封面
市場調查報告書
商品編碼
1766067

2032 年電子商務市場元宇宙預測:按組件、平台、技術、應用、最終用戶和地區進行全球分析

Metaverse in E-Commerce Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software and Services), Platform, Technology, Application, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3個工作天內

價格

根據 Stratistics MRC 的數據,全球電子商務元宇宙市場預計在 2025 年達到 269 億美元,到 2032 年將達到 3,868 億美元,預測期內的複合年成長率為 46.3%。

在電子商務中,元宇宙是指一個集體虛擬空間,使用者可以透過擴增實境(AR)、虛擬實境 (VR) 和 3D 虛擬形像等身臨其境型技術與數位環境、產品和其他使用者即時互動。這使得企業能夠打造引人入勝、個人化的購物體驗,模擬實體店的互動體驗。消費者可以探索虛擬展示室,進行數位試穿,並使用數位錢包和加密貨幣在元宇宙生態系統內購物。

根據 VentureBeat 的數據,全球電競觀眾數量預計將從 2021 年的 4.74 億人增加到 2024 年的 5.772 億人,這表明虛擬體育的參與度呈上升趨勢。

改善客戶體驗

透過提供身臨其境型、互動式和個人化的購物環境,增強的客戶體驗是電子商務領域元宇宙市場成長的主要驅動力。透過虛擬店面、3D產品試用以及虛擬形象和虛擬助理的即時協助,客戶可以享受無縫銜接且引人入勝的購物體驗。這種高度的參與度可以提升滿意度、品牌忠誠度和轉換率。以數位化方式重現店內體驗的能力吸引了精通科技的消費者,最終推動元宇宙平台在電子商務領域的更廣泛應用。

基礎設施成本高

高昂的基礎設施成本是元宇宙在電子商務中應用的主要障礙。開發和維護身臨其境型虛擬環境需要在先進的硬體、軟體和高速連接方面進行大量投資。這些資金需求阻礙了小型零售商和新興品牌進入市場,減緩了整體市場的成長。此外,持續的升級和技術支援需求進一步推高了成本,阻礙了元宇宙的廣泛應用和創新。

擴大 AR/VR 的應用

AR/VR技術的日益普及,透過提供身臨其境型互動購物體驗,無疑地正在改變電子商務元宇宙市場。這些技術使消費者能夠虛擬試穿產品、探索3D展示室,並在逼真的環境中與品牌互動,從而提升參與度和購買意願。隨著零售商利用AR/VR技術提升個人化和便利性,顧客滿意度和客戶維繫也不斷提升。這一趨勢正在加速虛擬商務的整合,增強品牌差異化,並推動基於元宇宙的電子商務的成長。

隱私和安全問題

隱私和安全問題是電子商務領域元宇宙市場成長的主要障礙。消費者越來越擔心在身臨其境型虛擬環境中共用個人數據,擔心資料外洩、身分盜竊和資訊濫用。這些擔憂損害了信任,阻礙了用戶參與。此外,缺乏標準化的法規和健全的網路安全框架進一步加劇了安全交易的複雜性,限制了其應用範圍,並減緩了市場擴張。

COVID-19的影響

新冠疫情顯著加速了電子商務領域元宇宙市場的成長。封鎖和保持社交距離的措施促使消費者和零售商轉向身臨其境型數位解決方案,從而實現虛擬購物體驗和互動式客戶參與。各大品牌迅速採用元宇宙技術來彌合實體與數位之間的鴻溝,打造虛擬商店和展示室。這種轉變不僅提升了客戶體驗,也增加了線上零售平台對擴增實境(AR) 和虛擬實境 (VR) 整合的需求。

預計虛擬實境 (VR) 領域將在預測期內成長至最大的領域。

虛擬實境 (VR) 領域預計將在預測期內佔據最大的市場佔有率,因為虛擬允許消費者在逼真的環境中虛擬試穿產品、瀏覽虛擬市場佔有率並做出明智的購買決策。該技術透過提高客戶滿意度、參與度和轉換率,為品牌帶來競爭優勢。隨著 VR 硬體越來越普及且價格越來越親民,其與元宇宙平台的整合正在加速,這將刺激創新並改變網路購物體驗的格局。

預計美容和化妝品領域在預測期內將實現最高的複合年成長率。

預計美容和化妝品細分市場將在預測期內實現最高成長率,因為它透過虛擬試妝和3D產品模擬提供沉浸式個人化購物體驗。各大品牌正在利用AR/VR技術,讓用戶即時試用化妝品,進而提升客戶參與與購買意願。這項創新提升了品牌忠誠度,並擴大了數位數位原民消費者的覆蓋範圍。因此,該細分市場正顯著推動元宇宙平台的普及,徹底改變消費者與線上美容產品的互動方式。

