Global VR Shopping Supply, Demand and Key Producers, 2023-2029

Global VR Shopping Supply, Demand and Key Producers, 2023-2029

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Published Date: 17 Mar 2023

Category: Service & Software

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Related Reports
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Description

The global VR Shopping market size is expected to reach $ million by 2029, rising at a market growth of % CAGR during the forecast period (2023-2029).

This report studies the global VR Shopping demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for VR Shopping, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2022 as the base year. This report explores demand trends and competition, as well as details the characteristics of VR Shopping that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global VR Shopping total market, 2018-2029, (USD Million)
Global VR Shopping total market by region & country, CAGR, 2018-2029, (USD Million)
U.S. VS China: VR Shopping total market, key domestic companies and share, (USD Million)
Global VR Shopping revenue by player and market share 2018-2023, (USD Million)
Global VR Shopping total market by Type, CAGR, 2018-2029, (USD Million)
Global VR Shopping total market by Application, CAGR, 2018-2029, (USD Million)
This reports profiles major players in the global VR Shopping market based on the following parameters – company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Invrsion, Reactive Reality, Perforce Software, HTEC Group, Snap, Alibaba, ST Engineering Antycip, 3D Cloud and Obsess, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World VR Shopping market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2018-2029 by year with 2022 as the base year, 2023 as the estimate year, and 2024-2029 as the forecast year.

Global VR Shopping Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global VR Shopping Market, Segmentation by Type
Cloud-based
On-premise

Global VR Shopping Market, Segmentation by Application
Retail Industry
Garment Industry
Others

Companies Profiled:
Invrsion
Reactive Reality
Perforce Software
HTEC Group
Snap
Alibaba
ST Engineering Antycip
3D Cloud
Obsess
Emperia
WeAR Studio
ScienceSoft

Key Questions Answered
1. How big is the global VR Shopping market?
2. What is the demand of the global VR Shopping market?
3. What is the year over year growth of the global VR Shopping market?
4. What is the total value of the global VR Shopping market?
5. Who are the major players in the global VR Shopping market?
6. What are the growth factors driving the market demand?
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Table of Contents

1 Supply Summary
1.1 VR Shopping Introduction
1.2 World VR Shopping Market Size & Forecast (2018 & 2022 & 2029)
1.3 World VR Shopping Total Market by Region (by Headquarter Location)
1.3.1 World VR Shopping Market Size by Region (2018-2029), (by Headquarter Location)
1.3.2 United States VR Shopping Market Size (2018-2029)
1.3.3 China VR Shopping Market Size (2018-2029)
1.3.4 Europe VR Shopping Market Size (2018-2029)
1.3.5 Japan VR Shopping Market Size (2018-2029)
1.3.6 South Korea VR Shopping Market Size (2018-2029)
1.3.7 ASEAN VR Shopping Market Size (2018-2029)
1.3.8 India VR Shopping Market Size (2018-2029)
1.4 Market Drivers, Restraints and Trends
1.4.1 VR Shopping Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 VR Shopping Major Market Trends
1.5 Influence of COVID-19 and Russia-Ukraine War
1.5.1 Influence of COVID-19
1.5.2 Influence of Russia-Ukraine War

2 Demand Summary
2.1 World VR Shopping Consumption Value (2018-2029)
2.2 World VR Shopping Consumption Value by Region
2.2.1 World VR Shopping Consumption Value by Region (2018-2023)
2.2.2 World VR Shopping Consumption Value Forecast by Region (2024-2029)
2.3 United States VR Shopping Consumption Value (2018-2029)
2.4 China VR Shopping Consumption Value (2018-2029)
2.5 Europe VR Shopping Consumption Value (2018-2029)
2.6 Japan VR Shopping Consumption Value (2018-2029)
2.7 South Korea VR Shopping Consumption Value (2018-2029)
2.8 ASEAN VR Shopping Consumption Value (2018-2029)
2.9 India VR Shopping Consumption Value (2018-2029)

3 World VR Shopping Companies Competitive Analysis
3.1 World VR Shopping Revenue by Player (2018-2023)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global VR Shopping Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for VR Shopping in 2022
3.2.3 Global Concentration Ratios (CR8) for VR Shopping in 2022
3.3 VR Shopping Company Evaluation Quadrant
3.4 VR Shopping Market: Overall Company Footprint Analysis
3.4.1 VR Shopping Market: Region Footprint
3.4.2 VR Shopping Market: Company Product Type Footprint
3.4.3 VR Shopping Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: VR Shopping Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: VR Shopping Market Size Comparison (2018 & 2022 & 2029) (by Headquarter Location)
4.1.2 United States VS China: VR Shopping Revenue Market Share Comparison (2018 & 2022 & 2029)
4.2 United States Based Companies VS China Based Companies: VR Shopping Consumption Value Comparison
4.2.1 United States VS China: VR Shopping Consumption Value Comparison (2018 & 2022 & 2029)
4.2.2 United States VS China: VR Shopping Consumption Value Market Share Comparison (2018 & 2022 & 2029)
4.3 United States Based VR Shopping Companies and Market Share, 2018-2023
4.3.1 United States Based VR Shopping Companies, Headquarters (States, Country)
4.3.2 United States Based Companies VR Shopping Revenue, (2018-2023)
4.4 China Based Companies VR Shopping Revenue and Market Share, 2018-2023
4.4.1 China Based VR Shopping Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies VR Shopping Revenue, (2018-2023)
4.5 Rest of World Based VR Shopping Companies and Market Share, 2018-2023
4.5.1 Rest of World Based VR Shopping Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies VR Shopping Revenue, (2018-2023)

