零售市場元宇宙- 2018-2028F 全球產業規模、佔有率、趨勢、機會與預測,依產品(硬體、軟體、服務)、平台、技術、最終用途類型、地區、競爭細分
市場調查報告書
商品編碼
1348603

零售市場元宇宙- 2018-2028F 全球產業規模、佔有率、趨勢、機會與預測,依產品(硬體、軟體、服務)、平台、技術、最終用途類型、地區、競爭細分

Metaverse in Retail Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, 2018-2028F Segmented By Product (Hardware, Software, Services), By Platform, By Technology, By End-Use Type, By Region, Competition

出版日期: | 出版商: TechSci Research | 英文 177 Pages | 商品交期: 2-3個工作天內

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簡介目錄

由於線上廣告需求的不斷成長以及混合實境在零售業的日益普及,零售市場中的全球元宇宙預計將在未來幾年激增。此外,音樂會、電影和體育比賽中使用的產品廣告對融合實體和數位世界以提升觀眾線上體驗的需求不斷成長,也推動了全球零售市場元宇宙的成長。社群媒體廣告的成長趨勢,以及區塊鏈、擴增實境、虛擬實境等新技術的進步也推動零售市場的全球元宇宙。隨著元宇宙概念的採用,預計到2030年全球經濟價值將增加5兆美元。

高速網際網路和資料傳輸的增加推動市場成長

市場概況
預測期 2024-2028
2022年市場規模 127.8億美元
2028年市場規模 938.2億美元
CAGR (2023-2028) 39.41%
成長最快的細分市場 混合實境技術
最大的市場 美國

更高頻譜 5G 和 5G 毫米波的更快連接使虛擬宇宙能夠以多種方式運作和發展。2021年初,超級盃球迷體驗了5G多視角體驗,可以從七個角度觀看比賽。超級盃體驗是來自具有高速網路連線和資料傳輸的虛擬宇宙技術的沉浸式體驗。這些快速連接預計將使元宇宙技術能夠提供曾經被認為在數位世界中不可能實現的現實世界體驗。高速連線佔所有網路連線的比例預計將從2021年的83.3%增加到2026年的94.5%。

網路廣告需求的成長推動市場成長

對於希望在不斷發展的數位時代獲得更好吸引力的品牌、廣告商和行銷人員來說,元宇宙技術具有巨大的潛力。用戶數從2020年的6,000萬增加到2021年的8,100萬。預計未來兩年人工和虛擬實境使用量將達到17.3億。與同業相比,虛擬宇宙廣告機會更適合零售企業。為了採取成功的廣告策略,各品牌考慮深入虛擬世界並實施針對虛擬世界的廣告。

不斷發展的人工智慧 (AI) 技術推動市場成長

人工智慧在過去幾年中取得了長足的進步,推動了 GPT 3(深度學習)的發展。 GPT 3 基於深度理解創建人類可理解和可讀的文本和體驗,這將推動物理存在、數位存在和數位物件之間的互動。在最近的技術進步中,人工智慧用例在元宇宙零售業中已經很普遍,主要圍繞著最佳化參與度和廣告。許多元宇宙設計也將數位生物作為同伴和朋友,人工智慧能夠透過輸入、處理、手勢、語音生成和表達來創造更複雜的形式。 Promethean AI 等公司為零售和其他企業建立基於方便用戶使用的數位世界的整個世界。

數位身分和互動模型的成長趨勢推動市場成長

使用者的數位身分與實體身分一樣準確,實體身分包括線上聲譽、與網路的關係以及基於 API 的登入等。在疫情爆發之前(2020年),只有不到 10%的人口透過網路進行工作和經濟產出,工作中的實體互動取代了虛擬互動。疫情期間,超過 70%的人口遠距工作。根據預測,只有 30-40%的人保持虛擬狀態,50%的人在2021年大流行後開始在辦公室工作。虛擬互動是零售業元宇宙的完美催化劑,其中包括在沉浸式社交中即時參與和協作媒體平台。無論是在社群媒體上互動、工作或參與線上購物,數位身分已成為核心人物。 元宇宙技術將圍繞零售業數位獨特性和互動模型的接受度而得到推動。

