
Virtual Reality and Augmented Reality in Retail Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Size, Share & Trends, Drivers, Restraints, Opportunities, Manufacturer, Applications, And Segments
- AMR-1066005
- May 2021
- Telecommunications and Wireless
- 126 Pages
Report Parameters | Details of Parameter |
Market Size | xx Million |
Based Year | 2020 |
Forecast Period Covered | 2020 – 2028 |
Units for value | Revenue in USD million and CAGR from 2020 to 2028 |
Covered Segments | Component, Types, Applications, End-Users, and more. |
Companies Covered | Epson America, Inc., Google LLC, Intel Corporation, Marxent Labs, Microsoft Corporation, PTC Inc., Qualcomm Technologies Inc., Samsung, Sony Corporation, Vuzix Corporation |
Region Covered | North America, Europe, Asia Pacific, Latin America, Middle East and Africa |
COVID-19 Coverage
With the beginning of the COVID-19 pandemic in early 2020, all major economies around the world enforced severe lockdown restrictions to curb the spread of the virus. Apart from a few sectors such as healthcare and related essential services, most of the industries suffered tremendously due to inability to function in a normal fashion. Moreover, even some of the essential sectors suffered due to delays caused by supply chain disruptions and other travel complexities. However, with massive vaccination drives in most of the developed economies, some of the economies across the world experienced economic recovery from 2021. The Virtual Reality and Augmented Reality in Retail market is expected to gain momentum in such economies and probably recover some of the losses inflicted in the year 2020. With continued efforts towards curbing the virus in the developing economies, the Virtual Reality and Augmented Reality in Retail market is expected to attain Pre COVID-19 levels by mid-2022.
Virtual Reality and Augmented Reality in Retail Report’s Assessment
The research report is formulated such that it offers a deep understating on the market drivers that are assimilating the growth of the market, the market opportunities that are going to provide future growth factors for the market and the market restraints which showcase the reasons as to why the market can get hampered and dissimilated. All these factors are considered keeping in view the historic and forecast analysis which can enlighten the above mentioned factors.
Thereby at a glance a reader can understand all the factors and prospects of the Virtual Reality and Augmented Reality in Retail market and how it can assimilate and dissimilate based on each of the factors and figures mentioned in the report
Virtual Reality and Augmented Reality in Retail Market Competitive and Premeditated Analysis
In the Virtual Reality and Augmented Reality in Retail report major factors such latest tactical developments, competitors, research and development, participation of each region in the market and the competition among them, the latest news regarding company acquisitions and product launch, revenue of the competitors as well as the key offerings they provide all these factors are mentioned in the report with reasons to justify and understand them in depth.
The readers and purchaser of the Virtual Reality and Augmented Reality in Retail research report can gain a comprehensive understanding of the market competition, the revenue of each major players and their contribution towards the market, attractive proposition analysis is provided in the report which sub divides the segments with respect to the largest segment that has contributed to the market growth and the fastest growing segment based on the size of the market as well as its overall appeal.
Major Key Players for Global Virtual Reality and Augmented Reality in Retail Market:
The Virtual Reality and Augmented Reality in Retail market research report offers the company profile of major key players including progress trends, competitive landscape breakdown, and key in regions development status. Epson America, Inc., Google LLC, Intel Corporation, Marxent Labs, Microsoft Corporation, PTC Inc., Qualcomm Technologies Inc., Samsung, Sony Corporation, Vuzix Corporation
The Virtual Reality and Augmented Reality in Retail market report showcases vast potentials of growth and assimilation which is going to provide the industry numerous opportunities to grow and generate revenue by understanding the segments and which segment is a potential part to increase the disposable income in the present and upcoming years.
Virtual Reality and Augmented Reality in Retail Market Segmentation Analysis:
Each of the segment is explained in brief along with the revenue it generates for the market based on the historic and forecast data by highlighting the largest segment and the fastest growing segment with reasons to justify it.
The Global segmentation of the Virtual Reality and Augmented Reality in Retail market:
by Type
AR
VR
Application
Online Retail
Offline Retail
Regional Analysis of the Virtual Reality and Augmented Reality in Retail market:
The Virtual Reality and Augmented Reality in Retail market is dived based on different regions such as North America, Europe, Asia Pacific, Latin America and the Middle East and Africa. And the analysis of each region is provided by highlighting the largest contribution region, the fastest growing region and the factors that is keeping the market active in the other regions is also mentioned in depth. Each regional segment also comprises of the revenue each segment holds in a specific region with reasons to justify the values.
