Metaverse Virtual Assets - Europe

  • Europe
  • In 2024, the projected value in the Metaverse Virtual Assets market is expected to reach €0.7bn.
  • This market is projected to show a steady annual growth rate (CAGR 2024-2030) of 19.24%.
  • As a result, the market volume is projected to reach €2.1bn by 2030.
  • It is worth noting that United States generates the most value in this market, with a projected market volume of €999.9m in 2024.
  • Looking ahead, the number of users in the Metaverse Virtual Assets market is expected to reach 9.7m users by 2030.
  • User penetration, which currently stands at 1.1% in 2024, is expected to increase to 1.2% by 2030.
  • Finally, the average value per user (ARPU) is projected to amount to €80.0 in this market segment.
  • It is important to highlight that these projections specifically pertain to the Metaverse Virtual Assets market and are not representative of the broader market as a whole.
  • Additionally, these figures primarily focus on the market withEurope.
  • In Europe, the Metaverse virtual asset market is experiencing a surge in demand in countries like Germany, France, and the United Kingdom, driven by increased interest from tech-savvy investors and a growing digital economy.
 
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Analyst Opinion

The Metaverse Virtual Assets market in Europe is experiencing significant growth and development.

Customer preferences:
Customers in Europe are increasingly interested in virtual assets within the metaverse. These virtual assets include digital currencies, NFTs (non-fungible tokens), virtual real estate, and virtual collectibles. The appeal of owning and trading these assets lies in the ability to participate in a virtual economy, express creativity, and potentially generate real-world value.

Trends in the market:
One of the key trends in the European Metaverse Virtual Assets market is the rising popularity of virtual real estate. Virtual worlds within the metaverse offer users the opportunity to own and develop virtual land, creating a unique and personalized digital space. This trend is driven by the desire for self-expression and the potential for virtual real estate to appreciate in value over time. Additionally, the market is seeing a surge in demand for virtual collectibles, such as digital art, fashion items, and in-game items. These collectibles hold value and can be traded or sold within the metaverse, creating a vibrant secondary market.

Local special circumstances:
Europe's cultural diversity and rich history contribute to the unique development of the Metaverse Virtual Assets market in the region. Each country in Europe has its own set of preferences and interests when it comes to virtual assets. For example, countries with a strong gaming culture, such as Germany and the Nordic countries, may have a higher demand for virtual assets related to gaming. On the other hand, countries with a strong art scene, such as France and Italy, may see a greater interest in virtual art and collectibles. These local special circumstances influence the types of virtual assets that are popular in each country and contribute to the overall growth of the market in Europe.

Underlying macroeconomic factors:
Several macroeconomic factors contribute to the development of the Metaverse Virtual Assets market in Europe. Firstly, the increasing digitization of economies and societies across the region creates a favorable environment for the adoption of virtual assets. As more people engage in online activities and spend time in virtual worlds, the demand for virtual assets grows. Additionally, the ongoing shift towards remote work and online entertainment due to the COVID-19 pandemic has accelerated the adoption of virtual assets as a means of socializing, entertainment, and investment. Lastly, the supportive regulatory environment in Europe, with countries like Switzerland and Malta leading the way in blockchain and cryptocurrency regulations, fosters innovation and investment in the Metaverse Virtual Assets market. In conclusion, the Metaverse Virtual Assets market in Europe is experiencing significant growth and development. Customer preferences for virtual assets, such as virtual real estate and collectibles, are driving the market forward. Local special circumstances, such as cultural diversity and specific interests in each country, contribute to the unique development of the market. Underlying macroeconomic factors, including digitization, the COVID-19 pandemic, and supportive regulations, further fuel the growth of the market in Europe.

Methodology

Data coverage:

Figures are based on transaction values, revenues, and assets under management.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Visión general

  • Market Size
  • Analyst Opinion
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  • Global Comparison
  • Methodology
  • Key Market Indicators
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