比最大的地區

預計在預測期內,虛擬世界將佔據最大的市場佔有率,因為亞太地區正致力於透過身臨其境型虛擬體驗來提升客戶參與。快速的數位轉型、高普及率的智慧型手機以及日益普及的擴增實境/虛擬實境 (AR/VR) 技術正在推動這一轉變。消費者可以探索 3D 虛擬商店,虛擬試穿產品,並與品牌即時互動,從而獲得更個人化的購物體驗。此外,精通科技的年輕族群以及政府對數位創新的大力支持,正在進一步推動亞太地區電子商務領域元宇宙的成長。

複合年成長率最高的地區

預計北美地區在預測期內的複合年成長率最高。虛擬商店、3D產品試用和客製化形象正在改善數位購物體驗,從而提高轉換率並減少退貨。為了與客戶建立更牢固的關係,領先的企業正在利用元宇宙平台促銷產品並舉辦虛擬活動。這項創新正在推動成長,因為它為商家提供了新的收入來源,並在快速變化的數位市場中增強了競爭力。

免費客製化服務

訂閱此報告的客戶可以從以下免費自訂選項中進行選擇:

  • 公司簡介
    • 對其他市場參與企業(最多 3 家公司)進行全面分析
    • 主要企業的SWOT分析(最多3家公司)
  • 地理細分
    • 根據客戶興趣對主要國家進行市場估計、預測和複合年成長率(註:基於可行性檢查)
  • 競爭基準化分析
    • 透過產品系列、地理分佈和策略聯盟對主要企業基準化分析

目錄

第1章執行摘要

第2章 前言

  • 概述
  • 相關利益者
  • 研究範圍
  • 調查方法
    • 資料探勘
    • 數據分析
    • 數據檢驗
    • 研究途徑
  • 研究材料
    • 主要研究資料
    • 二手研究資料
    • 先決條件

第3章市場走勢分析

  • 介紹
  • 驅動程式
  • 限制因素
  • 機會
  • 威脅
  • 技術分析
  • 應用分析
  • 最終用戶分析
  • 新興市場
  • COVID-19的影響

第4章 波特五力分析

  • 供應商的議價能力
  • 買家的議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭對手之間的競爭

5. 全球電子商務元宇宙市場(按組成部分)

  • 介紹
  • 硬體
  • 軟體
  • 服務

6. 全球電子商務元宇宙市場(依平台)

  • 介紹
  • 桌面
  • 移動的
  • 主機
  • 其他平台

7. 全球電子商務元宇宙市場(按技術)

  • 介紹
  • 區塊鏈
  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境
  • 人工智慧(AI)
  • 其他

8. 全球電子商務元宇宙市場(按應用)

  • 介紹
  • 虛擬商店
  • 虛擬試穿
  • 數位展示室
  • 身臨其境型廣告
  • 社交購物
  • 其他

9. 全球電子商務元宇宙市場(依最終用戶)

  • 介紹
  • 時尚與服飾
  • 美容與化妝品
  • 電子產品
  • 居家裝飾
  • 飲食
  • 其他

第10章 全球電子商務元宇宙市場(按地區)

  • 介紹
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲國家
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地區
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東和非洲地區

第11章 重大進展

  • 協議、夥伴關係、合作和合資企業
  • 收購與合併
  • 新產品發布
  • 業務擴展
  • 其他關鍵策略

第12章 公司概況

  • Meta Platforms Inc.
  • Microsoft Corporation
  • Amazon.com, Inc.
  • Alibaba Group Holding Limited
  • Google LLC(Alphabet Inc.)
  • Tencent Holdings Ltd.
  • ByteDance Ltd.
  • Shopify Inc.
  • Roblox Corporation
  • NVIDIA Corporation
  • Unity Technologies
  • Decentraland Foundation
  • Magic Leap, Inc.
  • Snap Inc.
  • Epic Games, Inc.
  • Samsung Electronics Co., Ltd.
  • Apple Inc.
  • Matterport, Inc.
  • Niantic, Inc.
  • PTC Inc.
Product Code: SMRC29922

According to Stratistics MRC, the Global Metaverse in E-Commerce Market is accounted for $26.9 billion in 2025 and is expected to reach $386.8 billion by 2032 growing at a CAGR of 46.3% during the forecast period. The Metaverse in e-commerce refers to a collective virtual space where users can interact with digital environments, products, and other users in real time through immersive technologies like augmented reality (AR), virtual reality (VR), and 3D avatars. It enables businesses to create engaging and personalized shopping experiences that simulate physical store interactions. Consumers can explore virtual showrooms, try on products digitally, and make purchases within the metaverse ecosystem using digital wallets or cryptocurrencies.

