Global Virtual Reality In Retail Market Size, Share & Industry Trends Analysis Report

Global Virtual Reality In Retail Market Size, Share & Industry Trends Analysis Report By Application, By Component, By Device, By Vertical, By Regional Outlook and Forecast, 2023 - 2030


The Global Virtual Reality In Retail Market size is expected to reach $20.4 billion by 2030, rising at a market growth of 26.9% CAGR during the forecast period.

Europe is one of the promising regions in Virtual Reality in Retail because of the existence of several renowned fashion companies that are utilizing virtual reality to improve the consumer experience and expand their brand awareness. Thereby, Europe captured $954.3 million revenue in the market in 2022. Additionally, the increasing preference for online shopping, which offers customers individualized shopping experiences and access to a wide range of products. For example, one of Europe's largest e-commerce markets is Germany. Total sales increased 24 percent over 2020 to USD 127.5 billion in 2021. Germany's internet users are predicted to increase from 62.4 million in 2020 to 68.4 million in 2025. Some of the factors impacting the market are growing smartphone penetration, expansion of e-commerce sector, and easier said than done: omnichannel VR.

The smartphone usage has surged significantly over the past few years. The International Telecommunication Union (ITU) anticipates that by February 2021, 6.5 billion among 7 billion people will have access to a mobile phone. As a result, rising smartphone penetration has resulted in rising adoption of VR technologies in retail sector, leading to market growth. The use of smartphones is expanding globally, and internet usage has also become more prevalent. Adopting 4G and 5G communication technologies will positively affect the e-commerce sector. The trend of Internet shopping has grown rapidly in recent years. This will eventually offer significant prospects for market.

However, the store of the future will be a hybrid of the digital and physical worlds, combining the advantages of e-commerce in terms of ease with those of brick and mortar in terms of product research. Traditional retailers have recognized the value of digital merchandising and the influence of a first impression online. Considering these aspects collectively, the market may witness slow growth during the projection period.

Component Outlook

On the basis of component, the market is segmented into hardware, software, and services. In 2022, the hardware segment held the highest revenue share in the market. The development of headsets with a notable emphasis on display resolution, comfort, and overall performance. Additionally, eye-tracking technology will allow for gathering insightful consumer data, and gesture and motion tracking will improve user interaction. The requirement for scalable and cheap VR solutions to serve a wider range of retail stores and customers is another factor pushing innovation in the market's hardware which would eventually support the segment’s expansion.

Device Outlook

Based on device, the market is classified into head mounted devices, gesture tracking device, and projectors & display wall. In 2022, the head mounted devices segment dominated the market with the maximum revenue share. The consumer demand for VR headsets like the Oculus Rift, HTC Vive, and PlayStation VR is driving the segment's expansion. For different retail applications, such as virtual product demos, virtual try-on, and virtual store visits, these headsets offer immersive experiences and are frequently used by various retail stores. Demand for HMDs is predicted to increase as prices decline and technology improves, enhancing the segment's position as a significant revenue source for the market.

Application Outlook

By application, the market is categorized into information systems, advertising & marketing, try-on solutions, and planning & designing. The planning & designing segment covered a considerable revenue share in the market in 2022. This is because of the benefits virtual reality offers the retail sector, including visual advertising, store prototypes, and store design & layout. Additionally, before applying virtual shop layouts & designs in actual spaces, retailers can view and build them using VR technology. They can also use virtual reality to experiment with product placement, shelving configurations, and design changes, which is anticipated to further propel the market growth over the coming years.

Vertical Outlook

Based on the vertical, the market is fragmented into food & beverage, home products, clothing, and consumer electronics. In 2022, the food & beverages segment projected a prominent revenue share in the market. Customers may explore menus, engage with virtual waitstaff, and immerse themselves in virtual restaurant environments. This development improves the whole eating experience and drives the development of VR in the food & beverage retail sector. Customers can use this trend to preview and experience dining alternatives before making reservations or placing food orders.

Regional Outlook

Region wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. In 2022, the North America region witnessed the largest revenue share in the market. This has been attributed to the region's rising digitalization and advancements in virtual reality technology. Additionally, the region's market growth is anticipated to be fueled by high levels of disposable income and falling prices for headsets with screens and processors. Also, the increased competition among stores in the region and the growing need for better customer purchasing experiences are anticipated to fuel the expansion of virtual reality in the retail market.

