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1644258

小売業におけるバーチャルリアリティの世界市場

Virtual Reality in Retail


出版日
ページ情報
英文 154 Pages
納期
即日から翌営業日
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.06円
小売業におけるバーチャルリアリティの世界市場
出版日: 2025年01月27日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 154 Pages
納期: 即日から翌営業日
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概要

小売業におけるバーチャルリアリティの世界市場は2030年までに241億米ドルに達する見込み

2024年に57億米ドルと推定される小売業におけるバーチャルリアリティの世界市場は、分析期間2024-2030年にCAGR 27.0%で成長し、2030年には241億米ドルに達すると予測されます。本レポートで分析したセグメントの1つである小売ハードウェアにおけるVRは、CAGR 24.9%を記録し、分析期間終了までに118億米ドルに達すると予測されます。小売業向けソフトウェアにおけるVR分野の成長率は、分析期間でCAGR 30.3%と推定されます。

米国市場は15億米ドルと推定、中国はCAGR 25.7%で成長予測

米国の小売業におけるバーチャルリアリティ市場は、2024年に15億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに37億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは25.7%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ24.3%と23.5%と予測されています。欧州では、ドイツがCAGR約18.9%で成長すると予測されています。

世界の小売業におけるバーチャルリアリティ市場動向と促進要因まとめ

小売業におけるバーチャルリアリティとは何か、ショッピング体験をどのように変えるのか?

小売業におけるバーチャルリアリティは没入型テクノロジーを活用し、消費者が商品やブランドと接する方法を変革します。VRを通じて、買い物客はバーチャル店舗、試着体験、商品デモンストレーションなど、物理的な小売環境の高度にインタラクティブでリアルなシミュレーションに参加することができます。このテクノロジーは、顧客エンゲージメントを強化し、意思決定を合理化し、オンラインと店舗でのショッピングのギャップを埋める革新的な方法を小売業者に提供します。家具のビジュアライゼーションからファッションの試着まで、VRは現代の小売戦略に不可欠な要素となりつつあります。

小売業におけるVRの採用は、パーソナライズされた便利なショッピング体験に対する需要の高まりによって後押しされています。VRによって消費者は3次元の環境で商品を探索することができ、特徴やフィット感、機能性をより深く理解することができます。この没入型のアプローチは、物理的に商品に触れることができないなど、eコマースにおける一般的なペインポイントに対処するものです。さらに、ブランドはVRを利用して説得力のあるストーリーを語り、記憶に残る体験を創造することで、顧客とのより強い感情的なつながりを育んでいます。その結果、小売業のダイナミクスが変化し、VRがロイヤルティ構築と売上促進に重要な役割を果たしています。

バーチャル・リアリティは小売業のオペレーションと顧客エンゲージメントをどのように強化するのか?

小売業におけるVRの変革の可能性は、没入型、インタラクティブ、カスタマイズ可能なショッピング・ジャーニーを実現する能力にあります。例えば、VRショールームでは、顧客が商品で満たされた仮想空間をナビゲートできるため、物理的な在庫や大規模な店舗が不要になります。このアプローチは、小売企業にとってコスト削減につながるだけでなく、体験型ショッピングの増加傾向に対応するものでもあります。さらに、ファッションや美容の分野で一般的に使用されているVR試着ソリューションにより、顧客は服やアクセサリー、化粧品が自分にどのように似合うかを視覚化することができ、オンラインショッピングに伴う不確実性を軽減することができます。

小売業におけるVRのもう一つの重要な用途は、商品の視覚化です。例えば、家具小売業者はVRを利用して、顧客が仮想の家具を自宅に置くことができるようにし、顧客が自信を持って購入を決定できるようにすることができます。VRはまた、顧客とのやり取りや店舗管理業務など、現実のシナリオをシミュレートすることで、小売スタッフのトレーニングにも重要な役割を果たしています。さらに、小売企業はVRを人工知能(AI)と統合することで、個人の嗜好や行動に基づいてオーダーメイドの推奨や洞察を提供しています。これらのイノベーションは、顧客満足度と業務効率の両方を向上させ、VRを小売業界にとって価値ある資産として位置づけています。

どのような動向が小売業におけるバーチャルリアリティの採用を形成しているか?