By Regions:
- North America (U.S and Canada)
- Europe (U.K., Germany and France)
- Asia Pacific (China, India and Japan)
- Latin America (Mexico and Brazil)
- Middle East and Africa (GCC Countries and South Africa)

Major Factors Included and highlighted in the Virtual Reality and Augmented Reality in Retail report are as follows:
- The overall market value along with historic and future data analysis.
- The Growth drivers, opportunities and restraints are mention in detail.
- The size of the entire Virtual Reality and Augmented Reality in Retail market on a global perspective.
- The CAGR value of the overall market from 2020 to 2028.
- COVID-19 impact on the Virtual Reality and Augmented Reality in Retail market and how it is coping up with the situation.
- Major competitors and their contribution towards the market.
- The segmentation analysis is included which provides a clear picture of the market bifurcation.
- Tables and graphs that can easily been understood at a glance
- Latest trends and news related to the Virtual Reality and Augmented Reality in Retail market is included in the report.
The report aims to offer a complete solution to various businesses operating in the Virtual Reality and Augmented Reality in Retail market in making strategic decisions based on credible information and actionable insights. Thereby, the report covers various aspects of your requirements such as industry overview, market dynamics, regional analysis and competitive landscape. The report aims to provide insights to businesses in the Virtual Reality and Augmented Reality in Retail market for numerous purposes such as:
1. Strategic Decision Making:
With the help of this report, key decision makers can quickly analyze and identify growth opportunities in terms of numerous segments across various geographical regions. Thereby, this report enables organizations to identify and make strategic investments in specific market segments in order to gain maximum return on investment.
2. Actionable Insights:
The report offers a deep dive into how companies are leveraging market conditions to make the most in the Virtual Reality and Augmented Reality in Retail market. Thereby, the report offers numerous actionable insights into the best practices and key success factors relevant in the Virtual Reality and Augmented Reality in Retail market. Using the insights included in the report, businesses can make quick decisions to achieve success in business operations.
3. Competitive Snapshot:
In addition, to detailed information on the companies operating in the Virtual Reality and Augmented Reality in Retail market, the report also includes a competitive snapshot of all the companies covered in the report. Thereby, this offers a visual representation of how all the companies stand comparatively based on their competencies, geographic presence, market hold, years of operations, employee and financial strength, among others.
Manufacturers and Segments
- Epson America, Inc.
- Google LLC
- Intel Corporation
- Marxent Labs
- Microsoft Corporation
- PTC Inc.
- Qualcomm Technologies Inc.
