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    Virtual Reality Retail Market Size

    ID: MRFR/ICT/2517-CR
    100 Pages
    Aarti Dhapte
    May 2023

    Virtual Reality in Retail Market Research Report Information By Hardware (Headsets, Devices, Glasses, Gloves), By Software Compatibility (Smartphones, Consoles, Others), By Type (Mixed Reality, Immersive Systems, Windows on World), and By Region (Asia-Pacific, Europe, North America, and Rest Of The World) –Market Forecast Till 2035

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    Virtual Reality Retail Market Infographic
    Purchase Options

    Virtual Reality Retail Size

    Virtual Reality Retail Market Growth Projections and Opportunities

    VR in retail is witnessing a dramatic transformation, ushering in new era of vivid and individualized purchasing. As technology advances, merchants are using VR to boost consumer loyalty, close transactions, and stay competitive. This dynamic is driven by consumer demand for more interactive and engaging purchasing experiences. Virtual reality lets merchants create three-dimensional store facades and item showcases that customers may explore from home.

    Retailers' expanding use of VR to solve problems like showrooming also shapes the industry. Showrooming occurs when buyers visit stores to compare things but buy online, often at better prices. VR is being used by merchants to merge online and offline purchasing. Virtual display rooms enable shoppers view and experience things in a virtual setting, overcoming coming up and online buying difficulties. This enhances the buying experience and encourages further purchases.

    Another important market factor is VR integration in the customer dynamic cycle. Virtual reality lets shops give virtual tryouts, notably in design and beauty. Customers may virtually try clothes, accessories, and cosmetics before buying. This reduces profits and enhances customer satisfaction by making shopping more informed and fun. VR is now part of the customer journey, affecting purchases and brand loyalty.

    Retailers' need to stand out in a crowded market also affects market factors. Virtual reality allows shops to provide unique experiences beyond blocks and cement or internet buying. Virtual shop tours, interactive product presentations, and dynamic narrative may set retailers apart from competitors. This differentiation is crucial to attracting and maintaining clients in a changing retail environment.

    Continued VR innovation drives market factors. As VR technology becomes cheaper, simpler, and easier to operate, merchants' entry barriers fall. This accessibility allows more shops, from small businesses to big names, to use VR. VR programming gives merchants new tools to create immersive and engaging experiences. Mechanical advances boost the retail virtual reality sector."

    Virtual Reality Retail Market Size Graph
    Author
    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in Market Research and Business Consulting, working under the spectrum of Information Communication Technology, Telecommunications and Semiconductor domains. Aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. Her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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    FAQs

    What is the projected market valuation for the Virtual Reality in Retail Market by 2035?

    The projected market valuation for the Virtual Reality in Retail Market is 34.1 USD Billion by 2035.

    What was the market valuation for the Virtual Reality in Retail Market in 2024?

    The market valuation for the Virtual Reality in Retail Market was 3.97 USD Billion in 2024.

    What is the expected CAGR for the Virtual Reality in Retail Market from 2025 to 2035?

    The expected CAGR for the Virtual Reality in Retail Market during the forecast period 2025 - 2035 is 21.59%.

    Which companies are considered key players in the Virtual Reality in Retail Market?

    Key players in the market include Meta Platforms Inc, Microsoft Corporation, NVIDIA Corporation, Sony Corporation, HTC Corporation, Google LLC, Samsung Electronics Co Ltd, Unity Technologies Inc, and Epic Games Inc.

    What are the hardware segment valuations for the Virtual Reality in Retail Market?

    The hardware segment valuations include Headsets at 12.0 USD Billion, Devices at 8.0 USD Billion, Glasses at 6.0 USD Billion, and Gloves at 5.0 USD Billion.

    How does the software segment perform in the Virtual Reality in Retail Market?

    The software segment performs with Smartphones valued at 12.0 USD Billion, Consoles at 8.0 USD Billion, and Others at 14.1 USD Billion.

    Market Summary

    As per MRFR analysis, the Virtual Reality in Retail Market was estimated at 3.97 USD Billion in 2024. The Virtual Reality in Retail industry is projected to grow from 4.827 USD Billion in 2025 to 34.1 USD Billion by 2035, exhibiting a compound annual growth rate (CAGR) of 21.59 during the forecast period 2025 - 2035.

