世界各国のリアルタイムなデータ・インテリジェンスで皆様をお手伝い

小売業におけるメタバース市場の世界産業規模、シェア、動向、機会、予測、2018-2028F製品別(ディスプレイ、拡張現実(XR)ハードウェア(触覚センサー&デバイス、オムニトレッドミル、スマートグラス)、AR/VRヘッドセット)、ソフトウェア(資産作成ツール、プログラミングエンジン)、サービス), プラットフォーム別 (デスクトップ, モバイル, ヘッドセット), 技術別 (ブロックチェーン, AR & VR, 複合現実感, その他), エンドユースタイプ別 (食品・飲料, パーソナルケア・家庭用品, アパレル・フットウェア・アクセサリー, 家具, 玩具・ホビー, 電子・家電, その他), 地域別, 競争相手別


Metaverse in Retail Market Global Industry Size, Share, Trends, Opportunity, and Forecast, 2018-2028FSegmented 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), By Platform (Desktop, Mobile, Headsets), By Technology (Blockchain, AR & VR, Mixed Reality, Others), By End-Use Type (Food and Beverages, Personal and Household Care, Apparel, Footwear and Accessories, Furniture, Toys and Hobby, Electronic and Household Appliances, Other), By Region, Competition

小売業におけるメタバースの世界市場は、オンライン広告の需要増加と小売業における複合現実の人気の高まりにより、今後数年間で急拡大すると予測されている。また、視聴者のオンライン体験を向上させるために、... もっと見る

 

 

出版社 出版年月 電子版価格 ページ数 言語
TechSci Research
テックサイリサーチ
2023年9月5日 US$4,900
シングルユーザライセンス
ライセンス・価格情報
注文方法はこちら
177 英語

 

