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Augmented Reality & Virtual Reality Market for Retail Industry

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    Report

  • 134 Pages
  • February 2021
  • Region: Global
  • IndustryARC
  • ID: 4033420
The retail industry saw a huge change when e-commerce gained mass adoption. Retailers could now offer products to new markets at the additional costs of packaging and shipping. However, with AR, the retailers are able to make more stores available without additional staffing or spacing costs. People who couldn’t travel to the physical store had access to a virtual version of the store, where they could view all the products they have previously purchased or looked at.

What is Augmented Reality & Virtual Reality?

Augmented Reality is an “enhanced” version of reality created using technology to add images, information or both into the environment. Virtual Reality is a form of simulated environment created with computer technology. Although similar in concepts, Augmented Reality has been in use for some time, especially in the sports industry.

What are the applications of Augmented & Virtual Reality in the Retail Industry?

Augmented Commerce is currently being used by various retailers to sell their products such as IKEA (Furniture), Converse (Shoes), Sephora (Cosmetics) etc.

Augmented Commerce could be used by organizations to allow consumers to have a look at the digital twin of a product, and even try on some of the products such as in fashion, for example: users can view and try on clothing, jewelry, shoes and cosmetics based on the measurements and other parameters.

Market Research & Market Trends:

  • Facebook integrating augmented reality ads into its application and users may view fashion goods such as eye glasses and shoes, and try them on virtually. More companies might begin advertising their products using social networks as it has a wide reach and does not require additional staffing or renting costs.
  • Google invests in JD.com, a Chinese ecommerce giant with AR technology. More major tech companies will attempt to enter the market through acquisitions of AR startups as it may seem more feasible than developing through R&D.
  • EBay was one of the first movers in the market, when the industry began developing applications for this technology. The companies with virtual stores will have wider reach as compare to those that don’t, and may even reduce the need of stores.
  • Topshop Kinect Dressing Rooms and similar applications may make dressing rooms obsolete in the near future. Although not all people are comfortable with online apparel shopping, we can see some shops may reduce their dressing rooms to avail more shelf space.

Who are the key players in the Augmented & Virtual Reality in Retail Market?

The key players in the Augmented & Virtual Reality Retail Market are Ikea, Facebook, Sephora, BMW, Harley Davidson, Sotheby, etc.

What is our report scope?

The report incorporates in-depth assessment of the competitive landscape, product market sizing, product benchmarking, market trends, product developments, financial analysis, strategic analysis and so on to gauge the impact forces and potential opportunities of the market. Apart from this the report also includes a study of major developments in the market such as product launches, agreements, acquisitions, collaborations, mergers and so on to comprehend the prevailing market dynamics at present and its impact during the forecast period 2018-2023.

All our reports are customizable to your company needs to a certain extent, we do provide 20 free consulting hours along with purchase of each report, and this will allow you to request any additional data to customize the report to your needs.

Key Takeaways from this Report
  • Evaluate market potential through analyzing growth rates (CAGR %), Volume (Units) and Value ($M) data given at country level - for product types, end use applications and by different industry verticals.
  • Understand the different dynamics influencing the market - key driving factors, challenges and hidden opportunities.
  • Get in-depth insights on your competitor performance - market shares, strategies, financial benchmarking, product benchmarking, SWOT and more.
  • Analyze the sales and distribution channels across key geographies to improve top-line revenues.
  • Understand the industry supply chain with a deep-dive on the value augmentation at each step, in order to optimize value and bring efficiencies in your processes.
  • Get a quick outlook on the market entropy - M&A’s, deals, partnerships, product launches of all key players for the past 4 years.
  • Evaluate the supply-demand gaps, import-export statistics and regulatory landscape for more than top 20 countries globally for the market.