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 Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA
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.
Unique Offerings from KBV Research
  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Virtual Reality In Retail Market, by Application
1.4.2 Global Virtual Reality In Retail Market, by Component
1.4.3 Global Virtual Reality In Retail Market, by Device
1.4.4 Global Virtual Reality In Retail Market, by Vertical
1.4.5 Global Virtual Reality In Retail Market, by Geography
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Global Virtual Reality In Retail Market by Application
3.1 Global Advertising & Marketing Market by Region
3.2 Global Try-on Solutions Market by Region
3.3 Global Planning & Designing Market by Region
3.4 Global Information Systems Market by Region
Chapter 4. Global Virtual Reality In Retail Market by Component
4.1 Global Hardware Market by Region
4.2 Global Software Market by Region
4.3 Global Services Market by Region
Chapter 5. Global Virtual Reality In Retail Market by Device
5.1 Global Head Mounted Devices Market by Region
5.2 Global Gesture Tracking Device Market by Region
5.3 Global Projectors & Display Wall Market by Region
Chapter 6. Global Virtual Reality In Retail Market by Vertical
6.1 Global Clothing Market by Region
6.2 Global Consumer Electronics Market by Region
6.3 Global Food & Beverages Market by Region
6.4 Global Home Products Market by Region
Chapter 7. Global Virtual Reality In Retail Market by Region
7.1 North America Virtual Reality In Retail Market
7.1.1 North America Virtual Reality In Retail Market by Application
7.1.1.1 North America Advertising & Marketing Market by Country
7.1.1.2 North America Try-on Solutions Market by Country
7.1.1.3 North America Planning & Designing Market by Country
7.1.1.4 North America Information Systems Market by Country
7.1.2 North America Virtual Reality In Retail Market by Component
7.1.2.1 North America Hardware Market by Country
7.1.2.2 North America Software Market by Country
7.1.2.3 North America Services Market by Country
7.1.3 North America Virtual Reality In Retail Market by Device
7.1.3.1 North America Head Mounted Devices Market by Country
7.1.3.2 North America Gesture Tracking Device Market by Country
7.1.3.3 North America Projectors & Display Wall Market by Country
7.1.4 North America Virtual Reality In Retail Market by Vertical
7.1.4.1 North America Clothing Market by Country
7.1.4.2 North America Consumer Electronics Market by Country
7.1.4.3 North America Food & Beverages Market by Country
7.1.4.4 North America Home Products Market by Country
7.1.5 North America Virtual Reality In Retail Market by Country
7.1.5.1 US Virtual Reality In Retail Market
7.1.5.1.1 US Virtual Reality In Retail Market by Application
7.1.5.1.2 US Virtual Reality In Retail Market by Component
7.1.5.1.3 US Virtual Reality In Retail Market by Device
7.1.5.1.4 US Virtual Reality In Retail Market by Vertical
7.1.5.2 Canada Virtual Reality In Retail Market
7.1.5.2.1 Canada Virtual Reality In Retail Market by Application
7.1.5.2.2 Canada Virtual Reality In Retail Market by Component
7.1.5.2.3 Canada Virtual Reality In Retail Market by Device
7.1.5.2.4 Canada Virtual Reality In Retail Market by Vertical
7.1.5.3 Mexico Virtual Reality In Retail Market
7.1.5.3.1 Mexico Virtual Reality In Retail Market by Application
7.1.5.3.2 Mexico Virtual Reality In Retail Market by Component
7.1.5.3.3 Mexico Virtual Reality In Retail Market by Device
7.1.5.3.4 Mexico Virtual Reality In Retail Market by Vertical
7.1.5.4 Rest of North America Virtual Reality In Retail Market