- Samsung
- Sony Corporation
- Vuzix Corporation
- AR
- VR
- Online Retail
- Offline Retail
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1. Preface
1.1. Report Scope and Description
1.2. Research Methodology
1.2.1. Phase I-Secondary Research
1.2.2. Phase II-Primary Research
1.2.3. Phase II-Expert Panel Review
1.2.4. Assumptions
1.2.5. Approach Adopted
2. Executive Summarysegment Form
2.1. Global Virtual Reality and Augmented Reality in Retail Market Snapshot
2.1.1. Global Virtual Reality and Augmented Reality in Retail Market By Type,2019
2.1.1.1.AR
2.1.1.2.VR
2.1.2. Global Virtual Reality and Augmented Reality in Retail Market By Application,2019
2.1.2.1.Online Retail
2.1.2.2.Offline Retail
2.1.3. Global Virtual Reality and Augmented Reality in Retail Market By End-use,2019
2.1.4. Global Virtual Reality and Augmented Reality in Retail Market By Geography,2019
3. Global Virtual Reality and Augmented Reality in Retail Market Dynamics
3.1. Market Overview
3.2. Market Inclination Insights Analysis
3.3. Drivers
3.4. Challenges
3.5. Future Prospects
3.6. Impact Analysis of Drivers and Challenges During the Forecast Period, (2020-2028)
4. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
4.1. Overview
4.1.1. Market Share Analysis By Type, 2019 vs.2028
4.1.2. Attractive Investment Proposition By Type, 2020
4.2. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
5. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
5.1. Overview
5.1.1. Market Share Analysis By Application, 2019 vs.2028
5.1.2. Attractive Investment Proposition By Application, 2020
5.2. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
6. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
6.1. Overview
6.1.1. Market Share Analysis By End-use, 2019 vs.2028
6.1.2. Attractive Investment Proposition By End-use, 2020
6.2. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
7. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By Geography, 2018 – 2028
7.1. Overview
7.1.1. Market Share Analysis by Geography, 2019 vs. 2028
7.1.2. Attractive Investment Proposition by Geography, 2020
7.2. North America Virtual Reality and Augmented Reality in Retail Market Analysis, 2018 – 2028
7.2.1. North America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Country, 2018 – 2028
7.2.1.1. U.S.
7.2.1.2. Canada
7.2.2. North America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
7.2.3. North America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
7.2.4. North America Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
7.3. Europe Virtual Reality and Augmented Reality in Retail Market Analysis, 2018 – 2028
7.3.1. Europe Virtual Reality and Augmented Reality in Retail Market Size (US$), By Country, 2018 – 2028
7.3.1.1. U.K.
7.3.1.2. Germany
7.3.1.3. France
7.3.1.4. Rest of Europe
7.3.2. Europe Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
7.3.3. Europe Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
7.3.4. Europe Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
7.4. Asia Pacific Virtual Reality and Augmented Reality in Retail Market Analysis , 2018 – 2028
7.4.1. Asia Pacific Virtual Reality and Augmented Reality in Retail Market Size (US$), By Country, 2018 – 2028
7.4.1.1. China
7.4.1.2. Japan
7.4.1.3. India
7.4.1.4. Rest of Asia Pacific
7.4.2. Asia Pacific Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
7.4.3. Asia Pacific Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
7.4.4. Asia Pacific Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
7.5. Latin America Virtual Reality and Augmented Reality in Retail Market Analysis, 2018 – 2028
7.5.1. Latin America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Country, 2018 – 2028
7.5.1.1. Brazil
7.5.1.2. Mexico
7.5.1.3. Rest of Latin America
