리서치사:Market Glass, Inc. (Formerly Global Industry Analysts, Inc.)
발행일:2025년 01월
페이지 정보:영문 154 Pages
라이선스 & 가격 (부가세 별도)
한글목차
세계의 소매업용 가상현실 시장은 2030년까지 241억 달러에 달할 전망
2024년에 57억 달러로 추정되는 세계의 소매업용 가상현실 시장은 분석 기간인 2024-2030년에 CAGR 27.0%로 성장하며, 2030년에는 241억 달러에 달할 것으로 예측됩니다. 이 리포트에서 분석한 부문의 하나인 소매 하드웨어용 VR은 CAGR 24.9%를 기록하며, 분석 기간 종료까지 118억 달러에 달할 것으로 예측됩니다. 소매 소프트웨어용 VR 분야의 성장률은 분석 기간에 CAGR 30.3%로 추정됩니다.
미국 시장은 15억 달러로 추정, 중국은 CAGR 25.7%로 성장 예측
미국의 소매업용 가상현실 시장은 2024년에 15억 달러로 추정됩니다. 세계 2위의 경제대국인 중국은 2030년까지 37억 달러의 시장 규모에 달할 것으로 예측되며, 분석 기간인 2024-2030년의 CAGR은 25.7%입니다. 기타 주목해야 할 지역별 시장으로는 일본과 캐나다가 있으며, 분석 기간 중 CAGR은 각각 24.3%와 23.5%로 예측됩니다. 유럽에서는 독일이 CAGR 약 18.9%로 성장할 것으로 예측됩니다.
세계의 소매업용 가상현실 시장 동향과 촉진요인 정리
소매업용 가상현실이란 무엇이며, 쇼핑 경험을 어떻게 변화시킬 것인가?
소매업용 가상현실은 몰입형 기술을 활용하여 소비자가 상품과 브랜드를 접하는 방식을 변화시키고 있으며, VR을 통해 쇼핑객은 가상 매장, 착용 체험, 제품 시연 등 물리적 소매 환경의 고도로 인터랙티브하고 사실적인 시뮬레이션에 참여할 수 있습니다. 참여할 수 있습니다. 이 기술은 고객 참여를 강화하고, 의사결정을 간소화하며, 온라인과 오프라인 쇼핑의 격차를 해소할 수 있는 혁신적인 방법을 소매업체에 제공합니다. 가구 시각화에서 패션 착용에 이르기까지 VR은 현대 소매 전략에 필수적인 요소로 자리 잡고 있습니다.
소매 업계의 VR 도입은 개인화되고 편리한 쇼핑 경험에 대한 수요가 증가함에 따라 소비자들이 3차원 환경에서 제품을 탐색하고 제품의 특징, 착용감, 기능성을 더 깊이 이해할 수 있도록 도와주는 VR에 대한 수요가 증가함에 따라 더욱 가속화되고 있습니다. 이러한 몰입형 접근 방식은 물리적으로 제품을 만져볼 수 없는 등 E-Commerce의 일반적인 애로사항을 해결해줍니다. 또한 브랜드는 VR을 통해 설득력 있는 스토리를 전달하고 기억에 남는 경험을 만들어 고객과의 정서적 유대감을 강화할 수 있습니다. 그 결과, 소매업의 역학이 변화하고 있으며, VR은 충성도 구축과 판매 촉진에 중요한 역할을 하고 있습니다.
가상현실은 소매업의 운영과 고객 참여를 어떻게 강화할 수 있는가?
소매업에서 VR의 혁신 가능성은 몰입형, 인터랙티브, 맞춤형 쇼핑 여정을 구현할 수 있는 능력에 있습니다. 예를 들어 VR 쇼룸은 고객이 상품으로 가득 찬 가상 공간을 탐색할 수 있으므로 물리적 재고나 대규모 매장이 필요하지 않습니다. 이러한 접근 방식은 소매업체에게 비용 절감으로 이어질 뿐만 아니라 체험형 쇼핑 증가 추세에 대응할 수 있습니다. 또한 패션 및 뷰티 분야에서 일반적으로 사용되는 VR 착용 솔루션은 고객이 옷, 액세서리, 화장품이 자신에게 어떻게 어울리는지 시각화하여 온라인 쇼핑에 따른 불확실성을 줄일 수 있도록 도와줍니다.
