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Virtual Reality and Augmented Reality in Retail-EMEA Market Status and Trend Report 2013-2023

February 2018 | 152 pages | ID: V2A76FE736CEN
MIReports Co., Limited

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Report Summary

Virtual Reality and Augmented Reality in Retail-EMEA Market Status and Trend Report 2013-2023 offers a comprehensive analysis on Virtual Reality and Augmented Reality in Retail industry, standing on the readers’ perspective, delivering detailed market data and penetrating insights. No matter the client is industry insider, potential entrant or investor, the report will provides useful data and information. Key questions answered by this report include:

Whole EMEA and Regional Market Size of Virtual Reality and Augmented Reality in Retail 2013-2017, and development forecast 2018-2023
Main market players of Virtual Reality and Augmented Reality in Retail in EMEA, with company and product introduction, position in the Virtual Reality and Augmented Reality in Retail market
Market status and development trend of Virtual Reality and Augmented Reality in Retail by types and applications
Cost and profit status of Virtual Reality and Augmented Reality in Retail, and marketing status
Market growth drivers and challenges

The report segments the EMEA Virtual Reality and Augmented Reality in Retail market as:

EMEA Virtual Reality and Augmented Reality in Retail Market: Regional Segment Analysis (Regional Consumption Volume, Consumption Volume, Revenue and Growth Rate 2013-2023):

Europe
Middle East
Africa

EMEA Virtual Reality and Augmented Reality in Retail Market: Product Type Segment Analysis (Consumption Volume, Average Price, Revenue, Market Share and Trend 2013-2023):

Mobile
PC/Home console
Headset AR
Other

EMEA Virtual Reality and Augmented Reality in Retail Market: Application Segment Analysis (Consumption Volume and Market Share 2013-2023; Downstream Customers and Market Analysis)

Home Use
Commercial Use
Other

EMEA Virtual Reality and Augmented Reality in Retail Market: Players Segment Analysis (Company and Product introduction, Virtual Reality and Augmented Reality in Retail Sales Volume, Revenue, Price and Gross Margin):

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

In a word, the report provides detailed statistics and analysis on the state of the industry; and is a valuable source of guidance and direction for companies and individuals interested in the market.
CHAPTER 1 OVERVIEW OF VIRTUAL REALITY AND AUGMENTED REALITY IN RETAIL

1.1 Definition of Virtual Reality and Augmented Reality in Retail in This Report
1.2 Commercial Types of Virtual Reality and Augmented Reality in Retail
  1.2.1 Mobile
  1.2.2 PC/Home console
  1.2.3 Headset AR
  1.2.4 Other
1.3 Downstream Application of Virtual Reality and Augmented Reality in Retail
  1.3.1 Home Use
  1.3.2 Commercial Use
  1.3.3 Other
1.4 Development History of Virtual Reality and Augmented Reality in Retail
1.5 Market Status and Trend of Virtual Reality and Augmented Reality in Retail 2013-2023
  1.5.1 EMEA Virtual Reality and Augmented Reality in Retail Market Status and Trend 2013-2023
  1.5.2 Regional Virtual Reality and Augmented Reality in Retail Market Status and Trend 2013-2023

CHAPTER 2 EMEA MARKET STATUS AND FORECAST BY REGIONS

2.1 Market Status of Virtual Reality and Augmented Reality in Retail in EMEA 2013-2017
2.2 Consumption Market of Virtual Reality and Augmented Reality in Retail in EMEA by Regions
  2.2.1 Consumption Volume of Virtual Reality and Augmented Reality in Retail in EMEA by Regions
  2.2.2 Revenue of Virtual Reality and Augmented Reality in Retail in EMEA by Regions
2.3 Market Analysis of Virtual Reality and Augmented Reality in Retail in EMEA by Regions
  2.3.1 Market Analysis of Virtual Reality and Augmented Reality in Retail in Europe 2013-2017
  2.3.2 Market Analysis of Virtual Reality and Augmented Reality in Retail in Middle East 2013-2017
  2.3.3 Market Analysis of Virtual Reality and Augmented Reality in Retail in Africa 2013-2017
2.4 Market Development Forecast of Virtual Reality and Augmented Reality in Retail in EMEA 2018-2023
  2.4.1 Market Development Forecast of Virtual Reality and Augmented Reality in Retail in EMEA 2018-2023
  2.4.2 Market Development Forecast of Virtual Reality and Augmented Reality in Retail by Regions 2018-2023

CHAPTER 3 EMEA MARKET STATUS AND FORECAST BY TYPES

3.1 Whole EMEA Market Status by Types
  3.1.1 Consumption Volume of Virtual Reality and Augmented Reality in Retail in EMEA by Types
  3.1.2 Revenue of Virtual Reality and Augmented Reality in Retail in EMEA by Types
3.2 EMEA Market Status by Types in Major Countries
  3.2.1 Market Status by Types in Europe
  3.2.2 Market Status by Types in Middle East
  3.2.3 Market Status by Types in Africa
3.3 Market Forecast of Virtual Reality and Augmented Reality in Retail in EMEA by Types