7.1.5.4.1 Rest of North America Virtual Reality In Retail Market by Application
7.1.5.4.2 Rest of North America Virtual Reality In Retail Market by Component
7.1.5.4.3 Rest of North America Virtual Reality In Retail Market by Device
7.1.5.4.4 Rest of North America Virtual Reality In Retail Market by Vertical
7.2 Europe Virtual Reality In Retail Market
7.2.1 Europe Virtual Reality In Retail Market by Application
7.2.1.1 Europe Advertising & Marketing Market by Country
7.2.1.2 Europe Try-on Solutions Market by Country
7.2.1.3 Europe Planning & Designing Market by Country
7.2.1.4 Europe Information Systems Market by Country
7.2.2 Europe Virtual Reality In Retail Market by Component
7.2.2.1 Europe Hardware Market by Country
7.2.2.2 Europe Software Market by Country
7.2.2.3 Europe Services Market by Country
7.2.3 Europe Virtual Reality In Retail Market by Device
7.2.3.1 Europe Head Mounted Devices Market by Country
7.2.3.2 Europe Gesture Tracking Device Market by Country
7.2.3.3 Europe Projectors & Display Wall Market by Country
7.2.4 Europe Virtual Reality In Retail Market by Vertical
7.2.4.1 Europe Clothing Market by Country
7.2.4.2 Europe Consumer Electronics Market by Country
7.2.4.3 Europe Food & Beverages Market by Country
7.2.4.4 Europe Home Products Market by Country
7.2.5 Europe Virtual Reality In Retail Market by Country
7.2.5.1 Germany Virtual Reality In Retail Market
7.2.5.1.1 Germany Virtual Reality In Retail Market by Application
7.2.5.1.2 Germany Virtual Reality In Retail Market by Component
7.2.5.1.3 Germany Virtual Reality In Retail Market by Device
7.2.5.1.4 Germany Virtual Reality In Retail Market by Vertical
7.2.5.2 UK Virtual Reality In Retail Market
7.2.5.2.1 UK Virtual Reality In Retail Market by Application
7.2.5.2.2 UK Virtual Reality In Retail Market by Component
7.2.5.2.3 UK Virtual Reality In Retail Market by Device
7.2.5.2.4 UK Virtual Reality In Retail Market by Vertical
7.2.5.3 France Virtual Reality In Retail Market
7.2.5.3.1 France Virtual Reality In Retail Market by Application
7.2.5.3.2 France Virtual Reality In Retail Market by Component
7.2.5.3.3 France Virtual Reality In Retail Market by Device
7.2.5.3.4 France Virtual Reality In Retail Market by Vertical
7.2.5.4 Russia Virtual Reality In Retail Market
7.2.5.4.1 Russia Virtual Reality In Retail Market by Application
7.2.5.4.2 Russia Virtual Reality In Retail Market by Component
7.2.5.4.3 Russia Virtual Reality In Retail Market by Device
7.2.5.4.4 Russia Virtual Reality In Retail Market by Vertical
7.2.5.5 Spain Virtual Reality In Retail Market
7.2.5.5.1 Spain Virtual Reality In Retail Market by Application
7.2.5.5.2 Spain Virtual Reality In Retail Market by Component
7.2.5.5.3 Spain Virtual Reality In Retail Market by Device
7.2.5.5.4 Spain Virtual Reality In Retail Market by Vertical
7.2.5.6 Italy Virtual Reality In Retail Market
7.2.5.6.1 Italy Virtual Reality In Retail Market by Application
7.2.5.6.2 Italy Virtual Reality In Retail Market by Component
7.2.5.6.3 Italy Virtual Reality In Retail Market by Device
7.2.5.6.4 Italy Virtual Reality In Retail Market by Vertical
7.2.5.7 Rest of Europe Virtual Reality In Retail Market
7.2.5.7.1 Rest of Europe Virtual Reality In Retail Market by Application
7.2.5.7.2 Rest of Europe Virtual Reality In Retail Market by Component
7.2.5.7.3 Rest of Europe Virtual Reality In Retail Market by Device
7.2.5.7.4 Rest of Europe Virtual Reality In Retail Market by Vertical
7.3 Asia Pacific Virtual Reality In Retail Market
7.3.1 Asia Pacific Virtual Reality In Retail Market by Application
7.3.1.1 Asia Pacific Advertising & Marketing Market by Country
7.3.1.2 Asia Pacific Try-on Solutions Market by Country