소매업에서 VR의 또 다른 중요한 용도는 상품 시각화입니다. 예를 들어 가구 소매업체는 VR을 통해 고객이 가상의 가구를 집에 들여놓을 수 있도록 하여 고객이 자신감을 가지고 구매 결정을 내릴 수 있도록 할 수 있으며, VR은 고객 응대 및 매장 관리 업무와 같은 실제 시나리오를 시뮬레이션하여 소매 직원 교육에도 중요한 역할을 합니다. 교육에도 중요한 역할을 하고 있습니다. 또한 소매업체들은 VR을 인공지능(AI)과 통합하여 개인의 취향과 행동에 기반한 맞춤형 추천과 인사이트를 제공합니다. 이러한 혁신은 고객 만족도와 업무 효율성을 모두 향상시켜 VR을 소매 업계의 가치 있는 자산으로 자리매김하고 있습니다.
소매업용 가상현실의 채택을 주도하고 있는 동향은 무엇인가?
소비자 기대치의 발전과 기술의 진보를 반영하여 소매업에 가상현실의 통합을 촉진하는 몇 가지 중요한 동향이 있습니다. 가장 눈에 띄는 동향 중 하나는 VR이 물리적 쇼핑 경험과 디지털 쇼핑 경험을 연결하는 옴니채널 소매업의 부상입니다. 소매업체들은 매장과 온라인 채널 간의 원활한 전환을 위해 VR을 도입하는 사례가 증가하고 있으며, 이를 통해 고객은 일관되고 매력적인 쇼핑 여정을 즐길 수 있습니다. 또 다른 동향은 VR 리테일 용도에 게임화 요소를 도입하는 것입니다. 브랜드는 보상, 과제, 인터랙티브 게임을 도입함으로써 고객 참여와 유지율을 높일 수 있습니다.
지속가능성은 소매업에서 VR 도입에 영향을 미치는 중요한 요소로 떠오르고 있습니다. VR은 가상 쇼룸을 구현하고 물리적 재고와 매장 공간의 필요성을 줄임으로써 소매업체의 환경적 부담을 줄여주며, 5G 연결의 확대는 실시간 렌더링을 향상시키고 대기 시간을 단축시켜 VR의 채택을 더욱 가속화하고, 이 기술을 더욱 친숙하고 효과적인 하고 있습니다. 마지막으로 소셜 커머스 플랫폼에 VR을 통합하여 사용자가 가상 쇼핑 경험을 친구 및 커뮤니티와 공유할 수 있도록 함으로써 몰입형 리테일에 사회적 측면을 추가하고 있습니다.
소매업에서 VR 시장의 성장을 가속하는 요인은 무엇인가?
VR 하드웨어 및 소프트웨어의 발전, 소비자 행동의 변화, 체험형 쇼핑에 대한 관심 증가 등 여러 가지 요인에 의해 소매업에서 VR 시장의 성장이 촉진되고 있습니다. 주요 요인 중 하나는 소매업의 개인화에 대한 수요 증가로, VR은 가상 입어보기에서 맞춤형 매장 레이아웃에 이르기까지 고도로 맞춤화된 경험을 가능하게 하여 소비자의 취향에 따라 구매 욕구를 증가시킵니다. 또한 온라인 쇼핑의 인기 증가와 물리적 상호 작용의 부족과 같은 한계를 해결해야 할 필요성으로 인해 VR은 디지털 소매와 물리적 소매의 격차를 해소하는 데 필수적인 툴이 되고 있습니다.