7.5.2. Latin America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
7.5.3. Latin America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
7.5.4. Latin America Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
7.6. Middle East & Africa (MEA) Virtual Reality and Augmented Reality in Retail Market Analysis, 2018 – 2028
7.6.1. MEA Virtual Reality and Augmented Reality in Retail Market Size (US$), By Region, 2018 – 2028
7.6.1.1. GCC Countries
7.6.1.2. South Africa
7.6.1.3. Rest of MEA
7.6.2. MEA Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
7.6.3. MEA Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
7.6.4. MEA Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
8. Company Profiles
8.1. Competitive Analysis
8.2. Market Positioning of Key Vendors
8.3. Key Strategies adopted by the Leading Players
8.4. Key Virtual Reality and Augmented Reality in Retail Providers
8.4.1 Epson America, Inc.
8.4.1.1 Business Description
8.4.1.2 Epson America, Inc. Geographic Operations
8.4.1.3 Epson America, Inc. Financial Information
8.4.1.4 Epson America, Inc. Product Positions/Portfolio
8.4.1.5 Epson America, Inc. Key Developments
8.4.2 Google LLC
8.4.2.1 Business Description
8.4.2.2 Google LLC Geographic Operations
8.4.2.3 Google LLC Financial Information
8.4.2.4 Google LLC Product Positions/Portfolio
8.4.2.5 Google LLC Key Developments
8.4.3 Intel Corporation
8.4.3.1 Business Description
8.4.3.2 Intel Corporation Geographic Operations
8.4.3.3 Intel Corporation Financial Information
8.4.3.4 Intel Corporation Product Positions/Portfolio
8.4.3.5 Intel Corporation Key Developments
8.4.4 Marxent Labs
8.4.4.1 Business Description
8.4.4.2 Marxent Labs Geographic Operations
8.4.4.3 Marxent Labs Financial Information
8.4.4.4 Marxent Labs Product Positions/Portfolio
8.4.4.5 Marxent Labs Key Developments
8.4.5 Microsoft Corporation
8.4.5.1 Business Description
8.4.5.2 Microsoft Corporation Geographic Operations
8.4.5.3 Microsoft Corporation Financial Information
8.4.5.4 Microsoft Corporation Product Positions/Portfolio
8.4.5.5 Microsoft Corporation Key Developments
8.4.6 PTC Inc.
8.4.6.1 Business Description
8.4.6.2 PTC Inc. Geographic Operations
8.4.6.3 PTC Inc. Financial Information
8.4.6.4 PTC Inc. Product Positions/Portfolio
8.4.6.5 PTC Inc. Key Developments
8.4.7 Qualcomm Technologies Inc.
8.4.7.1 Business Description
8.4.7.2 Qualcomm Technologies Inc. Geographic Operations
8.4.7.3 Qualcomm Technologies Inc. Financial Information
8.4.7.4 Qualcomm Technologies Inc. Product Positions/Portfolio
8.4.7.5 Qualcomm Technologies Inc. Key Developments
8.4.8 Samsung
8.4.8.1 Business Description
8.4.8.2 Samsung Geographic Operations
8.4.8.3 Samsung Financial Information
8.4.8.4 Samsung Product Positions/Portfolio
8.4.8.5 Samsung Key Developments
8.4.9 Sony Corporation
8.4.9.1 Business Description
8.4.9.2 Sony Corporation Geographic Operations
8.4.9.3 Sony Corporation Financial Information
8.4.9.4 Sony Corporation Product Positions/Portfolio
8.4.9.5 Sony Corporation Key Developments
8.4.10 Vuzix Corporation
8.4.10.1 Business Description
8.4.10.2 Vuzix Corporation Geographic Operations
8.4.10.3 Vuzix Corporation Financial Information
8.4.10.4 Vuzix Corporation Product Positions/Portfolio
8.4.10.5 Vuzix Corporation Key Developments
LIST OF TABLES
TABLE 1 Market Snapshot: Global Virtual Reality and Augmented Reality in Retail Market
TABLE 2 Impact Indicators
TABLE 3 Impact Analysis of Drivers and Restraints
TABLE 4 North America Virtual Reality and Augmented Reality in Retail Market Revenue, By Type, 2018 – 2028 (US$ Mn)
TABLE 5 North America Virtual Reality and Augmented Reality in Retail Market Revenue, By Application, 2018 – 2028 (US$ Mn)