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Table of Contents

1. Augmented Reality & Virtual Reality Market for Retail Industry - Overview
1.1. Definitions and Scope
2. Augmented Reality & Virtual Reality Market for Retail Industry - Executive summary
2.1. Market Revenue, Market Size and Key Trends by Company
2.2. Key Trends by type of Application
2.3. Key Trends segmented by Geography
3. Augmented Reality & Virtual Reality Market for Retail Industry
3.1. Comparative analysis
3.1.1. Product Benchmarking - Top 10 companies
3.1.2. Top 5 Financials Analysis
3.1.3. Market Value split by Top 10 companies
3.1.4. Patent Analysis - Top 10 companies
3.1.5. Pricing Analysis
4. Augmented Reality & Virtual Reality Market for Retail Industry Forces
4.1. Drivers
4.2. Constraints
4.3. Challenges
4.4. Porters five force model
4.4.1. Bargaining power of suppliers
4.4.2. Bargaining powers of customers
4.4.3. Threat of new entrants
4.4.4. Rivalry among existing players
4.4.5. Threat of substitutes
5. Augmented Reality & Virtual Reality Market for Retail Industry -Strategic analysis
5.1. Value chain analysis
5.2. Opportunities analysis
5.3. Product life cycle
5.4. Suppliers and distributors Market Share
6. Augmented Reality & Virtual Reality Market for Retail Industry - By Device Type (Market Size -$Million / $Billion)
6.1. Market Size and Market Share Analysis
6.2. Application Revenue and Trend Research
6.3. Product Segment Analysis
6.3.1. Augmented Reality Devices
6.3.1.1. Head-Mounted Displays
6.3.1.2. Head-Up Display (HUD)
6.3.1.3. Handheld Device
6.3.2. Virtual Reality Devices
6.3.2.1. Head-Mounted Display (HMD)
6.3.2.2. Gesture Control Device
6.3.2.2.1. Data Gloves
6.3.2.2.2. Others
6.3.3. Projector & Display Wall
7. Augmented Reality & Virtual Reality Market for Retail Industry - By Application (Market Size -$Million / $Billion)
7.1. Introduction
7.2. Dining
7.3. Groceries
7.4. Home-furnishing
7.5. Fashion
7.5.1. Apparel
7.5.2. Eyewear
7.5.3. Footwear
7.5.4. Jewelry
7.5.5. Cosmetics
7.6. Electronics
7.7. Others
8. Augmented Reality & Virtual Reality - By Geography (Market Size -$Million / $Billion)
8.1. Augmented Reality & Virtual Reality Market for Retail Industry - North America Segment Research
8.2. North America Market Research (Million / $Billion)
8.2.1. Segment type Size and Market Size Analysis
8.2.2. Revenue and Trends
8.2.3. Application Revenue and Trends by type of Application
8.2.4. Company Revenue and Product Analysis
8.2.5. North America Product type and Application Market Size
8.2.5.1. U.S.
8.2.5.2. Canada
8.2.5.3. Mexico
8.2.5.4. Rest of North America
8.3. Augmented Reality & Virtual Reality - South America Segment Research
8.4. South America Market Research (Market Size -$Million / $Billion)
8.4.1. Segment type Size and Market Size Analysis
8.4.2. Revenue and Trends
8.4.3. Application Revenue and Trends by type of Application
8.4.4. Company Revenue and Product Analysis
8.4.5. South America Product type and Application Market Size
8.4.5.1. Brazil
8.4.5.2. Venezuela
8.4.5.3. Argentina
8.4.5.4. Ecuador
8.4.5.5. Peru
8.4.5.6. Colombia
8.4.5.7. Costa Rica
8.4.5.8. Rest of South America
8.5. Augmented Reality & Virtual Reality - Europe Segment Research
8.6. Europe Market Research (Market Size -$Million / $Billion)
8.6.1. Segment type Size and Market Size Analysis
8.6.2. Revenue and Trends
8.6.3. Application Revenue and Trends by type of Application
8.6.4. Company Revenue and Product Analysis
8.6.5. Europe Segment Product type and Application Market Size
8.6.5.1. U.K
8.6.5.2. Germany
8.6.5.3. Italy
8.6.5.4. France
8.6.5.5. Netherlands
8.6.5.6. Belgium
8.6.5.7. Spain
8.6.5.8. Denmark
8.6.5.9. Rest of Europe
8.7. Augmented Reality & Virtual Reality - APAC Segment Research
8.8. APAC Market Research (Market Size -$Million / $Billion)
8.8.1. Segment type Size and Market Size Analysis
8.8.2. Revenue and Trends
8.8.3. Application Revenue and Trends by type of Application
8.8.4. Company Revenue and Product Analysis
8.8.5. APAC Segment - Product type and Application Market Size
8.8.5.1. China
8.8.5.2. Australia
8.8.5.3. Japan
8.8.5.4. South Korea
8.8.5.5. India
8.8.5.6. Taiwan
8.8.5.7. Malaysia
9. Augmented Reality & Virtual Reality Market for Retail Industry - Entropy
9.1. New product launches
9.2. M&A's, collaborations, JVs and partnerships
10. Augmented Reality & Virtual Reality Market for Retail Industry Company Analysis
10.1. Market Share, Company Revenue, Products, M&A, Developments
10.2. Ikea
10.3. Facebook
10.4. Sephora
10.5. BMW
10.6. Harley Davidson
10.7. Sotheby
10.8. Company 7
10.9. Company 8
10.10. Company 9
10.11. Company 10 and more
*Financials would be provided on a best efforts basis for private companies
11. Augmented Reality & Virtual Reality Market for Retail Industry - Appendix
11.1. Abbreviations
11.2. Sources
12. Augmented Reality & Virtual Reality Market for Retail Industry - Methodology
12.1. Research Methodology
12.1.1. Company Expert Interviews
12.1.2. Industry Databases
12.1.3. Associations
12.1.4. Company News
12.1.5. Company Annual Reports
12.1.6. Application Trends
12.1.7. New Products and Product database
12.1.8. Company Transcripts
12.1.9. R&D Trends
12.1.10. Key Opinion Leaders Interviews
12.1.11. Supply and Demand Trends

Methodology

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