패션, 인테리어, 자동차 등 다양한 소매 부문에서 VR의 용도가 확대되고 있는 것도 시장 성장에 기여하고 있습니다. 예를 들어 가구 소매업체는 고객이 생활 공간에서 상품을 시각화할 수 있도록 VR을 활용하고, 자동차 판매업체는 가상 시승 및 차량 커스터마이징을 위해 VR을 활용하고 있습니다. 비용 효율적인 VR 기기와 플랫폼의 개발로 중소규모의 소매업체들도 이 기술을 사용할 수 있게 되면서 도입이 확대되고 있습니다. 또한 대형 유통업체들의 AR/VR 기술에 대한 투자 증가와 VR과 AI 및 분석 플랫폼과의 통합으로 VR 용도의 기능과 효과가 향상되고 있습니다. 이러한 요소들을 종합적으로 고려하면, VR이 소매업의 미래를 재구성하는 데 있으며, 혁신적인 역할을 할 수 있다는 것을 알 수 있습니다.
부문
컴포넌트(하드웨어 컴포넌트, 소프트웨어 컴포넌트, 서비스 컴포넌트), 디바이스·유형(헤드 마운트 디바이스, 제스처 트래킹 디바이스, 기타 디바이스 유형), 최종 사용(의류 최종 사용, 식품 및 음료 최종 사용, 기타 최종 사용)
조사 대상 기업의 예(합계 22사를 게재)
Fieback Medien
FXGear, Inc.
Koncept VR
Matterport, Inc.
Panedia Pty Ltd.
Subvrsive, Inc.
Viar360
Visualise Creative Limited(VCL)
VREOS e.U.(VREI)
목차
제1장 조사 방법
제2장 개요
시장 개요
주요 기업
시장 동향과 촉진요인
세계 시장의 전망
제3장 시장 분석
미국
캐나다
일본
중국
유럽
프랑스
독일
이탈리아
영국
기타 유럽
아시아태평양
기타 지역
제4장 경쟁
KSA
영문 목차
영문목차
Global Virtual Reality in Retail Market to Reach US$24.1 Billion by 2030
The global market for Virtual Reality in Retail estimated at US$5.7 Billion in the year 2024, is expected to reach US$24.1 Billion by 2030, growing at a CAGR of 27.0% over the analysis period 2024-2030. VR in Retail Hardware, one of the segments analyzed in the report, is expected to record a 24.9% CAGR and reach US$11.8 Billion by the end of the analysis period. Growth in the VR in Retail Software segment is estimated at 30.3% CAGR over the analysis period.
The U.S. Market is Estimated at US$1.5 Billion While China is Forecast to Grow at 25.7% CAGR
The Virtual Reality in Retail market in the U.S. is estimated at US$1.5 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$3.7 Billion by the year 2030 trailing a CAGR of 25.7% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 24.3% and 23.5% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 18.9% CAGR.
Global Virtual Reality in Retail Market - Key Trends & Drivers Summarized
What Is Virtual Reality in Retail, and How Is It Transforming Shopping Experiences?
Virtual reality in retail leverages immersive technology to revolutionize how consumers interact with products and brands. Through VR, shoppers can engage in highly interactive and realistic simulations of physical retail environments, such as virtual stores, try-on experiences, or product demonstrations. This technology provides retailers with an innovative way to enhance customer engagement, streamline decision-making, and bridge the gap between online and in-store shopping. From furniture visualization to fashion try-ons, VR is becoming an integral part of modern retail strategies.
The adoption of VR in retail is being fueled by the growing demand for personalized and convenient shopping experiences. VR allows consumers to explore products in three-dimensional environments, giving them a deeper understanding of features, fit, and functionality. This immersive approach addresses common pain points in e-commerce, such as the inability to physically interact with products. Moreover, brands are using VR to tell compelling stories and create memorable experiences, fostering stronger emotional connections with their customers. The result is a shift in retail dynamics, with VR playing a critical role in building loyalty and driving sales.
How Does Virtual Reality Enhance Retail Operations and Customer Engagement?
The transformative potential of VR in retail lies in its ability to create immersive, interactive, and customizable shopping journeys. For instance, VR showrooms allow customers to navigate a virtual space filled with products, eliminating the need for physical inventory or large-scale stores. This approach not only saves costs for retailers but also caters to the growing trend of experiential shopping. Additionally, VR try-on solutions, commonly used in fashion and beauty, enable customers to visualize how clothing, accessories, or cosmetics will look on them, reducing the uncertainty associated with online shopping.
