Metaverse - BRICS
BRICS- The Metaverse market is expected to reach a value of US$6.8bn in 2025.
- Furthermore, it is projected to experience a compound annual growth rate (CAGR) of 39.95% between 2025 and 2030, resulting in a market volume of US$36.4bn by 2030.
- The United States accounts for the majority of the market, with a projected market volume of US$32.1bn in 2025.
- In terms of user base, the Metaverse market is expected to have approximately 633.2m users users by 2030.
- The user penetration rate is forecasted to be 13.6% in 2025 and is expected to rise to 32.6% by 2030.
- The average value per user (ARPU) is projected to be US$26.4.
- It is worth noting that these figures pertain to the global Metaverse market and do not specifically focus on any particular country or region.
- However, it is interesting to observe the significant contribution of the United States to the overall market.
- The BRICS countries, which include Brazil, Russia, India, China, and South_Africa, also play a crucial role in the Metaverse market.
- These emerging economies have a growing presence in the digital realm and are expected to contribute to the market's expansion in the coming years.
- In Brazil, the Metaverse market is rapidly growing as more and more Brazilians embrace virtual reality experiences and online gaming.
Definition:
The term metaverse refers to a virtual world or collection of virtual worlds that exist in a shared digital space and can be accessed by users through the internet. It typically includes virtual reality, augmented reality, and other immersive technologies. Its scope encompasses a wide range of possibilities and opportunities in education, entertainment, health and fitness, and even remote work, but it is commonly associated with eCommerce and gaming.Structure:
The Metaverse market covers the markets eCommerce, Gaming, and Education. The eCommerce market covers all goods that can be purchased and distributed within and throughout the metaverse. Gaming encompasses all games that are either directly involved in classified metaverse apps or collaborative open-world games. Education covers the range of possibilities for consumers to experience courses, classes, field trips, and more in the metaverse. For a more detailed explanation of all the markets, see the respective market page.Additional Notes:
The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases, advertising spending, and consumer spending on apps, games, items, products, and hardware such as headsets or glasses. Sales channel data shows both online and offline market sizes. Information on gaming, eCommerce, virtual assets, digital media, digital health, digital advertising, and education can also be found in the Digital Market Insights. Information on AR & VR hardware can also be found in the Advertising & Media Insights. Key players of the market include companies such as Meta, Roblox, Epic Games, and Decentraland.- Open-world games with social interaction, such as Fortnite
- Ecommerce marketplaces, such as NIKELAND in Roblox
- Virtual Assets used to buy goods in the metaverse, such as Ethereum
- Education in form of online classes or certificates in the metaverse, such as Decentraland University
- Non-related open-world games, such as World of Warcraft
- Physical goods, service and products bought with cryptocurrencies, such as Fashion
- Non-fungible Tokens bought as personal collectable, such as non-metaverse selection on OpenSea
Market Size
Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Mar 2024
Source: Statista Market Insights
Most recent update: Mar 2024
Source: Statista Market Insights
Analyst Opinion
The Metaverse market in BRICS countries is experiencing significant growth and development as consumers increasingly embrace virtual reality and augmented reality technologies. This emerging market offers a range of opportunities for businesses to tap into the growing demand for immersive digital experiences.
Customer preferences: Customers in BRICS countries are showing a strong preference for immersive digital experiences, with a particular focus on gaming, social networking, and e-commerce. The younger generation, in particular, is driving the demand for virtual reality and augmented reality technologies, as they seek more interactive and engaging forms of entertainment. Additionally, the COVID-19 pandemic has accelerated the adoption of virtual experiences, as people turned to online platforms for work, education, and socializing.
Trends in the market: One of the key trends in the Metaverse market in BRICS countries is the rapid growth of the gaming sector. Gaming has become a major form of entertainment, and virtual reality and augmented reality technologies are enhancing the gaming experience by providing more immersive and realistic gameplay. This trend is driving the demand for gaming consoles, virtual reality headsets, and other related hardware and software. Another trend in the market is the integration of virtual reality and augmented reality technologies into social networking platforms. People are increasingly using virtual reality and augmented reality to connect with others in a more immersive and interactive way. This trend is creating new opportunities for businesses to develop virtual social spaces and virtual events, where people can meet, socialize, and engage in various activities. E-commerce is also experiencing a transformation in the Metaverse market. Virtual reality and augmented reality technologies are being used to create virtual shopping experiences, allowing customers to browse and purchase products in a more immersive and personalized way. This trend is particularly appealing to tech-savvy consumers who are looking for unique and innovative shopping experiences.
Local special circumstances: Each BRICS country has its own unique set of circumstances that are influencing the development of the Metaverse market. For example, Brazil has a large and vibrant gaming community, which is driving the demand for virtual reality and augmented reality technologies in the country. Russia, on the other hand, has a strong tradition of innovation in the technology sector, which is fueling the growth of the Metaverse market.
Underlying macroeconomic factors: The rapid growth of the Metaverse market in BRICS countries is also influenced by underlying macroeconomic factors. The BRICS countries have a young and tech-savvy population, which is driving the demand for virtual reality and augmented reality technologies. Additionally, these countries have been investing heavily in the development of digital infrastructure, which is creating an enabling environment for the growth of the Metaverse market. In conclusion, the Metaverse market in BRICS countries is experiencing significant growth and development, driven by customer preferences for immersive digital experiences, such as gaming, social networking, and e-commerce. The integration of virtual reality and augmented reality technologies into various sectors is creating new opportunities for businesses to tap into this emerging market. With the underlying macroeconomic factors and local special circumstances supporting the growth of the Metaverse market, BRICS countries are poised to become key players in the global Metaverse industry.
Reach
Most recent update: Mar 2024
Source: Statista Market Insights
Global Comparison
Most recent update: Mar 2024
Source: Statista Market Insights
Methodology
Data coverage:
Figures are based on advertising spending, in-app spending, in-game spending, online and offline sales, consumer spending, app downloads, and investment and funding data.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, and cloud revenues.Additional Notes:
The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.Key Market Indicators
Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Jan 2025
Source: Statista Market Insights
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