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Download Free sampleCustomer support departments have improved considerably in recent years because of the potential of AI-powered chatbots and virtual assistants. On the other hand, virtual reality (VR) in customer service is proving to be a game-changer for retailers in terms of consumer engagement and happiness. Chatbots struggle with remote troubleshooting, which is a difficult component of customer care to get correctly.
Virtual Reality and Augmented RealityRetail Market aims to provide a comprehensive presentation of the global market for Virtual Reality and Augmented Reality in Retail, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Reality and Augmented Reality in Retail. Virtual Reality and Augmented RealityRetail Market contains market size and forecasts of Virtual Reality and Augmented Reality in Retail in global, including the following market information:
Global Virtual Reality and Augmented Reality in Retail Market Revenue, 2019-2024, 2025-2030, ($ millions)
Global top five companies in 2023 (%)
The global Virtual Reality and Augmented Reality in Retail market was valued at US$ million in 2023 and is projected to reach US$ million by 2030, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2023, While China is to reach $ Million.
AR Segment to Reach $ Million by 2030, with a % CAGR in next six years.
The global key manufacturers of Virtual Reality and Augmented Reality in Retail include Epson America, Inc., Marxent, Google LLC, Infosys Ltd, Intel Corporation, Microsoft Corporation, PTC Inc., Qualcomm Technologies, Inc. and Retail VR, etc. in 2023, the global top five players have a share approximately % in terms of revenue.
We surveyed the Virtual Reality and Augmented Reality in Retail companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Virtual Reality and Augmented Reality in Retail Market, by Type, 2019-2024, 2025-2030 ($ millions)
Global Virtual Reality and Augmented Reality in Retail Market Segment Percentages, by Type, 2023 (%)
AR
VR
Global Virtual Reality and Augmented Reality in Retail Market, by Application, 2019-2024, 2025-2030 ($ millions)
Global Virtual Reality and Augmented Reality in Retail Market Segment Percentages, by Application, 2023 (%)
Online Retail
Offline Retail
Global Virtual Reality and Augmented Reality in Retail Market, By Region and Country, 2019-2024, 2025-2030 ($ Millions)
Global Virtual Reality and Augmented Reality in Retail Market Segment Percentages, By Region and Country, 2023 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Virtual Reality and Augmented Reality in Retail revenues in global market, 2019-2024 (estimated), ($ millions)
Key companies Virtual Reality and Augmented Reality in Retail revenues share in global market, 2023 (%)
Further, the report presents profiles of competitors in the market, key players include:
Epson America, Inc.
Marxent
Google LLC
Infosys Ltd
Intel Corporation
Microsoft Corporation
PTC Inc.
Qualcomm Technologies, Inc.
Retail VR
Samsung Electronics Co., Ltd.
Outline of Major Chapters:
Chapter 1: Introduces the definition of Virtual Reality and Augmented Reality in Retail, market overview.
Chapter 2: Global Virtual Reality and Augmented Reality in Retail market size in revenue.
Chapter 3: Detailed analysis of Virtual Reality and Augmented Reality in Retail company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Virtual Reality and Augmented Reality in Retail in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.
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