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市場調査レポート
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1334006

小売向けVRの世界市場の予測(~2032年)

Virtual Reality in Retail Market Research Report Global Forecast 2032

出版日: | 発行: Market Research Future | ページ情報: 英文 100 Pages | 納期: お問合せ

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=154.94円
小売向けVRの世界市場の予測(~2032年)
出版日: 2023年08月20日
発行: Market Research Future
ページ情報: 英文 100 Pages
納期: お問合せ
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界の小売向けVRの市場規模は、2032年末までにCAGRで25.00%の大幅な成長が予測されています。最適化されたショッピング体験への関心が、市場の発展を促進する主な促進要因となっています。

地域の考察

北米が市場を独占する見込みです。米国における市場収益の増加が、北米市場の拡大の重大な促進要因となっています。米国はApple, Inc.、Microsoft、Wizardry Jump、Google LLCのような多数の先進組織の拠点であり、目覚ましいVR研究を行っています。

欧州では、ドイツ市場が大きな市場シェアを占め、英国市場が欧州でもっとも速く発展しています。

アジア太平洋市場は、2023年~2032年に急速に拡大すると予測されています。HMDやその他のVR関連機器の有力な卸売業者である中国では、小売向けVRが大きな伸びを見せました。

当レポートでは、世界の小売向けVR市場について調査分析し、市場力学、地域とセグメントの分析、企業プロファイルなどを提供しています。

目次

第1章 市場のイントロダクション

第2章 調査手法

第3章 市場力学

  • イントロダクション
  • 市場促進要因
  • 市場課題
  • 市場機会
  • 市場抑制要因

第4章 エグゼクティブサマリー

第5章 市場要因の分析

  • ポーターのファイブフォース分析
  • サプライチェーン分析

第6章 小売向けVR市場:セグメント別

  • イントロダクション
  • 市場統計
    • ハードウェア別
    • ソフトウェア互換性別
    • タイプ別
    • 地域別

第7章 競合分析

  • 市場シェア分析
  • 企業プロファイル
    • 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.)
    • その他
図表

LIST OF TABLES

  • TABLE 1 VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 2 VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 3 VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 4 VIRTUAL REALITY IN RETAIL MARKET, BY REGION
  • TABLE 5 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 6 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 7 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 8 U.S. VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 9 U.S. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 10 U.S. VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 11 CANADA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 12 CANADA VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 13 CANADA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 14 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 15 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 16 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 17 GERMANY VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 18 GERMANY VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 19 GERMANY VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 20 FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 21 FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 22 FRANCE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 23 U.K. VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 24 U.K. VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 25 U.K. VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 26 REST OF EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 27 REST OF EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 28 REST OF EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 29 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 30 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 31 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY TYPE
  • TABLE 32 REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE
  • TABLE 33 REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY
  • TABLE 34 REST OF THE WORLD VIRTUAL REALITY IN RETAIL MARKET, BY TYPE

LIST OF FIGURES

  • FIGURE 1 RESEARCH TYPE
  • FIGURE 2 VIRTUAL REALITY IN RETAIL MARKET: BY HARDWARE (%)
  • FIGURE 3 VIRTUAL REALITY IN RETAIL MARKET: BY SOFTWARE COMPATIBILITY (%)
  • FIGURE 4 VIRTUAL REALITY IN RETAIL MARKET: BY TYPE (%)
  • FIGURE 5 VIRTUAL REALITY IN RETAIL MARKET: BY REGION (%)
  • FIGURE 6 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)
  • FIGURE 7 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)
  • FIGURE 8 NORTH AMERICA VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)
  • FIGURE 9 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)
  • FIGURE 10 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)
  • FIGURE 11 EUROPE VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)
  • FIGURE 12 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET BY HARDWARE (%)
  • FIGURE 13 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY SOFTWARE COMPATIBILITY (%)
  • FIGURE 14 ASIA-PACIFIC VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)
  • FIGURE 15 ROW VIRTUAL REALITY IN RETAIL MARKET, BY HARDWARE (%)
  • FIGURE 16 ROW VIRTUAL REALITY IN RETAIL MARKET, BY YPE (%)
  • FIGURE 17 ROW VIRTUAL REALITY IN RETAIL MARKET, BY TYPE (%)
目次
Product Code: MRFR/ICT/2517-CR

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