalization and digital adoption along with emerging market are the prime factors driving the virtual reality in retail market. According to the study, 3D creation and social media connected to consumers and brands is boosting the market growth. By hardware segment, headsets accounts for highest market share in virtual reality in retail market.


The virtual reality in retail market can be segmented on the basis of hardware, software and type. By hardware segment the virtual reality in retail market consists of headsets, devices, glasses, gloves and others. Virtual reality in retail market is used to attract consumers. Headsets are used to mimic sounds and sights the users see in the real world using technology of motion graphics, algorithms and graphics. This 3D headsets enable users to shop for particular product without going to shop and order a furniture at anyplace.



Study Objectives of Virtual Reality in Retail Market:



  • To provide detailed analysis of the market structure along with forecast of the various segments and sub-segments of the virtual reality in retail market.

  • To provide insights about factors affecting the market growth.

  • To analyze the   Virtual Reality in Retail market based porter’s five force analysis etc.

  • To provide historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries- North America, Europe, Asia, and Rest of the World (ROW).

  • To provide country level analysis of the market with respect to the current market size and future prospective.

  • To provide country level analysis of the market for segment on the basis of hardware, software and type.

  • To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market.

  • To track and analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the virtual reality in retail market.



Key Players:


The prominent players in the virtual reality in retail market are – Oculus VR (U.S.), Google (U.S.), HTC Corporation (Taiwan), WorldViz (U.S.), Unity Technologies (U.S.), Marxent Labs LLC (U.S.), Wevr (U.S.), Firsthand Technology Inc. (U.S.), Microsoft (U.S.), Magic Leap (U.S.) among others.



Segments:


Virtual Reality in Retail market is segmented on the basis of hardware, software and type.


Virtual Reality in Retail Market by Hardware:



  • Headsets

  • Devices

  • Glasses

  • Gloves



Virtual Reality in Retail Market by Software Compatibility:



  • Smartphones

  • Consoles

  • Tablets

  • Others



Virtual Reality in Retail Market by Type:



  • Window On World

  • Immersive system

  • Telepresence

  • Mixed Reality



Regional Analysis:


The regional analysis of virtual reality in retail market is being studied for region such as Asia pacific, North America, Europe and Rest of the World. North America is one of the leading player in the virtual reality in retail market owing to major retail manufacturers present in the region. The emergence of e-commerce and advanced 3D technology is boosting the market in the region. Asia-Pacific region is expected to have fastest growth in the market due to the growing e-commerce industries and increasing infrastructure development.



Intended Audience



  • Investors and consultants

  • System Integrators

  • Government Organizations

  • Research/Consultancy firms

  • Technology solution providers

  • IT Solution Providers

  • Original Equipment Manufacturers



Frequently Asked Questions (FAQ) :


The major factors boosting the data center life cycle services market are directed towards the reduction of costs by excluding manual checks of servers and other data center assets.

North America, Europe, Asia, and the Rest of the World (ROW) are the critical regions involved in the regional study of the market.

HP (U.S.), IBM Corporation (U.S.), Schneider Electric (France), Nlyte Software (U.S.) and Vertiv (U.S.) are the companies investing in the market share in a more substantial way.

North America is accounted for having the largest share of the market.

The essential factor for North America’s growth in the data center life cycle services market is attributed to the emergence of e-commerce and advanced 3D technology.

