封面
市場調查報告書
商品編碼
1965401

零售業虛擬實境市場-全球產業規模、佔有率、趨勢、機會、預測:硬體、軟體相容性、類型、地區和競爭格局(2021-2031年)

Virtual Reality in Retail Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented, By Hardware, By Software Compatibility, By Type, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3個工作天內

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簡介目錄

全球零售業虛擬實境市場預計將從 2025 年的 60.7 億美元成長到 2031 年的 254.8 億美元,複合年成長率為 27.01%。

零售業的虛擬實境(VR)技術利用身臨其境型電腦生成環境,使消費者能夠以3D查看產品,零售商則可以利用該技術模擬並改善門市營運。這項市場成長的主要驅動力在於,透過逼真的產品視覺化來降低退貨率的重要性,以及提高員工效率的需求。例如,美國零售聯合會(NRF)在2024年的報告中指出,基於VR的員工培訓學習速度比傳統課堂培訓快四倍,這凸顯了生產力的提升將推動身臨其境型技術的應用,同時全通路整合的進步也將促進這一領域的發展。

市場概覽
預測期 2027-2031
市場規模:2025年 60.7億美元
市場規模:2031年 254.8億美元
複合年成長率:2026-2031年 27.01%
成長最快的細分市場 裝置
最大的市場 北美洲

儘管VR解決方案具有許多優勢,但先進硬體和客製化內容開發所需的大量資本投入是其市場擴張的主要障礙。零售商在嘗試擴展這些解決方案時,往往會面臨相當大的財務阻力,因為頭戴裝置和軟體開發的初始成本可能超過即時投資回報。除了這個經濟障礙之外,消費者對使用侵入式穿戴式科技的猶豫也意味著,VR解決方案的廣泛應用往往僅限於大型企業,而非整個零售市場。

市場促進因素

消費者對身臨其境型和個人化購物體驗日益成長的需求正在改變零售業。消費者積極尋求靜態電商平台以外更具吸引力的替代方案。為了滿足這項需求,零售商正利用虛擬實境(VR)技術打造模擬實體店的互動環境,讓顧客在購買前能夠高清預覽產品。這項轉變源自於消費者需求,《新聞週刊》2024年2月的一篇報導指出,75%的消費者意識到身臨其境型零售體驗的巨大價值和影響。因此,品牌正在超越傳統產品目錄,整合虛擬展示室,以促進更深層的互動和個人化體驗。

同時,虛擬試穿解決方案的普及也成為重要的財務驅動力,因為它解決了退貨帶來的高昂成本。透過讓顧客在線上查看尺寸和款式,零售商可以顯著減輕退貨流量的負擔。 2024年7月,《富比士》報道稱,實施虛擬試穿技術可將退貨率降低20%,同時提高銷售額。這種效率的提升正在加速市場對該技術的接受度。 2024年Tangible的一項調查發現,61%的美國零售商已經建立了虛擬商店來利用這些營運優勢,這表明這些技術正在從新奇事物轉變為實現永續盈利的關鍵基礎設施。

市場挑戰

高清硬體和客製化內容製作所需的大量資本投入是全球零售虛擬實境市場成長的主要障礙。零售商在評估這些身臨其境型技術時面臨巨大的財務壓力,因為頭戴設備和專用軟體開發的初始成本往往超過即時經濟效益。這種經濟阻力阻礙了中小企業進入市場,導致只有擁有大規模創新預算的產業巨頭才能推動虛擬實境技術的普及。

成本壁壘限制了透過規模經濟降低硬體價格所需的部署量,從而阻礙了產業的成熟。在當前經濟環境下,可自由支配支出受到嚴格審查,這進一步加劇了投資猶豫。美國零售聯合會保守預測,2024年零售額成長率僅2.5%至3.5%,因此,零售業在支出方面採取了謹慎的態度。在這種情況下,零售商不太可能核准高風險、資本密集的虛擬實境計劃,而是傾向於將資源分配給能夠帶來明確短期回報的關鍵營運項目。

