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Virtual Reality and Augmented Reality in Retail Market Status and Trend Analysis 2017-2026 (COVID-19 Version)

January 2020 | 150 pages | ID: VFFFDDA511F8EN
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SUMMARY

Further key aspects of the report indicate that:

Chapter 1: Research Scope: Product Definition, Type, End-Use & Methodology
Chapter 2: Global Industry Summary
Chapter 3: Market Dynamics
Chapter 4: Global Market Segmentation by region, type and End-Use
Chapter 5: North America Market Segmentation by region, type and End-Use
Chapter 6: Europe Market Segmentation by region, type and End-Use
Chapter 7: Asia-Pacific Market Segmentation by region, type and End-Use
Chapter 8: South America Market Segmentation by region, type and End-Use
Chapter 9: Middle East and Africa Market Segmentation by region, type and End-Use.
Chapter 10: Market Competition by Companies
Chapter 11: Market forecast and environment forecast.
Chapter 12: Industry Summary.

The global Virtual Reality and Augmented Reality in Retail market has the potential to grow with xx million USD with growing CAGR in the forecast period from 2021f to 2026f. Factors driving the market for @@@@@ are the significant development of demand and improvement of COVID-19 and geo-economics.

Based on the type of product, the global Virtual Reality and Augmented Reality in Retail market segmented into
  • Mobile
  • PC/Home console
  • Headset AR
  • Others
Based on the end-use, the global Virtual Reality and Augmented Reality in Retail market classified into
  • Home Use
  • Commercial Use
  • Others
Based on geography, the global Virtual Reality and Augmented Reality in Retail market segmented into
  • North America [U.S., Canada, Mexico]
  • Europe [Germany, UK, France, Italy, Rest of Europe]
  • Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]
  • South America [Brazil, Argentina, Rest of Latin America]
  • Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]
And the major players included in the report are
  • SAMSUNG
  • MICROSOFT
  • GOOGLE
  • FaceBook
  • Carl Zeiss
  • Baofeng
  • Sony
  • Razer
  • HTC
  • Daqri
  • AMD
  • Atheer
  • Meta
  • CastAR
  • Skully
  • HP
  • Antvr
  • Lumus
  • Fove
  • Sulon
  • JINWEIDU
  • Virglass
  • Emaxv
  • Epson
1 RESEARCH SCOPE

1.1 Research Product Definition
1.2 Research Segmentation
  1.2.1 Product Type
  1.2.2 Main product Type of Major Players
1.3 Demand Overview
1.4 Research Methodology

2 GLOBAL VIRTUAL REALITY AND AUGMENTED REALITY IN RETAIL INDUSTRY

2.1 Summary about Virtual Reality and Augmented Reality in Retail Industry
2.2 Virtual Reality and Augmented Reality in Retail Market Trends
  2.2.1 Virtual Reality and Augmented Reality in Retail Production & Consumption Trends
  2.2.2 Virtual Reality and Augmented Reality in Retail Demand Structure Trends
2.3 Virtual Reality and Augmented Reality in Retail Cost & Price

3 MARKET DYNAMICS

3.1 Manufacturing & Purchasing Behavior in 2020
3.2 Market Development under the Impact of COVID-19
  3.2.1 Drivers
  3.2.2 Restraints
  3.2.3 Opportunity
  3.2.4 Risk

4 GLOBAL MARKET SEGMENTATION

4.1 Region Segmentation (2017 to 2021f)
  4.1.1 North America (U.S., Canada and Mexico)
  4.1.2 Europe (Germany, UK, France, Italy, Rest of Europe)
  4.1.3 Asia-Pacific (China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific)
  4.1.4 South America (Brazil,, Argentina, Rest of Latin America)
  4.1.5 Middle East and Africa (GCC, North Africa, South Africa, Rest of Middle East and Africa)
4.2 Product Type Segmentation (2017 to 2021f)
  4.2.1 Mobile
  4.2.2 PC/Home console
  4.2.3 Headset AR
  4.2.4 Others
4.3 Consumption Segmentation (2017 to 2021f)
  4.3.1 Home Use
  4.3.2 Commercial Use
  4.3.3 Others

5 NORTH AMERICA MARKET SEGMENT

5.1 Region Segmentation (2017 to 2021f)
  5.1.1 U.S.
  5.1.2 Canada
  5.1.3 Mexico
5.2 Product Type Segmentation (2017 to 2021f)
  5.2.1 Mobile
  5.2.2 PC/Home console
  5.2.3 Headset AR
  5.2.4 Others
5.3 Consumption Segmentation (2017 to 2021f)
  5.3.1 Home Use
  5.3.2 Commercial Use
  5.3.3 Others
5.4 Impact of COVID-19 in North America