元宇宙中不斷成長的虛擬活動推動市場成長

元宇宙技術在零售領域發展最快,而零售業又透過虛擬活動和虛擬節目的幫助,提升了大型零售公司的行銷策略。例如,2022年 2月,Gucci 宣佈在 The Sandbox 虛擬宇宙中推出虛擬宇宙,並推出首個虛擬活動。 Gucci Vault Land 虛擬活動於 10月底舉行,為期兩週。此外,該公司還在 The Sandbox 中推出了八件立體像素數位收藏服裝。在虛擬活動的體驗中,展示了許多數位收藏品,以描繪其對珍貴奇蹟的持續追求。

可用的客製化:

根據給定的市場資料,TechSci Research 可根據公司的具體需求提供客製化服務。本報告可以使用以下自訂選項:

公司資訊

  • 其他市場參與者(最多五個)的詳細分析和概況分析。

目錄

第1章:服務概述

第2章:研究方法

第3章:COVID-19 對全球零售市場元宇宙的影響

第4章:執行摘要

第5章:客戶之聲

第6章:全球元宇宙零售市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按產品(硬體、軟體、服務)
    • 按平台(桌面、行動、耳機)
    • 按技術(區塊鏈、AR 和 VR、混合實境、其他)
    • 依最終用途類型(食品和飲料、個人和家庭護理、服裝、鞋類和配件、家具、玩具和愛好、電子和家用電器、其他)
    • 按地區
  • 按公司分類 (2022)
  • 市場地圖

第7章:北美元界零售市場元宇宙

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按產品分類
    • 按平台
    • 依技術
    • 依最終用途類型
    • 按國家/地區
  • 北美:國家分析
    • 美國元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 加拿大元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 墨西哥元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型

第8章 :亞太元界零售市場元宇宙

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按產品分類
    • 按平台
    • 依技術
    • 依最終用途類型
    • 按國家/地區
  • 亞太地區:國家分析
    • 中國元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 日本元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 韓國元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 印度元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 澳洲元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型

第9章:歐洲元宇宙界零售市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按產品分類
    • 按平台
    • 依技術
    • 依最終用途類型
    • 按國家/地區
  • 歐洲:國家分析
    • 德國元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 英國元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 法國元界零售市場元宇宙
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 義大利元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 西班牙元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型

第10章 :南美元宇宙零售市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按產品分類
    • 按平台
    • 依技術
    • 依最終用途類型
    • 按國家/地區
  • 南美洲:國家分析
    • 巴西元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 阿根廷元界零售市場元宇宙
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 哥倫比亞元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型

第11章:中東和非洲元界零售市場元宇宙

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按產品分類
    • 按平台
    • 依技術
    • 依最終用途類型
    • 按國家/地區
  • 中東和非洲:國家分析
    • 以色列元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 土耳其界零售市場元宇宙
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 阿拉伯聯合大公國元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型
    • 沙烏地阿拉伯元宇宙零售市場展望
      • 市場規模及預測
        • 按價值
      • 市佔率及預測
        • 按產品分類
        • 依硬體分類
        • 按擴充現實 (XR) 硬體
        • 按軟體
        • 按平台
        • 依技術
        • 依最終用途類型

第12章:市場動態

  • 動力
    • 增加高速網路和資料傳輸
    • 網路廣告需求不斷成長
    • 不斷發展的人工智慧 (AI) 技術
  • 挑戰
    • 設備成本高
    • 霸凌、騷擾和攻擊的可能性

第13章:市場趨勢與發展

  • 數位身分和互動模型的成長趨勢
  • 元宇宙中的虛擬活動日益增多
  • 對 Web3 和去中心化的需求不斷成長
  • 擴大虛擬和擴增實境的使用
  • 更先進的Avatar技術趨勢