According to data from VentureBeat, the global eSports audience, which stood at 474 million in 2021, is projected to reach 577.2 million by 2024, indicating a rising trend in virtual sports engagement.

Market Dynamics:

Driver:

Enhanced Customer Experience

Enhanced customer experience significantly drives the growth of the Metaverse in the E-Commerce market by offering immersive, interactive, and personalized shopping environments. Through virtual stores, 3D product trials, and real-time assistance via avatars or AI agents, customers enjoy a seamless and engaging journey. This high level of engagement boosts satisfaction, brand loyalty, and conversion rates. The ability to replicate in-store experiences digitally appeals to tech-savvy consumers, ultimately encouraging broader adoption of Metaverse platforms in the E-Commerce landscape.

Restraint:

High Infrastructure Costs

High infrastructure costs pose a significant barrier to the adoption of the Metaverse in the E-Commerc. Developing and maintaining immersive virtual environments requires substantial investment in advanced hardware, software, and high-speed connectivity. These financial demands hinder smaller retailers and emerging brands from entering the space, slowing overall market growth. Additionally, the ongoing need for upgrades and technical support further escalates costs, discouraging widespread implementation and innovation.

Opportunity:

Growing Adoption of AR/VR

The growing adoption of AR/VR technologies is absolutely transforming the Metaverse in E-Commerce market by delivering immersive and interactive shopping experiences. These technologies allow consumers to virtually try products, explore 3D showrooms, and engage with brands in lifelike environments, boosting engagement and purchase confidence. As retailers leverage AR/VR for personalization and convenience, customer satisfaction and retention rates improve. This trend is accelerating the integration of virtual commerce, enhancing brand differentiation, and driving growth in the Metaverse-based E-Commerce landscape.

Threat:

Privacy and Security Concerns

Privacy and security concerns pose a significant hindrance to the growth of the Metaverse in the E-Commerce market. Consumers are increasingly wary of sharing personal data in immersive virtual environments, fearing data breaches, identity theft, and misuse of information. These concerns undermine trust and deter user participation. Additionally, the lack of standardized regulations and robust cybersecurity frameworks further complicates secure transactions, limiting widespread adoption and slowing market expansion.

Covid-19 Impact

The Covid-19 pandemic significantly accelerated the growth of the Metaverse in the E-Commerce market. Lockdowns and social distancing measures pushed consumers and retailers toward immersive digital solutions, enabling virtual shopping experiences and interactive customer engagement. Brands rapidly adopted Metaverse technologies to bridge the physical-digital gap, creating virtual stores and showrooms. This shift not only enhanced customer experiences but also increased demand for augmented and virtual reality integration within online retail platforms.

The virtual reality (VR) segment is expected to be the largest during the forecast period

The virtual reality (VR) segment is expected to account for the largest market share during the forecast period because virtual reality (VR) allows consumers to virtually try on items, browse virtual stores, and make well-informed judgments about what to buy in a realistic setting. This technology gives brands a competitive edge by increasing customer satisfaction, engagement, and conversion rates. VR hardware's incorporation into Metaverse platforms is speeding up as it becomes more widely available and reasonably priced, spurring innovation and changing the landscape of online shopping experiences.

The beauty & cosmetics segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the beauty & cosmetics segment is predicted to witness the highest growth rate as it offers immersive, personalized shopping experiences through virtual try-ons and 3D product simulations. Brands are leveraging AR/VR technologies to allow users to test makeup products in real-time, enhancing customer engagement and purchase confidence. This innovation fosters stronger brand loyalty and expands reach to digital-native consumers. As a result, the segment significantly contributes to the adoption of Metaverse platforms, revolutionizing how consumers interact with beauty products online.

Region with largest share:

During the forecast period, the Asia Pacific region is expected to hold the largest market share because it enhances customer engagement through immersive virtual experiences. Rapid digital transformation, high smartphone penetration, and growing adoption of AR/VR technologies are driving this shift. Consumers can explore 3D virtual stores, try on products virtually, and interact with brands in real time, creating a more personalized shopping experience. Additionally, tech-savvy younger demographics and strong government support for digital innovation further fuel the Metaverse's growth in APAC e-commerce.