5 Market Analysis by Type
5.1 World VR Shopping Market Size Overview by Type: 2018 VS 2022 VS 2029
5.2 Segment Introduction by Type
5.2.1 Cloud-based
5.2.2 On-premise
5.3 Market Segment by Type
5.3.1 World VR Shopping Market Size by Type (2018-2023)
5.3.2 World VR Shopping Market Size by Type (2024-2029)
5.3.3 World VR Shopping Market Size Market Share by Type (2018-2029)

6 Market Analysis by Application
6.1 World VR Shopping Market Size Overview by Application: 2018 VS 2022 VS 2029
6.2 Segment Introduction by Application
6.2.1 Retail Industry
6.2.2 Garment Industry
6.2.3 Others
6.3 Market Segment by Application
6.3.1 World VR Shopping Market Size by Application (2018-2023)
6.3.2 World VR Shopping Market Size by Application (2024-2029)
6.3.3 World VR Shopping Market Size by Application (2018-2029)

7 Company Profiles
7.1 Invrsion
7.1.1 Invrsion Details
7.1.2 Invrsion Major Business
7.1.3 Invrsion VR Shopping Product and Services
7.1.4 Invrsion VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.1.5 Invrsion Recent Developments/Updates
7.1.6 Invrsion Competitive Strengths & Weaknesses
7.2 Reactive Reality
7.2.1 Reactive Reality Details
7.2.2 Reactive Reality Major Business
7.2.3 Reactive Reality VR Shopping Product and Services
7.2.4 Reactive Reality VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.2.5 Reactive Reality Recent Developments/Updates
7.2.6 Reactive Reality Competitive Strengths & Weaknesses
7.3 Perforce Software
7.3.1 Perforce Software Details
7.3.2 Perforce Software Major Business
7.3.3 Perforce Software VR Shopping Product and Services
7.3.4 Perforce Software VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.3.5 Perforce Software Recent Developments/Updates
7.3.6 Perforce Software Competitive Strengths & Weaknesses
7.4 HTEC Group
7.4.1 HTEC Group Details
7.4.2 HTEC Group Major Business
7.4.3 HTEC Group VR Shopping Product and Services
7.4.4 HTEC Group VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.4.5 HTEC Group Recent Developments/Updates
7.4.6 HTEC Group Competitive Strengths & Weaknesses
7.5 Snap
7.5.1 Snap Details
7.5.2 Snap Major Business
7.5.3 Snap VR Shopping Product and Services
7.5.4 Snap VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.5.5 Snap Recent Developments/Updates
7.5.6 Snap Competitive Strengths & Weaknesses
7.6 Alibaba
7.6.1 Alibaba Details
7.6.2 Alibaba Major Business
7.6.3 Alibaba VR Shopping Product and Services
7.6.4 Alibaba VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.6.5 Alibaba Recent Developments/Updates
7.6.6 Alibaba Competitive Strengths & Weaknesses
7.7 ST Engineering Antycip
7.7.1 ST Engineering Antycip Details
7.7.2 ST Engineering Antycip Major Business
7.7.3 ST Engineering Antycip VR Shopping Product and Services
7.7.4 ST Engineering Antycip VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.7.5 ST Engineering Antycip Recent Developments/Updates
7.7.6 ST Engineering Antycip Competitive Strengths & Weaknesses
7.8 3D Cloud
7.8.1 3D Cloud Details
7.8.2 3D Cloud Major Business
7.8.3 3D Cloud VR Shopping Product and Services
7.8.4 3D Cloud VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.8.5 3D Cloud Recent Developments/Updates
7.8.6 3D Cloud Competitive Strengths & Weaknesses
7.9 Obsess
7.9.1 Obsess Details
7.9.2 Obsess Major Business
7.9.3 Obsess VR Shopping Product and Services
7.9.4 Obsess VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.9.5 Obsess Recent Developments/Updates
7.9.6 Obsess Competitive Strengths & Weaknesses
7.10 Emperia
7.10.1 Emperia Details
7.10.2 Emperia Major Business
7.10.3 Emperia VR Shopping Product and Services
7.10.4 Emperia VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.10.5 Emperia Recent Developments/Updates
7.10.6 Emperia Competitive Strengths & Weaknesses
7.11 WeAR Studio
7.11.1 WeAR Studio Details
7.11.2 WeAR Studio Major Business
7.11.3 WeAR Studio VR Shopping Product and Services
7.11.4 WeAR Studio VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.11.5 WeAR Studio Recent Developments/Updates
7.11.6 WeAR Studio Competitive Strengths & Weaknesses
7.12 ScienceSoft
7.12.1 ScienceSoft Details
7.12.2 ScienceSoft Major Business
7.12.3 ScienceSoft VR Shopping Product and Services
7.12.4 ScienceSoft VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.12.5 ScienceSoft Recent Developments/Updates
7.12.6 ScienceSoft Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 VR Shopping Industry Chain
8.2 VR Shopping Upstream Analysis
8.3 VR Shopping Midstream Analysis
8.4 VR Shopping Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World VR Shopping Revenue by Region (2018, 2022 and 2029) & (USD Million), (by Headquarter Location)