第14章: 元宇宙在零售業的用例

第15章:併購/最新動態/新進者

第16章:公司簡介

  • Tencent Holdings Ltd.
    • 業務概覽
    • 主要收入和財務狀況
    • 最近的發展
    • 主要人員
    • 提供主要服務
  • NVIDIA Corporation
    • 業務概覽
    • 主要收入和財務狀況
    • 最近的發展
    • 主要人員
    • 提供主要服務
  • Meta Platforms, Inc.
    • 業務概覽
    • 主要收入和財務狀況
    • 最近的發展
    • 主要人員
    • 提供主要服務
  • Roblox Corporation
    • 業務概覽
    • 主要收入和財務狀況
    • 最近的發展
    • 主要人員
    • 提供主要服務
  • Microsoft Corporation
    • 業務概覽
    • 主要收入和財務狀況
    • 最近的發展
    • 主要人員
    • 提供主要服務
  • Alibaba Group Holding Limited
    • 業務概覽
    • 主要收入和財務狀況
    • 最近的發展
    • 主要人員
    • 提供主要服務
  • Globant S.A.
    • 業務概覽
    • 主要收入和財務狀況
    • 最近的發展
    • 主要人員
    • 提供主要服務
  • Queppelin Technology Solutions Pvt. Ltd.
    • 業務概覽
    • 主要收入和財務狀況
    • 最近的發展
    • 主要人員
    • 提供主要服務
  • Netease, Inc.
    • 業務概覽
    • 主要收入和財務狀況
    • 最近的發展
    • 主要人員
    • 提供主要服務
  • Magic Leap, Inc.
    • 業務概覽
    • 主要收入和財務狀況
    • 最近的發展
    • 主要人員
    • 提供主要服務

第17章:策略建議

第18章:關於我們與免責聲明

(註:公司名單可依客戶要求客製化。)

簡介目錄
Product Code: 14628

Global Metaverse in Retail Market is predicted to proliferate during the upcoming years due to the increasing demand for online advertising and the growing popularity of mixed reality in retail. Besides, the rising requirement for converging the physical and digital world for advertising the products used in concerts, movies, and sports to elevate viewers' online experience is also escalating the growth of the global metaverse in retail market. The growing trend of social media advertising, along with the advancements in the novel technologies like blockchain, Augmented Reality, Virtual Reality, and others are also propelling The Global Metaverse in Retail Market. With the adoption of the metaverse concept, it is predicted to add USD 5 trillion to the value of the global economy by 2030.

The service providers are constantly looking for innovative technological solutions to enhance the user experience by adopting cutting-edge technologies and investing in R&D activities for the metaverse experience. For instance, in 2021, Facebook announced an investment of USD10 billion for building the metaverse, along with changing the company's official name to Meta. The company is giving its users the friendly experience of a retail marketplace and communicating experience with friends, families, or colleagues from their platform. Additionally, the metaverse in retail market is experiencing huge investments, partnerships, and collaborations predicted to generate massive global opportunities for the retail sector in the upcoming years. Enterprises are searching for technologically advanced solutions to upgrade their existing structure and improve employees' productivity. The rapidly expanding adoption of NFTs (non-fungible tokens) globally is also predicted to accelerate the global metaverse in retail market. In 2021, the global retail market generated sales of over USD 26 trillion, with a projection to reach more than USD 30 trillion by 2024.

Increased High-Speed Internet and Data Transfer is Fueling the Market Growth

Market Overview
Forecast Period2024-2028
Market Size 2022USD12.78 Billion
Market Size 2028USD93.82 Billion
CAGR (2023-2028)39.41%
Fastest Growing SegmentMixed Reality Technology
Largest MarketUnited States

Faster connections from higher spectrum 5G and 5G mmWave enable the operations and development of the metaverse in many ways. In early 2021, the fans at the Super Bowl experienced a 5G multi-View experience, allowing them to view the game from seven angles. The super bowl experience is the immersive experience that comes from the metaverse technology with high-speed internet connectivity and data transfer. These fast connections are expected to allow metaverse technology to deliver real-world experiences that were once thought impossible in the digital world. The proportion of high-speed connections of all internet connections is expected to increase from 83.3% in 2021 to 94.5% by 2026.

