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세계의 소매용 가상현실 시장 규모, 점유율, 산업 동향 분석 보고서 : 용도별, 컴퍼넌트별, 기기별, 업종별, 지역별 전망과 예측(2023-2030년)

Global Virtual Reality In Retail Market Size, Share & Industry Trends Analysis Report By Application, By Component, By Device, By Vertical, By Regional Outlook and Forecast, 2023 - 2030

발행일: | 리서치사: KBV Research | 페이지 정보: 영문 253 Pages | 배송안내 : 즉시배송


※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 소매용 가상현실(Virtual Reality In Retail) 시장 규모는 2030년 204억 달러에 이를 전망이며, 예측 기간 중 26.9%의 CAGR로 성장하여 상승할 것으로 예측됩니다.

그러나 미래 점포는 전자상거래 장점인 간편함과 실제 점포 장점인 상품조사 용이성을 겸비한 디지털과 리얼 하이브리드가 될 것으로 보입니다. 전통적인 소매 업체는 디지털 머천다이징 가치와 온라인 첫 인상의 영향력을 인식하고 있습니다. 이러한 측면을 종합적으로 고려하면 시장은 성장이 둔화될 수 있습니다.

구성 요소 전망

구성 요소에 따라 시장은 하드웨어, 소프트웨어 및 서비스로 구분됩니다. 2022년 하드웨어 분야가 시장 가장 높은 수익 점유율을 차지했습니다. 디스플레이 해상도, 편안함, 전반적인 성능에 눈에 띄는 중점을 둔 헤드셋 개발이 진행됩니다. 또한 시선 추적 기술을 통해 전망 있는 소비자 데이터를 수집할 수 있으며, 제스처 및 모션 추적을 통해 사용자와 상호작용을 향상시킬 수 있습니다. 보다 광범위한 소매점과 고객에게 서비스를 제공하기 위해 확장 가능하고 저렴한 VR 솔루션이 필요하다는 것은 시장 하드웨어 혁신을 뒷받침하는 요인이며 결국이 부문 확장을 지원할 전망입니다.

장치 전망

장치에 따라 시장은 헤드 마운트 장치, 제스처 추적 장치, 프로젝터 및 디스플레이 벽으로 분류됩니다. 2022년 헤드 마운트 장치 부서가 가장 큰 수익 점유율로 시장을 독점했습니다. Oculus Rift, HTC Vive, PlayStation VR과 같은 VR 헤드셋 소비자 수요가 이 부문 확장을 이끌고 있습니다. 가상 제품 데모, 가상 체험, 가상 매장 방문 등 다양한 소매 용도 이러한 헤드셋은 몰입 경험을 제공하며 다양한 소매점에서 자주 사용됩니다. HMD 수요는 가격이 낮아지고 기술이 향상됨에 따라 증가할 것으로 예측되어 시장 중요 수익원으로서 지위를 높이고 있습니다.

용도, 전망

용도별로는 정보시스템, 광고, 마케팅, 시착 솔루션, 기획, 설계로 분류됩니다. 계획 및 디자인 분야는 2022년 시장 상당한 수익 점유율을 차지했습니다. 이는 가상현실이 비주얼 광고, 상점 프로토유형, 상점 디자인 및 레이아웃 등 소매 부문에 제공하는 이점이 있기 때문입니다. 또한 가상 상점 레이아웃 및 디자인을 실제 공간에 적용하기 전에 소매업체는 VR 기술을 사용하여 이를 보거나 만들 수 있습니다. 또한 가상현실을 이용하여 제품 배치, 선반 구성, 디자인 변경 등을 시도할 수 있어 향후 수년간 시장 성장을 더욱 촉진할 것으로 예상됩니다.

업계별 전망

업계별 볼 때 시장은 음식, 가정용품, 의류, 가전제품으로 세분화되며 2022년 식음료 부문시장 돌출한 수익 점유율을 예측했습니다. 고객은 메뉴를 탐험하고 가상 점원과 연관되어 가상 레스토랑 환경에 몰두할 수 있습니다. 이 개발은 전체 식사 경험을 향상시키고 음식과 소매 분야 VR 개발을 촉진합니다. 고객은 이 트렌드를 이용하여 예약 및 요리 주문을 하기 전에 식사 옵션을 탐험하거나 경험할 수 있습니다.

