½ÃÀ庸°í¼­
»óǰÄÚµå
1334006

¼¼°èÀÇ ¼Ò¸Å¿ë VR ½ÃÀå ¿¹Ãø(-2032³â)

Virtual Reality in Retail Market Research Report Global Forecast 2032

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: Market Research Future | ÆäÀÌÁö Á¤º¸: ¿µ¹® 100 Pages | ¹è¼Û¾È³» : ¹®ÀÇ

    
    
    



¡Ø º» »óǰÀº ¿µ¹® ÀÚ·á·Î Çѱ۰ú ¿µ¹® ¸ñÂ÷¿¡ ºÒÀÏÄ¡ÇÏ´Â ³»¿ëÀÌ ÀÖÀ» °æ¿ì ¿µ¹®À» ¿ì¼±ÇÕ´Ï´Ù. Á¤È®ÇÑ °ËÅ並 À§ÇØ ¿µ¹® ¸ñÂ÷¸¦ Âü°íÇØÁֽñ⠹ٶø´Ï´Ù.

¼¼°è ¼Ò¸Å¿ë VR ½ÃÀå ±Ô¸ð´Â 2032³â ¸»±îÁö ¿¬Æò±Õ 25.00%ÀÇ CAGR·Î ³ôÀº ¼ºÀå·üÀ» ±â·ÏÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. ÃÖÀûÈ­µÈ ¼îÇÎ °æÇè¿¡ ´ëÇÑ °ü½ÉÀÌ ½ÃÀå ¹ßÀüÀ» ÃËÁøÇÏ´Â ÁÖ¿ä ¿äÀÎÀ¸·Î ÀÛ¿ëÇϰí ÀÖ½À´Ï´Ù.

Áö¿ªº° ÀλçÀÌÆ®

ºÏ¹Ì ½ÃÀåÀÌ ½ÃÀåÀ» Àå¾ÇÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. ¹Ì±¹ÀÇ ½ÃÀå ¼öÀÍ Áõ°¡´Â ºÏ¹Ì ½ÃÀå È®´ëÀÇ Áß¿äÇÑ ¿øµ¿·ÂÀÌ µÇ°í ÀÖ½À´Ï´Ù. ¹Ì±¹Àº Apple, Inc., Microsoft, Wizardry Jump, Google LLC¿Í °°Àº ¸¹Àº ¼±Áø Á¶Á÷ÀÇ º»°ÅÁöÀÌ¸ç ³î¶ó¿î VR ¿¬±¸¸¦ ¼öÇàÇϰí ÀÖ½À´Ï´Ù.

À¯·´¿¡¼­´Â µ¶ÀÏ ½ÃÀåÀÌ °¡Àå Å« ½ÃÀå Á¡À¯À²À» Â÷ÁöÇϰí ÀÖÀ¸¸ç, ¿µ±¹ ½ÃÀåÀÌ À¯·´¿¡¼­ °¡Àå ºü¸£°Ô ¹ßÀüÇϰí ÀÖ½À´Ï´Ù.

¾Æ½Ã¾ÆÅÂÆò¾ç ½ÃÀåÀº 2023-2032³â »çÀÌ¿¡ ºü¸£°Ô ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹»óµÇ¸ç, HMD ¹× ±âŸ VR °ü·Ã ÀåºñÀÇ À¯·ÂÇÑ µµ¸Å»óÀÎ Áß±¹¿¡¼­´Â ¼Ò¸Å¿ë VRÀÌ Å« ÆøÀ¸·Î ¼ºÀåÇϰí ÀÖ½À´Ï´Ù.

ÀÌ º¸°í¼­´Â ¼¼°è ¼Ò¸Å¿ë VR ½ÃÀåÀ» Á¶»ç ºÐ¼®ÇÏ¿© ½ÃÀå ¿ªÇÐ, Áö¿ª ¹× ºÎ¹® ºÐ¼®, ±â¾÷ °³¿ä µîÀ» Á¦°øÇÕ´Ï´Ù.