Rising Need for Internet Advertising is Driving the Market Growth

The metaverse technology has massive potential for brands, advertisers, and marketers looking to garner better traction in the growing digital age. The number of users increased from 60 million in 2020 to 81 million in 2021. It is estimated that artificial and virtual reality usage will reach 1.73 billion in the next two years. The metaverse advertising opportunities will be a more natural fit for retail businesses than their peers. For adopting a successful advertising strategy, the brands are considering diving into the metaverse and practicing metaverse-specific advertising.

Growing Artificial Intelligence (AI) Technology is Driving the Market Growth

AI has come a long way over the past few years, propelling GPT 3 (deep learning). GPT 3 creates human-comprehensible and readable texts and experiences based on deep understanding, which is going to drive the interaction between physical beings, digital beings, and digital objects. In recent technological advancements, AI use cases that are already prevalent in the Metaverse for retail, centered around optimizing engagement and advertising. Numerous Metaverse designs also target digital beings as companions and friends, and the AI is capable of creating more complex forms from input, processing, gestures, voice generation, and expressions. Companies such as Promethean AI are building the entire world for retail and other businesses based on the user-friendly digital world.

Increasing Trend for Digital Identities and Interaction Models is Driving the Market Growth

The user's digital identities are as accurate as the physical identities that comprise online reputation, relationships with your network, and API-based logins, among others. Before the pandemic (2020), less than 10% of the population was online for work and economic output, and physical interactions at work used to override virtual interactions. During the pandemic, more than 70% of the population worked remotely. It is predicted that only 30-40% population stayed virtual, and 50% started working from the office after the pandemic in 2021. Virtual interactions are a perfect catalyst for the Metaverse for retail which includes engaging and collaborating in real-time in immersive social media platforms. Whether interacting on social media, working, or participating in online shopping, digital identity has become the central figure. The Metaverse technology is going to be catalyzed around the acceptance of the digital uniqueness and interaction models woven around the retail sector.

Growing Virtual Events in Metaverse is Driving the Market Growth

Metaverse technology are most growing in the retail sector which in turn is rising the marketing strategies of the big retail companies by the help of virtual events and shows in the metaverse space. For instance, in February 2022, Gucci announced the metaverse land in The Sandbox metaverse with its first virtual event launch. The Gucci Vault Land virtual event was held for two weeks at the end of October. Additionally, the company has launched eight voxel digital collectible clothing items in The Sandbox. Within the experience of the virtual event, numerous digital collectibles were presented to portray its ongoing pursuit of precious wonders.

Market Segmentation

Based on product, the market is fragmented into hardware, software, and services. Based on hardware, the market is segregated into Displays, Extended Reality (XR) Hardware, and AR/VR Headsets. Based on the Extended Reality (XR) hardware, the market is divided into haptic sensors & devices, omni treadmills and smart glasses. Based on the software the market is divided into asset creation tool and programming engines. Based on platform the market is segmented into desktop, mobile, and headsets. Based on technology, the market is segmented into Blockchain, AR & VR, Mixed Reality, and others. Based on End-Use Type the market is fragmented into food and beverages, personal and household care, apparel, footwear and accessories, furniture, toys and hobby, electronic and household appliances, and other. The market analysis also studies the regional segmentation to devise regional market segmentation, divided among North America, Europe, Asia-Pacific, South America, and Middle East & Africa.

Company Profiles

Tencent Holdings Ltd., NVIDIA Corporation, Meta Platforms, Inc., Roblox Corporation, Microsoft Corporation, Alibaba Group Holding Limited, Globant S.A., Queppelin Technology Solutions Pvt. Ltd., Netease, Inc., Magic Leap, Inc. are among the major market players in the global Metaverse in Retail market.