지역별 전망

지역별로 시장은 북미, 유럽, 아시아태평양, LAMEA로 나뉩니다. 2022년 북미가 시장 가장 큰 수익 점유율을 차지했습니다. 이것은 지역 디지털화 진전과 가상현실 기술 발전으로 인한 전망입니다. 또한, 이 지역 시장 성장은 가처분 소득 높이와 스크린과 프로세서를 갖춘 헤드셋 가격 하락에 의해 촉진될 것으로 예상됩니다. 또한, 이 지역 점포간 경쟁 격화와 보다 나은 고객구매 체험 요구 증가도 소매 시장 가상현실 확대에 박차를 가할 것으로 예상됩니다.

목차

제1장 시장 범위와 조사 방법

  • 시장 정의
  • 목적
  • 시장 범위
  • 세분화
  • 조사 방법

제2장 시장 주요 요약

  • 소개
    • 주요 요약
      • 시장구성과 시나리오
  • 시장에 영향을 미치는 주요 요인
    • 시장 성장 촉진 요인
    • 시장 성장 억제 요인

제3장 소매용 가상현실 시장 : 용도별

  • 세계의 광고 및 마케팅 시장 : 지역별
  • 세계의 시착 솔루션 시장 : 지역별
  • 세계의 기획, 설계 시장 : 지역별
  • 세계의 정보 시스템 시장 : 지역별

제4장 소매용 가상현실 시장 : 컴포넌트별

  • 세계의 하드웨어 시장 : 지역별
  • 세계의 소프트웨어 시장 : 지역별
  • 세계의 서비스 시장 : 지역별

제5장 소매용 가상현실 시장 : 기기별

  • 세계의 헤드 마운트 기기 시장 : 지역별
  • 세계의 제스처 추적 장치 시장 : 지역별
  • 세계의 프로젝터 및 디스플레이월시장 : 지역별

제6장 소매용 가상현실 시장 : 업계별

  • 세계의 의류 시장 : 지역별
  • 세계의 가전 시장 : 지역별
  • 세계의 식품 및 음료 시장 : 지역별
  • 세계의 가정용품 시장 : 지역별

제7장 소매용 가상현실 시장 : 지역별

  • 북미
    • 북미 시장 : 국가별
      • 미국
      • 캐나다
      • 멕시코
      • 기타 북미
  • 유럽
    • 유럽 시장 : 국가별
      • 독일
      • 영국
      • 프랑스
      • 러시아
      • 스페인
      • 이탈리아
      • 기타 유럽
  • 아시아태평양
    • 아시아태평양 시장 : 국가별
      • 중국
      • 일본
      • 인도
      • 한국
      • 싱가포르
      • 말레이시아
      • 기타 아시아태평양
  • 라틴아메리카, 중동, 아프리카
    • 라틴아메리카, 중동, 아프리카 시장 : 국가별
      • 브라질
      • 아르헨티나
      • 아랍에미리트(UAE)
      • 사우디아라비아
      • 남아프리카
      • 나이지리아
      • 기타 라틴아메리카, 중동, 아프리카

제8장 기업 프로필

  • Matterport, Inc
  • Scapic Innovations Private Limited(Flipkart Pvt Ltd,)(Walmart Inc.)
  • FXGear, Inc
  • Visualise Creative Limited
  • Panedia Pty Ltd
  • FireBird VR
  • KonceptVR LLC
  • WeMakeVR
  • Fiebak Medien
  • Subvrsive, Inc
NJH 23.08.24

The Global Virtual Reality In Retail Market size is expected to reach $20.4 billion by 2030, rising at a market growth of 26.9% CAGR during the forecast period.