市場趨勢

零售業的忠誠度計畫和消費者體驗遊戲化正在改變客戶維繫,它將傳統的基於交易的積分系統轉變為身臨其境型體驗互動。零售商正在加速建構虛擬世界和虛擬實境(VR)環境中的互動挑戰,讓消費者透過遊戲贏取專屬獎勵和數位資產。這種策略利用了成就感和歸屬感等心理動機,培養消費者對品牌的持久支持,而不僅僅是折扣,並加深了銷售團隊與品牌之間的情感連結。 Salesforce 2025 年 1 月發布的報告顯示,73% 的消費者願意參與遊戲化的忠誠度計畫,69% 的消費者表示這些功能將直接提升他們與零售商的互動。

此外,將生成式人工智慧應用於動態和個人化虛擬環境,正在革新3D零售空間的創建方式,實現對消費者周圍環境的即時客製化。生成式演算法不再侷限於靜態的虛擬展示室,而是能夠根據消費者的個人偏好和購物歷史,自動產生客製化的產品展示和視覺商品行銷佈局。這項技術顯著降低了高清內容創作的門檻,同時提升了身臨其境型體驗的相關性。根據Adobe在2025年8月發布的報告,2025年7月,透過生成式人工智慧存取零售網站的流量年增了4700%,凸顯了消費者正迅速轉向人工智慧驅動的購物體驗。

目錄

第1章概述

第2章:調查方法

第3章執行摘要

第4章:客戶心聲

第5章:全球零售業虛擬實境市場展望

  • 市場規模及預測
    • 按金額
  • 市佔率及預測
    • 依硬體類型(耳機、設備、眼鏡、手套)
    • 軟體相容性(依類別分類,包括智慧型手機、遊戲機等)
    • 按類型(混合實境、身臨其境型系統、其他)
    • 按地區
    • 按公司(2025 年)
  • 市場地圖

第6章:北美零售業虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國別分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:虛擬實境技術在歐洲零售業的市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國別分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區零售業虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國別分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東和非洲零售業虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東與非洲:國別分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美洲零售業虛擬實境市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國別分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章 市場動態

  • 促進因素
  • 任務

第12章 市場趨勢與發展

  • 併購
  • 產品發布
  • 近期趨勢

第13章:全球零售業虛擬實境市場:SWOT分析

第14章:波特五力分析

  • 產業競爭
  • 新進入者的潛力
  • 供應商的議價能力
  • 顧客權力
  • 替代品的威脅

第15章 競爭格局

  • Visualise Creative Limited
  • VREI
  • Panedia Pty Ltd
  • Fieback Medien
  • Scapic Innovations Pvt. Ltd.
  • FXGear Inc.
  • KonceptVR LLC
  • Matterport, Inc.
  • Subvrsive, Inc.
  • WeMakeVR

第16章 策略建議

第17章:關於研究公司及免責聲明

簡介目錄
Product Code: 16854

The Global Virtual Reality in Retail Market is projected to expand from a valuation of USD 6.07 Billion in 2025 to USD 25.48 Billion by 2031, registering a Compound Annual Growth Rate (CAGR) of 27.01%. Within the retail sector, Virtual Reality (VR) involves the use of immersive, computer-generated environments that allow consumers to visualize products in three dimensions or enable retailers to simulate and refine store operations. This market growth is largely underpinned by the critical need to reduce merchandise return rates through realistic product visualization and the necessity to improve workforce operational efficiency. For instance, the National Retail Federation reported in 2024 that VR-based workforce training was four times faster than traditional classroom methods, highlighting a productivity boost that, alongside the push for omnichannel integration, drives the adoption of immersive technologies.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 6.07 Billion
Market Size 2031USD 25.48 Billion
CAGR 2026-203127.01%
Fastest Growing SegmentDevices
Largest MarketNorth America

Despite these benefits, market expansion faces a significant hurdle due to the high capital investment required for advanced hardware and custom content creation. Retailers often experience substantial financial friction when attempting to scale these solutions, as the initial costs for headsets and software development can exceed immediate returns on investment. This economic barrier, coupled with consumer hesitation regarding the use of intrusive wearable technology, tends to limit the widespread implementation of VR solutions to major enterprise players rather than the broader retail market.

Market Driver

The increasing consumer demand for immersive and personalized shopping experiences is reshaping the retail landscape, as shoppers actively seek engaging alternatives to static e-commerce platforms. To meet this expectation, retailers are deploying VR to build interactive environments that simulate physical stores, allowing customers to visualize products in high fidelity prior to purchasing. This shift is validated by consumer sentiment; a February 2024 Newsweek article noted that 75% of consumers believe immersive retail experiences offer significant value and impact. Consequently, brands are moving beyond traditional catalogs to integrate virtual showrooms that foster deeper engagement and personalization.