6 EUROPE MARKET SEGMENTATION

6.1 Region Segmentation (2017 to 2021f)
  6.1.1 Germany
  6.1.2 UK
  6.1.3 France
  6.1.4 Italy
  6.1.5 Rest of Europe
6.2 Product Type Segmentation (2017 to 2021f)
  6.2.1 Mobile
  6.2.2 PC/Home console
  6.2.3 Headset AR
  6.2.4 Others
6.3 Consumption Segmentation (2017 to 2021f)
  6.3.1 Home Use
  6.3.2 Commercial Use
  6.3.3 Others
6.4 Impact of COVID-19 in Europe

7 ASIA-PACIFIC MARKET SEGMENTATION

7.1 Region Segmentation (2017 to 2021f)
  7.1.1 China
  7.1.2 India
  7.1.3 Japan
  7.1.4 South Korea
  7.1.5 Southeast Asia
  7.1.6 Australia
  7.1.7 Rest of Asia Pacific
7.2 Product Type Segmentation (2017 to 2021f)
  7.2.1 Mobile
  7.2.2 PC/Home console
  7.2.3 Headset AR
  7.2.4 Others
7.3 Consumption Segmentation (2017 to 2021f)
  7.3.1 Home Use
  7.3.2 Commercial Use
  7.3.3 Others
7.4 Impact of COVID-19 in Europe

8 SOUTH AMERICA MARKET SEGMENTATION

8.1 Region Segmentation (2017 to 2021f)
  8.1.1 Brazil
  8.1.2 Argentina
  8.1.3 Rest of Latin America
8.2 Product Type Segmentation (2017 to 2021f)
  8.2.1 Mobile
  8.2.2 PC/Home console
  8.2.3 Headset AR
  8.2.4 Others
8.3 Consumption Segmentation (2017 to 2021f)
  8.3.1 Home Use
  8.3.2 Commercial Use
  8.3.3 Others
8.4 Impact of COVID-19 in Europe

9 MIDDLE EAST AND AFRICA MARKET SEGMENTATION

9.1 Region Segmentation (2017 to 2021f)
  9.1.1 GCC
  9.1.2 North Africa
  9.1.3 South Africa
  9.1.4 Rest of Middle East and Africa
9.2 Product Type Segmentation (2017 to 2021f)
  9.2.1 Mobile
  9.2.2 PC/Home console
  9.2.3 Headset AR
  9.2.4 Others
9.3 Consumption Segmentation (2017 to 2021f)
  9.3.1 Home Use
  9.3.2 Commercial Use
  9.3.3 Others
9.4 Impact of COVID-19 in Europe

10 COMPETITION OF MAJOR PLAYERS

10.1 Brief Introduction of Major Players
  10.1.1 SAMSUNG
  10.1.2 MICROSOFT
  10.1.3 GOOGLE
  10.1.4 FaceBook
  10.1.5 Carl Zeiss
  10.1.6 Baofeng
  10.1.7 Sony
  10.1.8 Razer
  10.1.9 HTC
  10.1.10 Daqri
  10.1.11 AMD
  10.1.12 Atheer
  10.1.13 Meta
  10.1.14 CastAR
  10.1.15 Skully
  10.1.16 HP
  10.1.17 Antvr
  10.1.18 Lumus
  10.1.19 Fove
  10.1.20 Sulon
  10.1.21 JINWEIDU
  10.1.22 Virglass
  10.1.23 Emaxv
  10.1.24 Epson
10.2 Virtual Reality and Augmented Reality in Retail Sales Date of Major Players (2017-2020e)
  10.2.1 SAMSUNG
  10.2.2 MICROSOFT
  10.2.3 GOOGLE
  10.2.4 FaceBook
  10.2.5 Carl Zeiss
  10.2.6 Baofeng
  10.2.7 Sony
  10.2.8 Razer
  10.2.9 HTC
  10.2.10 Daqri
  10.2.11 AMD
  10.2.12 Atheer
  10.2.13 Meta
  10.2.14 CastAR
  10.2.15 Skully
  10.2.16 HP
  10.2.17 Antvr
  10.2.18 Lumus
  10.2.19 Fove
  10.2.20 Sulon
  10.2.21 JINWEIDU
  10.2.22 Virglass
  10.2.23 Emaxv
  10.2.24 Epson
10.3 Market Distribution of Major Players
10.4 Global Competition Segmentation

11 MARKET FORECAST

11.1 Forecast by Region
11.2 Forecast by Demand
11.3 Environment Forecast
  11.3.1 Impact of COVID-19
  11.3.2 Geopolitics Overview
  11.3.3 Economic Overview of Major Countries