Table 2. World VR Shopping Revenue by Region (2018-2023) & (USD Million), (by Headquarter Location)
Table 3. World VR Shopping Revenue by Region (2024-2029) & (USD Million), (by Headquarter Location)
Table 4. World VR Shopping Revenue Market Share by Region (2018-2023), (by Headquarter Location)
Table 5. World VR Shopping Revenue Market Share by Region (2024-2029), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World VR Shopping Consumption Value Growth Rate Forecast by Region (2018 & 2022 & 2029) & (USD Million)
Table 8. World VR Shopping Consumption Value by Region (2018-2023) & (USD Million)
Table 9. World VR Shopping Consumption Value Forecast by Region (2024-2029) & (USD Million)
Table 10. World VR Shopping Revenue by Player (2018-2023) & (USD Million)
Table 11. Revenue Market Share of Key VR Shopping Players in 2022
Table 12. World VR Shopping Industry Rank of Major Player, Based on Revenue in 2022
Table 13. Global VR Shopping Company Evaluation Quadrant
Table 14. Head Office of Key VR Shopping Player
Table 15. VR Shopping Market: Company Product Type Footprint
Table 16. VR Shopping Market: Company Product Application Footprint
Table 17. VR Shopping Mergers & Acquisitions Activity
Table 18. United States VS China VR Shopping Market Size Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 19. United States VS China VR Shopping Consumption Value Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 20. United States Based VR Shopping Companies, Headquarters (States, Country)
Table 21. United States Based Companies VR Shopping Revenue, (2018-2023) & (USD Million)
Table 22. United States Based Companies VR Shopping Revenue Market Share (2018-2023)
Table 23. China Based VR Shopping Companies, Headquarters (Province, Country)
Table 24. China Based Companies VR Shopping Revenue, (2018-2023) & (USD Million)
Table 25. China Based Companies VR Shopping Revenue Market Share (2018-2023)
Table 26. Rest of World Based VR Shopping Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies VR Shopping Revenue, (2018-2023) & (USD Million)
Table 28. Rest of World Based Companies VR Shopping Revenue Market Share (2018-2023)
Table 29. World VR Shopping Market Size by Type, (USD Million), 2018 & 2022 & 2029
Table 30. World VR Shopping Market Size by Type (2018-2023) & (USD Million)
Table 31. World VR Shopping Market Size by Type (2024-2029) & (USD Million)
Table 32. World VR Shopping Market Size by Application, (USD Million), 2018 & 2022 & 2029
Table 33. World VR Shopping Market Size by Application (2018-2023) & (USD Million)
Table 34. World VR Shopping Market Size by Application (2024-2029) & (USD Million)
Table 35. Invrsion Basic Information, Area Served and Competitors
Table 36. Invrsion Major Business
Table 37. Invrsion VR Shopping Product and Services
Table 38. Invrsion VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 39. Invrsion Recent Developments/Updates
Table 40. Invrsion Competitive Strengths & Weaknesses
Table 41. Reactive Reality Basic Information, Area Served and Competitors
Table 42. Reactive Reality Major Business
Table 43. Reactive Reality VR Shopping Product and Services
Table 44. Reactive Reality VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 45. Reactive Reality Recent Developments/Updates
Table 46. Reactive Reality Competitive Strengths & Weaknesses
Table 47. Perforce Software Basic Information, Area Served and Competitors
Table 48. Perforce Software Major Business
Table 49. Perforce Software VR Shopping Product and Services
Table 50. Perforce Software VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 51. Perforce Software Recent Developments/Updates
Table 52. Perforce Software Competitive Strengths & Weaknesses
Table 53. HTEC Group Basic Information, Area Served and Competitors
Table 54. HTEC Group Major Business
Table 55. HTEC Group VR Shopping Product and Services
Table 56. HTEC Group VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 57. HTEC Group Recent Developments/Updates
Table 58. HTEC Group Competitive Strengths & Weaknesses
Table 59. Snap Basic Information, Area Served and Competitors
Table 60. Snap Major Business
Table 61. Snap VR Shopping Product and Services
Table 62. Snap VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 63. Snap Recent Developments/Updates
Table 64. Snap Competitive Strengths & Weaknesses
Table 65. Alibaba Basic Information, Area Served and Competitors
Table 66. Alibaba Major Business
Table 67. Alibaba VR Shopping Product and Services
Table 68. Alibaba VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 69. Alibaba Recent Developments/Updates
Table 70. Alibaba Competitive Strengths & Weaknesses
