¼¼°èÀÇ °¡»óÇö½Ç ¼îÇÎ ½ÃÀå º¸°í¼­(2025³â)
Virtual Reality Shopping Global Market Report 2025
»óǰÄÚµå : 1695267
¸®¼­Ä¡»ç : The Business Research Company
¹ßÇàÀÏ : On Demand Report
ÆäÀÌÁö Á¤º¸ : ¿µ¹® 200 Pages
 ¶óÀ̼±½º & °¡°Ý (ºÎ°¡¼¼ º°µµ)
US $ 4,490 £Ü 6,342,000
PDF (Single User License) help
PDF º¸°í¼­¸¦ 1¸í¸¸ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 6,490 £Ü 9,167,000
PDF (Site License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ »ç¾÷ÀåÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 8,490 £Ü 11,992,000
PDF (Enterprise License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.


¤± Add-on °¡´É: °í°´ÀÇ ¿äû¿¡ µû¶ó ÀÏÁ¤ÇÑ ¹üÀ§ ³»¿¡¼­ CustomizationÀÌ °¡´ÉÇÕ´Ï´Ù. ÀÚ¼¼ÇÑ »çÇ×Àº ¹®ÀÇÇØ Áֽñ⠹ٶø´Ï´Ù.
¤± º¸°í¼­¿¡ µû¶ó ÃֽŠÁ¤º¸·Î ¾÷µ¥ÀÌÆ®ÇÏ¿© º¸³»µå¸³´Ï´Ù. ¹è¼Û±âÀÏÀº ¹®ÀÇÇØ Áֽñ⠹ٶø´Ï´Ù.

Çѱ۸ñÂ÷

°¡»óÇö½Ç ¼îÇÎ ½ÃÀå ±Ô¸ð´Â ÇâÈÄ ¸î ³â µ¿¾È ºñ¾àÀûÀÎ ¼ºÀåÀ» º¸ÀÏ °ÍÀ¸·Î ¿¹»óµÇ¸ç, 2029³â¿¡´Â CAGR 29.0%·Î 2,649¾ï 7,000¸¸ ´Þ·¯·Î ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. ¿¹Ãø ±â°£ÀÇ ¼ºÀåÀº ¸ð¹ÙÀÏ VR °æÇè, ¼Ò¼È VR ¼îÇÎ, AI¸¦ Ȱ¿ëÇÑ °³ÀÎÈ­, °¡»ó ÇÇÆÃ·ë, Áõ°­Çö½Ç°úÀÇ ÅëÇÕ, ȯ°æ ¹× Áö¼Ó°¡´ÉÇÑ ¼îÇο¡ ±âÀÎÇÕ´Ï´Ù. ¿¹Ãø ±â°£ÀÇ ÁÖ¿ä µ¿ÇâÀ¸·Î´Â ±â¼ú ¹ßÀü, ¼Ò¼È VR ¼îÇÎ, °³ÀÎÈ­ ¹× AI ±â¹Ý Ãßõ, °¡»ó ÇÇÆÃ·ë, ÀÌÄ¿¸Ó½º Ç÷§Æû°úÀÇ ÅëÇÕ µîÀÌ ÀÖ½À´Ï´Ù.

°¡»óÇö½Ç ¼îÇÎ ½ÃÀåÀÇ ¼ºÀå Àü¸ÁÀº E-Commerce »ê¾÷ÀÌ ÁÖµµÇϰí ÀÖÀ¸¸ç, E-Commerce´Â µðÁöÅÐ °Å·¡¿Í ¿Â¶óÀÎ ¼Ò¸Å¸¦ Æ÷°ýÇÏ´Â ¿Â¶óÀÎ »ó¿¡¼­ »óǰ°ú ¼­ºñ½º¸¦ ±¸¸ÅÇÏ´Â °ÍÀ» ÀǹÌÇÕ´Ï´Ù. °¡»óÇö½Ç ¼îÇÎÀº ¼ÒºñÀÚ¸¦ °¡»ó ¸ÅÀå¿¡ ¸ôÀÔÇϰÔÇÔÀ¸·Î½á E-Commerce °æÇèÀ» Çâ»ó½Ã۰í, ¼ÒºñÀÚ°¡ Áý¿¡ ÀÖÀ¸¸é¼­ »óǰÀ» Ž»öÇϰí Á¤º¸¿¡ ÀÔ°¢ÇÑ ÀÇ»ç°áÁ¤À» ³»¸± ¼ö ÀÖµµ·Ï µ½½À´Ï´Ù. ¿¹¸¦ µé¾î, 2023³â 8¿ù ¹Ì±¹ »ó¹«ºÎ°¡ ¹ßÇ¥ÇÑ 2023³â 2ºÐ±â ¹Ì±¹ ¼Ò¸Å E-Commerce ¸ÅÃâ(Á¶Á¤ Àü)Àº 2,695¾ï ´Þ·¯·Î Àü³â µ¿±â ´ëºñ 6.6%, 2022³â 2ºÐ±â ´ëºñ 7.7% Áõ°¡Çß½À´Ï´Ù. ±× °á°ú, ±Þ¼ºÀåÇÏ´Â E-Commerce »ê¾÷Àº °¡»óÇö½Ç ¼îÇÎ ½ÃÀåÀÇ ¼ºÀåÀ» ÃËÁøÇÏ´Â Áß¿äÇÑ ¿äÀÎÀ¸·Î ÀÛ¿ëÇϰí ÀÖ½À´Ï´Ù.