12 REPORT SUMMARY STATEMENT
LIST OF TABLES
Table Virtual Reality and Augmented Reality in Retail Product Type Overview
Table Virtual Reality and Augmented Reality in Retail Product Type Market Share List
Table Virtual Reality and Augmented Reality in Retail Product Type of Major Players
Table Brief Introduction of SAMSUNG
Table Brief Introduction of MICROSOFT
Table Brief Introduction of GOOGLE
Table Brief Introduction of FaceBook
Table Brief Introduction of Carl Zeiss
Table Brief Introduction of Baofeng
Table Brief Introduction of Sony
Table Brief Introduction of Razer
Table Brief Introduction of HTC
Table Brief Introduction of Daqri
Table Brief Introduction of AMD
Table Brief Introduction of Atheer
Table Brief Introduction of Meta
Table Brief Introduction of CastAR
Table Brief Introduction of Skully
Table Brief Introduction of HP
Table Brief Introduction of Antvr
Table Brief Introduction of Lumus
Table Brief Introduction of Fove
Table Brief Introduction of Sulon
Table Brief Introduction of JINWEIDU
Table Brief Introduction of Virglass
Table Brief Introduction of Emaxv
Table Brief Introduction of Epson
Table Products & Services of SAMSUNG
Table Products & Services of MICROSOFT
Table Products & Services of GOOGLE
Table Products & Services of FaceBook
Table Products & Services of Carl Zeiss
Table Products & Services of Baofeng
Table Products & Services of Sony
Table Products & Services of Razer
Table Products & Services of HTC
Table Products & Services of Daqri
Table Products & Services of AMD
Table Products & Services of Atheer
Table Products & Services of Meta
Table Products & Services of CastAR
Table Products & Services of Skully
Table Products & Services of HP
Table Products & Services of Antvr
Table Products & Services of Lumus
Table Products & Services of Fove
Table Products & Services of Sulon
Table Products & Services of JINWEIDU
Table Products & Services of Virglass
Table Products & Services of Emaxv
Table Products & Services of Epson
Table Market Distribution of Major Players
Table Global Major Players Sales Revenue (Million USD) 2017-2020e
Table Global Major Players Sales Revenue (Million USD) Share 2017-2020e
Table Global Virtual Reality and Augmented Reality in Retail Market Forecast (Million USD) by Region 2021f-2026f
Table Global Virtual Reality and Augmented Reality in Retail Market Forecast (Million USD) Share by Region 2021f-2026f
Table Global Virtual Reality and Augmented Reality in Retail Market Forecast (Million USD) by Demand 2021f-2026f
Table Global Virtual Reality and Augmented Reality in Retail Market Forecast (Million USD) Share by Demand 2021f-2026f
LIST OF FIGURES
Figure Global Virtual Reality and Augmented Reality in Retail Market Size under the Impact of COVID-19, 2017-2021f (USD Million)
Figure Global Virtual Reality and Augmented Reality in Retail Market by Region under the Impact of COVID-19, 2017-2021f (USD Million)
Figure Global Virtual Reality and Augmented Reality in Retail Market by Product Type under the Impact of COVID-19, 2017-2021f (USD Million)
Figure Global Virtual Reality and Augmented Reality in Retail Market by Demand under the Impact of COVID-19, 2017-2021f (USD Million)
Figure Global Virtual Reality and Augmented Reality in Retail Production by Region under the Impact of COVID-19, 2021-2026 (USD Million)
Figure Global Virtual Reality and Augmented Reality in Retail Consumption by Region under the Impact of COVID-19, 2021-2026 (USD Million)
Figure Global Virtual Reality and Augmented Reality in Retail Consumption by Type under the Impact of COVID-19, 2021-2026 (USD Million)
Figure North America Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Europe Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Asia-Pacific Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure South America Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Middle East and Africa Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Mobile Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure PC/Home console Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Headset AR Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Home Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Commercial Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure U.S. Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Canada Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Mexico Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Mobile Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure PC/Home console Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Headset AR Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Home Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Commercial Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Germany Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure UK Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure France Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Italy Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Rest of Europe Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Mobile Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure PC/Home console Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Headset AR Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Home Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Commercial Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure China Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure India Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Japan Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure South Korea Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Southeast Asia Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Australia Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Rest of Asia Pacific Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Mobile Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure PC/Home console Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Headset AR Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Home Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Commercial Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Brazil Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Argentina Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Rest of Latin America Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Mobile Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure PC/Home console Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Headset AR Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Home Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Commercial Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure GCC Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure North Africa Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure South Africa Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Rest of Middle East and Africa Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Mobile Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure PC/Home console Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Headset AR Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Home Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Commercial Use Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Others Segmentation Market Size (USD Million) 2017-2021f and Year-over-year (YOY) Growth (%) 2018-2021f
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of SAMSUNG 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of MICROSOFT 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of GOOGLE 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of FaceBook 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of Carl Zeiss 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of Baofeng 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of Sony 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of Razer 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of HTC 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of Daqri 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of AMD 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of Atheer 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of Meta 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of CastAR 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of Skully 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of HP 2017-2020e
Figure Virtual Reality and Augmented Reality in Retail Sales Revenue (Million USD) of Antvr 2017-2020e
Figure Sales Revenue (Million USD) of Lumus 2017-2020e
Figure Sales Revenue (Million USD) of Fove 2017-2020e
Figure Sales Revenue (Million USD) of Sulon 2017-2020e
Figure Sales Revenue (Million USD) of JINWEIDU 2017-2020e
Figure Sales Revenue (Million USD) of Virglass 2017-2020e
Figure Sales Revenue (Million USD) of Emaxv 2017-2020e
Figure Sales Revenue (Million USD) of Epson 2017-2020e


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