Table 71. ST Engineering Antycip Basic Information, Area Served and Competitors
Table 72. ST Engineering Antycip Major Business
Table 73. ST Engineering Antycip VR Shopping Product and Services
Table 74. ST Engineering Antycip VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 75. ST Engineering Antycip Recent Developments/Updates
Table 76. ST Engineering Antycip Competitive Strengths & Weaknesses
Table 77. 3D Cloud Basic Information, Area Served and Competitors
Table 78. 3D Cloud Major Business
Table 79. 3D Cloud VR Shopping Product and Services
Table 80. 3D Cloud VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 81. 3D Cloud Recent Developments/Updates
Table 82. 3D Cloud Competitive Strengths & Weaknesses
Table 83. Obsess Basic Information, Area Served and Competitors
Table 84. Obsess Major Business
Table 85. Obsess VR Shopping Product and Services
Table 86. Obsess VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 87. Obsess Recent Developments/Updates
Table 88. Obsess Competitive Strengths & Weaknesses
Table 89. Emperia Basic Information, Area Served and Competitors
Table 90. Emperia Major Business
Table 91. Emperia VR Shopping Product and Services
Table 92. Emperia VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 93. Emperia Recent Developments/Updates
Table 94. Emperia Competitive Strengths & Weaknesses
Table 95. WeAR Studio Basic Information, Area Served and Competitors
Table 96. WeAR Studio Major Business
Table 97. WeAR Studio VR Shopping Product and Services
Table 98. WeAR Studio VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 99. WeAR Studio Recent Developments/Updates
Table 100. ScienceSoft Basic Information, Area Served and Competitors
Table 101. ScienceSoft Major Business
Table 102. ScienceSoft VR Shopping Product and Services
Table 103. ScienceSoft VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 104. Global Key Players of VR Shopping Upstream (Raw Materials)
Table 105. VR Shopping Typical Customers
List of Figure
Figure 1. VR Shopping Picture
Figure 2. World VR Shopping Total Market Size: 2018 & 2022 & 2029, (USD Million)
Figure 3. World VR Shopping Total Market Size (2018-2029) & (USD Million)
Figure 4. World VR Shopping Revenue Market Share by Region (2018, 2022 and 2029) & (USD Million) , (by Headquarter Location)
Figure 5. World VR Shopping Revenue Market Share by Region (2018-2029), (by Headquarter Location)
Figure 6. United States Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 7. China Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 8. Europe Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 9. Japan Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 10. South Korea Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 11. ASEAN Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 12. India Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 13. VR Shopping Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 16. World VR Shopping Consumption Value Market Share by Region (2018-2029)
Figure 17. United States VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 18. China VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 19. Europe VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 20. Japan VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 21. South Korea VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 22. ASEAN VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 23. India VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 24. Producer Shipments of VR Shopping by Player Revenue ($MM) and Market Share (%): 2022
Figure 25. Global Four-firm Concentration Ratios (CR4) for VR Shopping Markets in 2022
Figure 26. Global Four-firm Concentration Ratios (CR8) for VR Shopping Markets in 2022
Figure 27. United States VS China: VR Shopping Revenue Market Share Comparison (2018 & 2022 & 2029)
Figure 28. United States VS China: VR Shopping Consumption Value Market Share Comparison (2018 & 2022 & 2029)
Figure 29. World VR Shopping Market Size by Type, (USD Million), 2018 & 2022 & 2029
Figure 30. World VR Shopping Market Size Market Share by Type in 2022
Figure 31. Cloud-based
Figure 32. On-premise
Figure 33. World VR Shopping Market Size Market Share by Type (2018-2029)
Figure 34. World VR Shopping Market Size by Application, (USD Million), 2018 & 2022 & 2029
Figure 35. World VR Shopping Market Size Market Share by Application in 2022
Figure 36. Retail Industry
Figure 37. Garment Industry
Figure 38. Others
Figure 39. VR Shopping Industrial Chain
Figure 40. Methodology
Figure 41. Research Process and Data Source
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Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