Region with highest CAGR:

Over the forecast period, the North America region is anticipated to exhibit the highest CAGR, because of the involvement and contentment of customers. The digital purchasing experience is being improved via virtual stores, 3D product trials, and customized avatars, which are increasing conversion rates and decreasing return rates. To build stronger relationships with their customers, major corporations are using Metaverse platforms to promote products and hold virtual events. Growth is being fueled by this innovation, which gives merchants new sources of income and a competitive edge in the rapidly changing digital market.

Key players in the market

Some of the key players profiled in the Metaverse in E-Commerce Market include Meta Platforms Inc., Microsoft Corporation, Amazon.com, Inc., Alibaba Group Holding Limited, Google LLC (Alphabet Inc.), Tencent Holdings Ltd., ByteDance Ltd., Shopify Inc., Roblox Corporation, NVIDIA Corporation, Unity Technologies, Decentraland Foundation, Magic Leap, Inc., Snap Inc., Epic Games, Inc., Samsung Electronics Co., Ltd., Apple Inc., Matterport, Inc., Niantic, Inc. and PTC Inc.

Key Developments:

In March 2025, Microsoft and the Government of Kuwait have announced a multi-faceted partnership aimed at launching an AI-powered Azure Region in Kuwait as a strategic accelerator of the nation's Vision 2035 goals.

In April 2024, Cloud Software Group and Microsoft have forged an expansive, eight year strategic alliance that aims to bring co engineered cloud and generative AI capabilities to more than 100 million users globally.

Components Covered:

  • Hardware
  • Software
  • Services

Platforms Covered:

  • Desktop
  • Mobile
  • Console
  • Other Platforms

Technologies Covered:

  • Blockchain
  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • Artificial Intelligence (AI)
  • Other Technologies

Applications Covered:

  • Virtual Stores
  • Virtual Try-On
  • Digital Showrooms
  • Immersive Advertising
  • Social Shopping
  • Other Applications

End Users Covered:

  • Fashion & Apparel
  • Beauty & Cosmetics
  • Electronics
  • Home Decor
  • Food & Beverages
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2022, 2023, 2024, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Metaverse in E-Commerce Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
  • 5.3 Software
  • 5.4 Services

6 Global Metaverse in E-Commerce Market, By Platform

  • 6.1 Introduction
  • 6.2 Desktop
  • 6.3 Mobile
  • 6.4 Console
  • 6.5 Other Platforms

7 Global Metaverse in E-Commerce Market, By Technology

  • 7.1 Introduction
  • 7.2 Blockchain
  • 7.3 Virtual Reality (VR)
  • 7.4 Augmented Reality (AR)
  • 7.5 Mixed Reality (MR)
  • 7.6 Artificial Intelligence (AI)
  • 7.7 Other Technologies

8 Global Metaverse in E-Commerce Market, By Application

  • 8.1 Introduction
  • 8.2 Virtual Stores
  • 8.3 Virtual Try-On
  • 8.4 Digital Showrooms
  • 8.5 Immersive Advertising
  • 8.6 Social Shopping
  • 8.7 Other Applications

9 Global Metaverse in E-Commerce Market, By End User

  • 9.1 Introduction
  • 9.2 Fashion & Apparel
  • 9.3 Beauty & Cosmetics
  • 9.4 Electronics
  • 9.5 Home Decor
  • 9.6 Food & Beverages
  • 9.7 Other End Users

10 Global Metaverse in E-Commerce Market, By Geography

  • 10.1 Introduction
  • 10.2 North America
    • 10.2.1 US
    • 10.2.2 Canada
    • 10.2.3 Mexico
  • 10.3 Europe
    • 10.3.1 Germany
    • 10.3.2 UK
    • 10.3.3 Italy
    • 10.3.4 France
    • 10.3.5 Spain
    • 10.3.6 Rest of Europe
  • 10.4 Asia Pacific
    • 10.4.1 Japan
    • 10.4.2 China
    • 10.4.3 India
    • 10.4.4 Australia
    • 10.4.5 New Zealand
    • 10.4.6 South Korea
    • 10.4.7 Rest of Asia Pacific
  • 10.5 South America
    • 10.5.1 Argentina
    • 10.5.2 Brazil
    • 10.5.3 Chile
    • 10.5.4 Rest of South America
  • 10.6 Middle East & Africa
    • 10.6.1 Saudi Arabia
    • 10.6.2 UAE
    • 10.6.3 Qatar
    • 10.6.4 South Africa
    • 10.6.5 Rest of Middle East & Africa

