Press release
Comprehensive Virtual Reality Shopping Market Insights: Forecasting Size, Growth, and Competitive Trends from 2025 to 2034
"What Is the Future Outlook for the Virtual Reality Shopping Market's Size and Growth Rate?The market size of virtual reality shopping has been experiencing exponential growth in the recent past. The projections suggest an increase from $74.56 billion in 2024 to $95.69 billion in 2025, showing a compound annual growth rate (CAGR) of 28.3%. Factors such as improved shopping experience, integration with e-commerce, rising consumer use of VR, brand involvement, and competitive advantage have contributed to the growth witnessed in the historical period.
Anticipations suggest a potential surge in the size of the virtual reality shopping market in the coming years. By 2029, estimates predict it to expand to $264.97 billion with a compound annual growth rate (CAGR) of 29.0%. Several contributing factors for this predicted growth are mobile VR experiences, social VR shopping, AI-driven personalization, virtual fitting rooms, and pairing with augmented reality, all of which aid in environmentally sustainable shopping. In the forecast period, emerging trends like advancements in technology, social VR shopping, AI-enabled suggestions, virtual fitting rooms, and coalition with e-commerce platforms are also expected to play a significant role.
What Is Stimulating Growth in the Virtual Reality Shopping Market?
The anticipated growth in the virtual reality shopping sector is being driven by the upward trend in the e-commerce industry. The term e-commerce refers to the online transaction of goods and services, which covers a broad spectrum of online retail and electronic transactions. The element of virtual reality in shopping amplifies the e-commerce experience by immersing customers in a virtual shopping environment where they can explore products and make knowledgeable choices right from their homes. For instance, as reported by the U.S. Department of Commerce, in August 2023, US retail e-commerce sales for the second quarter of the year were calculated to be $269.5 billion on an unadjusted basis. This number marked a rise of 6.6% from the first quarter of 2023. In comparison, the e-commerce sales for the second quarter of 2023 exhibited a growth of 7.7% when compared to the same time frame in 2022. Hence, the ballooning e-commerce industry is catalyzing the growth of the virtual reality shopping sector.
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Which Key Market Leaders Are Driving Virtual Reality Shopping Industry Growth?
Major companies operating in the virtual reality shopping market report are Amazon Inc., Alphabet Inc., Samsung Electronics Co. Ltd., Microsoft Corporation, JD.com Inc., Alibaba Group Holding Limited, Meta Platforms Inc., Target Corporation, Lowe's Companies Inc., Best Buy Co. Inc., IKEA Group, Macy's Inc., Adobe Inc., Wayfair Inc., eBay Inc., Pinterest Inc., PTC Inc., Unity Technologies Inc., Barco NV, HTC Corporation, EON Reality Inc., Ultraleap Ltd., Threekit Inc., Cappasity Inc., Newegg Inc., InContext Solutions Inc., Sixense Enterprises Inc., WorldViz Inc., Obsess VR Inc., Marxent Labs LLC
What Are the Emerging Trends in the Virtual Reality Shopping Industry?
Leading firms in the virtual reality shopping market are implementing strategic alliances to boost their capabilities and competitive edge. Strategic alliances involve companies harnessing each other's strengths and assets for mutual benefits and achievement. For example, in February 2023, US-based Alo LLC, an activewear, and lifestyle organization, entered into a partnership with Obsess Inc., a US-based e-commerce platform firm, to introduce a virtual reality shopping experience using an experiential e-commerce platform. The virtual store can be visited through desktop, mobile, or Meta Quest 2 VR headset. The virtual store also features beauty and wellness tutorials. This immersive digital shopping experience enables visitors to explore and purchase Alo's collections, engage with various content types, and create custom outfits.
What Are the Main Segments in the Virtual Reality Shopping Market?
The virtual reality shopping market covered in this report is segmented -
1) By Device: Gesture-Tracking Device (GTD), Head-Mounted Display (HMD), Projectors And Display Wall (PDW)
2) By Technology, Semi And Fully Immersive, Non-Immersive
3) By Component, Hardware, Software
4) By Application: Aerospace And Defense, Commercial, Healthcare, Enterprise, Other Applications
Subsegments:
1) By Gesture-Tracking Device (GTD): Handheld Gesture Controllers, Motion Sensing Gloves, Full-Body Gesture Tracking Systems
2) By Head-Mounted Display (HMD): Tethered HMD, Wireless HMD, Augmented Reality (AR) HMD
3) By Projectors And Display Wall (PDW): Large-Screen Projectors, Interactive Display Walls, 3D Projection Systems
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Which Geographic Area Leads the Virtual Reality Shopping Market?
Asia-Pacific was the largest region in the virtual reality shopping market in 2024. The regions covered in the virtual reality shopping market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
What Is Covered In The Virtual Reality Shopping Global Market Report?
- Market Size Analysis: Analyze the Virtual Reality Shopping Market size by key regions, countries, product types, and applications.
- Market Segmentation Analysis: Identify various subsegments within the Virtual Reality Shopping Market for effective categorization.
- Key Player Focus: Focus on key players to define their market value, share, and competitive landscape.
- Growth Trends Analysis: Examine individual growth trends and prospects in the Market.
- Market Contribution: Evaluate contributions of different segments to the overall Virtual Reality Shopping Market growth.
- Growth Drivers: Detail key factors influencing market growth, including opportunities and drivers.
- Industry Challenges: Analyze challenges and risks affecting the Virtual Reality Shopping Market.
- Competitive Developments: Analyze competitive developments, such as expansions, agreements, and new product launches in the market.
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