Another significant application of VR in retail is product visualization. Furniture retailers, for example, can use VR to allow customers to place virtual furniture in their homes, helping them make confident purchasing decisions. VR is also playing a pivotal role in training retail staff by simulating real-life scenarios, such as customer interactions or store management tasks. Furthermore, retailers are integrating VR with artificial intelligence (AI) to provide tailored recommendations and insights based on individual preferences and behaviors. These innovations enhance both customer satisfaction and operational efficiency, positioning VR as a valuable asset for the retail industry.
What Trends Are Shaping the Adoption of Virtual Reality in Retail?
Several key trends are driving the integration of virtual reality into retail, reflecting the evolving expectations of consumers and advancements in technology. One prominent trend is the rise of omnichannel retailing, where VR serves as a bridge between physical and digital shopping experiences. Retailers are increasingly adopting VR to create seamless transitions between in-store and online channels, allowing customers to enjoy a consistent and engaging shopping journey. Another trend is the incorporation of gamification elements into VR retail applications. By introducing rewards, challenges, or interactive games, brands can boost customer engagement and retention.
Sustainability is also emerging as a significant factor influencing the adoption of VR in retail. By enabling virtual showrooms and reducing the need for physical inventory or store spaces, VR helps retailers lower their environmental impact. The expansion of 5G connectivity is further accelerating the adoption of VR by enhancing real-time rendering and reducing latency, making the technology more accessible and effective. Finally, the integration of VR into social commerce platforms is gaining traction, allowing users to share virtual shopping experiences with friends and communities, adding a social dimension to immersive retail.
What Factors Are Driving the Growth of the VR in Retail Market?
The growth in the VR in retail market is driven by several factors, including advancements in VR hardware and software, changing consumer behaviors, and the increasing focus on experiential shopping. One of the primary drivers is the rising demand for personalization in retail. VR enables highly tailored experiences, from virtual try-ons to customized store layouts, aligning with consumer preferences and boosting purchase confidence. Additionally, the growing popularity of online shopping and the need to address its limitations, such as lack of physical interaction, have made VR an essential tool for bridging the gap between digital and physical retail.
The expanding applications of VR in diverse retail sectors, including fashion, home decor, and automotive, are also contributing to market growth. Furniture retailers, for example, use VR to allow customers to visualize products in their living spaces, while car dealerships leverage VR for virtual test drives and vehicle customization. The development of cost-effective VR devices and platforms is making the technology accessible to small and medium-sized retailers, broadening its adoption. Furthermore, the increasing investments in AR/VR technologies by retail giants and the integration of VR with AI and analytics platforms are enhancing the capabilities and effectiveness of VR applications. These factors collectively underscore the transformative role of VR in reshaping the future of retail.
SCOPE OF STUDY:
The report analyzes the Virtual Reality in Retail market in terms of units by the following Segments, and Geographic Regions/Countries:
Segments:
Component (Hardware Component, Software Component, Services Component); Device Type (Head Mounted Devices, Gesture Tracking Devices, Other Devices Types); End-Use (Clothing End-Use, Food & Beverages End-Use, Other End-Uses)
Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.