Europe is one of the promising regions in Virtual Reality in Retail because of the existence of several renowned fashion companies that are utilizing virtual reality to improve the consumer experience and expand their brand awareness. Thereby, Europe captured $954.3 million revenue in the market in 2022. Additionally, the increasing preference for online shopping, which offers customers individualized shopping experiences and access to a wide range of products. For example, one of Europe's largest e-commerce markets is Germany. Total sales increased 24 percent over 2020 to USD 127.5 billion in 2021. Germany's internet users are predicted to increase from 62.4 million in 2020 to 68.4 million in 2025. Some of the factors impacting the market are growing smartphone penetration, expansion of e-commerce sector, and easier said than done: omnichannel VR.

The smartphone usage has surged significantly over the past few years. The International Telecommunication Union (ITU) anticipates that by February 2021, 6.5 billion among 7 billion people will have access to a mobile phone. As a result, rising smartphone penetration has resulted in rising adoption of VR technologies in retail sector, leading to market growth. The use of smartphones is expanding globally, and internet usage has also become more prevalent. Adopting 4G and 5G communication technologies will positively affect the e-commerce sector. The trend of Internet shopping has grown rapidly in recent years. This will eventually offer significant prospects for market.

However, the store of the future will be a hybrid of the digital and physical worlds, combining the advantages of e-commerce in terms of ease with those of brick and mortar in terms of product research. Traditional retailers have recognized the value of digital merchandising and the influence of a first impression online. Considering these aspects collectively, the market may witness slow growth during the projection period.

Component Outlook

On the basis of component, the market is segmented into hardware, software, and services. In 2022, the hardware segment held the highest revenue share in the market. The development of headsets with a notable emphasis on display resolution, comfort, and overall performance. Additionally, eye-tracking technology will allow for gathering insightful consumer data, and gesture and motion tracking will improve user interaction. The requirement for scalable and cheap VR solutions to serve a wider range of retail stores and customers is another factor pushing innovation in the market's hardware which would eventually support the segment's expansion.

Device Outlook

Based on device, the market is classified into head mounted devices, gesture tracking device, and projectors & display wall. In 2022, the head mounted devices segment dominated the market with the maximum revenue share. The consumer demand for VR headsets like the Oculus Rift, HTC Vive, and PlayStation VR is driving the segment's expansion. For different retail applications, such as virtual product demos, virtual try-on, and virtual store visits, these headsets offer immersive experiences and are frequently used by various retail stores. Demand for HMDs is predicted to increase as prices decline and technology improves, enhancing the segment's position as a significant revenue source for the market.

Application Outlook

By application, the market is categorized into information systems, advertising & marketing, try-on solutions, and planning & designing. The planning & designing segment covered a considerable revenue share in the market in 2022. This is because of the benefits virtual reality offers the retail sector, including visual advertising, store prototypes, and store design & layout. Additionally, before applying virtual shop layouts & designs in actual spaces, retailers can view and build them using VR technology. They can also use virtual reality to experiment with product placement, shelving configurations, and design changes, which is anticipated to further propel the market growth over the coming years.

Vertical Outlook

Based on the vertical, the market is fragmented into food & beverage, home products, clothing, and consumer electronics. In 2022, the food & beverages segment projected a prominent revenue share in the market. Customers may explore menus, engage with virtual waitstaff, and immerse themselves in virtual restaurant environments. This development improves the whole eating experience and drives the development of VR in the food & beverage retail sector. Customers can use this trend to preview and experience dining alternatives before making reservations or placing food orders.

Regional Outlook

Region wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. In 2022, the North America region witnessed the largest revenue share in the market. This has been attributed to the region's rising digitalization and advancements in virtual reality technology. Additionally, the region's market growth is anticipated to be fueled by high levels of disposable income and falling prices for headsets with screens and processors. Also, the increased competition among stores in the region and the growing need for better customer purchasing experiences are anticipated to fuel the expansion of virtual reality in the retail market.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Matterport, Inc., Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.), FXGear, Inc., Visualise Creative Limited, Panedia Pty Ltd., FireBird VR, KonceptVR LLC, WeMakeVR, Fiebak Medien, and Subvrsive, Inc.