TABLE 6 North America Virtual Reality and Augmented Reality in Retail Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 7 Europe Virtual Reality and Augmented Reality in Retail Market Revenue, By Type, 2018 – 2028 (US$ Mn)
TABLE 8 Europe Virtual Reality and Augmented Reality in Retail Market Revenue, By Application, 2018 – 2028 (US$ Mn)
TABLE 9 Europe Virtual Reality and Augmented Reality in Retail Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 10 Asia Pacific Virtual Reality and Augmented Reality in Retail Market Revenue, By Type, 2018 – 2028 (US$ Mn)
TABLE 11 Asia Pacific Virtual Reality and Augmented Reality in Retail Market Revenue, By Application, 2018 – 2028 (US$ Mn)
TABLE 12 Asia Pacific Virtual Reality and Augmented Reality in Retail Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 13 Latin America Virtual Reality and Augmented Reality in Retail Market Revenue, By Type, 2018 – 2028 (US$ Mn)
TABLE 14 Latin America Virtual Reality and Augmented Reality in Retail Market Revenue, By Application, 2018 – 2028 (US$ Mn)
TABLE 15 Latin America Virtual Reality and Augmented Reality in Retail Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 16 MEA Virtual Reality and Augmented Reality in Retail Market Revenue, By Type, 2018 – 2028 (US$ Mn)
TABLE 17 MEA Virtual Reality and Augmented Reality in Retail Market Revenue, By Application, 2018 – 2028 (US$ Mn)
TABLE 18 MEA Virtual Reality and Augmented Reality in Retail Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
LIST OF FIGURES
FIG. 1 Global Virtual Reality and Augmented Reality in Retail: Market Segmentation
FIG. 2 Global Virtual Reality and Augmented Reality in Retail Market: Research Methodology
FIG. 3 Top-Down and Bottom-up Approach
FIG. 4 Global Virtual Reality and Augmented Reality in Retail Market, By Type, 2019 (US$ Mn)
FIG. 5 Global Virtual Reality and Augmented Reality in Retail Market, By Application, 2019 (US$ Mn)
FIG. 6 Global Virtual Reality and Augmented Reality in Retail Market, By End-use, 2019 (US$ Mn)
FIG. 7 Global Virtual Reality and Augmented Reality in Retail Market, By Geography, 2019 (US$ Mn)
FIG. 8 Global Virtual Reality and Augmented Reality in Retail Market Revenue and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG. 9 Attractive Investment Proposition
FIG. 10 Market Positioning of Key Virtual Reality and Augmented Reality in Retail Providers, 2019
FIG. 11 Global Virtual Reality and Augmented Reality in Retail Market Revenue Contribution, By Type, 2019 & 2028 (Value %)
FIG. 12 Global Virtual Reality and Augmented Reality in Retail Market Revenue Contribution, By Application, 2019 & 2028 (Value %)
FIG. 13 Global Virtual Reality and Augmented Reality in Retail Market Revenue Contribution, By End-use, 2019 & 2028 (Value %)
FIG. 14 North America Virtual Reality and Augmented Reality in Retail Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 15 Europe Virtual Reality and Augmented Reality in Retail Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 16 Asia Pacific Virtual Reality and Augmented Reality in Retail Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 17 Latin America Virtual Reality and Augmented Reality in Retail Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 18 MEA Virtual Reality and Augmented Reality in Retail Market Revenue, 2018 – 2028, (US$ Mn)
Key Takeaways:
1. Market value and estimate of the Virtual Reality and Augmented Reality in Retail market for the period from 2020 to 2028
2. Compounded annual growth rate (CAGR%) for individual segments in various regional markets for a period from 2020 to 2028
3. Value chain analysis
4. Market share study combined with competitive landscape of major players
5. Profiles of major market players covering overall business operations, geographic occurrence, product portfolio, financial status and news coverage