    Key Market Trends & Highlights

    The Virtual Reality in Retail Market is poised for substantial growth driven by technological advancements and evolving consumer preferences.

    • Enhanced customer engagement through immersive experiences is becoming a pivotal trend in the retail sector.
    • Personalized shopping experiences are increasingly facilitated by virtual reality, catering to individual consumer preferences.
    • North America remains the largest market for virtual reality in retail, while Asia-Pacific is recognized as the fastest-growing region.
    • Technological advancements in VR and changing consumer preferences are key drivers propelling market expansion.

    Market Size & Forecast

    2024 Market Size 3.97 (USD Billion)
    2035 Market Size 34.1 (USD Billion)
    CAGR (2025 - 2035) 21.59%
    Largest Regional Market Share in 2024 North America

    Major Players

    <p>Meta Platforms Inc (US), Microsoft Corporation (US), NVIDIA Corporation (US), Sony Corporation (JP), HTC Corporation (TW), Google LLC (US), Samsung Electronics Co Ltd (KR), Unity Technologies Inc (US), Epic Games Inc (US)</p>

    Market Trends

    The Virtual Reality in Retail Market is currently experiencing a transformative phase, characterized by the integration of immersive technologies that enhance customer engagement and streamline shopping experiences. Retailers are increasingly adopting virtual reality solutions to create interactive environments, allowing consumers to visualize products in a more engaging manner. This shift appears to be driven by the need for differentiation in a competitive landscape, where traditional shopping methods may no longer suffice to capture consumer interest. As a result, brands are exploring innovative ways to leverage virtual reality, potentially reshaping the future of retail. Moreover, the ongoing evolution of consumer preferences suggests a growing appetite for personalized shopping experiences. Virtual reality offers retailers the opportunity to tailor interactions based on individual customer profiles, thereby fostering deeper connections and loyalty. This trend indicates that the Virtual Reality in Retail Market is not merely a passing fad but rather a fundamental shift in how consumers interact with brands. As technology continues to advance, the potential for virtual reality to redefine retail experiences seems boundless, paving the way for a more immersive and engaging shopping landscape.

    Enhanced Customer Engagement

    Retailers are increasingly utilizing virtual reality to create immersive shopping experiences that captivate consumers. This trend indicates a shift from traditional methods to more interactive environments, allowing customers to engage with products in novel ways.

    Personalized Shopping Experiences

    The demand for tailored interactions is rising, with virtual reality enabling retailers to customize experiences based on individual preferences. This approach fosters stronger connections between brands and consumers, enhancing loyalty.

    Integration with E-commerce Platforms

    As online shopping continues to grow, the integration of virtual reality with e-commerce platforms is becoming more prevalent. This trend suggests that retailers are seeking to bridge the gap between physical and digital shopping experiences, offering consumers a seamless journey.

    Virtual Reality Retail Market Market Drivers

    Changing Consumer Preferences

    Consumer preferences are shifting towards more interactive and engaging shopping experiences, which is a key driver for the Virtual Reality in Retail Market. Shoppers increasingly seek out innovative ways to explore products, and VR offers a unique solution by allowing them to visualize items in a virtual space. This trend is supported by data showing that a substantial percentage of consumers express interest in using VR for shopping. Retailers that embrace these changing preferences may find themselves at a competitive advantage, as they can provide experiences that resonate with modern consumers, thus propelling the growth of the Virtual Reality in Retail Market.

    Technological Advancements in VR

    The rapid evolution of technology plays a pivotal role in the Virtual Reality in Retail Market. Innovations in hardware, such as more affordable and powerful VR headsets, have made it feasible for retailers to adopt VR solutions. For instance, advancements in graphics processing and motion tracking enhance the immersive experience, allowing customers to interact with products in a virtual environment. According to recent data, the VR hardware market is projected to grow significantly, indicating a strong foundation for the Virtual Reality in Retail Market. As technology continues to advance, retailers are likely to invest more in VR solutions, thereby driving market growth.