消費者の期待の進化やテクノロジーの進歩を反映し、小売業へのバーチャルリアリティの統合を後押ししているのは、いくつかの重要な動向です。顕著な動向の1つは、VRが物理的なショッピング体験とデジタルなショッピング体験の橋渡しをするオムニチャネル・リテイリングの台頭です。小売企業は、店舗とオンライン・チャネル間のシームレスな移行を実現するためにVRを採用するケースが増えており、顧客は一貫した魅力的なショッピング・ジャーニーを楽しむことができます。もう一つの動向は、VR小売アプリケーションにゲーミフィケーションの要素を取り入れることです。報酬や課題、インタラクティブなゲームを導入することで、ブランドは顧客エンゲージメントとリテンションを高めることができます。

小売業におけるVRの導入に影響を与える重要な要因として、持続可能性も浮上しています。バーチャルショールームを実現し、物理的な在庫や店舗スペースの必要性を減らすことで、VRは小売業者の環境負荷低減に貢献します。5G接続の拡大は、リアルタイムのレンダリングを強化し、待ち時間を短縮することで、VRの採用をさらに加速させ、この技術をより身近で効果的なものにしています。最後に、ソーシャル・コマース・プラットフォームにVRを統合することで、ユーザーがバーチャルなショッピング体験を友人やコミュニティと共有できるようになり、没入型小売に社会的な側面が加わっています。

小売業におけるVR市場の成長を促進する要因とは?

小売業におけるVR市場の成長は、VRハードウェアおよびソフトウェアの進歩、消費者行動の変化、体験型ショッピングへの注目の高まりなど、いくつかの要因によって牽引されています。主な要因の1つは、小売業におけるパーソナライゼーションに対する需要の高まりです。VRは、バーチャル試着からカスタマイズされた店舗レイアウトまで、高度にカスタマイズされた体験を可能にし、消費者の好みに合わせて購買意欲を高める。さらに、オンラインショッピングの人気の高まりと、物理的なインタラクションの欠如など、その限界に対処する必要性により、VRはデジタル小売と物理的小売のギャップを埋めるための不可欠なツールとなっています。

ファッション、インテリア、自動車など、多様な小売セクターでVRの用途が拡大していることも、市場成長に寄与しています。例えば、家具小売業者は、顧客が生活空間で商品を視覚化できるようにするためにVRを利用し、自動車販売業者は、バーチャル試乗や車両のカスタマイズのためにVRを活用しています。費用対効果の高いVRデバイスやプラットフォームの開発により、中小規模の小売業者でもこの技術を利用できるようになり、導入が拡大しています。さらに、小売大手によるAR/VR技術への投資の増加や、VRとAIおよび分析プラットフォームとの統合により、VRアプリケーションの機能と効果が向上しています。これらの要因が総合的に、小売の未来を再構築する上でVRが変革的な役割を果たすことを裏付けています。

セグメント

コンポーネント(ハードウェア・コンポーネント、ソフトウェア・コンポーネント、サービス・コンポーネント)、デバイス・タイプ(ヘッドマウント・デバイス、ジェスチャー・トラッキング・デバイス、その他のデバイス・タイプ)、エンド・ユース(衣料品エンド・ユース、飲食品エンド・ユース、その他のエンド・ユース)

調査対象企業の例(計22社を掲載)

  • Fieback Medien
  • FXGear, Inc.
  • Koncept VR
  • Matterport, Inc.
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Viar360
  • Visualise Creative Limited(VCL)
  • VREOS e.U.(VREI)

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • その他の地域

第4章 競合

目次
Product Code: MCP33299

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.

Select Competitors (Total 22 Featured) -

  • Fieback Medien
  • FXGear, Inc.
  • Koncept VR
  • Matterport, Inc.
  • Panedia Pty Ltd.
  • Subvrsive, Inc.
  • Viar360
  • Visualise Creative Limited (VCL)
  • VREOS e.U. (VREI)

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Economic Frontiers: Trends, Trials & Transformations
    • 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

IV. COMPETITION