1.1. Report Scope and Description
1.2. Research Methodology
1.2.1. Phase I-Secondary Research
1.2.2. Phase II-Primary Research
1.2.3. Phase II-Expert Panel Review
1.2.4. Assumptions
1.2.5. Approach Adopted
2. Executive Summarysegment Form
2.1. Global Virtual Reality and Augmented Reality in Retail Market Snapshot
2.1.1. Global Virtual Reality and Augmented Reality in Retail Market By Type,2019
2.1.1.1.AR
2.1.1.2.VR
2.1.2. Global Virtual Reality and Augmented Reality in Retail Market By Application,2019
2.1.2.1.Online Retail
2.1.2.2.Offline Retail
2.1.3. Global Virtual Reality and Augmented Reality in Retail Market By End-use,2019
2.1.4. Global Virtual Reality and Augmented Reality in Retail Market By Geography,2019
3. Global Virtual Reality and Augmented Reality in Retail Market Dynamics
3.1. Market Overview
3.2. Market Inclination Insights Analysis
3.3. Drivers
3.4. Challenges
3.5. Future Prospects
3.6. Impact Analysis of Drivers and Challenges During the Forecast Period, (2020-2028)
4. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
4.1. Overview
4.1.1. Market Share Analysis By Type, 2019 vs.2028
4.1.2. Attractive Investment Proposition By Type, 2020
4.2. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
5. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
5.1. Overview
5.1.1. Market Share Analysis By Application, 2019 vs.2028
5.1.2. Attractive Investment Proposition By Application, 2020
5.2. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
6. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
6.1. Overview
6.1.1. Market Share Analysis By End-use, 2019 vs.2028
6.1.2. Attractive Investment Proposition By End-use, 2020
6.2. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
7. Global Virtual Reality and Augmented Reality in Retail Market Size (US$), By Geography, 2018 – 2028
7.1. Overview
7.1.1. Market Share Analysis by Geography, 2019 vs. 2028
7.1.2. Attractive Investment Proposition by Geography, 2020
7.2. North America Virtual Reality and Augmented Reality in Retail Market Analysis, 2018 – 2028
7.2.1. North America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Country, 2018 – 2028
7.2.1.1. U.S.
7.2.1.2. Canada
7.2.2. North America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
7.2.3. North America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
7.2.4. North America Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
7.3. Europe Virtual Reality and Augmented Reality in Retail Market Analysis, 2018 – 2028
7.3.1. Europe Virtual Reality and Augmented Reality in Retail Market Size (US$), By Country, 2018 – 2028
7.3.1.1. U.K.
7.3.1.2. Germany
7.3.1.3. France
7.3.1.4. Rest of Europe
7.3.2. Europe Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
7.3.3. Europe Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
7.3.4. Europe Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
7.4. Asia Pacific Virtual Reality and Augmented Reality in Retail Market Analysis , 2018 – 2028
7.4.1. Asia Pacific Virtual Reality and Augmented Reality in Retail Market Size (US$), By Country, 2018 – 2028
7.4.1.1. China
7.4.1.2. Japan
7.4.1.3. India
7.4.1.4. Rest of Asia Pacific
7.4.2. Asia Pacific Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
7.4.3. Asia Pacific Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
7.4.4. Asia Pacific Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
7.5. Latin America Virtual Reality and Augmented Reality in Retail Market Analysis, 2018 – 2028
7.5.1. Latin America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Country, 2018 – 2028
7.5.1.1. Brazil
7.5.1.2. Mexico
7.5.1.3. Rest of Latin America
7.5.2. Latin America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
7.5.3. Latin America Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
7.5.4. Latin America Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
7.6. Middle East & Africa (MEA) Virtual Reality and Augmented Reality in Retail Market Analysis, 2018 – 2028
7.6.1. MEA Virtual Reality and Augmented Reality in Retail Market Size (US$), By Region, 2018 – 2028
7.6.1.1. GCC Countries
7.6.1.2. South Africa
7.6.1.3. Rest of MEA
7.6.2. MEA Virtual Reality and Augmented Reality in Retail Market Size (US$), By Type, 2018 – 2028
7.6.3. MEA Virtual Reality and Augmented Reality in Retail Market Size (US$), By Application, 2018 – 2028
7.6.4. MEA Virtual Reality and Augmented Reality in Retail Market Size (US$), By End-use, 2018 – 2028
8. Company Profiles
8.1. Competitive Analysis
8.2. Market Positioning of Key Vendors
8.3. Key Strategies adopted by the Leading Players
8.4. Key Virtual Reality and Augmented Reality in Retail Providers
8.4.1 Epson America, Inc.
8.4.1.1 Business Description
8.4.1.2 Epson America, Inc. Geographic Operations
8.4.1.3 Epson America, Inc. Financial Information
8.4.1.4 Epson America, Inc. Product Positions/Portfolio
8.4.1.5 Epson America, Inc. Key Developments
8.4.2 Google LLC
8.4.2.1 Business Description
8.4.2.2 Google LLC Geographic Operations
8.4.2.3 Google LLC Financial Information
8.4.2.4 Google LLC Product Positions/Portfolio
8.4.2.5 Google LLC Key Developments
8.4.3 Intel Corporation
8.4.3.1 Business Description
8.4.3.2 Intel Corporation Geographic Operations
8.4.3.3 Intel Corporation Financial Information