Scope of the Study

Market Segments covered in the Report:

By Application

  • Advertising & Marketing
  • Try-on Solutions
  • Planning & Designing
  • Information Systems

By Component

  • Hardware
  • Software
  • Services

By Device

  • Head Mounted Devices
  • Gesture Tracking Device
  • Projectors & Display Wall

By Vertical

  • Clothing
  • Consumer Electronics
  • Food & Beverages
  • Home Products

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

Companies Profiled

  • Matterport, Inc.
  • Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
  • FXGear, Inc.
  • Visualise Creative Limited
  • Panedia Pty Ltd.
  • FireBird VR
  • KonceptVR LLC
  • WeMakeVR
  • Fiebak Medien
  • Subvrsive, Inc.

Unique Offerings from KBV Research

  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Global Virtual Reality In Retail Market, by Application
    • 1.4.2 Global Virtual Reality In Retail Market, by Component
    • 1.4.3 Global Virtual Reality In Retail Market, by Device
    • 1.4.4 Global Virtual Reality In Retail Market, by Vertical
    • 1.4.5 Global Virtual Reality In Retail Market, by Geography
  • 1.5 Methodology for the research

Chapter 2. Market Overview

  • 2.1 Introduction
    • 2.1.1 Overview
      • 2.1.1.1 Market Composition and Scenario
  • 2.2 Key Factors Impacting the Market
    • 2.2.1 Market Drivers
    • 2.2.2 Market Restraints

Chapter 3. Global Virtual Reality In Retail Market by Application

  • 3.1 Global Advertising & Marketing Market by Region
  • 3.2 Global Try-on Solutions Market by Region
  • 3.3 Global Planning & Designing Market by Region
  • 3.4 Global Information Systems Market by Region

Chapter 4. Global Virtual Reality In Retail Market by Component

  • 4.1 Global Hardware Market by Region
  • 4.2 Global Software Market by Region
  • 4.3 Global Services Market by Region

Chapter 5. Global Virtual Reality In Retail Market by Device

  • 5.1 Global Head Mounted Devices Market by Region
  • 5.2 Global Gesture Tracking Device Market by Region
  • 5.3 Global Projectors & Display Wall Market by Region

Chapter 6. Global Virtual Reality In Retail Market by Vertical

  • 6.1 Global Clothing Market by Region
  • 6.2 Global Consumer Electronics Market by Region
  • 6.3 Global Food & Beverages Market by Region
  • 6.4 Global Home Products Market by Region

