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Asia Pacific Virtual Reality In Retail Market Size, Share & Industry Trends Analysis Report By Application, By Component, By Device, By Vertical, By Country and Growth Forecast, 2023 - 2030

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    Report

  • 91 Pages
  • June 2023
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5852059
The Asia Pacific Virtual Reality In Retail Market should witness market growth of 27.8% CAGR during the forecast period (2023-2030).

Physical or geographical barriers like border controls, natural disasters, local problems, or time constraints do not affect the market which is the major factor driving growth. There is a lot of new hire training involved with working in retail. This approach can result in expensive errors while the individual is still learning the ropes. The onboarding process can be accelerated by simulating real-world situations in virtual reality. VR training accomplishes tasks more quickly and comprehensively, from packaging to utilizing new software at the counter. Virtual reality is just as real in retail learning as a teacher reviewing the content. Also, it lowers the cost of trainers traveling throughout the country or the world to hold extensive training sessions at stores. This is also anticipated to promote the growth of the market.

Virtual reality in retail boosts consumer interaction, personalizes shopping, enhances marketing initiatives, trains staff, and conducts consumer research. Customers can explore the store virtually, and try on outfits, makeup, and other items from the comfort of their homes. Nowadays, retail businesses have reached consumers’ home by the help of VR technologies. Users can spend more time browsing and connecting with the brand because they don't have to leave their current location or relocate physically.

The National Investment Promotion & Facility Agency of India predicts that due to sociodemographic and economic variables like urbanization, income growth, and a rise in nuclear families, the Indian retail industry will reach $2 trillion by 2032. In India during the first half of 2021, e-commerce accounted for about a third of sales in several electrical categories, nearly half of all smartphone sales, and roughly a fifth of all apparel sales. Consumer internet and e-commerce companies produced US$38 billion in 2021, up from US$8 billion in 2020, as large-scale investments are made in the fintech, hyperlocal, and e-commerce industries, and the Indian start-up ecosystem continues to grow. As a result, the Asia-Pacific region would see an increase in the market.

The China market dominated the Asia Pacific Virtual Reality In Retail Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $1,589.4 million by 2030. The Japan market is exhibiting a CAGR of 27% during (2023-2030). Additionally, The India market would showcase a CAGR of 28.6% during (2023-2030).

Based on Application, the market is segmented into Advertising & Marketing, Try-on Solutions, Planning & Designing and Information Systems. Based on Component, the market is segmented into Hardware, Software and Services. Based on Device, the market is segmented into Head Mounted Devices, Gesture Tracking Device and Projectors & Display Wall. Based on Vertical, the market is segmented into Clothing, Consumer Electronics, Food & Beverages and Home Products. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Matterport, Inc., Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.), FXGear, Inc., Visualise Creative Limited, Panedia Pty Ltd., FireBird VR, KonceptVR LLC, WeMakeVR, Fiebak Medien, and Subvrsive, Inc.

Scope of the Study

By Application

  • Advertising & Marketing
  • Try-on Solutions
  • Planning & Designing
  • Information Systems

By Component

  • Hardware
  • Software
  • Services

By Device

  • Head Mounted Devices
  • Gesture Tracking Device
  • Projectors & Display Wall

By Vertical

  • Clothing
  • Consumer Electronics
  • Food & Beverages
  • Home Products

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players

List of Companies Profiled in the Report:


  • Matterport, Inc.
  • Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
  • FXGear, Inc.
  • Visualise Creative Limited
  • Panedia Pty Ltd.
  • FireBird VR
  • KonceptVR LLC
  • WeMakeVR
  • Fiebak Medien
  • Subvrsive, Inc.

