Augmented Reality & Virtual Reality Market for Retail Industry: By Device; By Application & By Region - Forecast 2016-2022

  • ID: 4033420
  • Report
  • 153 pages
  • IndustryARC
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The basic difference between AR & VR is the user experience and user involvement in a situation. Augmented reality (AR) is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it whereas Virtual reality (VR) can be defined is an artificial, computer-generated simulation or recreation of a real life environment or situation which immerses the user by making them feel like they are experiencing the simulated reality firsthand, primarily by stimulating their vision and hearing. Growing popularity and better user engagement and real life simulations are expected to be the key driving factors for the growth of the AR & VR market in retail industry during the period of study.

Geographically, North America dominated the augmented & virtual reality market for retail industry is driven by higher penetration and popularity of AR &VR technology amongst its tech savvy residents and retail houses. North America was followed by Europe and Asia-Pacific as second and third largest market for the augmented & virtual reality market for retail industry. Asia Pacific is projected to have the fastest growth, owing to rapidly developing technological user base, growing popularity of AR & VR devices and the fast changing retail industry in developing nations such as China and India in this region.

This report identifies the augmented & virtual reality market for retail industry size for the years 2014-2016, and forecast of the same till the year 2022. It also highlights the market drivers, restraints, growth indicators, challenges, and other key aspects with respect to the augmented & virtual reality market for retail industry.

This report segments the augmented & virtual reality market for retail industry on the basis of device, application and regional market as follows:
AR & VR Market for Retail Industry research report is classified on the basis of device. Some of the major devices covered in this report are as follows: Augmented Reality Devices(Head-Mounted Displays, Head-Up Display (HUD), Handheld Device), Virtual Reality Devices(Head-Mounted Display (HMD), Gesture Control Device(Data Gloves, Others), Projector & Display Wall.

AR & VR Market for Retail Industry research report is classified on the basis of application. Some of the major applications covered in this report are as follows: Beauty & Cosmetics, Jewel Toning, Apparel Fitting, Furniture & Lighting, Grocery Shopping, Footwear, Fashion and Others.

This report has been further segmented into major regions, which includes detailed analysis of each region such as: North America, Europe, Asia-Pacific (APAC), and Rest of the World (RoW) covering all the major country level markets in each of the region.

This report identifies all the major companies operating in the augmented & virtual reality market for retail Industry. Some of the major companies’ profiles in detail are as follows:
Google Inc.

Microsoft Corporation
Vuzix Corporation
Samsung Electronics Co., Ltd.

Qaulcomm Inc.
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1. Augmented & Virtual Reality Market for Retail Industry– Overview

2. Executive Summary

3. Augmented & Virtual Reality Market for Retail Industry Landscape
3.1. Market Share Analysis
3.2. Comparative Analysis
3.3. Product Benchmarking
3.4. End User Profiling
3.5. Top 5 Financials Analysis

4. Augmented & Virtual Reality Market for Retail Industry– Market Forces
4.1. Drivers
4.1.1. Increasing popularity of Augmented & Virtual Reality Devices
4.1.2. Better Consumer engagement and real life simulation
4.1.3. Interactive marketing
4.2. Restraints
4.2.1. Frequent up gradation of technology
4.3. Opportunities
4.4. Challenges
4.5. Porter’s Five Forces Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Degree of Competition

5. Augmented & Virtual Reality Market for Retail Industry– Strategic Analysis
5.1. Value Chain Analysis
5.2. Pricing Analysis
5.3. Opportunities Analysis
5.4. Product/Market Life Cycle Analysis
5.5. Suppliers and Distributors

6. Augmented & Virtual Reality Market for Retail Industry, By Device
6.1. Augmented Reality Devices
6.1.1. Head-Mounted Displays
6.1.2. Head-Up Display (HUD)
6.1.3. Handheld Device
6.2. Virtual Reality Devices
6.2.1. Head-Mounted Display (HMD)
6.2.2. Gesture Control Device
6.2.2.1. Data Gloves
6.2.2.2. Others
6.2.3. Projector & Display Wall

7. Augmented & Virtual Reality Market for Retail Industry, By Application
7.1. Beauty & Cosmetics
7.2. Jewel Toning
7.3. Apparel Fitting
7.4. Furniture & Lighting
7.5. Grocery Shopping
7.6. F0otwear
7.7. Fashion
7.8. Restaurants
7.9. Others

8. Augmented & Virtual Reality Market for Retail Industry, By Geography
8.1. Europe
8.1.1. Germany
8.1.2. France
8.1.3. Italy
8.1.4. Spain
8.1.5. Russia
8.1.6. U.K.
8.1.7. Rest of Europe
8.2. Asia Pacific
8.2.1. China
8.2.2. India
8.2.3. Japan
8.2.4. South Korea
8.2.5. Rest of Asia-Pacific
8.3. North America
8.3.1. U.S.
8.3.2. Canada
8.3.3. Mexico
8.4. Rest of the World (RoW)
8.4.1. Brazil
8.4.2. Rest of RoW

9. Augmented & Virtual Reality Market for Retail Industry – Market Entropy
9.1. Expansion
9.2. Technological Developments
9.3. Merger & Acquisitions, and Joint Ventures
9.4. Supply- Contract

10. Company Profiles (Overview, Financials, SWOT Analysis, Developments, Product Portfolio)
10.1. Google Inc.
10.2. Microsoft Corporation
10.3. Vuzix Corporation
10.4. Samsung Electronics Co., Ltd.
10.5. Qaulcomm Inc.
10.6. Oculus VR Inc.
10.7. Eon Reality Inc
10.8. Infinity Augmented Reality Inc.
10.9. Magic Leap, Inc.
10.10. Blippar Inc.
10.11. Daqri LLC
*More than 40 Companies are profiled in this Research Report, Complete List available on Request*
"*Financials would be provided on a best efforts basis for private companies"

11. Appendix
11.1. Abbreviations
11.2. Sources
11.3. Research Methodology
11.4. Bibliography
11.5. Compilation of Expert Insights
11.6. Disclaimer
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