Chapter 7. Global Virtual Reality In Retail Market by Region

  • 7.1 North America Virtual Reality In Retail Market
    • 7.1.1 North America Virtual Reality In Retail Market by Application
      • 7.1.1.1 North America Advertising & Marketing Market by Country
      • 7.1.1.2 North America Try-on Solutions Market by Country
      • 7.1.1.3 North America Planning & Designing Market by Country
      • 7.1.1.4 North America Information Systems Market by Country
    • 7.1.2 North America Virtual Reality In Retail Market by Component
      • 7.1.2.1 North America Hardware Market by Country
      • 7.1.2.2 North America Software Market by Country
      • 7.1.2.3 North America Services Market by Country
    • 7.1.3 North America Virtual Reality In Retail Market by Device
      • 7.1.3.1 North America Head Mounted Devices Market by Country
      • 7.1.3.2 North America Gesture Tracking Device Market by Country
      • 7.1.3.3 North America Projectors & Display Wall Market by Country
    • 7.1.4 North America Virtual Reality In Retail Market by Vertical
      • 7.1.4.1 North America Clothing Market by Country
      • 7.1.4.2 North America Consumer Electronics Market by Country
      • 7.1.4.3 North America Food & Beverages Market by Country
      • 7.1.4.4 North America Home Products Market by Country
    • 7.1.5 North America Virtual Reality In Retail Market by Country
      • 7.1.5.1 US Virtual Reality In Retail Market
        • 7.1.5.1.1 US Virtual Reality In Retail Market by Application
        • 7.1.5.1.2 US Virtual Reality In Retail Market by Component
        • 7.1.5.1.3 US Virtual Reality In Retail Market by Device
        • 7.1.5.1.4 US Virtual Reality In Retail Market by Vertical
      • 7.1.5.2 Canada Virtual Reality In Retail Market
        • 7.1.5.2.1 Canada Virtual Reality In Retail Market by Application
        • 7.1.5.2.2 Canada Virtual Reality In Retail Market by Component
        • 7.1.5.2.3 Canada Virtual Reality In Retail Market by Device
        • 7.1.5.2.4 Canada Virtual Reality In Retail Market by Vertical
      • 7.1.5.3 Mexico Virtual Reality In Retail Market
        • 7.1.5.3.1 Mexico Virtual Reality In Retail Market by Application
        • 7.1.5.3.2 Mexico Virtual Reality In Retail Market by Component
        • 7.1.5.3.3 Mexico Virtual Reality In Retail Market by Device
        • 7.1.5.3.4 Mexico Virtual Reality In Retail Market by Vertical
      • 7.1.5.4 Rest of North America Virtual Reality In Retail Market
        • 7.1.5.4.1 Rest of North America Virtual Reality In Retail Market by Application
        • 7.1.5.4.2 Rest of North America Virtual Reality In Retail Market by Component
        • 7.1.5.4.3 Rest of North America Virtual Reality In Retail Market by Device
        • 7.1.5.4.4 Rest of North America Virtual Reality In Retail Market by Vertical
  • 7.2 Europe Virtual Reality In Retail Market
    • 7.2.1 Europe Virtual Reality In Retail Market by Application
      • 7.2.1.1 Europe Advertising & Marketing Market by Country
      • 7.2.1.2 Europe Try-on Solutions Market by Country
      • 7.2.1.3 Europe Planning & Designing Market by Country
      • 7.2.1.4 Europe Information Systems Market by Country
    • 7.2.2 Europe Virtual Reality In Retail Market by Component
      • 7.2.2.1 Europe Hardware Market by Country
      • 7.2.2.2 Europe Software Market by Country
      • 7.2.2.3 Europe Services Market by Country
    • 7.2.3 Europe Virtual Reality In Retail Market by Device
      • 7.2.3.1 Europe Head Mounted Devices Market by Country
      • 7.2.3.2 Europe Gesture Tracking Device Market by Country
      • 7.2.3.3 Europe Projectors & Display Wall Market by Country
    • 7.2.4 Europe Virtual Reality In Retail Market by Vertical