    Expansion of Omnichannel Retailing

    The trend towards omnichannel retailing is significantly influencing the Virtual Reality in Retail Market. Retailers are increasingly recognizing the importance of providing a seamless shopping experience across various platforms, including physical stores and online channels. VR technology can bridge the gap between these channels by offering immersive experiences that complement traditional shopping methods. As more retailers adopt omnichannel strategies, the demand for VR solutions is expected to rise, facilitating a more cohesive customer journey. This integration of VR into omnichannel retailing may drive substantial growth within the Virtual Reality in Retail Market.

    Enhanced Data Analytics Capabilities

    The integration of advanced data analytics into the Virtual Reality in Retail Market is transforming how retailers understand consumer behavior. By leveraging VR technology, retailers can gather valuable insights into customer interactions and preferences in a virtual environment. This data can inform product placements, marketing strategies, and overall customer engagement approaches. As analytics capabilities improve, retailers are better equipped to tailor their offerings to meet consumer demands, thereby enhancing the effectiveness of their VR initiatives. The ability to analyze and act on data is likely to be a crucial factor in the success of the Virtual Reality in Retail Market.

    Increased Investment in Retail Technology

    Investment in retail technology is on the rise, significantly impacting the Virtual Reality in Retail Market. Retailers are allocating more resources to integrate advanced technologies, including VR, to enhance customer experiences and streamline operations. Reports indicate that spending on retail technology is expected to reach new heights, with a notable portion directed towards VR solutions. This influx of capital not only facilitates the development of innovative VR applications but also encourages collaboration between tech companies and retailers. As investment continues to grow, the Virtual Reality in Retail Market is likely to expand, offering new opportunities for both retailers and consumers.

    Market Segment Insights

    By Hardware: Headsets (Largest) vs. Gloves (Fastest-Growing)

    <p>The Hardware segment in the Virtual Reality in Retail Market is characterized by a diverse range of products, with headsets being the most significant contributor. This segment showcases a competitive landscape where headsets dominate market share due to their widespread adoption among retailers aiming to enhance customer experiences. Following headsets, devices, glasses, and gloves also play essential roles, catering to varying needs and preferences, although they hold comparatively smaller portions of the market.</p>

    <p>Devices (Dominant) vs. Gloves (Emerging)</p>

    <p>Devices have established themselves as a dominant force in the Virtual Reality in Retail Market, providing immersive experiences across various applications. Retailers leverage devices for their robustness and versatility, integrating them into customer interactions to boost engagement. Conversely, gloves are emerging as an innovative addition, enhancing user interactivity within VR environments. As the technology continues to evolve, gloves are attracting more attention due to their potential to offer tactile feedback and gesture control, making them indispensable for futuristic retail experiences. The unique capabilities of both devices and gloves illustrate the evolving landscape of VR hardware, ensuring that each caters to distinct consumer and retailer needs.</p>

    By Software: Smartphones (Largest) vs. Consoles (Fastest-Growing)

    <p>In the Virtual Reality in Retail Market, smartphones lead as the largest segment, driven by their widespread adoption and accessibility. This platform allows retailers to engage consumers effectively through augmented experiences. Consoles, while not leading in market share, are identified as the fastest-growing segment. Their unique hardware capabilities and dedicated gaming environments make them appealing for immersive retail applications.</p>

    <p>Smartphones (Dominant) vs. Consoles (Emerging)</p>

    <p>Smartphones serve as the dominant force in the Virtual Reality in Retail Market, providing an extensive reach due to their ubiquity and convenience. With a large user base, businesses are leveraging smartphone capabilities to create engaging VR experiences, enabling virtual try-ons and interactive product showcases. Conversely, consoles represent an emerging segment, attracting attention with their robust graphics and processing power, which enhance the quality of VR applications. As retailers explore advanced immersive solutions, consoles are poised for rapid adoption and development in this sector.</p>

    By Type: Mixed Reality (Largest) vs. Immersive Systems (Fastest-Growing)