°¡»óÇö½Ç ¼îÇÎ ½ÃÀåÀÇ »ó½Â¼¼´Â VR ±â¼úÀÇ Ã¤Åà Áõ°¡·Î ÀÎÇØ ´õ¿í °¡¼ÓÈ­µÇ°í ÀÖ½À´Ï´Ù. °¡»óÇö½Ç(VR) ±â¼úÀº ÄÄÇ»ÅÍ·Î »ý¼ºµÈ 3Â÷¿ø ȯ°æÀÇ ½Ã¹Ä·¹À̼ÇÀ¸·Î, »ç¿ëÀÚ¿¡°Ô ¸ôÀÔ°¨ ÀÖ°í ÀÎÅÍ·¢Æ¼ºêÇÑ ¼îÇÎ °æÇèÀ» Á¦°øÇÏ´Â ±â¼úÀÔ´Ï´Ù. 2023³â 2¿ù ÇöÀç ¹Ì±¹¿¡¼­´Â 2020³â 5,740¸¸ ¸íÀÌ VR Çìµå¼ÂÀ» ¼ÒÀ¯Çϰí ÀÖÀ¸¸ç, 2022³â¿¡´Â 3,770¸¸ ¸íÀ¸·Î ´Ã¾î³¯ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. µû¶ó¼­ VR ±â¼ú äÅÃÀÇ È®´ë´Â °¡»óÇö½Ç ¼îÇÎ ½ÃÀå È®´ëÀÇ Áß¿äÇÑ ÃËÁøÁ¦°¡ µÇ°í ÀÖ½À´Ï´Ù.

¸ñÂ÷

Á¦1Àå ÁÖ¿ä ¿ä¾à

Á¦2Àå ½ÃÀå Æ¯Â¡

Á¦3Àå ½ÃÀå µ¿Çâ°ú Àü·«

Á¦4Àå ½ÃÀå - ±Ý¸®, ÀÎÇ÷¹À̼Ç, ÁöÁ¤ÇÐ, Äڷγª, ȸº¹ÀÌ ½ÃÀå¿¡ ¹ÌÄ¡´Â ¿µÇâÀ» Æ÷ÇÔÇÑ °Å½Ã°æÁ¦ ½Ã³ª¸®¿À