Unique Offerings

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Virtual Reality In Retail Market, by Application
1.4.2 Asia Pacific Virtual Reality In Retail Market, by Component
1.4.3 Asia Pacific Virtual Reality In Retail Market, by Device
1.4.4 Asia Pacific Virtual Reality In Retail Market, by Vertical
1.4.5 Asia Pacific Virtual Reality In Retail Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Asia Pacific Virtual Reality In Retail Market by Application
3.1 Asia Pacific Advertising & Marketing Market by Country
3.2 Asia Pacific Try-on Solutions Market by Country
3.3 Asia Pacific Planning & Designing Market by Country
3.4 Asia Pacific Information Systems Market by Country
Chapter 4. Asia Pacific Virtual Reality In Retail Market by Component
4.1 Asia Pacific Hardware Market by Country
4.2 Asia Pacific Software Market by Country
4.3 Asia Pacific Services Market by Country
Chapter 5. Asia Pacific Virtual Reality In Retail Market by Device
5.1 Asia Pacific Head Mounted Devices Market by Country
5.2 Asia Pacific Gesture Tracking Device Market by Country
5.3 Asia Pacific Projectors & Display Wall Market by Country
Chapter 6. Asia Pacific Virtual Reality In Retail Market by Vertical
6.1 Asia Pacific Clothing Market by Country
6.2 Asia Pacific Consumer Electronics Market by Country
6.3 Asia Pacific Food & Beverages Market by Country
6.4 Asia Pacific Home Products Market by Country
Chapter 7. Asia Pacific Virtual Reality In Retail Market by Country
7.1 China Virtual Reality In Retail Market
7.1.1 China Virtual Reality In Retail Market by Application
7.1.2 China Virtual Reality In Retail Market by Component
7.1.3 China Virtual Reality In Retail Market by Device
7.1.4 China Virtual Reality In Retail Market by Vertical
7.2 Japan Virtual Reality In Retail Market
7.2.1 Japan Virtual Reality In Retail Market by Application
7.2.2 Japan Virtual Reality In Retail Market by Component
7.2.3 Japan Virtual Reality In Retail Market by Device
7.2.4 Japan Virtual Reality In Retail Market by Vertical
7.3 India Virtual Reality In Retail Market
7.3.1 India Virtual Reality In Retail Market by Application
7.3.2 India Virtual Reality In Retail Market by Component
7.3.3 India Virtual Reality In Retail Market by Device
7.3.4 India Virtual Reality In Retail Market by Vertical
7.4 South Korea Virtual Reality In Retail Market
7.4.1 South Korea Virtual Reality In Retail Market by Application
7.4.2 South Korea Virtual Reality In Retail Market by Component
7.4.3 South Korea Virtual Reality In Retail Market by Device
7.4.4 South Korea Virtual Reality In Retail Market by Vertical
7.5 Singapore Virtual Reality In Retail Market
7.5.1 Singapore Virtual Reality In Retail Market by Application
7.5.2 Singapore Virtual Reality In Retail Market by Component
7.5.3 Singapore Virtual Reality In Retail Market by Device
7.5.4 Singapore Virtual Reality In Retail Market by Vertical
7.6 Malaysia Virtual Reality In Retail Market
7.6.1 Malaysia Virtual Reality In Retail Market by Application
7.6.2 Malaysia Virtual Reality In Retail Market by Component
7.6.3 Malaysia Virtual Reality In Retail Market by Device
7.6.4 Malaysia Virtual Reality In Retail Market by Vertical
7.7 Rest of Asia Pacific Virtual Reality In Retail Market
7.7.1 Rest of Asia Pacific Virtual Reality In Retail Market by Application
7.7.2 Rest of Asia Pacific Virtual Reality In Retail Market by Component
7.7.3 Rest of Asia Pacific Virtual Reality In Retail Market by Device
7.7.4 Rest of Asia Pacific Virtual Reality In Retail Market by Vertical
Chapter 8. Company Profiles
8.1 Matterport, Inc.
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Research & Development Expenses
8.1.4 Recent strategies and developments:
8.1.4.1 Partnerships, Collaborations, and Agreements:
8.2 Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.3 FXGear, Inc.
8.3.1 Company Overview
8.3.2 Recent strategies and developments:
8.3.2.1 Product Launches and Product Expansions:
8.4 Visualise Creative Limited
8.4.1 Company Overview
8.5 Panedia Pty Ltd.
8.5.1 Company Overview
8.6 FireBird VR
8.6.1 Company Overview
8.7 KonceptVR LLC
8.7.1 Company Overview
8.8 WeMakeVR.
8.8.1 Company Overview
8.9 Fiebak Medien
8.9.1 Company Overview
8.10. Subvrsive, Inc.
8.10.1 Company Overview

Companies Mentioned

  • Matterport, Inc.
  • Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
  • FXGear, Inc.
  • Visualise Creative Limited
  • Panedia Pty Ltd.
  • FireBird VR
  • KonceptVR LLC
  • WeMakeVR
  • Fiebak Medien
  • Subvrsive, Inc.

Methodology

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