      • 7.2.4.1 Europe Clothing Market by Country
      • 7.2.4.2 Europe Consumer Electronics Market by Country
      • 7.2.4.3 Europe Food & Beverages Market by Country
      • 7.2.4.4 Europe Home Products Market by Country
    • 7.2.5 Europe Virtual Reality In Retail Market by Country
      • 7.2.5.1 Germany Virtual Reality In Retail Market
        • 7.2.5.1.1 Germany Virtual Reality In Retail Market by Application
        • 7.2.5.1.2 Germany Virtual Reality In Retail Market by Component
        • 7.2.5.1.3 Germany Virtual Reality In Retail Market by Device
        • 7.2.5.1.4 Germany Virtual Reality In Retail Market by Vertical
      • 7.2.5.2 UK Virtual Reality In Retail Market
        • 7.2.5.2.1 UK Virtual Reality In Retail Market by Application
        • 7.2.5.2.2 UK Virtual Reality In Retail Market by Component
        • 7.2.5.2.3 UK Virtual Reality In Retail Market by Device
        • 7.2.5.2.4 UK Virtual Reality In Retail Market by Vertical
      • 7.2.5.3 France Virtual Reality In Retail Market
        • 7.2.5.3.1 France Virtual Reality In Retail Market by Application
        • 7.2.5.3.2 France Virtual Reality In Retail Market by Component
        • 7.2.5.3.3 France Virtual Reality In Retail Market by Device
        • 7.2.5.3.4 France Virtual Reality In Retail Market by Vertical
      • 7.2.5.4 Russia Virtual Reality In Retail Market
        • 7.2.5.4.1 Russia Virtual Reality In Retail Market by Application
        • 7.2.5.4.2 Russia Virtual Reality In Retail Market by Component
        • 7.2.5.4.3 Russia Virtual Reality In Retail Market by Device
        • 7.2.5.4.4 Russia Virtual Reality In Retail Market by Vertical
      • 7.2.5.5 Spain Virtual Reality In Retail Market
        • 7.2.5.5.1 Spain Virtual Reality In Retail Market by Application
        • 7.2.5.5.2 Spain Virtual Reality In Retail Market by Component
        • 7.2.5.5.3 Spain Virtual Reality In Retail Market by Device
        • 7.2.5.5.4 Spain Virtual Reality In Retail Market by Vertical
      • 7.2.5.6 Italy Virtual Reality In Retail Market
        • 7.2.5.6.1 Italy Virtual Reality In Retail Market by Application
        • 7.2.5.6.2 Italy Virtual Reality In Retail Market by Component
        • 7.2.5.6.3 Italy Virtual Reality In Retail Market by Device
        • 7.2.5.6.4 Italy Virtual Reality In Retail Market by Vertical
      • 7.2.5.7 Rest of Europe Virtual Reality In Retail Market
        • 7.2.5.7.1 Rest of Europe Virtual Reality In Retail Market by Application
        • 7.2.5.7.2 Rest of Europe Virtual Reality In Retail Market by Component
        • 7.2.5.7.3 Rest of Europe Virtual Reality In Retail Market by Device
        • 7.2.5.7.4 Rest of Europe Virtual Reality In Retail Market by Vertical
  • 7.3 Asia Pacific Virtual Reality In Retail Market
    • 7.3.1 Asia Pacific Virtual Reality In Retail Market by Application
      • 7.3.1.1 Asia Pacific Advertising & Marketing Market by Country
      • 7.3.1.2 Asia Pacific Try-on Solutions Market by Country
      • 7.3.1.3 Asia Pacific Planning & Designing Market by Country
      • 7.3.1.4 Asia Pacific Information Systems Market by Country
    • 7.3.2 Asia Pacific Virtual Reality In Retail Market by Component
      • 7.3.2.1 Asia Pacific Hardware Market by Country
      • 7.3.2.2 Asia Pacific Software Market by Country
      • 7.3.2.3 Asia Pacific Services Market by Country
    • 7.3.3 Asia Pacific Virtual Reality In Retail Market by Device
      • 7.3.3.1 Asia Pacific Head Mounted Devices Market by Country
      • 7.3.3.2 Asia Pacific Gesture Tracking Device Market by Country
      • 7.3.3.3 Asia Pacific Projectors & Display Wall Market by Country
    • 7.3.4 Asia Pacific Virtual Reality In Retail Market by Vertical
      • 7.3.4.1 Asia Pacific Clothing Market by Country
