Retail e-commerce is expected to continue to grow and perform well over the forecast period, as Italians are now more familiar and confident with purchasing online, while also utilising the channel to check products and their characteristics and compare prices, before making a purchase. Local consumers increasingly appreciate the convenience of home delivery, promotional offers and a wider product range that can often be found online.
The metaverse is expected to become the new frontier which will allow retail e-commerce players to further expand their online presence and interact with customers. For example, Benetton decided to leverage excitement surrounding the metaverse in 2022 with the inauguration of the PlayChange virtual store, accessible through the Roblox online gaming platform.
Logistics and shipping are expected to become increasingly important assets in order to strengthen retail e-commerce and grow its appeal over the forecast period. Indeed, many consumers in Italy have high expectations with respect to shipping times, and they are keen to purchase online if fast delivery can be guaranteed.
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Understand the latest market trends and future growth opportunities for the Retail E-Commerce industry in Italy with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
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Retail E-Commerce
Retail e-commerce is the sale of consumer goods to the general public via the internet, wherein consumers purchase goods online through a web platform. Please note that this includes sales through mobile phones and tablets (i.e. m-commerce). Sales data is attributed to the country where the consumer is based, rather than where the retailer is based. The definition of retail e-commerce is agnostic as to where actual payment takes place; if an order is initiated online, it is considered to be an e-commerce transaction, even if the order is ultimately paid for in-store (or elsewhere). As a result, all "click-and-collect" and "collect-at-store" transactions are counted as e-commerce sales. E-commerce excludes sales of (a) consumer-to-consumer (C2C) and business-to-business (B2B) sales, although please note that sales between businesses and consumers (i.e. B2C sales) on sites such as eBay are included; (b) sales of motor vehicles, motorcycles and vehicle parts; (c) tickets for events (sports, music concerts, etc.) and travel; (d) sales of travel and holiday packages; (e) revenue generated by online gambling sites; (f) returned products/unpaid invoices; and (h) internet sales from direct selling companies, as these are tracked in Direct Selling market sizes/shares. Please note that all "homeshopping" sales - i.e. sales of consumer goods to the general public via mail order catalogues, TV shopping and direct mail - are also now classified as retail e-commerce sales.
See All of Our DefinitionsThis report originates from Passport, our Retail E-Commerce research and analysis database.
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