8.4.3.4 Intel Corporation Product Positions/Portfolio
8.4.3.5 Intel Corporation Key Developments
8.4.4 Marxent Labs
8.4.4.1 Business Description
8.4.4.2 Marxent Labs Geographic Operations
8.4.4.3 Marxent Labs Financial Information
8.4.4.4 Marxent Labs Product Positions/Portfolio
8.4.4.5 Marxent Labs Key Developments
8.4.5 Microsoft Corporation
8.4.5.1 Business Description
8.4.5.2 Microsoft Corporation Geographic Operations
8.4.5.3 Microsoft Corporation Financial Information
8.4.5.4 Microsoft Corporation Product Positions/Portfolio
8.4.5.5 Microsoft Corporation Key Developments
8.4.6 PTC Inc.
8.4.6.1 Business Description
8.4.6.2 PTC Inc. Geographic Operations
8.4.6.3 PTC Inc. Financial Information
8.4.6.4 PTC Inc. Product Positions/Portfolio
8.4.6.5 PTC Inc. Key Developments
8.4.7 Qualcomm Technologies Inc.
8.4.7.1 Business Description
8.4.7.2 Qualcomm Technologies Inc. Geographic Operations
8.4.7.3 Qualcomm Technologies Inc. Financial Information
8.4.7.4 Qualcomm Technologies Inc. Product Positions/Portfolio
8.4.7.5 Qualcomm Technologies Inc. Key Developments
8.4.8 Samsung
8.4.8.1 Business Description
8.4.8.2 Samsung Geographic Operations
8.4.8.3 Samsung Financial Information
8.4.8.4 Samsung Product Positions/Portfolio
8.4.8.5 Samsung Key Developments
8.4.9 Sony Corporation
8.4.9.1 Business Description
8.4.9.2 Sony Corporation Geographic Operations
8.4.9.3 Sony Corporation Financial Information
8.4.9.4 Sony Corporation Product Positions/Portfolio
8.4.9.5 Sony Corporation Key Developments
8.4.10 Vuzix Corporation
8.4.10.1 Business Description
8.4.10.2 Vuzix Corporation Geographic Operations
8.4.10.3 Vuzix Corporation Financial Information
8.4.10.4 Vuzix Corporation Product Positions/Portfolio
8.4.10.5 Vuzix Corporation Key Developments
LIST OF TABLES
TABLE 1 Market Snapshot: Global Virtual Reality and Augmented Reality in Retail Market
TABLE 2 Impact Indicators
TABLE 3 Impact Analysis of Drivers and Restraints
TABLE 4 North America Virtual Reality and Augmented Reality in Retail Market Revenue, By Type, 2018 – 2028 (US$ Mn)
TABLE 5 North America Virtual Reality and Augmented Reality in Retail Market Revenue, By Application, 2018 – 2028 (US$ Mn)
TABLE 6 North America Virtual Reality and Augmented Reality in Retail Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 7 Europe Virtual Reality and Augmented Reality in Retail Market Revenue, By Type, 2018 – 2028 (US$ Mn)
TABLE 8 Europe Virtual Reality and Augmented Reality in Retail Market Revenue, By Application, 2018 – 2028 (US$ Mn)
TABLE 9 Europe Virtual Reality and Augmented Reality in Retail Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 10 Asia Pacific Virtual Reality and Augmented Reality in Retail Market Revenue, By Type, 2018 – 2028 (US$ Mn)
TABLE 11 Asia Pacific Virtual Reality and Augmented Reality in Retail Market Revenue, By Application, 2018 – 2028 (US$ Mn)
TABLE 12 Asia Pacific Virtual Reality and Augmented Reality in Retail Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 13 Latin America Virtual Reality and Augmented Reality in Retail Market Revenue, By Type, 2018 – 2028 (US$ Mn)
TABLE 14 Latin America Virtual Reality and Augmented Reality in Retail Market Revenue, By Application, 2018 – 2028 (US$ Mn)
TABLE 15 Latin America Virtual Reality and Augmented Reality in Retail Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 16 MEA Virtual Reality and Augmented Reality in Retail Market Revenue, By Type, 2018 – 2028 (US$ Mn)
TABLE 17 MEA Virtual Reality and Augmented Reality in Retail Market Revenue, By Application, 2018 – 2028 (US$ Mn)
TABLE 18 MEA Virtual Reality and Augmented Reality in Retail Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
LIST OF FIGURES
FIG. 1 Global Virtual Reality and Augmented Reality in Retail: Market Segmentation
FIG. 2 Global Virtual Reality and Augmented Reality in Retail Market: Research Methodology
FIG. 3 Top-Down and Bottom-up Approach
FIG. 4 Global Virtual Reality and Augmented Reality in Retail Market, By Type, 2019 (US$ Mn)
FIG. 5 Global Virtual Reality and Augmented Reality in Retail Market, By Application, 2019 (US$ Mn)
FIG. 6 Global Virtual Reality and Augmented Reality in Retail Market, By End-use, 2019 (US$ Mn)
FIG. 7 Global Virtual Reality and Augmented Reality in Retail Market, By Geography, 2019 (US$ Mn)
FIG. 8 Global Virtual Reality and Augmented Reality in Retail Market Revenue and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG. 9 Attractive Investment Proposition
FIG. 10 Market Positioning of Key Virtual Reality and Augmented Reality in Retail Providers, 2019
FIG. 11 Global Virtual Reality and Augmented Reality in Retail Market Revenue Contribution, By Type, 2019 & 2028 (Value %)
FIG. 12 Global Virtual Reality and Augmented Reality in Retail Market Revenue Contribution, By Application, 2019 & 2028 (Value %)
FIG. 13 Global Virtual Reality and Augmented Reality in Retail Market Revenue Contribution, By End-use, 2019 & 2028 (Value %)
FIG. 14 North America Virtual Reality and Augmented Reality in Retail Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 15 Europe Virtual Reality and Augmented Reality in Retail Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 16 Asia Pacific Virtual Reality and Augmented Reality in Retail Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 17 Latin America Virtual Reality and Augmented Reality in Retail Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 18 MEA Virtual Reality and Augmented Reality in Retail Market Revenue, 2018 – 2028, (US$ Mn)