Simultaneously, the widespread adoption of virtual try-on solutions serves as a crucial financial driver by addressing the high cost of merchandise returns. By enabling customers to digitally assess fit and style, retailers can significantly alleviate the logistical burden associated with reverse logistics. Forbes reported in July 2024 that implementing virtual try-on technology can lower return rates by 20% while boosting sales volume. This efficiency is accelerating market adoption, with Tangiblee reporting in 2024 that 61% of US-based retailers have already established virtual stores to leverage these operational benefits, transitioning these technologies from novelties to essential infrastructure for sustainable profitability.

Market Challenge

The substantial capital investment required for high-fidelity hardware and bespoke content creation constitutes a primary obstacle to the growth of the Global Virtual Reality in Retail Market. Retailers face considerable financial pressure when evaluating these immersive technologies, as the upfront costs for headsets and specialized software development often surpass immediate financial benefits. This economic friction prevents small and medium-sized enterprises from entering the market, effectively consolidating VR adoption among only the largest industry players who possess significant innovation budgets.

This cost barrier subsequently slows the sector's overall maturation by limiting the volume of deployments needed to drive hardware prices down through economies of scale. The hesitation to invest is further intensified by a broader economic environment where discretionary spending is tightly scrutinized. With the National Retail Federation projecting modest retail sales growth of 2.5 percent to 3.5 percent in 2024, the industry has adopted a cautious approach to expenditure. In such a climate, retailers are less likely to approve high-risk, capital-intensive VR projects, preferring instead to allocate resources to essential operations that promise guaranteed short-term returns.

Market Trends

The gamification of retail loyalty programs and consumer journeys is transforming customer retention by shifting from transactional point-based systems to immersive, experiential engagement. Retailers are increasingly creating virtual worlds and interactive challenges within VR environments, where shoppers can unlock exclusive rewards or digital assets through gameplay. This strategy taps into the psychological drivers of achievement and community to deepen emotional connections with the brand, fostering lasting advocacy beyond simple discounts. According to a January 2025 report by Salesforce, 73% of shoppers intend to participate in gamified loyalty opportunities, with 69% indicating that such features would directly increase their engagement frequency with a retailer.

Additionally, the integration of Generative AI for dynamic and personalized virtual environments is revolutionizing the creation of 3D retail spaces by enabling real-time customization of shopper surroundings. Instead of static virtual showrooms, generative algorithms now facilitate the automated development of bespoke product displays and visual merchandising layouts tailored to individual consumer preferences and history. This technology significantly lowers the barrier to entry for creating high-fidelity content while enhancing the relevance of the immersive experience. An August 2025 Adobe report highlighted that traffic from generative AI sources to retail sites surged by 4,700% year-over-year in July 2025, underscoring a rapid consumer shift toward AI-mediated shopping journeys.

Key Market Players

  • Visualise Creative Limited
  • VREI
  • Panedia Pty Ltd
  • Fieback Medien
  • Scapic Innovations Pvt. Ltd.
  • FXGear Inc.
  • KonceptVR LLC
  • Matterport, Inc.
  • Subvrsive, Inc.
  • WeMakeVR

Report Scope

In this report, the Global Virtual Reality in Retail Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Virtual Reality in Retail Market, By Hardware

  • Headsets
  • Devices
  • Glasses
  • Gloves

Virtual Reality in Retail Market, By Software Compatibility

  • Smartphones
  • Consoles
  • Others

Virtual Reality in Retail Market, By Type

  • Mixed Reality
  • Immersive Systems
  • Others

Virtual Reality in Retail Market, By Region

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

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Virtual Reality in Retail Market.

