The Asia Pacific Virtual Reality In Retail Market would witness market growth of 27.8% CAGR during the forecast period (2023-2030).
Physical or geographical barriers like border controls, natural disasters, local problems, or time constraints do not affect the market which is the major factor driving growth. There is a lot of new hire training involved with working in retail. This approach can result in expensive errors while the individual is still learning the ropes. The onboarding process can be accelerated by simulating real-world situations in virtual reality. VR training accomplishes tasks more quickly and comprehensively, from packaging to utilizing new software at the counter. Virtual reality is just as real in retail learning as a teacher reviewing the content. Also, it lowers the cost of trainers traveling throughout the country or the world to hold extensive training sessions at stores. This is also anticipated to promote the growth of the market.
Virtual reality in retail boosts consumer interaction, personalizes shopping, enhances marketing initiatives, trains staff, and conducts consumer research. Customers can explore the store virtually, and try on outfits, makeup, and other items from the comfort of their homes. Nowadays, retail businesses have reached consumers’ home by the help of VR technologies. Users can spend more time browsing and connecting with the brand because they don’t have to leave their current location or relocate physically.
The National Investment Promotion & Facility Agency of India predicts that due to sociodemographic and economic variables like urbanization, income growth, and a rise in nuclear families, the Indian retail industry will reach $2 trillion by 2032. In India during the first half of 2021, e-commerce accounted for about a third of sales in several electrical categories, nearly half of all smartphone sales, and roughly a fifth of all apparel sales. Consumer internet and e-commerce companies produced US$38 billion in 2021, up from US$8 billion in 2020, as large-scale investments are made in the fintech, hyperlocal, and e-commerce industries, and the Indian start-up ecosystem continues to grow. As a result, the Asia-Pacific region would see an increase in the market.
The China market dominated the Asia Pacific Virtual Reality In Retail Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $1,589.4 million by 2030. The Japan market is exhibiting a CAGR of 27% during (2023 - 2030). Additionally, The India market would showcase a CAGR of 28.6% during (2023 - 2030).
Based on Application, the market is segmented into Advertising & Marketing, Try-on Solutions, Planning & Designing and Information Systems. Based on Component, the market is segmented into Hardware, Software and Services. Based on Device, the market is segmented into Head Mounted Devices, Gesture Tracking Device and Projectors & Display Wall. Based on Vertical, the market is segmented into Clothing, Consumer Electronics, Food & Beverages and Home Products. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Matterport, Inc., Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.), FXGear, Inc., Visualise Creative Limited, Panedia Pty Ltd., FireBird VR, KonceptVR LLC, WeMakeVR, Fiebak Medien, and Subvrsive, Inc.
Scope of the Study
Market Segments covered in the Report:
By Application
- Advertising & Marketing
- Try-on Solutions
- Planning & Designing
- Information Systems
By Component
- Hardware
- Software
- Services
By Device
- Head Mounted Devices
- Gesture Tracking Device
- Projectors & Display Wall
By Vertical
- Clothing
- Consumer Electronics
- Food & Beverages
- Home Products
By Country
- China
- Japan
- India
- South Korea
- Singapore
- Malaysia
- Rest of Asia Pacific
Companies Profiled
- Matterport, Inc.
- Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
- FXGear, Inc.
- Visualise Creative Limited
- Panedia Pty Ltd.
- FireBird VR
- KonceptVR LLC
- WeMakeVR
- Fiebak Medien
- Subvrsive, Inc.
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