      • 7.3.4.2 Asia Pacific Consumer Electronics Market by Country
      • 7.3.4.3 Asia Pacific Food & Beverages Market by Country
      • 7.3.4.4 Asia Pacific Home Products Market by Country
    • 7.3.5 Asia Pacific Virtual Reality In Retail Market by Country
      • 7.3.5.1 China Virtual Reality In Retail Market
        • 7.3.5.1.1 China Virtual Reality In Retail Market by Application
        • 7.3.5.1.2 China Virtual Reality In Retail Market by Component
        • 7.3.5.1.3 China Virtual Reality In Retail Market by Device
        • 7.3.5.1.4 China Virtual Reality In Retail Market by Vertical
      • 7.3.5.2 Japan Virtual Reality In Retail Market
        • 7.3.5.2.1 Japan Virtual Reality In Retail Market by Application
        • 7.3.5.2.2 Japan Virtual Reality In Retail Market by Component
        • 7.3.5.2.3 Japan Virtual Reality In Retail Market by Device
        • 7.3.5.2.4 Japan Virtual Reality In Retail Market by Vertical
      • 7.3.5.3 India Virtual Reality In Retail Market
        • 7.3.5.3.1 India Virtual Reality In Retail Market by Application
        • 7.3.5.3.2 India Virtual Reality In Retail Market by Component
        • 7.3.5.3.3 India Virtual Reality In Retail Market by Device
        • 7.3.5.3.4 India Virtual Reality In Retail Market by Vertical
      • 7.3.5.4 South Korea Virtual Reality In Retail Market
        • 7.3.5.4.1 South Korea Virtual Reality In Retail Market by Application
        • 7.3.5.4.2 South Korea Virtual Reality In Retail Market by Component
        • 7.3.5.4.3 South Korea Virtual Reality In Retail Market by Device
        • 7.3.5.4.4 South Korea Virtual Reality In Retail Market by Vertical
      • 7.3.5.5 Singapore Virtual Reality In Retail Market
        • 7.3.5.5.1 Singapore Virtual Reality In Retail Market by Application
        • 7.3.5.5.2 Singapore Virtual Reality In Retail Market by Component
        • 7.3.5.5.3 Singapore Virtual Reality In Retail Market by Device
        • 7.3.5.5.4 Singapore Virtual Reality In Retail Market by Vertical
      • 7.3.5.6 Malaysia Virtual Reality In Retail Market
        • 7.3.5.6.1 Malaysia Virtual Reality In Retail Market by Application
        • 7.3.5.6.2 Malaysia Virtual Reality In Retail Market by Component
        • 7.3.5.6.3 Malaysia Virtual Reality In Retail Market by Device
        • 7.3.5.6.4 Malaysia Virtual Reality In Retail Market by Vertical
      • 7.3.5.7 Rest of Asia Pacific Virtual Reality In Retail Market
        • 7.3.5.7.1 Rest of Asia Pacific Virtual Reality In Retail Market by Application
        • 7.3.5.7.2 Rest of Asia Pacific Virtual Reality In Retail Market by Component
        • 7.3.5.7.3 Rest of Asia Pacific Virtual Reality In Retail Market by Device
        • 7.3.5.7.4 Rest of Asia Pacific Virtual Reality In Retail Market by Vertical
  • 7.4 LAMEA Virtual Reality In Retail Market
    • 7.4.1 LAMEA Virtual Reality In Retail Market by Application
      • 7.4.1.1 LAMEA Advertising & Marketing Market by Country
      • 7.4.1.2 LAMEA Try-on Solutions Market by Country
      • 7.4.1.3 LAMEA Planning & Designing Market by Country
      • 7.4.1.4 LAMEA Information Systems Market by Country
    • 7.4.2 LAMEA Virtual Reality In Retail Market by Component
      • 7.4.2.1 LAMEA Hardware Market by Country
      • 7.4.2.2 LAMEA Software Market by Country
      • 7.4.2.3 LAMEA Services Market by Country
    • 7.4.3 LAMEA Virtual Reality In Retail Market by Device
      • 7.4.3.1 LAMEA Head Mounted Devices Market by Country
      • 7.4.3.2 LAMEA Gesture Tracking Device Market by Country
      • 7.4.3.3 LAMEA Projectors & Display Wall Market by Country
    • 7.4.4 LAMEA Virtual Reality In Retail Market by Vertical
      • 7.4.4.1 LAMEA Clothing Market by Country