Á¦5Àå ¼¼°èÀÇ ¼ºÀå ºÐ¼®°ú Àü·« ºÐ¼® ÇÁ·¹ÀÓ¿öÅ©

Á¦6Àå ½ÃÀå ¼¼ºÐÈ­

Á¦7Àå Áö¿ªº°¡¤±¹°¡º° ºÐ¼®

Á¦8Àå ¾Æ½Ã¾ÆÅÂÆò¾ç ½ÃÀå

Á¦9Àå Áß±¹ ½ÃÀå

Á¦10Àå Àεµ ½ÃÀå

Á¦11Àå ÀϺ» ½ÃÀå

Á¦12Àå È£ÁÖ ½ÃÀå

Á¦13Àå Àεµ³×½Ã¾Æ ½ÃÀå

Á¦14Àå Çѱ¹ ½ÃÀå

Á¦15Àå ¼­À¯·´ ½ÃÀå

Á¦16Àå ¿µ±¹ ½ÃÀå

Á¦17Àå µ¶ÀÏ ½ÃÀå

Á¦18Àå ÇÁ¶û½º ½ÃÀå

Á¦19Àå ÀÌÅ»¸®¾Æ ½ÃÀå

Á¦20Àå ½ºÆäÀÎ ½ÃÀå

Á¦21Àå µ¿À¯·´ ½ÃÀå

Á¦22Àå ·¯½Ã¾Æ ½ÃÀå

Á¦23Àå ºÏ¹Ì ½ÃÀå

Á¦24Àå ¹Ì±¹ ½ÃÀå

Á¦25Àå ij³ª´Ù ½ÃÀå

Á¦26Àå ³²¹Ì ½ÃÀå

Á¦27Àå ºê¶óÁú ½ÃÀå

Á¦28Àå Áßµ¿ ½ÃÀå

Á¦29Àå ¾ÆÇÁ¸®Ä« ½ÃÀå

Á¦30Àå °æÀï ±¸µµ¿Í ±â¾÷ °³¿ä

Á¦31Àå ±âŸ ÁÖ¿ä ±â¾÷°ú Çõ½ÅÀû ±â¾÷

Á¦32Àå ¼¼°èÀÇ ½ÃÀå °æÀï º¥Ä¡¸¶Å·°ú ´ë½Ãº¸µå

Á¦33Àå ÁÖ¿ä ÀμöÇÕº´

Á¦34Àå ÃÖ±ÙÀÇ ½ÃÀå µ¿Çâ

Á¦35Àå ½ÃÀå ÀáÀç·ÂÀÌ ³ôÀº ±¹°¡, ºÎ¹®, Àü·«

Á¦36Àå ºÎ·Ï

ksm
¿µ¹® ¸ñÂ÷

¿µ¹®¸ñÂ÷

Virtual reality shopping represents a technology-driven retail experience that enables users to explore and purchase products within a simulated, immersive environment, thereby enhancing the online shopping encounter. The primary goal of virtual reality shopping is to provide distinctive product visualization and facilitate customers in virtually trying out products before making a purchase.

Key devices employed in virtual reality shopping include gesture-tracking devices (GTD), head-mounted displays (HMD), projectors, and display walls (PDW). A gesture-tracking device (GTD) is a technological tool that captures and interprets human gestures for various applications, such as controlling electronic devices or interacting with virtual environments. The technologies involved encompass semi- and fully immersive, as well as non-immersive technologies, utilizing various components including both hardware and software. These technologies find applications across diverse sectors such as aerospace and defense, commercial ventures, healthcare, enterprises, and other domains.

The virtual reality shopping market research report is one of a series of new reports from The Business Research Company that provides virtual reality shopping market statistics, including virtual reality shopping industry global market size, regional shares, competitors with virtual reality shopping market share, detailed virtual reality shopping market segments, market trends, and opportunities, and any further data you may need to thrive in the virtual reality shopping industry. This virtual reality shopping market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The virtual reality shopping market size has grown exponentially in recent years. It will grow from $74.56 billion in 2024 to $95.69 billion in 2025 at a compound annual growth rate (CAGR) of 28.3%. The growth in the historic period can be attributed to enhanced shopping experience, e-commerce integration, increased consumer adoption of vr, brand engagement, competitive edge.

The virtual reality shopping market size is expected to see exponential growth in the next few years. It will grow to $264.97 billion in 2029 at a compound annual growth rate (CAGR) of 29.0%. The growth in the forecast period can be attributed to mobile vr experiences, social vr shopping, ai-powered personalization, virtual fitting rooms, integration with augmented reality, environmental and sustainable shopping. Major trends in the forecast period include technology advancements, social vr shopping, personalization and ai-driven recommendations, virtual fitting rooms, integration with e-commerce platforms.

The anticipated growth of the virtual reality shopping market is driven by the expanding e-commerce industry. E-commerce involves the online buying and selling of goods and services, encompassing a broad spectrum of digital transactions and online retail. Virtual reality shopping enhances the e-commerce experience by immersing consumers in virtual stores, enabling them to explore products and make informed decisions from the comfort of their homes. For example, in August 2023, the U.S. Department of Commerce reported that unadjusted U.S. retail e-commerce sales for Q2 2023 reached $269.5 billion, marking a 6.6% increase from the previous quarter and a 7.7% rise compared to Q2 2022. Consequently, the burgeoning e-commerce industry is a key driver for the growth of the virtual reality shopping market.

The upward trajectory of the virtual reality shopping market is fueled by the increasing adoption of VR technology. Virtual reality (VR) technology involves a computer-generated simulation of a three-dimensional environment, offering users an immersive and interactive shopping experience. This technology allows customers to virtually explore products, try them out, and make informed purchasing decisions from their homes. As of February 2023, an estimated 57.4 million people in the United States owned a VR headset in 2020, with projections indicating an increase to 37.7 million in 2022. Hence, the growing adoption of VR technology is a significant driver for the expansion of the virtual reality shopping market.

