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Augmented Reality (AR) in Retail and Apparel – Thematic Research: Industry to Reach $152 Billion by 2030 – ResearchAndMarkets.com

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DUBLIN–(BUSINESS WIRE)–The “Augmented Reality (AR) in Retail and Apparel – Thematic Research” report has been added to ResearchAndMarkets.com’s offering.

Augmented reality (AR) is a technology that allows the user to see the real world overlaid with digital data. Worth nearly $7 billion in 2020, the global AR market will reach $152 billion by 2030, according to publisher forecasts. This growth is in part due to the hype surrounding the metaverse.

Internationally renowned retailers have announced their ambitions to enter the metaverse to increase brand awareness and appeal to a tech-savvy younger consumer base. AR is considered one of the primary gateways into this first iteration of the metaverse. It is a more accessible technology for many consumers, almost all of whom have smartphones and can access applications that use AR filters (digital overlays placed in real-life settings). However, these are very rudimentary use cases of AR, and the metaverse is a long way off becoming mainstream or accessible to most consumers and retailers.

Key Highlights

  • Exclusively online home and apparel retailers are the top adopters of AR. This is because they are digitally native and sell high-ticket items, which require more research and consideration from consumers
  • AR is considered one of the primary gateways into this first iteration of the metaverse. It is a more accessible technology for many consumers, almost all of whom have smartphones and can access applications that use AR filters
  • Worth nearly $7 billion in 2020, the global AR market will reach $152 billion by 2030, according to publisher forecasts

Scope

Augmented reality is not just a fun gimmick, but instead an unavoidable theme for retailers across all channels and countries who wish to integrate into the digital space, engaging younger more digitally native consumers. This report breaks down the value chain for augmented reality, the leaders for this theme in retail, and provides an overview of how this technological theme helps to alleviate some of the main challenges facing retailers. This report provides market forecasts until 2030, breaking it down between enterprise and consumer applications.

Reasons to Buy

  • Get an understanding of all aspects of the AR value chain, and how they relate to retailers both now and in the future
  • Explore the main challenges faced by retailers today, and how AR technologies can help to alleviate some of these difficulties, with top use cases proving examples of how retailers can employ AR
  • See market size and growth forecasts detailing the greater role that AR will play for retailers in their daily operations and for attracting younger consumers
  • See which companies are the leading adopters of augmented reality and how they are employing the technology

Key Topics Covered:

  • Executive Summary
  • AR Value Chain
  • Semiconductors
  • Components
  • Devices
  • Platforms
  • Apps and content
  • Retail and Apparel Challenges
  • The Impact of AR on Retail and Apparel
  • Case Studies
  • Data Analysis
  • Market size and growth forecasts
  • Mergers and acquisitions
  • Patent trends
  • Hiring trends
  • Social media trends
  • Augmented reality timeline
  • Companies
  • Leading augmented reality adopters in retail and apparel
  • Leading augmented reality vendors
  • Specialist augmented reality vendors in retail and apparel
  • Sector Scorecard
  • Retail sector scorecard
  • Glossary
  • Further Reading
  • Our Thematic Research Methodology
  • About the Publisher
  • Contact the Publisher

Companies Mentioned

  • AMD
  • Apple
  • Nvidia
  • Qualcomm
  • Softbank (Arm)
  • Analog Devices
  • Micron
  • SK Hynix
  • Alphabet (Google)
  • Apple
  • DigiLens
  • Lumus
  • Magic Leap
  • Microsoft
  • Panasonic
  • PMD
  • BYD
  • AAC Technologies
  • BBK Electronics
  • Rokid
  • Seiko Epson
  • Vuzlx
  • Autodesk
  • Epic Games
  • Meta (Facebook)
  • Snap
  • Unity
  • Adobe
  • Atheer
  • Boeing
  • Ikea
  • Augmedix
  • Oracle
  • Orca Health
  • PTC
  • Sephora
  • Snap
  • Walmart
  • Skyworks
  • Sony
  • Nike
  • Yangtze Memory
  • TDK (InvenSense)
  • Samsung Electronics
  • NXP Semiconductors
  • STMicroelectronics
  • Cognex
  • Goertex
  • Target
  • Himax
  • Leica
  • Sennhelser
  • Walmart
  • Wayfair
  • Wickes
  • Zara
  • Ultraleap
  • Huawei
  • ThirdEye
  • Xiaomi
  • Akamai
  • ARToolkit
  • F5 Networks
  • Dassault Systemes
  • TeamViewer
  • Tencent
  • NetEase
  • Niantic
  • Square Enix
  • Walt Disney
  • Comcast
  • Netflix
  • Viacom CBS
  • Lockheed Martin
  • Northrop Grumman
  • AT&T (Warner Media)
  • Amazon
  • INDIE
  • Modiface
  • Groove Jones
  • Holition
  • Queppelin
  • Quytech
  • NexTech
  • Inditex
  • L’Oreal
  • eBay
  • Pinterest
  • DRESSX
  • Louis Vuitton
  • Burberry
  • Footlocker
  • Wijnegem Shopping Center
  • Auchan
  • Lowe’s
  • John Lewis
  • Wesfarmers
  • Scandit
  • ScienceSoft
  • Zeekit

For more information about this report visit https://www.researchandmarkets.com/r/unnpj5

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