yuan2

Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

yuan2

Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

yuan2

Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

yuan2

Consideration of geography, region-specific product/service demand for region segments

yuan2

Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

yuan2

Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

yuan2

Collection of data

yuan2

Cumulating and collating the essential qualitative and quantitative data

yuan2

Generation of report in client requested format by research analysts

yuan2

Reviews by expert analysts

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Final quality check

yuan2

Clarifying queries

yuan2

Receiving feedback

yuan2

Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

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    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Global VR Shopping Supply, Demand and Key Producers, 2023-2029

Global VR Shopping Supply, Demand and Key Producers, 2023-2029

Page: 110

Published Date: 17 Mar 2023

Category: Service & Software

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Description

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Description

The global VR Shopping market size is expected to reach $ million by 2029, rising at a market growth of % CAGR during the forecast period (2023-2029).

This report studies the global VR Shopping demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for VR Shopping, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2022 as the base year. This report explores demand trends and competition, as well as details the characteristics of VR Shopping that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global VR Shopping total market, 2018-2029, (USD Million)
Global VR Shopping total market by region & country, CAGR, 2018-2029, (USD Million)
U.S. VS China: VR Shopping total market, key domestic companies and share, (USD Million)
Global VR Shopping revenue by player and market share 2018-2023, (USD Million)
Global VR Shopping total market by Type, CAGR, 2018-2029, (USD Million)
Global VR Shopping total market by Application, CAGR, 2018-2029, (USD Million)
This reports profiles major players in the global VR Shopping market based on the following parameters – company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Invrsion, Reactive Reality, Perforce Software, HTEC Group, Snap, Alibaba, ST Engineering Antycip, 3D Cloud and Obsess, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World VR Shopping market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2018-2029 by year with 2022 as the base year, 2023 as the estimate year, and 2024-2029 as the forecast year.

Global VR Shopping Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global VR Shopping Market, Segmentation by Type
Cloud-based
On-premise

Global VR Shopping Market, Segmentation by Application
Retail Industry
Garment Industry
Others

Companies Profiled:
Invrsion
Reactive Reality
Perforce Software
HTEC Group
Snap
Alibaba
ST Engineering Antycip
3D Cloud
Obsess
Emperia
WeAR Studio
ScienceSoft

Key Questions Answered
1. How big is the global VR Shopping market?
2. What is the demand of the global VR Shopping market?
3. What is the year over year growth of the global VR Shopping market?
4. What is the total value of the global VR Shopping market?
5. Who are the major players in the global VR Shopping market?
6. What are the growth factors driving the market demand?
btl

Table of Contents

1 Supply Summary
1.1 VR Shopping Introduction
1.2 World VR Shopping Market Size & Forecast (2018 & 2022 & 2029)
1.3 World VR Shopping Total Market by Region (by Headquarter Location)
1.3.1 World VR Shopping Market Size by Region (2018-2029), (by Headquarter Location)
1.3.2 United States VR Shopping Market Size (2018-2029)
1.3.3 China VR Shopping Market Size (2018-2029)
1.3.4 Europe VR Shopping Market Size (2018-2029)
1.3.5 Japan VR Shopping Market Size (2018-2029)
1.3.6 South Korea VR Shopping Market Size (2018-2029)
1.3.7 ASEAN VR Shopping Market Size (2018-2029)
1.3.8 India VR Shopping Market Size (2018-2029)
1.4 Market Drivers, Restraints and Trends
1.4.1 VR Shopping Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 VR Shopping Major Market Trends
1.5 Influence of COVID-19 and Russia-Ukraine War
1.5.1 Influence of COVID-19
1.5.2 Influence of Russia-Ukraine War

2 Demand Summary
2.1 World VR Shopping Consumption Value (2018-2029)
2.2 World VR Shopping Consumption Value by Region
2.2.1 World VR Shopping Consumption Value by Region (2018-2023)
2.2.2 World VR Shopping Consumption Value Forecast by Region (2024-2029)
2.3 United States VR Shopping Consumption Value (2018-2029)
2.4 China VR Shopping Consumption Value (2018-2029)
2.5 Europe VR Shopping Consumption Value (2018-2029)
2.6 Japan VR Shopping Consumption Value (2018-2029)
2.7 South Korea VR Shopping Consumption Value (2018-2029)
2.8 ASEAN VR Shopping Consumption Value (2018-2029)
2.9 India VR Shopping Consumption Value (2018-2029)

3 World VR Shopping Companies Competitive Analysis
3.1 World VR Shopping Revenue by Player (2018-2023)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global VR Shopping Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for VR Shopping in 2022
3.2.3 Global Concentration Ratios (CR8) for VR Shopping in 2022
3.3 VR Shopping Company Evaluation Quadrant
3.4 VR Shopping Market: Overall Company Footprint Analysis
3.4.1 VR Shopping Market: Region Footprint
3.4.2 VR Shopping Market: Company Product Type Footprint
3.4.3 VR Shopping Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: VR Shopping Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: VR Shopping Market Size Comparison (2018 & 2022 & 2029) (by Headquarter Location)
4.1.2 United States VS China: VR Shopping Revenue Market Share Comparison (2018 & 2022 & 2029)
4.2 United States Based Companies VS China Based Companies: VR Shopping Consumption Value Comparison
4.2.1 United States VS China: VR Shopping Consumption Value Comparison (2018 & 2022 & 2029)
4.2.2 United States VS China: VR Shopping Consumption Value Market Share Comparison (2018 & 2022 & 2029)
4.3 United States Based VR Shopping Companies and Market Share, 2018-2023
4.3.1 United States Based VR Shopping Companies, Headquarters (States, Country)
4.3.2 United States Based Companies VR Shopping Revenue, (2018-2023)
4.4 China Based Companies VR Shopping Revenue and Market Share, 2018-2023
4.4.1 China Based VR Shopping Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies VR Shopping Revenue, (2018-2023)
4.5 Rest of World Based VR Shopping Companies and Market Share, 2018-2023
4.5.1 Rest of World Based VR Shopping Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies VR Shopping Revenue, (2018-2023)