    <p>The Virtual Reality in Retail Market is primarily segmented into Mixed Reality, Immersive Systems, and Windows on the World. Mixed Reality holds the largest share within this segment due to its ability to seamlessly blend the digital and physical worlds, providing unique customer experiences. Immersive Systems, while currently smaller in share, are rapidly gaining traction as retailers seek more engaging and interactive solutions for consumer engagement. Windows on the World, although valuable, lags behind both Mixed Reality and Immersive Systems in market presence. Growth trends in this segment are fueled by advancements in technology and a shift in consumer expectations. Mixed Reality's user-friendly applications enhance shopping experiences by enabling customers to interact with products virtually. Meanwhile, Immersive Systems emerge as the fastest-growing segment due to increased demand for innovative retail solutions, allowing businesses to create immersive shopping environments that captivate and retain customers. This shift towards experiential retail is expected to intensify in the coming years, driving further expansion in these technologies.</p>

    <p>Mixed Reality (Dominant) vs. Immersive Systems (Emerging)</p>

    <p>Mixed Reality is currently the dominant player in the Virtual Reality in Retail Market, characterized by its integration of real and virtual elements that create a rich shopping experience. Retailers are leveraging this technology to allow customers to visualize products in their own environment, enhancing the likelihood of purchase. On the other hand, Immersive Systems represent the emerging segment, providing an interactive and engaging shopping experience that captures customers' attention. These systems often utilize advanced technologies like VR headsets to simulate real-world environments, making them increasingly popular among retailers looking to innovate customer engagement. As retail continues to evolve, both Mixed Reality and Immersive Systems are expected to define the future landscape of customer interaction and marketing strategies.</p>

    Get more detailed insights about Virtual Reality in Retail Market Research Report - Global Forecast 2035

    Regional Insights

    By Region, the report provides market insights into Asia-Pacific, Europe, North America, and Rest of the World. North American virtual reality in the retail area will dominate this market. The increasing market revenue in the U.S. is the primary cause of the market expansion in North America. The United States is home to many technologically advanced companies, like Apple, Inc., Microsoft, Magic Leap, and Google LLC, and it conducts considerable VR research. Also, the American government is investing in virtual technology, which will help the market.

    For instance, the US government and army committed USD 11 billion to train its officials in virtual, augmented, and mixed reality.

    Further, the leading countries studied in the market report are U.S., Canada, German, UK, France, Spain, Italy, Japan, China, Australia, India, South Korea, and Brazil.

    Figure 4: VIRTUAL REALITY IN RETAIL MARKET SHARE BY REGION 2022 (%)

    VIRTUAL REALITY IN RETAIL MARKET SHARE BY REGION Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    Europe's virtual reality in the retail market accounts for the fastest market share. This results from the wide use of VR technology across different industry sectors, particularly in the gaming and automotive sectors. The regional market expansion has been hastened by the quick development and adoption of potent VR hardware targeted at the gaming community in European nations. Further, German virtual reality in the retail market held the major market share, and the UK virtual reality in the retail market was the fastest-growing market in the European region

    The Asia-Pacific Virtual Reality in Retail Market is estimated to expand at a rapid rate from 2023 to 2032. China, a prominent distributor of HMDs and other VR-related hardware, saw a considerable increase in virtual reality in retail. The market is growing in Southeast Asian nations due to technological developments. The commercial launch of 5G in Japan in 2019 prompted telecom firms to apply creative thinking to provide platforms for augmented reality (AR) and virtual reality viewing that use 5G connectivity.

    Moreover, China’s virtual reality in the retail market held the largest market share, and Indian virtual reality in the retail market was the fastest-growing market in the Asia-Pacific region.

    Key Players and Competitive Insights

    Leading market players are investing heavily in research and development to expand their product lines, which will help virtual reality in the retail market, grow even more. Market participants are also undertaking different strategic activities to expand their global footprint, with important market developments including new product launches, contractual agreements, mergers and acquisitions, higher investments, and collaboration with other organizations. To expand and survive in a more competitive and rising market climate, virtual reality in the retail industry must offer cost-effective items.

    Manufacturing locally to minimize operational costs is one of the key business tactics manufacturers use in the global virtual reality in the retail industry to benefit clients and increase the market sector. In recent years, virtual reality in the retail industry has offered some of the most significant advantages to medicine. Major players in the virtual reality in the retail market, including Microsoft (US), Unity Technologies (US), HTC Corporation (Taiwan), Google (US), and others, are attempting to increase market demand by investing in research and development operations.