サマリー

小売業におけるメタバースの世界市場は、オンライン広告の需要増加と小売業における複合現実の人気の高まりにより、今後数年間で急拡大すると予測されている。また、視聴者のオンライン体験を向上させるために、コンサート、映画、スポーツで使用される製品を広告するために、物理的な世界とデジタル世界を融合させる必要性が高まっていることも、世界の小売業におけるメタバース市場の成長をエスカレートさせている。ソーシャルメディア広告の増加傾向は、ブロックチェーン、拡張現実、仮想現実などのような新しい技術の進歩とともに、小売におけるメタバース世界市場を推進している。メタバース概念の採用により、2030年までに世界経済の価値に5兆米ドルが追加されると予測されている。
サービス・プロバイダーは、最先端の技術を採用し、メタバース体験のための研究開発活動に投資することで、ユーザー体験を向上させる革新的な技術ソリューションを常に模索している。例えば、フェイスブックは2021年、メタバース構築のために100億米ドルを投資することを発表し、会社の正式名称をメタに変更した。同社は、小売市場のようなフレンドリーな体験をユーザーに提供し、同社のプラットフォームから友人や家族、同僚とコミュニケーション体験を提供しようとしている。さらに、小売市場におけるメタバースは、巨額の投資、パートナーシップ、コラボレーションを経験しており、今後数年間で小売部門に大規模なグローバル機会を生み出すと予測されている。企業は既存の構造をアップグレードし、従業員の生産性を向上させるために、技術的に高度なソリューションを求めています。また、NFT(non-fungible tokens)の採用が世界的に急速に拡大していることも、世界の小売市場におけるメタバース化を加速させると予測される。2021年、世界の小売市場の売上高は26兆米ドルを超え、2024年には30兆米ドルを超えると予測されています。
高速インターネットとデータ転送の増加が市場成長を促進
より高いスペクトラムの5Gと5G mmWaveによるより高速な接続は、メタバースの運用と開発を様々な形で可能にする。2021年初頭、スーパーボウルのファンは5Gマルチビュー体験を経験し、7つの角度から試合を見ることができた。スーパーボウルの体験は、高速インターネット接続とデータ転送によるメタバース技術から生まれる没入体験だ。このような高速接続により、メタバース・テクノロジーは、かつてデジタル世界では不可能と考えられていた現実世界での体験を提供できるようになると期待されている。全インターネット接続に占める高速接続の割合は、2021年の83.3%から2026年には94.5%に増加すると予想される。
インターネット広告ニーズの高まりが市場成長を牽引
メタバース・テクノロジーは、成長するデジタル時代により良い牽引力を得ようとするブランド、広告主、マーケティング担当者にとって、大きな可能性を秘めている。ユーザー数は2020年の6,000万人から2021年には8,100万人に増加。人工現実と仮想現実の利用は、今後2年間で17億3000万人に達すると推定されている。メタバース広告の機会は、小売企業にとって同業他社よりも自然にフィットするだろう。成功する広告戦略を採用するために、ブランドはメタバースに飛び込み、メタバースに特化した広告を実践することを検討している。
人工知能(AI)技術の成長が市場成長を牽引
AIはここ数年で大きく進歩し、GPT 3(ディープラーニング)を後押ししている。GPT 3は、深い理解に基づき、人間が理解しやすく読みやすいテキストや体験を作成するもので、物理的存在、デジタル的存在、デジタル・オブジェクト間の相互作用を促進しようとしている。最近の技術的進歩では、小売業向けのメタバースですでに普及しているAIのユースケースは、エンゲージメントと広告の最適化が中心となっている。数多くのメタバース・デザインは、デジタルな存在をコンパニオンや友人としてターゲットにしており、AIは入力、処理、ジェスチャー、音声生成、表情から、より複雑なフォームを作成することができる。プロメテウスAIのような企業は、ユーザーフレンドリーなデジタルの世界をベースに、小売やその他のビジネスのための世界全体を構築している。
デジタル・アイデンティティとインタラクション・モデルのトレンドの高まりが市場成長を牽引
ユーザーのデジタルアイデンティティは、オンライン上の評判、ネットワークとの関係、APIベースのログインなどを構成する物理的なアイデンティティと同様に正確である。パンデミック(2020年)以前は、仕事や経済活動のためにオンラインを利用していたのは人口の10%未満で、かつては職場での物理的なやり取りがバーチャルなやり取りを上回っていた。パンデミック時には、人口の70%以上がリモートで仕事をしていた。2021年のパンデミック後、バーチャルな状態を維持する人口は30~40%にとどまり、50%がオフィスで働き始めると予測されている。バーチャル・インタラクションは、没入型ソーシャルメディア・プラットフォームでのリアルタイムでのエンゲージメントやコラボレーションを含む、小売業のためのメタバースにとって完璧な触媒である。ソーシャルメディア上で交流するにしても、仕事をするにしても、オンライン・ショッピングに参加するにしても、デジタル・アイデンティティが中心人物となっている。メタバース・テクノロジーは、小売業に織り込まれたデジタルの独自性とインタラクション・モデルの受容を軸に、触媒の役割を果たすことになるだろう。
メタバースにおける仮想イベントの成長が市場成長を牽引
メタバース・テクノロジーは小売セクターで最も成長しており、その結果、メタバース空間におけるバーチャル・イベントやショーの助けを借りて、大手小売企業のマーケティング戦略が高まっている。例えば、2022年2月、GucciはThe Sandboxメタバースにおけるメタバースランドを発表し、初のバーチャルイベントを開始した。10月末にはGucci Vault Landのバーチャルイベントが2週間にわたって開催された。さらに、The Sandboxで8つのボクセルデジタルコレクタブルウェアアイテムを発表しました。バーチャルイベントの体験の中で、数々のデジタル・コレクティブルが紹介され、貴重な不思議を追求し続ける同社の姿が描かれた。
市場細分化
製品は、ハードウェア、ソフトウェア、サービスに区分される。ハードウェアに基づくと、市場はディスプレイ、拡張現実(XR)ハードウェア、AR/VRヘッドセットに分別される。拡張現実(XR)ハードウェアに基づくと、市場は触覚センサー&デバイス、オムニ・トレッドミル、スマートグラスに分けられる。ソフトウェアに基づくと、市場はアセット作成ツールとプログラミングエンジンに分けられる。プラットフォームに基づき、市場はデスクトップ、モバイル、ヘッドセットに区分される。技術に基づき、市場はブロックチェーン、AR&VR、複合現実、その他に区分される。エンドユースタイプに基づけば、市場は食品・飲料、パーソナルケア・家庭用品、アパレル、フットウェア・アクセサリー、家具、玩具・ホビー、電子・家電、その他に細分化される。また、この市場分析では、北米、欧州、アジア太平洋、南米、中東&アフリカに分け、地域別の市場セグメンテーションを考案するために、地域別のセグメンテーションも研究しています。
企業プロフィール
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.などが世界の小売業におけるメタバース市場の主要な市場プレイヤーです。
レポートの範囲
本レポートでは、小売業におけるメタバースの世界市場を、以下に詳述する業界動向に加えて、以下のカテゴリーに分類しています:
- 小売業におけるメタバース市場:製品別
o ハードウェア
 ディスプレイ
 拡張現実(XR)ハードウェア
- 触覚センサーとデバイス
- オムニ・トレッドミル
- スマートグラス
 AR/VRヘッドセット
ソフトウェア
 アセット作成ツール
 プログラミングエンジン
o サービス
- 小売業におけるメタバース市場、プラットフォーム別
o デスクトップ
o モバイル
o ヘッドセット
- 小売業におけるメタバース市場:技術別
o ブロックチェーン
o AR & VR
o 複合現実
o その他
- 小売業におけるメタバース市場:エンドユースタイプ別
o 食品・飲料
o パーソナルケアとハウスホールドケア
o アパレル
o 履物およびアクセサリー
o 家具
o 玩具とホビー
o 家電製品
o その他
- 小売業におけるメタバース市場、地域別
o アジア太平洋地域
 中国
 日本
 インド
 オーストラリア
 韓国
北米
 米国
 カナダ
 メキシコ
ヨーロッパ
 イギリス
 ドイツ
 フランス
 スペイン
 イタリア
中東およびアフリカ
 イスラエル
 トルコ
 サウジアラビア
 アラブ首長国連邦
南米
 ブラジル
 アルゼンチン
 コロンビア
競争状況
企業プロフィール:世界の小売業におけるメタバース市場における主要企業の詳細分析。
利用可能なカスタマイズ:
TechSci Research社は、所定の市場データを用いて、企業固有のニーズに応じたカスタマイズを提供します。本レポートでは以下のカスタマイズが可能です:
企業情報
- 追加市場参入企業(最大5社)の詳細分析とプロファイリング

