Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Virtual Reality In Retail Market
5.1. COVID-19 Landscape: Virtual Reality In Retail Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Virtual Reality In Retail Market, By Component
8.1. Virtual Reality In Retail Market, by Component, 2023-2032
8.1.1. Hardware
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Software
8.1.2.1. Market Revenue and Forecast (2020-2032)
8.1.3. Services
8.1.3.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global Virtual Reality In Retail Market, By Device
9.1. Virtual Reality In Retail Market, by Device, 2023-2032
9.1.1. Head Mounted Devices
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. Gesture Tracking Device
9.1.2.1. Market Revenue and Forecast (2020-2032)
9.1.3. Projectors & Display Wall
9.1.3.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global Virtual Reality In Retail Market, By Application
10.1. Virtual Reality In Retail Market, by Application, 2023-2032
10.1.1. Information Systems
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Advertising & Marketing
10.1.2.1. Market Revenue and Forecast (2020-2032)
10.1.3. Try-on Solutions
10.1.3.1. Market Revenue and Forecast (2020-2032)
10.1.4. Planning & Designing
10.1.4.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global Virtual Reality In Retail Market, By Vertical
11.1. Virtual Reality In Retail Market, by Vertical, 2023-2032
11.1.1. Food and Beverage
11.1.1.1. Market Revenue and Forecast (2020-2032)
11.1.2. Home Products
11.1.2.1. Market Revenue and Forecast (2020-2032)
11.1.3. Clothing
11.1.3.1. Market Revenue and Forecast (2020-2032)
11.1.4. Consumer Electronics
11.1.4.1. Market Revenue and Forecast (2020-2032)
Chapter 12. Global Virtual Reality In Retail Market, Regional Estimates and Trend Forecast
12.1. North America
12.1.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.2. Market Revenue and Forecast, by Device (2020-2032)
12.1.3. Market Revenue and Forecast, by Application (2020-2032)
12.1.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.1.5. U.S.
12.1.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.1.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.1.5.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.1.6. Rest of North America
12.1.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.6.2. Market Revenue and Forecast, by Device (2020-2032)
12.1.6.3. Market Revenue and Forecast, by Application (2020-2032)
12.1.6.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.2. Europe
12.2.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.2. Market Revenue and Forecast, by Device (2020-2032)
12.2.3. Market Revenue and Forecast, by Application (2020-2032)
12.2.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.2.5. UK
12.2.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.2.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.2.5.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.2.6. Germany
12.2.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.6.2. Market Revenue and Forecast, by Device (2020-2032)
12.2.6.3. Market Revenue and Forecast, by Application (2020-2032)
12.2.6.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.2.7. France
12.2.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.7.2. Market Revenue and Forecast, by Device (2020-2032)
12.2.7.3. Market Revenue and Forecast, by Application (2020-2032)
12.2.7.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.2.8. Rest of Europe
12.2.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.8.2. Market Revenue and Forecast, by Device (2020-2032)
12.2.8.3. Market Revenue and Forecast, by Application (2020-2032)
12.2.8.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.3. APAC
12.3.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.2. Market Revenue and Forecast, by Device (2020-2032)
12.3.3. Market Revenue and Forecast, by Application (2020-2032)
12.3.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.3.5. India
12.3.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.3.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.3.5.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.3.6. China
12.3.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.6.2. Market Revenue and Forecast, by Device (2020-2032)
12.3.6.3. Market Revenue and Forecast, by Application (2020-2032)
12.3.6.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.3.7. Japan
12.3.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.7.2. Market Revenue and Forecast, by Device (2020-2032)
12.3.7.3. Market Revenue and Forecast, by Application (2020-2032)
12.3.7.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.3.8. Rest of APAC
12.3.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.8.2. Market Revenue and Forecast, by Device (2020-2032)
12.3.8.3. Market Revenue and Forecast, by Application (2020-2032)
12.3.8.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.4. MEA
12.4.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.2. Market Revenue and Forecast, by Device (2020-2032)
12.4.3. Market Revenue and Forecast, by Application (2020-2032)
12.4.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.4.5. GCC
12.4.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.4.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.4.5.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.4.6. North Africa
12.4.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.6.2. Market Revenue and Forecast, by Device (2020-2032)
12.4.6.3. Market Revenue and Forecast, by Application (2020-2032)
12.4.6.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.4.7. South Africa
12.4.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.7.2. Market Revenue and Forecast, by Device (2020-2032)
12.4.7.3. Market Revenue and Forecast, by Application (2020-2032)
12.4.7.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.4.8. Rest of MEA
12.4.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.8.2. Market Revenue and Forecast, by Device (2020-2032)
12.4.8.3. Market Revenue and Forecast, by Application (2020-2032)
12.4.8.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.5. Latin America
12.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.5.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.5.5. Brazil
12.5.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.5.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.5.5.4. Market Revenue and Forecast, by Vertical (2020-2032)
12.5.6. Rest of LATAM
12.5.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.6.2. Market Revenue and Forecast, by Device (2020-2032)
12.5.6.3. Market Revenue and Forecast, by Application (2020-2032)
12.5.6.4. Market Revenue and Forecast, by Vertical (2020-2032)
Chapter 13. Company Profiles
13.1. Visualise Creative Ltd.
13.1.1. Company Overview
13.1.2. Product Offerings
13.1.3. Financial Performance
13.1.4. Recent Initiatives
13.2. VREI
13.2.1. Company Overview
13.2.2. Product Offerings
13.2.3. Financial Performance
13.2.4. Recent Initiatives
13.3. Panedia Pty Ltd
13.3.1. Company Overview
13.3.2. Product Offerings
13.3.3. Financial Performance
13.3.4. Recent Initiatives
13.4. Fieback Medien
13.4.1. Company Overview
13.4.2. Product Offerings
13.4.3. Financial Performance
13.4.4. Recent Initiatives
13.5. FireBirdVR
13.5.1. Company Overview
13.5.2. Product Offerings
13.5.3. Financial Performance
13.5.4. Recent Initiatives
13.6. FXGear Inc.
13.6.1. Company Overview
13.6.2. Product Offerings
13.6.3. Financial Performance
13.6.4. Recent Initiatives
13.7. Koncept VR
13.7.1. Company Overview
13.7.2. Product Offerings
13.7.3. Financial Performance
13.7.4. Recent Initiatives
13.8. Matterport, Inc.
13.8.1. Company Overview
13.8.2. Product Offerings
13.8.3. Financial Performance
13.8.4. Recent Initiatives
13.9. Subvrsive, Inc.
13.9.1. Company Overview
13.9.2. Product Offerings
13.9.3. Financial Performance
13.9.4. Recent Initiatives
13.10. VIAR
13.10.1. Company Overview
13.10.2. Product Offerings
13.10.3. Financial Performance
13.10.4. Recent Initiatives
Chapter 14. Research Methodology
14.1. Primary Research
14.2. Secondary Research
14.3. Assumptions
Chapter 15. Appendix
15.1. About Us
15.2. Glossary of Terms