Europe Virtual Reality In Retail Market Size Report, 2030

Europe Virtual Reality In Retail Market Size, Share & Industry Trends Analysis Report By Application, By Component, By Device, By Vertical, By Country and Growth Forecast, 2023 - 2030

Published Date: June-2023 | Number of Pages: 91 | Format: PDF | Report ID: KBV-16275

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Market Report Description

The Europe Virtual Reality In Retail Market would witness market growth of 26.4% CAGR during the forecast period (2023-2030).

Virtual Reality (VR) is becoming more widely used in the retail sector since. it gives customers individualized information and experiences. Customers can personalize & customize their shopping experiences by virtually experimenting with goods or services using VR technologies and headsets. VR in retail also produces useful data for marketing analytics teams to enhance the customer experience, raise brand awareness, and enable an immersive shopping experience. During the estimated time frame, this data-driven strategy is anticipated to drive the growth of the market. In addition, technological developments like the addition of eye-tracking technology to VR headsets give enterprises insights into the preferences and purchasing behavior of customers.

This understanding capability of VR fuels the need for virtual reality in retail since it enables enterprises to maximize their product offerings. In past, the VR was restricted to 2D images and drawings. As a result, it provided the users with only a reference point and not a fully immersive experience. But now that 3D virtual reality, hepatic technology, and other innovations are available, consumers and potential buyers in the retail sector can alter the products in any way they like to get the desired result. Hardware, software, and services are only a few of the many possible configurations for VR. Its integration encourages real-time purchasing through touch and sense.

The UK has the highest prevalence of internet shopping. Consumer eCommerce now makes up 30% of the UK's overall retail sector (up from 20% in 2020), with an annual e-commerce revenue of more than $120 billion. In 2021, 82% of people in the UK made at least one online purchase. The population of the UK is 68.05 million; there were 67.61 million mobile phone connections, 65.32 million people use the Internet, and 53 million active social media users in 2021. The internet has become an essential tool for consumers looking for fashion, health and beauty, consumer electronics, and travel. One significant tendency is to visually inspect or test a product in-store before purchasing it at a lower cost online, via a smartphone or tablet, or in-store after returning home. Given this, the market will expand in the coming years as internet purchasing increases in this region.

The Germany market dominated the Europe 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 $1,378.1 million by 2030. The UK market is experiencing a CAGR of 25.3% during (2023 - 2030). Additionally, The France market would exhibit a CAGR of 27.3% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

Free Valuable Insights: The Worldwide Virtual Reality In Retail Market is Projected to reach USD 20.4 Billion by 2030, at a CAGR of 26.9%

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

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Key Market Players

List of Companies Profiled in the Report:

  • 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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