    Seiko Epson Corp is a printer and image equipment manufacturer based in Japan. Dot matrix, inkjet, laser printers, desktop computers, scanners, multimedia, business, and home theatre projectors, robots and industrial automation equipment, large home theatre televisions, point of sale docket printers and cash registers, laptops, integrated circuits, and associated electronic components comprise the company's product portfolio. In March 2021, Epson introduced the Moverio BT-40 and BT-40S, next-generation award-winning Moverio augmented reality (AR) smart glasses designed to give a high-quality AR viewing experience while remaining comfortable.

    Nike, Inc. is a multinational firm based in the United States specializing in design, development, manufacturing, and global marketing and sales of footwear, clothes, equipment, accessories, and services. With revenue exceeding US$46 billion in the fiscal year 2022, it is the world's largest supplier of athletic shoes and gear and a significant manufacturer of sports equipment. In August 2022, Nike, while celebrating its 50th anniversary, announced a unique augmented reality (AR) experience at Nike retail outlets worldwide. Visitors can use their smartphones to scan QR codes at participating venues to uncover 11 unique stories packed within a single virtual box.

    This augmented reality container has a frosted glass appearance and conceals a wide range of digital objects.

    Key Companies in the Virtual Reality Retail Market market include

    Industry Developments

    • Q2 2024: Walmart Launches Virtual Reality Shopping Experience in Partnership with Unity Walmart announced a partnership with Unity to launch a new virtual reality shopping platform, allowing customers to browse and purchase products in immersive 3D environments using VR headsets.
    • Q2 2024: IKEA Opens First Virtual Reality Showroom in North America IKEA unveiled its first VR showroom in North America, enabling customers to explore furniture and home décor in a fully interactive virtual space before making purchases.
    • Q3 2024: Alibaba Invests $100 Million in Virtual Reality Retail Market Platform Alibaba announced a $100 million investment in a new VR retail platform aimed at enhancing online shopping experiences for Chinese consumers.
    • Q3 2024: Snap Acquires AR/VR Retail Startup Vertebrae Snap Inc. acquired Vertebrae, a startup specializing in AR and VR retail solutions, to expand its immersive shopping capabilities for brands and retailers.
    • Q4 2024: Target Pilots Virtual Reality Store Layouts to Optimize Customer Flow Target began piloting VR-based store layout simulations to analyze and optimize customer movement and product placement in select U.S. locations.
    • Q4 2024: Lowe’s Launches VR Home Improvement Planning Tool Lowe’s introduced a virtual reality tool that allows customers to plan and visualize home improvement projects in 3D before purchasing materials.
    • Q1 2025: Meta Partners with Shopify to Enable VR Commerce for Small Businesses Meta announced a partnership with Shopify to provide small businesses with tools to create VR storefronts and sell products in virtual environments.
    • Q1 2025: Tesco Debuts Virtual Reality Grocery Shopping Experience in London Tesco launched a VR grocery shopping pilot in London, allowing customers to navigate virtual aisles and select products for home delivery.
    • Q2 2025: Amazon Expands Virtual Reality Showroom Program to Europe Amazon expanded its VR showroom initiative to several European countries, enabling customers to explore and purchase products in immersive virtual spaces.
    • Q2 2025: Matterport Raises $50 Million to Scale VR Retail Solutions Matterport secured $50 million in new funding to accelerate the development and deployment of its VR retail solutions for global brands.
    • Q3 2025: Sephora Launches Virtual Reality Beauty Consultation Service Sephora introduced a VR-based beauty consultation service, allowing customers to receive personalized product recommendations and tutorials in a virtual environment.
    • Q3 2025: JD.com Opens First VR-Enabled Flagship Store in Beijing JD.com opened its first flagship store in Beijing featuring VR-enabled shopping experiences, allowing customers to interact with products and make purchases using VR headsets.
    .webp

    Future Outlook

    Virtual Reality Retail Market Future Outlook

    <p>The Virtual Reality in Retail Market is projected to grow at a 21.59% CAGR from 2024 to 2035, driven by technological advancements, enhanced customer experiences, and increased adoption of immersive shopping solutions.</p>