      • 7.4.4.2 LAMEA Consumer Electronics Market by Country
      • 7.4.4.3 LAMEA Food & Beverages Market by Country
      • 7.4.4.4 LAMEA Home Products Market by Country
    • 7.4.5 LAMEA Virtual Reality In Retail Market by Country
      • 7.4.5.1 Brazil Virtual Reality In Retail Market
        • 7.4.5.1.1 Brazil Virtual Reality In Retail Market by Application
        • 7.4.5.1.2 Brazil Virtual Reality In Retail Market by Component
        • 7.4.5.1.3 Brazil Virtual Reality In Retail Market by Device
        • 7.4.5.1.4 Brazil Virtual Reality In Retail Market by Vertical
      • 7.4.5.2 Argentina Virtual Reality In Retail Market
        • 7.4.5.2.1 Argentina Virtual Reality In Retail Market by Application
        • 7.4.5.2.2 Argentina Virtual Reality In Retail Market by Component
        • 7.4.5.2.3 Argentina Virtual Reality In Retail Market by Device
        • 7.4.5.2.4 Argentina Virtual Reality In Retail Market by Vertical
      • 7.4.5.3 UAE Virtual Reality In Retail Market
        • 7.4.5.3.1 UAE Virtual Reality In Retail Market by Application
        • 7.4.5.3.2 UAE Virtual Reality In Retail Market by Component
        • 7.4.5.3.3 UAE Virtual Reality In Retail Market by Device
        • 7.4.5.3.4 UAE Virtual Reality In Retail Market by Vertical
      • 7.4.5.4 Saudi Arabia Virtual Reality In Retail Market
        • 7.4.5.4.1 Saudi Arabia Virtual Reality In Retail Market by Application
        • 7.4.5.4.2 Saudi Arabia Virtual Reality In Retail Market by Component
        • 7.4.5.4.3 Saudi Arabia Virtual Reality In Retail Market by Device
        • 7.4.5.4.4 Saudi Arabia Virtual Reality In Retail Market by Vertical
      • 7.4.5.5 South Africa Virtual Reality In Retail Market
        • 7.4.5.5.1 South Africa Virtual Reality In Retail Market by Application
        • 7.4.5.5.2 South Africa Virtual Reality In Retail Market by Component
        • 7.4.5.5.3 South Africa Virtual Reality In Retail Market by Device
        • 7.4.5.5.4 South Africa Virtual Reality In Retail Market by Vertical
      • 7.4.5.6 Nigeria Virtual Reality In Retail Market
        • 7.4.5.6.1 Nigeria Virtual Reality In Retail Market by Application
        • 7.4.5.6.2 Nigeria Virtual Reality In Retail Market by Component
        • 7.4.5.6.3 Nigeria Virtual Reality In Retail Market by Device
        • 7.4.5.6.4 Nigeria Virtual Reality In Retail Market by Vertical
      • 7.4.5.7 Rest of LAMEA Virtual Reality In Retail Market
        • 7.4.5.7.1 Rest of LAMEA Virtual Reality In Retail Market by Application
        • 7.4.5.7.2 Rest of LAMEA Virtual Reality In Retail Market by Component
        • 7.4.5.7.3 Rest of LAMEA Virtual Reality In Retail Market by Device
        • 7.4.5.7.4 Rest of LAMEA Virtual Reality In Retail Market by Vertical

Chapter 8. Company Profiles

  • 8.1 Matterport, Inc.
    • 8.1.1 Company Overview
    • 8.1.2 Financial Analysis
    • 8.1.3 Research & Development Expenses
    • 8.1.4 Recent strategies and developments:
      • 8.1.4.1 Partnerships, Collaborations, and Agreements:
  • 8.2 Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
    • 8.2.1 Company Overview
    • 8.2.2 Financial Analysis
    • 8.2.3 Segmental and Regional Analysis
  • 8.3 FXGear, Inc.
    • 8.3.1 Company Overview
    • 8.3.2 Recent strategies and developments:
      • 8.3.2.1 Product Launches and Product Expansions:
  • 8.4 Visualise Creative Limited
    • 8.4.1 Company Overview
  • 8.5 Panedia Pty Ltd.
    • 8.5.1 Company Overview
  • 8.6 FireBird VR
    • 8.6.1 Company Overview
  • 8.7 KonceptVR LLC
    • 8.7.1 Company Overview
  • 8.8 WeMakeVR.
    • 8.8.1 Company Overview
  • 8.9 Fiebak Medien
    • 8.9.1 Company Overview
  • 8.10. Subvrsive, Inc.
    • 8.10.1 Company Overview
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