The virtual reality shopping market size has grown exponentially in recent years. It will grow from $74.56 billion in 2024 to $95.69 billion in 2025 at a compound annual growth rate (CAGR) of 28.3%. The growth in the historic period can be attributed to enhanced shopping experience, e-commerce integration, increased consumer adoption of vr, brand engagement, competitive edge.
The virtual reality shopping market size is expected to see exponential growth in the next few years. It will grow to $264.97 billion in 2029 at a compound annual growth rate (CAGR) of 29%. The growth in the forecast period can be attributed to mobile vr experiences, social vr shopping, ai-powered personalization, virtual fitting rooms, integration with augmented reality, environmental and sustainable shopping. Major trends in the forecast period include technology advancements, social vr shopping, personalization and ai-driven recommendations, virtual fitting rooms, integration with e-commerce platforms.
The anticipated growth of the virtual reality shopping market is driven by the expanding e-commerce industry. E-commerce involves the online buying and selling of goods and services, encompassing a broad spectrum of digital transactions and online retail. Virtual reality shopping enhances the e-commerce experience by immersing consumers in virtual stores, enabling them to explore products and make informed decisions from the comfort of their homes. For example, in August 2023, the U.S. Department of Commerce reported that unadjusted U.S. retail e-commerce sales for Q2 2023 reached $269.5 billion, marking a 6.6% increase from the previous quarter and a 7.7% rise compared to Q2 2022. Consequently, the burgeoning e-commerce industry is a key driver for the growth of the virtual reality shopping market.
The upward trajectory of the virtual reality shopping market is fueled by the increasing adoption of VR technology. Virtual reality (VR) technology involves a computer-generated simulation of a three-dimensional environment, offering users an immersive and interactive shopping experience. This technology allows customers to virtually explore products, try them out, and make informed purchasing decisions from their homes. As of February 2023, an estimated 57.4 million people in the United States owned a VR headset in 2020, with projections indicating an increase to 37.7 million in 2022. Hence, the growing adoption of VR technology is a significant driver for the expansion of the virtual reality shopping market.
Leading companies in the virtual reality shopping market are adopting a strategic partnership approach to enhance their capabilities and competitiveness. Strategic partnerships involve companies leveraging each other's strengths and resources for mutual benefits and success. For example, in February 2023, Alo LLC collaborated with Obsess Inc. to launch a virtual reality shopping experience, providing an experiential e-commerce platform accessible via desktop, mobile, or Meta Quest 2 VR headset. The immersive digital shopping experience allows users to explore and shop Alo's collections, engage with various content, and create custom outfits.
In February 2023, Alo Yoga LLC, a US-based provider of luxury activewear and lifestyle products, teamed up with Obsess Inc. to introduce a VR shopping experience. The partnership aims to enhance consumer engagement and interaction by transforming traditional e-commerce and connecting brands like Alo Yoga with their customers. The virtual shopping experience can be accessed on desktop, mobile, and the Meta Quest 2 VR headset. It allows users to explore Alo’s collections, interact with various types of content, and create custom outfits by virtually mixing different tops and bottoms. Obsess Inc. is a US-based company that specializes in creating immersive virtual stores and experiences for brands and retailers.
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.
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. The countries covered in the virtual reality shopping market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The virtual reality shopping market consists of revenues earned by entities by providing services such as product customization and personalization, product visualization, store layout testing, and more. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual reality shopping market also includes sales of VR headsets, helmets, gloves, and controllers that are used in providing services. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
Virtual reality shopping represents a technology-driven retail experience that enables users to explore and purchase products within a simulated, immersive environment, thereby enhancing the online shopping encounter. The primary goal of virtual reality shopping is to provide distinctive product visualization and facilitate customers in virtually trying out products before making a purchase.
Key devices employed in virtual reality shopping include gesture-tracking devices (GTD), head-mounted displays (HMD), projectors, and display walls (PDW). A gesture-tracking device (GTD) is a technological tool that captures and interprets human gestures for various applications, such as controlling electronic devices or interacting with virtual environments. The technologies involved encompass semi- and fully immersive, as well as non-immersive technologies, utilizing various components including both hardware and software. These technologies find applications across diverse sectors such as aerospace and defense, commercial ventures, healthcare, enterprises, and other domains.
The virtual reality shopping market research report is one of a series of new reports that provides virtual reality shopping market statistics, including virtual reality shopping industry global market size, regional shares, competitors with virtual reality shopping market share, detailed virtual reality shopping market segments, market trends, and opportunities, and any further data you may need to thrive in the virtual reality shopping industry. This virtual reality shopping market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
Executive Summary
Virtual Reality Shopping Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on virtual reality shopping market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase:
- Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
- Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market shares.
- Benchmark performance against key competitors.
- Suitable for supporting your internal and external presentations with reliable high quality data and analysis
- Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for virtual reality shopping? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual reality shopping market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
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 Systems2) 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
Key Companies Mentioned: Amazon Inc.; Alphabet Inc.; Samsung Electronics Co. Ltd.; Microsoft Corporation; JD.com Inc.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
Some of the major companies featured in this Virtual Reality Shopping market report include:- 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
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 200 |
Published | March 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 95.69 Billion |
Forecasted Market Value ( USD | $ 264.97 Billion |
Compound Annual Growth Rate | 29.0% |
Regions Covered | Global |
No. of Companies Mentioned | 31 |