    New opportunities lie in:

    • <p>Integration of AI-driven virtual shopping assistants</p>
    • <p>Development of customizable VR storefronts for brands</p>
    • <p>Implementation of VR training programs for retail staff</p>

    <p>By 2035, the market is expected to be a cornerstone of retail innovation and customer engagement.</p>

    Market Segmentation

    Virtual Reality Retail Market Type Outlook

    • Mixed Reality
    • Immersive Systems
    • Windows on the World

    Virtual Reality Retail Market Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves

    Virtual Reality Retail Market Software Outlook

    • Smartphones
    • Consoles
    • Others

    Report Scope

    MARKET SIZE 20243.97(USD Billion)
    MARKET SIZE 20254.827(USD Billion)
    MARKET SIZE 203534.1(USD Billion)
    COMPOUND ANNUAL GROWTH RATE (CAGR)21.59% (2024 - 2035)
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    BASE YEAR2024
    Market Forecast Period2025 - 2035
    Historical Data2019 - 2024
    Market Forecast UnitsUSD Billion
    Key Companies ProfiledMarket analysis in progress
    Segments CoveredMarket segmentation analysis in progress
    Key Market OpportunitiesIntegration of immersive experiences enhances customer engagement in the Virtual Reality in Retail Market.
    Key Market DynamicsRising consumer demand for immersive shopping experiences drives innovation in Virtual Reality applications within retail.
    Countries CoveredNorth America, Europe, APAC, South America, MEA

    FAQs

    What is the projected market valuation for the Virtual Reality in Retail Market by 2035?

    The projected market valuation for the Virtual Reality in Retail Market is 34.1 USD Billion by 2035.

    What was the market valuation for the Virtual Reality in Retail Market in 2024?

    The market valuation for the Virtual Reality in Retail Market was 3.97 USD Billion in 2024.

    What is the expected CAGR for the Virtual Reality in Retail Market from 2025 to 2035?

    The expected CAGR for the Virtual Reality in Retail Market during the forecast period 2025 - 2035 is 21.59%.

    Which companies are considered key players in the Virtual Reality in Retail Market?

    Key players in the market include Meta Platforms Inc, Microsoft Corporation, NVIDIA Corporation, Sony Corporation, HTC Corporation, Google LLC, Samsung Electronics Co Ltd, Unity Technologies Inc, and Epic Games Inc.

    What are the hardware segment valuations for the Virtual Reality in Retail Market?

    The hardware segment valuations include Headsets at 12.0 USD Billion, Devices at 8.0 USD Billion, Glasses at 6.0 USD Billion, and Gloves at 5.0 USD Billion.

    How does the software segment perform in the Virtual Reality in Retail Market?

    The software segment performs with Smartphones valued at 12.0 USD Billion, Consoles at 8.0 USD Billion, and Others at 14.1 USD Billion.