Leading companies in the virtual reality shopping market are adopting a strategic partnership approach to enhance their capabilities and competitiveness. Strategic partnerships involve companies leveraging each other's strengths and resources for mutual benefits and success. For example, in February 2023, Alo LLC collaborated with Obsess Inc. to launch a virtual reality shopping experience, providing an experiential e-commerce platform accessible via desktop, mobile, or Meta Quest 2 VR headset. The immersive digital shopping experience allows users to explore and shop Alo's collections, engage with various content, and create custom outfits.

In February 2023, Alo Yoga LLC, a US-based provider of luxury activewear and lifestyle products, teamed up with Obsess Inc. to introduce a VR shopping experience. The partnership aims to enhance consumer engagement and interaction by transforming traditional e-commerce and connecting brands like Alo Yoga with their customers. The virtual shopping experience can be accessed on desktop, mobile, and the Meta Quest 2 VR headset. It allows users to explore Alo's collections, interact with various types of content, and create custom outfits by virtually mixing different tops and bottoms. Obsess Inc. is a US-based company that specializes in creating immersive virtual stores and experiences for brands and retailers.

Major companies operating in the virtual reality shopping market report are Amazon Inc., Alphabet Inc., Samsung Electronics Co. Ltd., Microsoft Corporation, JD.com Inc., Alibaba Group Holding Limited, Meta Platforms Inc., Target Corporation, Lowe's Companies Inc., Best Buy Co. Inc., IKEA Group, Macy's Inc., Adobe Inc., Wayfair Inc., eBay Inc., Pinterest Inc., PTC Inc., Unity Technologies Inc., Barco NV, HTC Corporation, EON Reality Inc., Ultraleap Ltd., Threekit Inc., Cappasity Inc., Newegg Inc., InContext Solutions Inc., Sixense Enterprises Inc., WorldViz Inc., Obsess VR Inc., Marxent Labs LLC

Asia-Pacific was the largest region in the virtual reality shopping market in 2024. The regions covered in the virtual reality shopping market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the virtual reality shopping market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The virtual reality shopping market consists of revenues earned by entities by providing services such as product customization and personalization, product visualization, store layout testing, and more. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual reality shopping market also includes sales of VR headsets, helmets, gloves, and controllers that are used in providing services. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Reality Shopping Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual reality shopping market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

Where is the largest and fastest growing market for virtual reality shopping ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual reality shopping market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

Scope

2) By Technology; Semi And Fully Immersive; Non-Immersive

3) By Component; Hardware; Software

Table of Contents

1. Executive Summary

2. Virtual Reality Shopping Market Characteristics

3. Virtual Reality Shopping Market Trends And Strategies

4. Virtual Reality Shopping Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Virtual Reality Shopping Growth Analysis And Strategic Analysis Framework

6. Virtual Reality Shopping Market Segmentation

7. Virtual Reality Shopping Market Regional And Country Analysis

8. Asia-Pacific Virtual Reality Shopping Market

9. China Virtual Reality Shopping Market

10. India Virtual Reality Shopping Market

11. Japan Virtual Reality Shopping Market

12. Australia Virtual Reality Shopping Market

13. Indonesia Virtual Reality Shopping Market

14. South Korea Virtual Reality Shopping Market

15. Western Europe Virtual Reality Shopping Market

16. UK Virtual Reality Shopping Market

17. Germany Virtual Reality Shopping Market

18. France Virtual Reality Shopping Market

19. Italy Virtual Reality Shopping Market

20. Spain Virtual Reality Shopping Market

21. Eastern Europe Virtual Reality Shopping Market

22. Russia Virtual Reality Shopping Market

23. North America Virtual Reality Shopping Market

24. USA Virtual Reality Shopping Market

25. Canada Virtual Reality Shopping Market

26. South America Virtual Reality Shopping Market

27. Brazil Virtual Reality Shopping Market

28. Middle East Virtual Reality Shopping Market

29. Africa Virtual Reality Shopping Market

30. Virtual Reality Shopping Market Competitive Landscape And Company Profiles

31. Virtual Reality Shopping Market Other Major And Innovative Companies

32. Global Virtual Reality Shopping Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality Shopping Market

34. Recent Developments In The Virtual Reality Shopping Market

35. Virtual Reality Shopping Market High Potential Countries, Segments and Strategies

36. Appendix

(ÁÖ)±Û·Î¹úÀÎÆ÷¸ÞÀÌ¼Ç 02-2025-2992 kr-info@giikorea.co.kr
¨Ï Copyright Global Information, Inc. All rights reserved.
PC¹öÀü º¸±â