5 Market Analysis by Type
5.1 World VR Shopping Market Size Overview by Type: 2018 VS 2022 VS 2029
5.2 Segment Introduction by Type
5.2.1 Cloud-based
5.2.2 On-premise
5.3 Market Segment by Type
5.3.1 World VR Shopping Market Size by Type (2018-2023)
5.3.2 World VR Shopping Market Size by Type (2024-2029)
5.3.3 World VR Shopping Market Size Market Share by Type (2018-2029)

6 Market Analysis by Application
6.1 World VR Shopping Market Size Overview by Application: 2018 VS 2022 VS 2029
6.2 Segment Introduction by Application
6.2.1 Retail Industry
6.2.2 Garment Industry
6.2.3 Others
6.3 Market Segment by Application
6.3.1 World VR Shopping Market Size by Application (2018-2023)
6.3.2 World VR Shopping Market Size by Application (2024-2029)
6.3.3 World VR Shopping Market Size by Application (2018-2029)

7 Company Profiles
7.1 Invrsion
7.1.1 Invrsion Details
7.1.2 Invrsion Major Business
7.1.3 Invrsion VR Shopping Product and Services
7.1.4 Invrsion VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.1.5 Invrsion Recent Developments/Updates
7.1.6 Invrsion Competitive Strengths & Weaknesses
7.2 Reactive Reality
7.2.1 Reactive Reality Details
7.2.2 Reactive Reality Major Business
7.2.3 Reactive Reality VR Shopping Product and Services
7.2.4 Reactive Reality VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.2.5 Reactive Reality Recent Developments/Updates
7.2.6 Reactive Reality Competitive Strengths & Weaknesses
7.3 Perforce Software
7.3.1 Perforce Software Details
7.3.2 Perforce Software Major Business
7.3.3 Perforce Software VR Shopping Product and Services
7.3.4 Perforce Software VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.3.5 Perforce Software Recent Developments/Updates
7.3.6 Perforce Software Competitive Strengths & Weaknesses
7.4 HTEC Group
7.4.1 HTEC Group Details
7.4.2 HTEC Group Major Business
7.4.3 HTEC Group VR Shopping Product and Services
7.4.4 HTEC Group VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.4.5 HTEC Group Recent Developments/Updates
7.4.6 HTEC Group Competitive Strengths & Weaknesses
7.5 Snap
7.5.1 Snap Details
7.5.2 Snap Major Business
7.5.3 Snap VR Shopping Product and Services
7.5.4 Snap VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.5.5 Snap Recent Developments/Updates
7.5.6 Snap Competitive Strengths & Weaknesses
7.6 Alibaba
7.6.1 Alibaba Details
7.6.2 Alibaba Major Business
7.6.3 Alibaba VR Shopping Product and Services
7.6.4 Alibaba VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.6.5 Alibaba Recent Developments/Updates
7.6.6 Alibaba Competitive Strengths & Weaknesses
7.7 ST Engineering Antycip
7.7.1 ST Engineering Antycip Details
7.7.2 ST Engineering Antycip Major Business
7.7.3 ST Engineering Antycip VR Shopping Product and Services
7.7.4 ST Engineering Antycip VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.7.5 ST Engineering Antycip Recent Developments/Updates
7.7.6 ST Engineering Antycip Competitive Strengths & Weaknesses
7.8 3D Cloud
7.8.1 3D Cloud Details
7.8.2 3D Cloud Major Business
7.8.3 3D Cloud VR Shopping Product and Services
7.8.4 3D Cloud VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.8.5 3D Cloud Recent Developments/Updates
7.8.6 3D Cloud Competitive Strengths & Weaknesses
7.9 Obsess
7.9.1 Obsess Details
7.9.2 Obsess Major Business
7.9.3 Obsess VR Shopping Product and Services
7.9.4 Obsess VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.9.5 Obsess Recent Developments/Updates
7.9.6 Obsess Competitive Strengths & Weaknesses
7.10 Emperia
7.10.1 Emperia Details
7.10.2 Emperia Major Business
7.10.3 Emperia VR Shopping Product and Services
7.10.4 Emperia VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.10.5 Emperia Recent Developments/Updates
7.10.6 Emperia Competitive Strengths & Weaknesses
7.11 WeAR Studio
7.11.1 WeAR Studio Details
7.11.2 WeAR Studio Major Business
7.11.3 WeAR Studio VR Shopping Product and Services
7.11.4 WeAR Studio VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.11.5 WeAR Studio Recent Developments/Updates
7.11.6 WeAR Studio Competitive Strengths & Weaknesses
7.12 ScienceSoft
7.12.1 ScienceSoft Details
7.12.2 ScienceSoft Major Business
7.12.3 ScienceSoft VR Shopping Product and Services
7.12.4 ScienceSoft VR Shopping Revenue, Gross Margin and Market Share (2018-2023)
7.12.5 ScienceSoft Recent Developments/Updates
7.12.6 ScienceSoft Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 VR Shopping Industry Chain
8.2 VR Shopping Upstream Analysis
8.3 VR Shopping Midstream Analysis
8.4 VR Shopping Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World VR Shopping Revenue by Region (2018, 2022 and 2029) & (USD Million), (by Headquarter Location)
Table 2. World VR Shopping Revenue by Region (2018-2023) & (USD Million), (by Headquarter Location)