    1. MARKET INTRODUCTION
      1. INTRODUCTION
      2. SCOPE
        1. RESEARCH OBJECTIVE
        2. LIMITATIONS
      3. OF STUDY
      4. 1.2.2
      5. ASSUMPTIONS
      6. 1.3
      7. MARKET STRUCTURE
    2. RESEARCH METHODOLOGY
      1. 2.1
      2. RESEARCH TYPE
      3. PRIMARY RESEARCH
      4. 2.3
      5. SECONDARY RESEARCH
      6. FORECAST MODEL
        1. MARKET
      7. 2.4.1
      8. MARKET DATA COLLECTION, ANALYSIS & FORECAST
      9. SIZE ESTIMATION
    3. MARKET DYNAMICS
      1. 3.1
      2. INTRODUCTION
      3. MARKET DRIVERS
      4. 3.3
      5. MARKET CHALLENGES
      6. MARKET OPPORTUNITIES
      7. MARKET RESTRAINTS
    4. EXECUTIVE
      1. SUMMARY
    5. MARKET FACTOR ANALYSIS
      1. 5.1
      2. PORTER’S FIVE FORCES ANALYSIS
      3. SUPPLY CHAIN
      4. ANALYSIS
    6. VIRTUAL REALITY IN RETAIL MARKET, BY SEGMENTS
      1. INTRODUCTION
      2. MARKET STATISTICS
        1. BY HARDWARE
        2. BY SOFTWARE COMPATIABILITY
        3. BY
        4. BY
      3. 6.2.1.2
      4. DEVICES
      5. 6.2.2.3
      6. TABLETS
      7. TYPE
      8. 6.2.3.1
      9. WINDOW ON WORLD
      10. GEOGRAPHY
      11. 6.2.4.2
      12. EUROPE
      13. 6.2.4.4
      14. REST OF THE WORLD
    7. COMPETITIVE ANALYSIS
      1. 7.1
    8. MARKET SHARE ANALYSIS
      1. COMPANY PROFILES
        1. GOOGLE (U.S.)
        2. WORLDVIZ (U.S.)
        3. UNITY TECHNOLOGIES (U.S.)
        4. WEVR (U.S.)
        5. MICROSOFT (U.S.)
        6. MAGIC LEAP (U.S.)
        7. OTHERS
      2. 7.2.1
      3. OCULUS VR (U.S.)
      4. 7.2.3
      5. HTC CORPORATION (TAIWAN)
      6. 7.2.6
      7. MARXENT LABS LLC (U.S.)
      8. 7.2.8
      9. FIRSTHAND TECHNOLOGY INC. (U.S.)
    9. LIST OF TABLES
    10. VIRTUAL
    11. REALITY IN RETAIL MARKET, BY HARDWARE
      1. TABLE 2
    12. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
      1. TABLE
    13. VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
      1. TABLE 4
    14. VIRTUAL REALITY IN RETAIL MARKET, BY REGION
    15. NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY
      1. HARDWARE
    16. NORTH AMERICA VIRTUAL REALITY IN RETAIL
    17. MARKET, BY SOFTWARE COMPATIBILITY
      1. TABLE 7
    18. NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
      1. TABLE
    19. U.S. VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
      1. TABLE
    20. U.S. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
    21. U.S. VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
      1. TABLE
    22. CANADA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
      1. TABLE
    23. CANADA VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
    24. CANADA VIRTUAL REALITY IN RETAIL
    25. MARKET, BY TYPE
    26. EUROPE VIRTUAL REALITY IN RETAIL
    27. MARKET, BY HARDWARE
    28. EUROPE VIRTUAL REALITY IN RETAIL
    29. MARKET, BY SOFTWARE COMPATIBILITY
    30. EUROPE VIRTUAL
    31. REALITY IN RETAIL MARKET, BY TYPE
    32. GERMANY
    33. VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
    34. GERMANY
    35. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
      1. TABLE 19
    36. GERMANY VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
      1. TABLE 20
    37. FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
      1. TABLE 21
    38. FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
      1. TABLE
    39. FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
      1. TABLE
    40. U.K. VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
      1. TABLE
    41. U.K. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
    42. U.K. VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
    43. REST OF EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY
      1. HARDWARE
    44. REST OF EUROPE VIRTUAL REALITY IN RETAIL
    45. MARKET, BY SOFTWARE COMPATIBILITY
    46. REST OF EUROPE
    47. VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
    48. ASIA-PACIFIC
    49. VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
    50. ASIA-PACIFIC
    51. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
      1. TABLE 31
    52. ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
      1. TABLE 32
    53. REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
      1. TABLE
    54. REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE
      1. COMPATIBILITY
    55. REST OF THE WORLD VIRTUAL REALITY
    56. IN RETAIL MARKET, BY TYPE
    57. LIST OF FIGURES
    58. RESEARCH TYPE
    59. VIRTUAL
      1. REALITY IN RETAIL MARKET: BY HARDWARE (%)
    60. VIRTUAL
      1. REALITY IN RETAIL MARKET: BY SOFTWARE COMPATIBILITY (%)
      2. FIGURE 4
      3. VIRTUAL REALITY IN RETAIL MARKET: BY TYPE (%)
    61. VIRTUAL
      1. REALITY IN RETAIL MARKET: BY REGION (%)
      2. FIGURE 6
    62. NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)
    63. NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY
      1. SOFTWARE COMPATIBILITY (%)
      2. FIGURE 8
    64. NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)
      1. FIGURE 9
    65. EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)
      1. FIGURE 10
    66. EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)
    67. EUROPE VIRTUAL REALITY IN RETAIL
    68. MARKET, BY TYPE (%)
    69. ASIA-PACIFIC VIRTUAL REALITY
      1. IN RETAIL MARKET BY HARDWARE (%)
    70. ASIA-PACIFIC VIRTUAL
    71. REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)
      1. FIGURE 14
    72. ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)
    73. ROW VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
      1. (%)
    74. ROW VIRTUAL REALITY IN RETAIL MARKET, BY YPE
      1. (%)
    75. ROW VIRTUAL REALITY IN RETAIL
    76. MARKET, BY TYPE (%)