Report Scope:

In this report, the global Metaverse in Retail market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Metaverse in Retail Market, By Product:

  • Hardware
    • Displays
    • Extended Reality (XR) Hardware
    • Haptic Sensors & Devices
    • Omni Treadmills
    • Smart Glasses
    • AR/VR Headsets
  • Software
    • Asset Creation Tool
    • Programming Engines
  • Services

Metaverse in Retail Market, By Platform:

  • Desktop
  • Mobile
  • Headsets

Metaverse in Retail Market, By Technology:

  • Blockchain
  • AR & VR
  • Mixed Reality
  • Others

Metaverse in Retail Market, By End-Use Type:

  • Food and Beverages
  • Personal and Household Care
  • Apparel
  • Footwear and Accessories
  • Furniture
  • Toys and Hobby
  • Electronic and Household Appliances
  • Others

Metaverse in Retail Market, By Region:

  • Asia-Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • United Kingdom
    • Germany
    • France
    • Spain
    • Italy
  • Middle East & Africa
    • Israel
    • Turkey
    • Saudi Arabia
    • UAE
  • South America
    • Brazil
    • Argentina
    • Colombia

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the global Metaverse in Retail market.

Available Customizations:

With the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Service Overview

2. Research Methodology

3. Impact of COVID-19 on Global Metaverse in Retail Market

4. Executive Summary

5. Voice of Customers

6. Global Metaverse in Retail Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Product (Hardware, Software, Services)
      • 6.2.1.1. By Hardware (Displays, Extended Reality (XR) Hardware, AR/VR Headsets)
        • 6.2.1.1.1. By Extended Reality (XR) Hardware (Haptic Sensors & Devices, Omni Treadmills, Smart Glasses)
      • 6.2.1.2. By Software (Asset Creation Tool, Programming Engines)
    • 6.2.2. By Platform (Desktop, Mobile, Headsets)
    • 6.2.3. By Technology (Blockchain, AR & VR, Mixed Reality, Others)
    • 6.2.4. By End-Use Type (Food and Beverages, Personal and Household Care, Apparel, Footwear and Accessories, Furniture, Toys, and Hobby, Electronic and Household Appliances, Others)
    • 6.2.5. By Region
  • 6.3. By Company (2022)
  • 6.4. Market Map

7. North America Metaverse in Retail Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Product
      • 7.2.1.1. By Hardware
        • 7.2.1.1.1. By Extended Reality (XR) Hardware
      • 7.2.1.2. By Software
    • 7.2.2. By Platform
    • 7.2.3. By Technology
    • 7.2.4. By End-Use Type
    • 7.2.5. By Country
  • 7.3. North America: Country Analysis
    • 7.3.1. United States Metaverse in Retail Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Product
        • 7.3.1.2.1.1. By Hardware
        • 7.3.1.2.1.1.1. By Extended Reality (XR) Hardware
        • 7.3.1.2.1.2. By Software
        • 7.3.1.2.2. By Platform
        • 7.3.1.2.3. By Technology
        • 7.3.1.2.4. By End-Use Type
    • 7.3.2. Canada Metaverse in Retail Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Product
        • 7.3.2.2.1.1. By Hardware
        • 7.3.2.2.1.1.1. By Extended Reality (XR) Hardware
        • 7.3.2.2.1.2. By Software
        • 7.3.2.2.2. By Platform
        • 7.3.2.2.3. By Technology
        • 7.3.2.2.4. By End-Use Type
    • 7.3.3. Mexico Metaverse in Retail Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Product
        • 7.3.3.2.1.1. By Hardware
        • 7.3.3.2.1.1.1. By Extended Reality (XR) Hardware
        • 7.3.3.2.1.2. By Software
        • 7.3.3.2.2. By Platform
        • 7.3.3.2.3. By Technology
        • 7.3.3.2.4. By End-Use Type

