E-commerce is expected to continue to develop strongly over the forecast period. There is likely to be considerable competition between players in terms of delivery time and also in terms of flexible payment options, such as the buy now pay, later service, Klarna, which offers the possibility of paying in interest-free instalments without a credit card.
E-commerce companies are set to invest more in advanced technologies such as AI (artificial intelligence), AR (augmented reality) and VR (virtual reality) and big data to personalise their offerings and reduce churn rate. As e-commerce players look to improve the user experience, we will see the penetration of AI in various ways, such as the appearance of chatbots on websites, so that the user can be easily served.
Something that was prominent in 2024 and is expected to become even more so in the forecast period is the use of social media and influencer marketing to increase e-commerce orders. In fact, many stores, including small businesses and large ones, are working with content producers in order to advertise their products and give discount codes in order to attract consumers.
Delivery:
Files are delivered directly into your account soon after payment is received and any tax is certification is verified (where applicable).
This report comes in PDF with additional info in Excel included.
Understand the latest market trends and future growth opportunities for the Retail E-Commerce industry in Greece with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Retail E-Commerce industry in Greece, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Retail E-Commerce
Online sales of new and used goods to the public from a business for personal or household consumption. This figure includes those purchases made via online marketplaces, assuming it is a business-to-consumer purchase. This figure includes the purchase of mobile apps, games, in-app purchases and downloaded versions of recorded music, film, video games, books, journals and magazines. Note: The streaming versions of these media types, which are not tracked in Retailing, are captured in Streaming Services E-Commerce. Goods purchased via quick-delivery services, such as Amazon Prime, are captured here, whereas the subscription fee for such a service is captured in Other E-Commerce. Retail purchases made via hyperlocal or third-party delivery platforms are also included here, while the delivery fees associated with such services are included in Other E-Commerce. This category excludes the following industries and channels: • Specialist retailers of motor vehicles; motorcycles, vehicle parts and fuel • The rental, hire and leasing of products • Wholesalers, cash and carry outlets • Consumer-to-consumer transactions • Informal retail which is not declared to tax authorities
See all of our definitionsThis report originates from Passport, our Retail E-Commerce research and analysis database.
If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extraction Free!