    Virtual Reality in Retail Market Segmentation

    Virtual Reality in Retail Hardware Outlook (USD Billion, 2019-2032)

    • Headsets
    • Devices
    • Glasses
    • Gloves

    Virtual Reality in Retail Software Outlook (USD Billion, 2019-2032)

    • Smartphones
    • Consoles
    • Others

    Virtual Reality in Retail Type Outlook (USD Billion, 2019-2032)

    • Mixed Reality
    • Immersive Systems
    • Windows on World

    Virtual Reality in Retail Regional Outlook (USD Billion, 2019-2032)

    • North America Outlook (USD Billion, 2019-2032)

    • North America Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • North America Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • North America Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems

        • Windows on World
      • US Outlook (USD Billion, 2019-2032)

    • US Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • US Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • US Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • CANADA Outlook (USD Billion, 2019-2032)

    • CANADA Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • CANADA Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • CANADA Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
    • Europe Outlook (USD Billion, 2019-2032)

    • Europe Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Europe Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Europe Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
    • Windows on World
      • Germany Outlook (USD Billion, 2019-2032)

    • Germany Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Germany Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Germany Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • France Outlook (USD Billion, 2019-2032)

    • France Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • France Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • France Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • UK Outlook (USD Billion, 2019-2032)

    • UK Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • UK Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • UK Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • ITALY Outlook (USD Billion, 2019-2032)

    • ITALY Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • ITALY Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • ITALY Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • SPAIN Outlook (USD Billion, 2019-2032)

    • SPAIN Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • SPAIN Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • SPAIN Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • Rest Of Europe Outlook (USD Billion, 2019-2032)

    • Rest Of Europe Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Rest Of Europe Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Rest Of Europe Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
    • Asia-Pacific Outlook (USD Billion, 2019-2032)

    • Asia-Pacific Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Asia-Pacific Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Asia-Pacific Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • China Outlook (USD Billion, 2019-2032)

    • China Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • China Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • China Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • Japan Outlook (USD Billion, 2019-2032)

    • Japan Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Japan Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Japan Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • India Outlook (USD Billion, 2019-2032)

    • India Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • India Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • India Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • Australia Outlook (USD Billion, 2019-2032)

    • Australia Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Australia Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Australia Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • Rest of Asia-Pacific Outlook (USD Billion, 2019-2032)

    • Rest of Asia-Pacific Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Rest of Asia-Pacific Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Rest of Asia-Pacific Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
    • Rest of the World Outlook (USD Billion, 2019-2032)

    • Rest of the World Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Rest of the World Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Rest of the World Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
    • Windows on World
      • Middle East Outlook (USD Billion, 2019-2032)

    • Middle East Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Middle East Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Middle East Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • Africa Outlook (USD Billion, 2019-2032)

    • Africa Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Africa Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Africa Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World
      • Latin America Outlook (USD Billion, 2019-2032)

    • Latin America Virtual Reality in Retail Hardware Outlook

    • Headsets
    • Devices
    • Glasses
    • Gloves
    • Latin America Virtual Reality in Retail Software Outlook

    • Smartphones
    • Consoles
    • Others
    • Latin America Virtual Reality in Retail Type Outlook

    • Mixed Reality
    • Immersive Systems
        • Windows on World

     

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    Customer Strories

    “I am very pleased with how market segments have been defined in a relevant way for my purposes (such as "Portable Freezers & refrigerators" and "last-mile"). In general the report is well structured. Thanks very much for your efforts.”

    Victoria Milne

    Founder

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