Available Customizations:

Global Virtual Reality in Retail Market report 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. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Virtual Reality in Retail Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Hardware (Headsets, Devices, Glasses, Gloves)
    • 5.2.2. By Software Compatibility (Smartphones, Consoles, Others)
    • 5.2.3. By Type (Mixed Reality, Immersive Systems, Others)
    • 5.2.4. By Region
    • 5.2.5. By Company (2025)
  • 5.3. Market Map

6. North America Virtual Reality in Retail Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Hardware
    • 6.2.2. By Software Compatibility
    • 6.2.3. By Type
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Virtual Reality in Retail Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Hardware
        • 6.3.1.2.2. By Software Compatibility
        • 6.3.1.2.3. By Type
    • 6.3.2. Canada Virtual Reality in Retail Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Hardware
        • 6.3.2.2.2. By Software Compatibility
        • 6.3.2.2.3. By Type
    • 6.3.3. Mexico Virtual Reality in Retail Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Hardware
        • 6.3.3.2.2. By Software Compatibility
        • 6.3.3.2.3. By Type

7. Europe Virtual Reality in Retail Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Hardware
    • 7.2.2. By Software Compatibility
    • 7.2.3. By Type
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Virtual Reality 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 Hardware
        • 7.3.1.2.2. By Software Compatibility
        • 7.3.1.2.3. By Type
    • 7.3.2. France Virtual Reality 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 Hardware
        • 7.3.2.2.2. By Software Compatibility
        • 7.3.2.2.3. By Type
    • 7.3.3. United Kingdom Virtual Reality 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 Hardware
        • 7.3.3.2.2. By Software Compatibility
        • 7.3.3.2.3. By Type
    • 7.3.4. Italy Virtual Reality in Retail Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Hardware
        • 7.3.4.2.2. By Software Compatibility
        • 7.3.4.2.3. By Type
    • 7.3.5. Spain Virtual Reality in Retail Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Hardware
        • 7.3.5.2.2. By Software Compatibility
        • 7.3.5.2.3. By Type

8. Asia Pacific Virtual Reality in Retail Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Hardware
    • 8.2.2. By Software Compatibility
    • 8.2.3. By Type
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Virtual Reality 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 Hardware
        • 8.3.1.2.2. By Software Compatibility
        • 8.3.1.2.3. By Type
    • 8.3.2. India Virtual Reality 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 Hardware
        • 8.3.2.2.2. By Software Compatibility
        • 8.3.2.2.3. By Type
    • 8.3.3. Japan Virtual Reality 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 Hardware
        • 8.3.3.2.2. By Software Compatibility
        • 8.3.3.2.3. By Type
    • 8.3.4. South Korea Virtual Reality 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 Hardware
        • 8.3.4.2.2. By Software Compatibility
        • 8.3.4.2.3. By Type
    • 8.3.5. Australia Virtual Reality 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 Hardware
        • 8.3.5.2.2. By Software Compatibility
        • 8.3.5.2.3. By Type

9. Middle East & Africa Virtual Reality in Retail Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Hardware
    • 9.2.2. By Software Compatibility
    • 9.2.3. By Type
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Virtual Reality 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 Hardware
        • 9.3.1.2.2. By Software Compatibility
        • 9.3.1.2.3. By Type
    • 9.3.2. UAE Virtual Reality 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 Hardware
        • 9.3.2.2.2. By Software Compatibility
        • 9.3.2.2.3. By Type
    • 9.3.3. South Africa Virtual Reality 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 Hardware
        • 9.3.3.2.2. By Software Compatibility
        • 9.3.3.2.3. By Type

10. South America Virtual Reality in Retail Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Hardware
    • 10.2.2. By Software Compatibility
    • 10.2.3. By Type
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Virtual Reality 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 Hardware
        • 10.3.1.2.2. By Software Compatibility
        • 10.3.1.2.3. By Type
    • 10.3.2. Colombia Virtual Reality 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 Hardware
        • 10.3.2.2.2. By Software Compatibility
        • 10.3.2.2.3. By Type
    • 10.3.3. Argentina Virtual Reality 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 Hardware
        • 10.3.3.2.2. By Software Compatibility
        • 10.3.3.2.3. By Type

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Virtual Reality in Retail Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Visualise Creative Limited
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. VREI
  • 15.3. Panedia Pty Ltd
  • 15.4. Fieback Medien
  • 15.5. Scapic Innovations Pvt. Ltd.
  • 15.6. FXGear Inc.
  • 15.7. KonceptVR LLC
  • 15.8. Matterport, Inc.
  • 15.9. Subvrsive, Inc.
  • 15.10. WeMakeVR

16. Strategic Recommendations

17. About Us & Disclaimer