8. Asia-Pacific Metaverse in Retail Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Product
      • 8.2.1.1. By Hardware
        • 8.2.1.1.1. By Extended Reality (XR) Hardware
      • 8.2.1.2. By Software
    • 8.2.2. By Platform
    • 8.2.3. By Technology
    • 8.2.4. By End-Use Type
    • 8.2.5. By Country
  • 8.3. Asia-Pacific: Country Analysis
    • 8.3.1. China Metaverse in Retail Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Product
        • 8.3.1.2.1.1. By Hardware
        • 8.3.1.2.1.1.1. By Extended Reality (XR) Hardware
        • 8.3.1.2.1.2. By Software
        • 8.3.1.2.2. By Platform
        • 8.3.1.2.3. By Technology
        • 8.3.1.2.4. By End-Use Type
    • 8.3.2. Japan Metaverse in Retail Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Product
        • 8.3.2.2.1.1. By Hardware
        • 8.3.2.2.1.1.1. By Extended Reality (XR) Hardware
        • 8.3.2.2.1.2. By Software
        • 8.3.2.2.2. By Platform
        • 8.3.2.2.3. By Technology
        • 8.3.2.2.4. By End-Use Type
    • 8.3.3. South Korea Metaverse in Retail Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Product
        • 8.3.3.2.1.1. By Hardware
        • 8.3.3.2.1.1.1. By Extended Reality (XR) Hardware
        • 8.3.3.2.1.2. By Software
        • 8.3.3.2.2. By Platform
        • 8.3.3.2.3. By Technology
        • 8.3.3.2.4. By End-Use Type
    • 8.3.4. India Metaverse in Retail Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Product
        • 8.3.4.2.1.1. By Hardware
        • 8.3.4.2.1.1.1. By Extended Reality (XR) Hardware
        • 8.3.4.2.1.2. By Software
        • 8.3.4.2.2. By Platform
        • 8.3.4.2.3. By Technology
        • 8.3.4.2.4. By End-Use Type
    • 8.3.5. Australia Metaverse in Retail Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Product
        • 8.3.5.2.1.1. By Hardware
        • 8.3.5.2.1.1.1. By Extended Reality (XR) Hardware
        • 8.3.5.2.1.2. By Software
        • 8.3.5.2.2. By Platform
        • 8.3.5.2.3. By Technology
        • 8.3.5.2.4. By End-Use Type

9. Europe Metaverse in Retail Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Product
      • 9.2.1.1. By Hardware
        • 9.2.1.1.1. By Extended Reality (XR) Hardware
      • 9.2.1.2. By Software
    • 9.2.2. By Platform
    • 9.2.3. By Technology
    • 9.2.4. By End-Use Type
    • 9.2.5. By Country
  • 9.3. Europe: Country Analysis
    • 9.3.1. Germany Metaverse in Retail Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Product
        • 9.3.1.2.1.1. By Hardware
        • 9.3.1.2.1.1.1. By Extended Reality (XR) Hardware
        • 9.3.1.2.1.2. By Software
        • 9.3.1.2.2. By Platform
        • 9.3.1.2.3. By Technology
        • 9.3.1.2.4. By End-Use Type
    • 9.3.2. United Kingdom Metaverse in Retail Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Product
        • 9.3.2.2.1.1. By Hardware
        • 9.3.2.2.1.1.1. By Extended Reality (XR) Hardware
        • 9.3.2.2.1.2. By Software
        • 9.3.2.2.2. By Platform
        • 9.3.2.2.3. By Technology
        • 9.3.2.2.4. By End-Use Type
    • 9.3.3. France Metaverse in Retail Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Product
        • 9.3.3.2.1.1. By Hardware
        • 9.3.3.2.1.1.1. By Extended Reality (XR) Hardware
        • 9.3.3.2.1.2. By Software
        • 9.3.3.2.2. By Platform
        • 9.3.3.2.3. By Technology
        • 9.3.3.2.4. By End-Use Type
    • 9.3.4. Italy Metaverse in Retail Market Outlook
      • 9.3.4.1. Market Size & Forecast
        • 9.3.4.1.1. By Value
      • 9.3.4.2. Market Share & Forecast
        • 9.3.4.2.1. By Product
        • 9.3.4.2.1.1. By Hardware
        • 9.3.4.2.1.1.1. By Extended Reality (XR) Hardware
        • 9.3.4.2.1.2. By Software
        • 9.3.4.2.2. By Platform
        • 9.3.4.2.3. By Technology
        • 9.3.4.2.4. By End-Use Type
    • 9.3.5. Spain Metaverse in Retail Market Outlook
      • 9.3.5.1. Market Size & Forecast
        • 9.3.5.1.1. By Value
      • 9.3.5.2. Market Share & Forecast
        • 9.3.5.2.1. By Product
        • 9.3.5.2.1.1. By Hardware
        • 9.3.5.2.1.1.1. By Extended Reality (XR) Hardware
        • 9.3.5.2.1.2. By Software
        • 9.3.5.2.2. By Platform
        • 9.3.5.2.3. By Technology
        • 9.3.5.2.4. By End-Use Type