11 Key Developments

  • 11.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 11.2 Acquisitions & Mergers
  • 11.3 New Product Launch
  • 11.4 Expansions
  • 11.5 Other Key Strategies

12 Company Profiling

  • 12.1 Meta Platforms Inc.
  • 12.2 Microsoft Corporation
  • 12.3 Amazon.com, Inc.
  • 12.4 Alibaba Group Holding Limited
  • 12.5 Google LLC (Alphabet Inc.)
  • 12.6 Tencent Holdings Ltd.
  • 12.7 ByteDance Ltd.
  • 12.8 Shopify Inc.
  • 12.9 Roblox Corporation
  • 12.10 NVIDIA Corporation
  • 12.11 Unity Technologies
  • 12.12 Decentraland Foundation
  • 12.13 Magic Leap, Inc.
  • 12.14 Snap Inc.
  • 12.15 Epic Games, Inc.
  • 12.16 Samsung Electronics Co., Ltd.
  • 12.17 Apple Inc.
  • 12.18 Matterport, Inc.
  • 12.19 Niantic, Inc.
  • 12.20 PTC Inc.

List of Tables

  • Table 1 Global Metaverse in E-Commerce Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Metaverse in E-Commerce Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global Metaverse in E-Commerce Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global Metaverse in E-Commerce Market Outlook, By Software (2024-2032) ($MN)
  • Table 5 Global Metaverse in E-Commerce Market Outlook, By Services (2024-2032) ($MN)
  • Table 6 Global Metaverse in E-Commerce Market Outlook, By Platform (2024-2032) ($MN)
  • Table 7 Global Metaverse in E-Commerce Market Outlook, By Desktop (2024-2032) ($MN)
  • Table 8 Global Metaverse in E-Commerce Market Outlook, By Mobile (2024-2032) ($MN)
  • Table 9 Global Metaverse in E-Commerce Market Outlook, By Console (2024-2032) ($MN)
  • Table 10 Global Metaverse in E-Commerce Market Outlook, By Other Platforms (2024-2032) ($MN)
  • Table 11 Global Metaverse in E-Commerce Market Outlook, By Technology (2024-2032) ($MN)
  • Table 12 Global Metaverse in E-Commerce Market Outlook, By Blockchain (2024-2032) ($MN)
  • Table 13 Global Metaverse in E-Commerce Market Outlook, By Virtual Reality (VR) (2024-2032) ($MN)
  • Table 14 Global Metaverse in E-Commerce Market Outlook, By Augmented Reality (AR) (2024-2032) ($MN)
  • Table 15 Global Metaverse in E-Commerce Market Outlook, By Mixed Reality (MR) (2024-2032) ($MN)
  • Table 16 Global Metaverse in E-Commerce Market Outlook, By Artificial Intelligence (AI) (2024-2032) ($MN)
  • Table 17 Global Metaverse in E-Commerce Market Outlook, By Other Technologies (2024-2032) ($MN)
  • Table 18 Global Metaverse in E-Commerce Market Outlook, By Application (2024-2032) ($MN)
  • Table 19 Global Metaverse in E-Commerce Market Outlook, By Virtual Stores (2024-2032) ($MN)
  • Table 20 Global Metaverse in E-Commerce Market Outlook, By Virtual Try-On (2024-2032) ($MN)
  • Table 21 Global Metaverse in E-Commerce Market Outlook, By Digital Showrooms (2024-2032) ($MN)
  • Table 22 Global Metaverse in E-Commerce Market Outlook, By Immersive Advertising (2024-2032) ($MN)
  • Table 23 Global Metaverse in E-Commerce Market Outlook, By Social Shopping (2024-2032) ($MN)
  • Table 24 Global Metaverse in E-Commerce Market Outlook, By Other Applications (2024-2032) ($MN)
  • Table 25 Global Metaverse in E-Commerce Market Outlook, By End User (2024-2032) ($MN)
  • Table 26 Global Metaverse in E-Commerce Market Outlook, By Fashion & Apparel (2024-2032) ($MN)
  • Table 27 Global Metaverse in E-Commerce Market Outlook, By Beauty & Cosmetics (2024-2032) ($MN)
  • Table 28 Global Metaverse in E-Commerce Market Outlook, By Electronics (2024-2032) ($MN)
  • Table 29 Global Metaverse in E-Commerce Market Outlook, By Home Decor (2024-2032) ($MN)
  • Table 30 Global Metaverse in E-Commerce Market Outlook, By Food & Beverages (2024-2032) ($MN)
  • Table 31 Global Metaverse in E-Commerce Market Outlook, By Other End Users (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.