Table 3. World VR Shopping Revenue by Region (2024-2029) & (USD Million), (by Headquarter Location)
Table 4. World VR Shopping Revenue Market Share by Region (2018-2023), (by Headquarter Location)
Table 5. World VR Shopping Revenue Market Share by Region (2024-2029), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World VR Shopping Consumption Value Growth Rate Forecast by Region (2018 & 2022 & 2029) & (USD Million)
Table 8. World VR Shopping Consumption Value by Region (2018-2023) & (USD Million)
Table 9. World VR Shopping Consumption Value Forecast by Region (2024-2029) & (USD Million)
Table 10. World VR Shopping Revenue by Player (2018-2023) & (USD Million)
Table 11. Revenue Market Share of Key VR Shopping Players in 2022
Table 12. World VR Shopping Industry Rank of Major Player, Based on Revenue in 2022
Table 13. Global VR Shopping Company Evaluation Quadrant
Table 14. Head Office of Key VR Shopping Player
Table 15. VR Shopping Market: Company Product Type Footprint
Table 16. VR Shopping Market: Company Product Application Footprint
Table 17. VR Shopping Mergers & Acquisitions Activity
Table 18. United States VS China VR Shopping Market Size Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 19. United States VS China VR Shopping Consumption Value Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 20. United States Based VR Shopping Companies, Headquarters (States, Country)
Table 21. United States Based Companies VR Shopping Revenue, (2018-2023) & (USD Million)
Table 22. United States Based Companies VR Shopping Revenue Market Share (2018-2023)
Table 23. China Based VR Shopping Companies, Headquarters (Province, Country)
Table 24. China Based Companies VR Shopping Revenue, (2018-2023) & (USD Million)
Table 25. China Based Companies VR Shopping Revenue Market Share (2018-2023)
Table 26. Rest of World Based VR Shopping Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies VR Shopping Revenue, (2018-2023) & (USD Million)
Table 28. Rest of World Based Companies VR Shopping Revenue Market Share (2018-2023)
Table 29. World VR Shopping Market Size by Type, (USD Million), 2018 & 2022 & 2029
Table 30. World VR Shopping Market Size by Type (2018-2023) & (USD Million)
Table 31. World VR Shopping Market Size by Type (2024-2029) & (USD Million)
Table 32. World VR Shopping Market Size by Application, (USD Million), 2018 & 2022 & 2029
Table 33. World VR Shopping Market Size by Application (2018-2023) & (USD Million)
Table 34. World VR Shopping Market Size by Application (2024-2029) & (USD Million)
Table 35. Invrsion Basic Information, Area Served and Competitors
Table 36. Invrsion Major Business
Table 37. Invrsion VR Shopping Product and Services
Table 38. Invrsion VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 39. Invrsion Recent Developments/Updates
Table 40. Invrsion Competitive Strengths & Weaknesses
Table 41. Reactive Reality Basic Information, Area Served and Competitors
Table 42. Reactive Reality Major Business
Table 43. Reactive Reality VR Shopping Product and Services
Table 44. Reactive Reality VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 45. Reactive Reality Recent Developments/Updates
Table 46. Reactive Reality Competitive Strengths & Weaknesses
Table 47. Perforce Software Basic Information, Area Served and Competitors
Table 48. Perforce Software Major Business
Table 49. Perforce Software VR Shopping Product and Services
Table 50. Perforce Software VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 51. Perforce Software Recent Developments/Updates
Table 52. Perforce Software Competitive Strengths & Weaknesses
Table 53. HTEC Group Basic Information, Area Served and Competitors
Table 54. HTEC Group Major Business
Table 55. HTEC Group VR Shopping Product and Services
Table 56. HTEC Group VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 57. HTEC Group Recent Developments/Updates
Table 58. HTEC Group Competitive Strengths & Weaknesses
Table 59. Snap Basic Information, Area Served and Competitors
Table 60. Snap Major Business
Table 61. Snap VR Shopping Product and Services
Table 62. Snap VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 63. Snap Recent Developments/Updates
Table 64. Snap Competitive Strengths & Weaknesses
Table 65. Alibaba Basic Information, Area Served and Competitors
Table 66. Alibaba Major Business
Table 67. Alibaba VR Shopping Product and Services
Table 68. Alibaba VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 69. Alibaba Recent Developments/Updates
Table 70. Alibaba Competitive Strengths & Weaknesses
Table 71. ST Engineering Antycip Basic Information, Area Served and Competitors
Table 72. ST Engineering Antycip Major Business
Table 73. ST Engineering Antycip VR Shopping Product and Services