10. South America Metaverse in Retail Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Product
      • 10.2.1.1. By Hardware
        • 10.2.1.1.1. By Extended Reality (XR) Hardware
      • 10.2.1.2. By Software
    • 10.2.2. By Platform
    • 10.2.3. By Technology
    • 10.2.4. By End-Use Type
    • 10.2.5. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Metaverse in Retail Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Product
        • 10.3.1.2.1.1. By Hardware
        • 10.3.1.2.1.1.1. By Extended Reality (XR) Hardware
        • 10.3.1.2.1.2. By Software
        • 10.3.1.2.2. By Platform
        • 10.3.1.2.3. By Technology
        • 10.3.1.2.4. By End-Use Type
    • 10.3.2. Argentina Metaverse in Retail Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Product
        • 10.3.2.2.1.1. By Hardware
        • 10.3.2.2.1.1.1. By Extended Reality (XR) Hardware
        • 10.3.2.2.1.2. By Software
        • 10.3.2.2.2. By Platform
        • 10.3.2.2.3. By Technology
        • 10.3.2.2.4. By End-Use Type
    • 10.3.3. Colombia Metaverse in Retail Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Product
        • 10.3.3.2.1.1. By Hardware
        • 10.3.3.2.1.1.1. By Extended Reality (XR) Hardware
        • 10.3.3.2.1.2. By Software
        • 10.3.3.2.2. By Platform
        • 10.3.3.2.3. By Technology
        • 10.3.3.2.4. By End-Use Type

11. Middle East & Africa Metaverse in Retail Market Outlook

  • 11.1. Market Size & Forecast
    • 11.1.1. By Value
  • 11.2. Market Share & Forecast
    • 11.2.1. By Product
      • 11.2.1.1. By Hardware
        • 11.2.1.1.1. By Extended Reality (XR) Hardware
      • 11.2.1.2. By Software
    • 11.2.2. By Platform
    • 11.2.3. By Technology
    • 11.2.4. By End-Use Type
    • 11.2.5. By Country
  • 11.3. Middle East & Africa: Country Analysis
    • 11.3.1. Israel Metaverse in Retail Market Outlook
      • 11.3.1.1. Market Size & Forecast
        • 11.3.1.1.1. By Value
      • 11.3.1.2. Market Share & Forecast
        • 11.3.1.2.1. By Product
        • 11.3.1.2.1.1. By Hardware
        • 11.3.1.2.1.1.1. By Extended Reality (XR) Hardware
        • 11.3.1.2.1.2. By Software
        • 11.3.1.2.2. By Platform
        • 11.3.1.2.3. By Technology
        • 11.3.1.2.4. By End-Use Type
    • 11.3.2. Turkey Metaverse in Retail Market Outlook
      • 11.3.2.1. Market Size & Forecast
        • 11.3.2.1.1. By Value
      • 11.3.2.2. Market Share & Forecast
        • 11.3.2.2.1. By Product
        • 11.3.2.2.1.1. By Hardware
        • 11.3.2.2.1.1.1. By Extended Reality (XR) Hardware
        • 11.3.2.2.1.2. By Software
        • 11.3.2.2.2. By Platform
        • 11.3.2.2.3. By Technology
        • 11.3.2.2.4. By End-Use Type
    • 11.3.3. UAE Metaverse in Retail Market Outlook
      • 11.3.3.1. Market Size & Forecast
        • 11.3.3.1.1. By Value
      • 11.3.3.2. Market Share & Forecast
        • 11.3.3.2.1. By Product
        • 11.3.3.2.1.1. By Hardware
        • 11.3.3.2.1.1.1. By Extended Reality (XR) Hardware
        • 11.3.3.2.1.2. By Software
        • 11.3.3.2.2. By Platform
        • 11.3.3.2.3. By Technology
        • 11.3.3.2.4. By End-Use Type
    • 11.3.4. Saudi Arabia Metaverse in Retail Market Outlook
      • 11.3.4.1. Market Size & Forecast
        • 11.3.4.1.1. By Value
      • 11.3.4.2. Market Share & Forecast
        • 11.3.4.2.1. By Product
        • 11.3.4.2.1.1. By Hardware
        • 11.3.4.2.1.1.1. By Extended Reality (XR) Hardware
        • 11.3.4.2.1.2. By Software
        • 11.3.4.2.2. By Platform
        • 11.3.4.2.3. By Technology
        • 11.3.4.2.4. By End-Use Type