ページTOPに戻る


目次

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.)

 

ページTOPに戻る


 

Summary

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
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:
o Hardware
 Displays
 Extended Reality (XR) Hardware
• Haptic Sensors & Devices
• Omni Treadmills
• Smart Glasses
 AR/VR Headsets
o Software
 Asset Creation Tool
 Programming Engines
o Services
• Metaverse in Retail Market, By Platform:
o Desktop
o Mobile
o Headsets
• Metaverse in Retail Market, By Technology:
o Blockchain
o AR & VR
o Mixed Reality
o Others
• Metaverse in Retail Market, By End-Use Type:
o Food and Beverages
o Personal and Household Care
o Apparel
o Footwear and Accessories
o Furniture
o Toys and Hobby
o Electronic and Household Appliances
o Others
• Metaverse in Retail Market, By Region:
o Asia-Pacific
 China
 Japan
 India
 Australia
 South Korea
o North America
 United States
 Canada
 Mexico
o Europe
 United Kingdom
 Germany
 France
 Spain
 Italy
o Middle East & Africa
 Israel
 Turkey
 Saudi Arabia
 UAE
o 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).



ページTOPに戻る


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.)

 

ページTOPに戻る

ご注文は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。

webからのご注文・お問合せはこちらのフォームから承ります

本レポートと同分野(無線・モバイル・ワイヤレス)の最新刊レポート

TechSci Research社の情報通信技術分野での最新刊レポート

本レポートと同じKEY WORD(retail)の最新刊レポート


よくあるご質問


TechSci Research社はどのような調査会社ですか?


テックサイリサーチ(TechSci Research)は、カナダ、英国、インドに拠点を持ち、化学、IT、環境、消費財と小売、自動車、エネルギーと発電の市場など、多様な産業や地域を対象とした調査・出版活... もっと見る


調査レポートの納品までの日数はどの程度ですか?


在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
但し、一部の調査レポートでは、発注を受けた段階で内容更新をして納品をする場合もあります。
発注をする前のお問合せをお願いします。


注文の手続きはどのようになっていますか?


1)お客様からの御問い合わせをいただきます。
2)見積書やサンプルの提示をいたします。
3)お客様指定、もしくは弊社の発注書をメール添付にて発送してください。
4)データリソース社からレポート発行元の調査会社へ納品手配します。
5) 調査会社からお客様へ納品されます。最近は、pdfにてのメール納品が大半です。


お支払方法の方法はどのようになっていますか?


納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
お客様よりデータリソース社へ(通常は円払い)の御振り込みをお願いします。
請求書は、納品日の日付で発行しますので、翌月最終営業日までの当社指定口座への振込みをお願いします。振込み手数料は御社負担にてお願いします。
お客様の御支払い条件が60日以上の場合は御相談ください。
尚、初めてのお取引先や個人の場合、前払いをお願いすることもあります。ご了承のほど、お願いします。


データリソース社はどのような会社ですか?


当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
世界各国の「市場・技術・法規制などの」実情を調査・収集される時には、データリソース社にご相談ください。
お客様の御要望にあったデータや情報を抽出する為のレポート紹介や調査のアドバイスも致します。



詳細検索

このレポートへのお問合せ

03-3582-2531

電話お問合せもお気軽に

 

2024/12/20 10:28

158.95 円

165.20 円

201.28 円

ページTOPに戻る