Table 74. ST Engineering Antycip VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 75. ST Engineering Antycip Recent Developments/Updates
Table 76. ST Engineering Antycip Competitive Strengths & Weaknesses
Table 77. 3D Cloud Basic Information, Area Served and Competitors
Table 78. 3D Cloud Major Business
Table 79. 3D Cloud VR Shopping Product and Services
Table 80. 3D Cloud VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 81. 3D Cloud Recent Developments/Updates
Table 82. 3D Cloud Competitive Strengths & Weaknesses
Table 83. Obsess Basic Information, Area Served and Competitors
Table 84. Obsess Major Business
Table 85. Obsess VR Shopping Product and Services
Table 86. Obsess VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 87. Obsess Recent Developments/Updates
Table 88. Obsess Competitive Strengths & Weaknesses
Table 89. Emperia Basic Information, Area Served and Competitors
Table 90. Emperia Major Business
Table 91. Emperia VR Shopping Product and Services
Table 92. Emperia VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 93. Emperia Recent Developments/Updates
Table 94. Emperia Competitive Strengths & Weaknesses
Table 95. WeAR Studio Basic Information, Area Served and Competitors
Table 96. WeAR Studio Major Business
Table 97. WeAR Studio VR Shopping Product and Services
Table 98. WeAR Studio VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 99. WeAR Studio Recent Developments/Updates
Table 100. ScienceSoft Basic Information, Area Served and Competitors
Table 101. ScienceSoft Major Business
Table 102. ScienceSoft VR Shopping Product and Services
Table 103. ScienceSoft VR Shopping Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 104. Global Key Players of VR Shopping Upstream (Raw Materials)
Table 105. VR Shopping Typical Customers
List of Figure
Figure 1. VR Shopping Picture
Figure 2. World VR Shopping Total Market Size: 2018 & 2022 & 2029, (USD Million)
Figure 3. World VR Shopping Total Market Size (2018-2029) & (USD Million)
Figure 4. World VR Shopping Revenue Market Share by Region (2018, 2022 and 2029) & (USD Million) , (by Headquarter Location)
Figure 5. World VR Shopping Revenue Market Share by Region (2018-2029), (by Headquarter Location)
Figure 6. United States Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 7. China Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 8. Europe Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 9. Japan Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 10. South Korea Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 11. ASEAN Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 12. India Based Company VR Shopping Revenue (2018-2029) & (USD Million)
Figure 13. VR Shopping Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 16. World VR Shopping Consumption Value Market Share by Region (2018-2029)
Figure 17. United States VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 18. China VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 19. Europe VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 20. Japan VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 21. South Korea VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 22. ASEAN VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 23. India VR Shopping Consumption Value (2018-2029) & (USD Million)
Figure 24. Producer Shipments of VR Shopping by Player Revenue ($MM) and Market Share (%): 2022
Figure 25. Global Four-firm Concentration Ratios (CR4) for VR Shopping Markets in 2022
Figure 26. Global Four-firm Concentration Ratios (CR8) for VR Shopping Markets in 2022
Figure 27. United States VS China: VR Shopping Revenue Market Share Comparison (2018 & 2022 & 2029)
Figure 28. United States VS China: VR Shopping Consumption Value Market Share Comparison (2018 & 2022 & 2029)
Figure 29. World VR Shopping Market Size by Type, (USD Million), 2018 & 2022 & 2029
Figure 30. World VR Shopping Market Size Market Share by Type in 2022
Figure 31. Cloud-based
Figure 32. On-premise
Figure 33. World VR Shopping Market Size Market Share by Type (2018-2029)
Figure 34. World VR Shopping Market Size by Application, (USD Million), 2018 & 2022 & 2029
Figure 35. World VR Shopping Market Size Market Share by Application in 2022
Figure 36. Retail Industry
Figure 37. Garment Industry
Figure 38. Others
Figure 39. VR Shopping Industrial Chain
Figure 40. Methodology
Figure 41. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

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    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

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    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

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    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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