12. Market Dynamics

  • 12.1. Drivers
    • 12.1.1. Increased High-Speed Internet and Data Transfer
    • 12.1.2. Rising Need for Internet Advertising
    • 12.1.3. Growing Artificial Intelligence (AI) Technology
  • 12.2. Challenges
    • 12.2.1. High Equipment Costs
    • 12.2.2. Potential for Bullying, Harassments and Assaults

13. Market Trends & Developments

  • 13.1. Increasing Trend for Digital Identities and Interaction Models
  • 13.2. Growing Virtual Events in Metaverse
  • 13.3. Rising need for Web3 and Decentralization
  • 13.4. Expanding the usage of Virtual and Augmented Reality
  • 13.5. Trend of More Advanced Avatar Technology

14. Use Cases of Metaverse in Retail

15. Mergers& Acquisitions/Recent Developments/New Entrants

16. Company Profiles

  • 16.1. Tencent Holdings Ltd.
    • 16.1.1. Business Overview
    • 16.1.2. Key Revenue & Financials
    • 16.1.3. Recent Developments
    • 16.1.4. Key Personnel
    • 16.1.5. Key Services Offered
  • 16.2. NVIDIA Corporation
    • 16.2.1. Business Overview
    • 16.2.2. Key Revenue & Financials
    • 16.2.3. Recent Developments
    • 16.2.4. Key Personnel
    • 16.2.5. Key Services Offered
  • 16.3. Meta Platforms, Inc.
    • 16.3.1. Business Overview
    • 16.3.2. Key Revenue & Financials
    • 16.3.3. Recent Developments
    • 16.3.4. Key Personnel
    • 16.3.5. Key Services Offered
  • 16.4. Roblox Corporation
    • 16.4.1. Business Overview
    • 16.4.2. Key Revenue & Financials
    • 16.4.3. Recent Developments
    • 16.4.4. Key Personnel
    • 16.4.5. Key Services Offered
  • 16.5. Microsoft Corporation
    • 16.5.1. Business Overview
    • 16.5.2. Key Revenue & Financials
    • 16.5.3. Recent Developments
    • 16.5.4. Key Personnel
    • 16.5.5. Key Services Offered
  • 16.6. Alibaba Group Holding Limited
    • 16.6.1. Business Overview
    • 16.6.2. Key Revenue & Financials
    • 16.6.3. Recent Developments
    • 16.6.4. Key Personnel
    • 16.6.5. Key Services Offered
  • 16.7. Globant S.A.
    • 16.7.1. Business Overview
    • 16.7.2. Key Revenue & Financials
    • 16.7.3. Recent Developments
    • 16.7.4. Key Personnel
    • 16.7.5. Key Services Offered
  • 16.8. Queppelin Technology Solutions Pvt. Ltd.
    • 16.8.1. Business Overview
    • 16.8.2. Key Revenue & Financials
    • 16.8.3. Recent Developments
    • 16.8.4. Key Personnel
    • 16.8.5. Key Services Offered
  • 16.9. Netease, Inc.
    • 16.9.1. Business Overview
    • 16.9.2. Key Revenue & Financials
    • 16.9.3. Recent Developments
    • 16.9.4. Key Personnel
    • 16.9.5. Key Services Offered
  • 16.10. Magic Leap, Inc.
    • 16.10.1. Business Overview
    • 16.10.2. Key Revenue & Financials
    • 16.10.3. Recent Developments
    • 16.10.4. Key Personnel
    • 16.10.5. Key Services Offered

17. Strategic Recommendations

18. About Us & Disclaimer

(Note: The companies list can be customized based on the client requirements.)