CHAPTER 4 EMEA MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

4.1 Demand Volume of Virtual Reality and Augmented Reality in Retail in EMEA by Downstream Industry
4.2 Demand Volume of Virtual Reality and Augmented Reality in Retail by Downstream Industry in Major Countries
  4.2.1 Demand Volume of Virtual Reality and Augmented Reality in Retail by Downstream Industry in Europe
  4.2.2 Demand Volume of Virtual Reality and Augmented Reality in Retail by Downstream Industry in Middle East
  4.2.3 Demand Volume of Virtual Reality and Augmented Reality in Retail by Downstream Industry in Africa
4.3 Market Forecast of Virtual Reality and Augmented Reality in Retail in EMEA by Downstream Industry

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF VIRTUAL REALITY AND AUGMENTED REALITY IN RETAIL

5.1 EMEA Economy Situation and Trend Overview
5.2 Virtual Reality and Augmented Reality in Retail Downstream Industry Situation and Trend Overview

CHAPTER 6 VIRTUAL REALITY AND AUGMENTED REALITY IN RETAIL MARKET COMPETITION STATUS BY MAJOR PLAYERS IN EMEA

6.1 Sales Volume of Virtual Reality and Augmented Reality in Retail in EMEA by Major Players
6.2 Revenue of Virtual Reality and Augmented Reality in Retail in EMEA by Major Players
6.3 Basic Information of Virtual Reality and Augmented Reality in Retail by Major Players
  6.3.1 Headquarters Location and Established Time of Virtual Reality and Augmented Reality in Retail Major Players
  6.3.2 Employees and Revenue Level of Virtual Reality and Augmented Reality in Retail Major Players
6.4 Market Competition News and Trend
  6.4.1 Merger, Consolidation or Acquisition News
  6.4.2 Investment or Disinvestment News
  6.4.3 New Product Development and Launch

CHAPTER 7 VIRTUAL REALITY AND AUGMENTED REALITY IN RETAIL MAJOR MANUFACTURERS INTRODUCTION AND MARKET DATA

7.1 SAMSUNG
  7.1.1 Company profile
  7.1.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.1.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of SAMSUNG
7.2 MICROSOFT
  7.2.1 Company profile
  7.2.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.2.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of MICROSOFT
7.3 GOOGLE
  7.3.1 Company profile
  7.3.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.3.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of GOOGLE
7.4 FaceBook
  7.4.1 Company profile
  7.4.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.4.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of FaceBook
7.5 Carl Zeiss
  7.5.1 Company profile
  7.5.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.5.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of Carl Zeiss
7.6 Baofeng
  7.6.1 Company profile
  7.6.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.6.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of Baofeng
7.7 Sony
  7.7.1 Company profile
  7.7.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.7.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of Sony
7.8 Razer
  7.8.1 Company profile
  7.8.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.8.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of Razer
7.9 HTC
  7.9.1 Company profile
  7.9.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.9.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of HTC
7.10 Daqri
  7.10.1 Company profile
  7.10.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.10.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of Daqri
7.11 AMD
  7.11.1 Company profile
  7.11.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.11.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of AMD
7.12 Atheer
  7.12.1 Company profile
  7.12.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.12.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of Atheer
7.13 Meta
  7.13.1 Company profile
  7.13.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.13.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of Meta
7.14 CastAR
  7.14.1 Company profile
  7.14.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.14.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of CastAR
7.15 Skully
  7.15.1 Company profile
  7.15.2 Representative Virtual Reality and Augmented Reality in Retail Product
  7.15.3 Virtual Reality and Augmented Reality in Retail Sales, Revenue, Price and Gross Margin of Skully
7.16 HP
7.17 Antvr
7.18 Lumus
7.19 Fove
7.20 Sulon
7.21 JINWEIDU
7.22 Virglass
7.23 Emaxv
7.24 Epson

CHAPTER 8 UPSTREAM AND DOWNSTREAM MARKET ANALYSIS OF VIRTUAL REALITY AND AUGMENTED REALITY IN RETAIL

8.1 Industry Chain of Virtual Reality and Augmented Reality in Retail
8.2 Upstream Market and Representative Companies Analysis
8.3 Downstream Market and Representative Companies Analysis

CHAPTER 9 COST AND GROSS MARGIN ANALYSIS OF VIRTUAL REALITY AND AUGMENTED REALITY IN RETAIL

9.1 Cost Structure Analysis of Virtual Reality and Augmented Reality in Retail
9.2 Raw Materials Cost Analysis of Virtual Reality and Augmented Reality in Retail
9.3 Labor Cost Analysis of Virtual Reality and Augmented Reality in Retail
9.4 Manufacturing Expenses Analysis of Virtual Reality and Augmented Reality in Retail

CHAPTER 10 MARKETING STATUS ANALYSIS OF VIRTUAL REALITY AND AUGMENTED REALITY IN RETAIL

10.1 Marketing Channel
  10.1.1 Direct Marketing
  10.1.2 Indirect Marketing
  10.1.3 Marketing Channel Development Trend
10.2 Market Positioning
  10.2.1 Pricing Strategy
  10.2.2 Brand Strategy
  10.2.3 Target Client
10.3 Distributors/Traders List

CHAPTER 11 REPORT CONCLUSION

CHAPTER 12 RESEARCH METHODOLOGY AND REFERENCE

12.1 Methodology/Research Approach
  12.1.1 Research Programs/Design
  12.1.2 Market Size Estimation
  12.1.3 Market Breakdown and Data Triangulation
12.2 Data Source
  12.2.1 Secondary Sources
  12.2.2 Primary Sources
12.3 Reference


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