TABLE OF CONTENTS

1 MARKET INTRODUCTION

1.1 INTRODUCTION

1.2 SCOPE OF STUDY

1.2.1 RESEARCH OBJECTIVE

1.2.2 ASSUMPTIONS

1.2.3 LIMITATIONS

1.3 MARKET STRUCTURE
2 RESEARCH METHODOLOGY

2.1 RESEARCH TYPE

2.2 PRIMARY RESEARCH

2.3 SECONDARY RESEARCH

2.4 FORECAST MODEL

2.4.1 MARKET DATA COLLECTION, ANALYSIS & FORECAST

2.4.2 MARKET SIZE ESTIMATION
3 MARKET DYNAMICS

3.1 INTRODUCTION

3.2 MARKET DRIVERS

3.3 MARKET CHALLENGES

3.4 MARKET OPPORTUNITIES

3.5 MARKET RESTRAINTS
4 EXECUTIVE SUMMARY
5. MARKET FACTOR ANALYSIS

5.1 PORTER’S FIVE FORCES ANALYSIS

5.2 SUPPLY CHAIN ANALYSIS
6 VIRTUAL REALITY IN RETAIL MARKET, BY SEGMENTS

6.1 INTRODUCTION

6.2 MARKET STATISTICS

6.2.1 BY HARDWARE

6.2.1.1 HEADSETS

6.2.1.2 DEVICES

6.2.1.3 GLASSES

6.2.1.4 GLOVES

6.2.1.5 OTHERS

6.2.2 BY SOFTWARE COMPATIABILITY

6.2.2.1 SMARTPHONES

6.2.2.2 CONSOLE

6.2.2.3 TABLETS

6.2.2.4 OTHERS

6.2.3 BY TYPE

6.2.3.1 WINDOW ON WORLD

6.2.3.2 IMMERSIVE SYSTEM

6.2.3.3 TELEPRESENCE

6.2.3.4 MIXED REALITY

6.2.4 BY GEOGRAPHY

6.2.4.1 NORTH AMERICA

6.2.4.2 EUROPE

6.2.4.3 ASIA-PACIFIC

6.2.4.4 REST OF THE WORLD

7 COMPETITIVE ANALYSIS

7.1 MARKET SHARE ANALYSIS

7.2 COMPANY PROFILES

7.2.1 OCULUS VR (U.S.)

7.2.2 GOOGLE (U.S.)

7.2.3 HTC CORPORATION (TAIWAN)

7.2.4 WORLDVIZ (U.S.)

7.2.5 UNITY TECHNOLOGIES (U.S.)

7.2.6 MARXENT LABS LLC (U.S.)

7.2.7 WEVR (U.S.)

7.2.8 FIRSTHAND TECHNOLOGY INC. (U.S.)

7.2.9 MICROSOFT (U.S.)

7.2.10 MAGIC LEAP (U.S.)

7.2.11 OTHERS

LIST OF TABLES

TABLE 1 VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 2 VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 3 VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

TABLE 4 VIRTUAL REALITY IN RETAIL MARKET, BY REGION

TABLE 5 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 6 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 7 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

TABLE 8 U.S. VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 9 U.S. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 10 U.S. VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

TABLE 11 CANADA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 12 CANADA VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 13 CANADA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

TABLE 14 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 15 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 16 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

TABLE 17 GERMANY VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 18 GERMANY VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 19 GERMANY VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

TABLE 20 FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 21 FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 22 FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

TABLE 23 U.K. VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 24 U.K. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 25 U.K. VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

TABLE 26 REST OF EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 27 REST OF EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 28 REST OF EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

TABLE 29 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 30 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 31 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

TABLE 32 REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE

TABLE 33 REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY

TABLE 34 REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

LIST OF FIGURES

FIGURE 1 RESEARCH TYPE

FIGURE 2 VIRTUAL REALITY IN RETAIL MARKET: BY HARDWARE (%)

FIGURE 3 VIRTUAL REALITY IN RETAIL MARKET: BY SOFTWARE COMPATIBILITY (%)

FIGURE 4 VIRTUAL REALITY IN RETAIL MARKET: BY TYPE (%)

FIGURE 5 VIRTUAL REALITY IN RETAIL MARKET: BY REGION (%)

FIGURE 6 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)

FIGURE 7 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)

FIGURE 8 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)

FIGURE 9 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)

FIGURE 10 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)

FIGURE 11 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)

FIGURE 12 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET BY HARDWARE (%)

FIGURE 13 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)

FIGURE 14 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)

FIGURE 15 ROW VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)

FIGURE 16 ROW VIRTUAL REALITY IN RETAIL MARKET, BY YPE (%)

FIGURE 17 ROW VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)