Virtual Reality in Retail - Global Key Competitors Percentage Market Share in 2024 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
Rising Focus on Enhancing Customer Experience Drives VR Adoption in Retail
Advancements in Immersive Technologies Propel Innovation in VR Applications for Retail
Growth in E-Commerce Fuels Demand for Virtual Try-On and Shopping Experiences
Integration with AI Enhances Personalization in VR Retail Solutions
Focus on Gamification in Retail Boosts Adoption of Virtual Reality Platforms
Emergence of Virtual Showrooms Expands Applications for VR in Retail
Advancements in VR Hardware and Software Improve Accessibility for Retailers
Focus on Reducing Product Returns Drives Adoption of VR in Online Shopping
Increased Use of Virtual Reality in Brand Storytelling Fuels Innovation in Marketing Strategies
Growth in Hybrid Retail Models Highlights Opportunities for VR Integration
Focus on Sustainability Trends Encourages Development of Virtual Retail Experiences
Advancements in Mobile VR Solutions Expand Accessibility for Smaller Retailers
Integration with Social Media Platforms Enhances VR Marketing Campaigns
Emergence of 5G Networks Boosts Performance and Scalability of VR in Retail Applications
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Virtual Reality in Retail Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Virtual Reality in Retail by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 3: World 6-Year Perspective for Virtual Reality in Retail by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
TABLE 4: World Recent Past, Current & Future Analysis for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 5: World 6-Year Perspective for Hardware Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 6: World Recent Past, Current & Future Analysis for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 7: World 6-Year Perspective for Software Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Services Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 9: World 6-Year Perspective for Services Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 10: World Recent Past, Current & Future Analysis for Head Mounted Devices by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 11: World 6-Year Perspective for Head Mounted Devices by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 12: World Recent Past, Current & Future Analysis for Gesture Tracking Devices by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 13: World 6-Year Perspective for Gesture Tracking Devices by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for Other Devices Types by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 15: World 6-Year Perspective for Other Devices Types by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 16: World Recent Past, Current & Future Analysis for Clothing End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 17: World 6-Year Perspective for Clothing End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 18: World Recent Past, Current & Future Analysis for Food & Beverages End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 19: World 6-Year Perspective for Food & Beverages End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 20: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 21: World 6-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Virtual Reality in Retail Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 22: USA Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 23: USA 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 24: USA Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 25: USA 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 26: USA Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 27: USA 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
CANADA
TABLE 28: Canada Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 29: Canada 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 30: Canada Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 31: Canada 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 32: Canada Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 33: Canada 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
JAPAN
Virtual Reality in Retail Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 34: Japan Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 35: Japan 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 36: Japan Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 37: Japan 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 38: Japan Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 39: Japan 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
CHINA
Virtual Reality in Retail Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 40: China Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 41: China 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 42: China Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 43: China 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 44: China Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 45: China 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
EUROPE
Virtual Reality in Retail Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 46: Europe Recent Past, Current & Future Analysis for Virtual Reality in Retail by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 47: Europe 6-Year Perspective for Virtual Reality in Retail by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
TABLE 48: Europe Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 49: Europe 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 50: Europe Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 51: Europe 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 52: Europe Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 53: Europe 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
FRANCE
Virtual Reality in Retail Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 54: France Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 55: France 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 56: France Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 57: France 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 58: France Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 59: France 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
GERMANY
Virtual Reality in Retail Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 60: Germany Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 61: Germany 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 62: Germany Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 63: Germany 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 64: Germany Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 65: Germany 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
ITALY
TABLE 66: Italy Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 67: Italy 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 68: Italy Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 69: Italy 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 70: Italy Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 71: Italy 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
UNITED KINGDOM
Virtual Reality in Retail Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 72: UK Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 73: UK 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 74: UK Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 75: UK 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 76: UK Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 77: UK 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
REST OF EUROPE
TABLE 78: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 79: Rest of Europe 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 80: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 81: Rest of Europe 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 82: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 83: Rest of Europe 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
ASIA-PACIFIC
Virtual Reality in Retail Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 84: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 85: Asia-Pacific 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 86: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 87: Asia-Pacific 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 88: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 89: Asia-Pacific 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030
REST OF WORLD
TABLE 90: Rest of World Recent Past, Current & Future Analysis for Virtual Reality in Retail by Component - Hardware Component, Software Component and Services Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 91: Rest of World 6-Year Perspective for Virtual Reality in Retail by Component - Percentage Breakdown of Value Sales for Hardware Component, Software Component and Services Component for the Years 2025 & 2030
TABLE 92: Rest of World Recent Past, Current & Future Analysis for Virtual Reality in Retail by Device Type - Head Mounted Devices, Gesture Tracking Devices and Other Devices Types - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 93: Rest of World 6-Year Perspective for Virtual Reality in Retail by Device Type - Percentage Breakdown of Value Sales for Head Mounted Devices, Gesture Tracking Devices and Other Devices Types for the Years 2025 & 2030
TABLE 94: Rest of World Recent Past, Current & Future Analysis for Virtual Reality in Retail by End-Use - Clothing End-Use, Food & Beverages End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 95: Rest of World 6-Year Perspective for Virtual Reality in Retail by End-Use - Percentage Breakdown of Value Sales for Clothing End-Use, Food & Beverages End-Use and Other End-Uses for the Years 2025 & 2030