Key Takeaways:
1. Market value and estimate of the Virtual Reality and Augmented Reality in Retail market for the period from 2020 to 2028
2. Compounded annual growth rate (CAGR%) for individual segments in various regional markets for a period from 2020 to 2028
3. Value chain analysis
4. Market share study combined with competitive landscape of major players
5. Profiles of major market players covering overall business operations, geographic occurrence, product portfolio, financial status and news coverage
List of Tables
TABLE Market Snapshot: Global Virtual Reality and Augmented Reality in Retail MarketTABLE Impact Pointers
TABLE Impact Analysis of Drivers and Restraints
TABLE North America Virtual Reality and Augmented Reality in Retail Market Value, By Segment1, 2018 – 2028
TABLE North America Virtual Reality and Augmented Reality in Retail Market Value, By Segment2, 2018 – 2028
TABLE North America Virtual Reality and Augmented Reality in Retail Market Value, By Country, 2018 – 2028
TABLE Europe Virtual Reality and Augmented Reality in Retail Market Value, By Segment1, 2018 – 2028
TABLE Europe Virtual Reality and Augmented Reality in Retail Market Value, By Segment2, 2018 – 2028
TABLE Europe Virtual Reality and Augmented Reality in Retail Market Value, By Country, 2018 – 2028
TABLE Asia Pacific Virtual Reality and Augmented Reality in Retail Market Value, By Segment1, 2018 – 2028
TABLE Asia Pacific Virtual Reality and Augmented Reality in Retail Market Value, By Segment2, 2018 – 2028
TABLE Asia Pacific Virtual Reality and Augmented Reality in Retail Market Value, By Country, 2018 – 2028
TABLE Latin America Virtual Reality and Augmented Reality in Retail Market Value, By Segment1, 2018 – 2028
TABLE Latin America Virtual Reality and Augmented Reality in Retail Market Value, By Segment2, 2018 – 2028
TABLE Latin America Virtual Reality and Augmented Reality in Retail Market Value, By Country, 2018 – 2028
TABLE MEA Virtual Reality and Augmented Reality in Retail Market Value, By Segment1, 2018 – 2028
TABLE MEA Virtual Reality and Augmented Reality in Retail Market Value, By Segment2, 2018 – 2028
TABLE MEA Virtual Reality and Augmented Reality in Retail Market Value, By Country, 2018 – 2028
TABLE Epson America, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE Google LLC: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE Intel Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE Marxent Labs: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE PTC Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE Qualcomm Technologies Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE Samsung: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE Sony Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE Vuzix Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
List of Figures
FIG. Global Virtual Reality and Augmented Reality in Retail Market: Research MethodologyFIG. Top-Down and Bottom Up Approach
FIG. Global Virtual Reality and Augmented Reality in Retail Market, By Segment1, 2019 (US$ Mn)
FIG. Global Virtual Reality and Augmented Reality in Retail Market, By Segment2, 2019 (US$ Mn)
FIG. Global Virtual Reality and Augmented Reality in Retail Market, By Geography, 2019 (US$ Mn)
FIG. Global Virtual Reality and Augmented Reality in Retail Market Value and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG. Attractive Investment Proposition
FIG. Market Positioning of Key Virtual Reality and Augmented Reality in Retail Providers, 2016
FIG. Global Virtual Reality and Augmented Reality in Retail Market Value Share, By Segment1, 2019 & 2028 (% Value)
FIG. Global VR Market Value, 2018 – 2028, (US$ Mn)
FIG. Global Market Value, 2018 – 2028, (US$ Mn)
FIG. Global Virtual Reality and Augmented Reality in Retail Market Value Share, By Segment2, 2019 & 2028 (% Value)
FIG. Global Offline Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. Global Market Value, 2018 – 2028, (US$ Mn)
FIG. U.S. Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. Canada Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. UK Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. Germany Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. France Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. Rest of Europe Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. China Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. Japan Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. India Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. Rest of Asia Pacific Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. Mexico Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. Brazil Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. Rest of Latin America Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. GCC Countries Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. South Africa Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)
FIG. Rest of MEA Virtual Reality and Augmented Reality in Retail Market Value, 2018 – 2028, (US$ Mn)