7.3.1.3 Asia Pacific Planning & Designing Market by Country
7.3.1.4 Asia Pacific Information Systems Market by Country
7.3.2 Asia Pacific Virtual Reality In Retail Market by Component
7.3.2.1 Asia Pacific Hardware Market by Country
7.3.2.2 Asia Pacific Software Market by Country
7.3.2.3 Asia Pacific Services Market by Country
7.3.3 Asia Pacific Virtual Reality In Retail Market by Device
7.3.3.1 Asia Pacific Head Mounted Devices Market by Country
7.3.3.2 Asia Pacific Gesture Tracking Device Market by Country
7.3.3.3 Asia Pacific Projectors & Display Wall Market by Country
7.3.4 Asia Pacific Virtual Reality In Retail Market by Vertical
7.3.4.1 Asia Pacific Clothing Market by Country
7.3.4.2 Asia Pacific Consumer Electronics Market by Country
7.3.4.3 Asia Pacific Food & Beverages Market by Country
7.3.4.4 Asia Pacific Home Products Market by Country
7.3.5 Asia Pacific Virtual Reality In Retail Market by Country
7.3.5.1 China Virtual Reality In Retail Market
7.3.5.1.1 China Virtual Reality In Retail Market by Application
7.3.5.1.2 China Virtual Reality In Retail Market by Component
7.3.5.1.3 China Virtual Reality In Retail Market by Device
7.3.5.1.4 China Virtual Reality In Retail Market by Vertical
7.3.5.2 Japan Virtual Reality In Retail Market
7.3.5.2.1 Japan Virtual Reality In Retail Market by Application
7.3.5.2.2 Japan Virtual Reality In Retail Market by Component
7.3.5.2.3 Japan Virtual Reality In Retail Market by Device
7.3.5.2.4 Japan Virtual Reality In Retail Market by Vertical
7.3.5.3 India Virtual Reality In Retail Market
7.3.5.3.1 India Virtual Reality In Retail Market by Application
7.3.5.3.2 India Virtual Reality In Retail Market by Component
7.3.5.3.3 India Virtual Reality In Retail Market by Device
7.3.5.3.4 India Virtual Reality In Retail Market by Vertical
7.3.5.4 South Korea Virtual Reality In Retail Market
7.3.5.4.1 South Korea Virtual Reality In Retail Market by Application
7.3.5.4.2 South Korea Virtual Reality In Retail Market by Component
7.3.5.4.3 South Korea Virtual Reality In Retail Market by Device
7.3.5.4.4 South Korea Virtual Reality In Retail Market by Vertical
7.3.5.5 Singapore Virtual Reality In Retail Market
7.3.5.5.1 Singapore Virtual Reality In Retail Market by Application
7.3.5.5.2 Singapore Virtual Reality In Retail Market by Component
7.3.5.5.3 Singapore Virtual Reality In Retail Market by Device
7.3.5.5.4 Singapore Virtual Reality In Retail Market by Vertical
7.3.5.6 Malaysia Virtual Reality In Retail Market
7.3.5.6.1 Malaysia Virtual Reality In Retail Market by Application
7.3.5.6.2 Malaysia Virtual Reality In Retail Market by Component
7.3.5.6.3 Malaysia Virtual Reality In Retail Market by Device
7.3.5.6.4 Malaysia Virtual Reality In Retail Market by Vertical
7.3.5.7 Rest of Asia Pacific Virtual Reality In Retail Market
7.3.5.7.1 Rest of Asia Pacific Virtual Reality In Retail Market by Application
7.3.5.7.2 Rest of Asia Pacific Virtual Reality In Retail Market by Component
7.3.5.7.3 Rest of Asia Pacific Virtual Reality In Retail Market by Device
7.3.5.7.4 Rest of Asia Pacific Virtual Reality In Retail Market by Vertical
7.4 LAMEA Virtual Reality In Retail Market
7.4.1 LAMEA Virtual Reality In Retail Market by Application
7.4.1.1 LAMEA Advertising & Marketing Market by Country
7.4.1.2 LAMEA Try-on Solutions Market by Country
7.4.1.3 LAMEA Planning & Designing Market by Country
7.4.1.4 LAMEA Information Systems Market by Country
7.4.2 LAMEA Virtual Reality In Retail Market by Component
7.4.2.1 LAMEA Hardware Market by Country
7.4.2.2 LAMEA Software Market by Country
7.4.2.3 LAMEA Services Market by Country
7.4.3 LAMEA Virtual Reality In Retail Market by Device
