Europe Digital Clothing Market

Europe Digital Clothing Market Size, Share & Industry Trends Analysis Report By Transaction (On chain and Off chain), By Technology (Blockchain, 3D Software, Artificial Intelligence), By Application, By Country and Growth Forecast, 2022 - 2028

Report Id: KBV-14368 Publication Date: March-2023 Number of Pages: 86
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Analysis of Market Size & Trends

The Europe Digital Clothing Market would witness market growth of 26.3% CAGR during the forecast period (2022-2028).

Virtual changing rooms (VFCs) are an excellent illustration and are swiftly becoming the new standard in retail. Customers want to shop whenever, wherever, and on any device. Because of this, VFCs provide a practical way to try on garments without having to leave the house or get out of bed. The experience can be as authentic as a real-world fitting room or as straightforward as tapping "Fit" on an outfit to see how it appears. Before making an online purchase, they allow customers to snap pictures of themselves wearing several pieces of clothing.

For individuals who want a real store, magical mirrors can provide the same advantages, which are already taking place significantly in some countries. The users of these smart dressing mirrors may see themselves wearing various suggested outfits, which they can buy by scanning a QR code. The mirror might also recommend further complementary products when putting on clothing in the fitting room. The user's avatar would then get the digital version, possibly with further advantages.

The United Kingdom has built stronger positions in the video game industry. The majority of people in the UK plays online games. Most people are absorbed in games that are fun to play due to the safe, rewarding content. People interact with one another via these gaming platforms, acquire new skills, and unwind. As the nation's top-ranked creative industry, the video games industry is crucial. The expansion of the video game industry is anticipated to increase gamers' demand for digital clothing for their avatars and in-game characters, which will fuel the digital clothing market’s expansion.

The Germany market dominated the Europe Digital Clothing Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $165.8 million by 2028. The UK market is anticipated to grow at a CAGR of 25.2% during (2022 - 2028). Additionally, The France market would exhibit a CAGR of 27.3% during (2022 - 2028).

Based on Transaction, the market is segmented into on chain and Off chain. Based on Technology, the market is segmented into Blockchain, 3D Software, Artificial Intelligence, and Others. Based on Application, the market is segmented into Digital Content Creation, Fashion Design & Technology, Gaming, and Others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

Free Valuable Insights: The Global Digital Clothing Market will Hit $2.5 Billion by 2028, at a CAGR of 26.6%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Adidas AG, Guccio Gucci S.p.A. (Kering Group), Nike, Inc., LVMH SE, H&M Group, The Fabricant Agency B.V., Auroboros Ltd., More Dash, Inc. (DressX), Dolce & Gabbana S.r.l., and Replicant, Inc.

Scope of the Study

Market Segments Covered in the Report:

By Transaction

  • On chain
  • Off chain

By Technology

  • Blockchain
  • 3D Software
  • Artificial Intelligence
  • Others

By Application

  • Digital Content Creation
  • Fashion Design & Technology
  • Gaming
  • Others

By Country

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

Key Market Players

List of Companies Profiled in the Report:

  • Adidas AG
  • Guccio Gucci S.p.A. (Kering Group)
  • Nike, Inc.
  • LVMH SE
  • H&M Group
  • The Fabricant Agency B.V.
  • Auroboros Ltd.
  • More Dash, Inc. (DressX)
  • Dolce & Gabbana S.r.l.
  • Replicant, Inc.
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