¸ñÂ÷

Á¦1Àå ½ÃÀå ¼­·Ð

Á¦2Àå Á¶»ç ¹æ¹ý

Á¦3Àå ½ÃÀå ¿ªÇÐ

  • ¼­·Ð
  • ½ÃÀå ¼ºÀå ÃËÁø¿äÀÎ
  • ½ÃÀå °úÁ¦
  • ½ÃÀå ±âȸ
  • ½ÃÀå ¼ºÀå ¾ïÁ¦¿äÀÎ

Á¦4Àå ÁÖ¿ä ¿ä¾à

Á¦5Àå ½ÃÀå ¿äÀÎ ºÐ¼®

  • Porter's Five Forces ºÐ¼®
  • °ø±Þ¸Á ºÐ¼®

Á¦6Àå ¼Ò¸Å¿ë VR ½ÃÀå : ºÎ¹®º°

  • ¼­·Ð
  • ½ÃÀå Åë°è
    • Çϵå¿þ¾îº°
    • ¼ÒÇÁÆ®¿þ¾î ȣȯ¼ºº°
    • À¯Çüº°
    • Áö¿ªº°

Á¦7Àå °æÀï ºÐ¼®

  • ½ÃÀå Á¡À¯À² ºÐ¼®
  • ±â¾÷ °³¿ä
    • 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.)
    • ±âŸ
ksm 23.08.30

Virtual Reality in Retail Market Research Report - Global Forecast 2032

Market Overview

Virtual Reality in Retail Market is anticipated to register a significant CAGR of 25.00% by the end of 2032. The interest for a modified shopping experience is the key market driver enhancing market development. All through the projected period, the necessity for more noteworthy client involvement in the retail area is expected to introduce a worthwhile potential for market headway.

Market CAGR for virtual reality in retail is being driven by the rising use of cell phones. Innovation progressions have permitted customers to see virtual pictures submerged in true conditions, and cell phone use is rising.

Businesses have a lot to gain from the capability of blended reality innovations like AR and VR to give clients better approaches to interact with their brands, whether by transporting them to an alternate world or enhancing the one they are in at this point. Expanded reality, which empowers customers to see and evaluate items prior to buying them, has been more popular as of late because of advancements in versatile innovation. Subsequently, various retail marks are investing in the advances.

Market Segmentation

Based on hardware, the Virtual Reality in Retail Market is classified into headsets, devices, glasses, and gloves.

The Virtual Reality in Retail Market segmentation, based on software, includes smartphones, consoles, and others.

The Virtual Reality in Retail Market segmentation, based on type, includes mixed reality, immersive systems, and windows on the world.

Regional Insights

North American virtual reality in the retail region will dominate this market. The increasing market income in the U.S. is the essential driver of the market extension in North America. The US is home to many mechanically progressed organizations, like Apple, Inc., Microsoft, Wizardry Jump, and Google LLC, and it conducts impressive VR research.

Europe's virtual reality in the retail market represents the quickest market share. This outcomes from the wide utilization of VR innovation across various industry areas, especially in the gaming and auto areas. The regional market extension has been rushed by the fast turn of events and reception of strong VR equipment designated at the gaming local area in European countries. Further, German virtual reality in the retail market held a significant market share, and the UK virtual reality in the retail market was the quickest developing market in the European region.

The Asia-Pacific Virtual Reality in Retail Market is assessed to extend at a fast rate from 2023 to 2032. China, a prominent wholesaler of HMDs and other VR-related equipment, saw a significant increase in virtual reality in retail. The market is growing in Southeast Asian countries because of mechanical turns of events. The business sendoff of 5G in Japan in 2019 provoked telecom firms to apply imaginative thinking to give stages to expanded reality (AR) and virtual reality viewing that utilizes 5G network.

Major Players

Major players in virtual reality in the retail market, include Microsoft (US), Unity Technologies (US), HTC Corporation (Taiwan), Google (US), and others.

TABLE OF CONTENTS

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
ºñ±³¸®½ºÆ®
0 °ÇÀÇ »óǰÀ» ¼±Åà Áß
»óǰ ºñ±³Çϱâ
Àüü»èÁ¦