7.4.3.1 LAMEA Head Mounted Devices Market by Country
7.4.3.2 LAMEA Gesture Tracking Device Market by Country
7.4.3.3 LAMEA Projectors & Display Wall Market by Country
7.4.4 LAMEA Virtual Reality In Retail Market by Vertical
7.4.4.1 LAMEA Clothing Market by Country
7.4.4.2 LAMEA Consumer Electronics Market by Country
7.4.4.3 LAMEA Food & Beverages Market by Country
7.4.4.4 LAMEA Home Products Market by Country
7.4.5 LAMEA Virtual Reality In Retail Market by Country
7.4.5.1 Brazil Virtual Reality In Retail Market
7.4.5.1.1 Brazil Virtual Reality In Retail Market by Application
7.4.5.1.2 Brazil Virtual Reality In Retail Market by Component
7.4.5.1.3 Brazil Virtual Reality In Retail Market by Device
7.4.5.1.4 Brazil Virtual Reality In Retail Market by Vertical
7.4.5.2 Argentina Virtual Reality In Retail Market
7.4.5.2.1 Argentina Virtual Reality In Retail Market by Application
7.4.5.2.2 Argentina Virtual Reality In Retail Market by Component
7.4.5.2.3 Argentina Virtual Reality In Retail Market by Device
7.4.5.2.4 Argentina Virtual Reality In Retail Market by Vertical
7.4.5.3 UAE Virtual Reality In Retail Market
7.4.5.3.1 UAE Virtual Reality In Retail Market by Application
7.4.5.3.2 UAE Virtual Reality In Retail Market by Component
7.4.5.3.3 UAE Virtual Reality In Retail Market by Device
7.4.5.3.4 UAE Virtual Reality In Retail Market by Vertical
7.4.5.4 Saudi Arabia Virtual Reality In Retail Market
7.4.5.4.1 Saudi Arabia Virtual Reality In Retail Market by Application
7.4.5.4.2 Saudi Arabia Virtual Reality In Retail Market by Component
7.4.5.4.3 Saudi Arabia Virtual Reality In Retail Market by Device
7.4.5.4.4 Saudi Arabia Virtual Reality In Retail Market by Vertical
7.4.5.5 South Africa Virtual Reality In Retail Market
7.4.5.5.1 South Africa Virtual Reality In Retail Market by Application
7.4.5.5.2 South Africa Virtual Reality In Retail Market by Component
7.4.5.5.3 South Africa Virtual Reality In Retail Market by Device
7.4.5.5.4 South Africa Virtual Reality In Retail Market by Vertical
7.4.5.6 Nigeria Virtual Reality In Retail Market
7.4.5.6.1 Nigeria Virtual Reality In Retail Market by Application
7.4.5.6.2 Nigeria Virtual Reality In Retail Market by Component
7.4.5.6.3 Nigeria Virtual Reality In Retail Market by Device
7.4.5.6.4 Nigeria Virtual Reality In Retail Market by Vertical
7.4.5.7 Rest of LAMEA Virtual Reality In Retail Market
7.4.5.7.1 Rest of LAMEA Virtual Reality In Retail Market by Application
7.4.5.7.2 Rest of LAMEA Virtual Reality In Retail Market by Component
7.4.5.7.3 Rest of LAMEA Virtual Reality In Retail Market by Device
7.4.5.7.4 Rest of LAMEA Virtual Reality In Retail Market by Vertical
Chapter 8. Company Profiles
8.1 Matterport, Inc.
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Research & Development Expenses
8.1.4 Recent strategies and developments:
8.1.4.1 Partnerships, Collaborations, and Agreements:
8.2 Scapic Innovations Private Limited (Flipkart Pvt. Ltd,) (Walmart Inc.)
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.3 FXGear, Inc.
8.3.1 Company Overview
8.3.2 Recent strategies and developments:
8.3.2.1 Product Launches and Product Expansions:
8.4 Visualise Creative Limited
8.4.1 Company Overview
8.5 Panedia Pty Ltd.
8.5.1 Company Overview
8.6 FireBird VR
8.6.1 Company Overview
8.7 KonceptVR LLC
8.7.1 Company Overview
8.8 WeMakeVR.
8.8.1 Company Overview
8.9 Fiebak Medien
8.9.1 Company Overview
8.10. Subvrsive, Inc.
8.10.1 Company Overview

Download our eBook: How to Succeed Using Market Research

Learn how to effectively navigate the market research process to help guide your organization on the journey to success.

Download eBook
Cookie Settings