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Metaverse eCommerce - Americas

Americas
  • The Metaverse eCommerce market in the Americas is projected to reach a value of US$9.0bn by 2024.
  • The market is expected to grow at an annual rate of 41.30% from 2024 to 2030, resulting in a projected market volume of US$72.0bn by 2030.
  • In 2024, China is expected to generate the most value in the Metaverse eCommerce market, with a projected market volume of US$10.2bn.
  • By 2030, the number of users in the Metaverse eCommerce market in the Americas is expected to reach 167.1m users.
  • The user penetration rate is projected to be 5.9% in 2024 and is expected to increase to 18.1% by 2030.
  • The average value per user (ARPU) is expected to be US$172.4.
  • In the Americas, the Metaverse eCommerce market is witnessing a surge in virtual fashion purchases, with users in countries like the United States and Brazil leading the way.

Definition:

The eCommerce market refers to the buying and selling of goods and services within virtual reality environments, such as virtual worlds, social VR platforms, and other immersive digital spaces. These can include virtual storefronts, digital marketplaces, and other online shopping experiences that allow users to purchase real-world products or virtual items using virtual currencies and/or real-world money. Metaverse eCommerce can also include virtual shopping experiences, where users can explore and interact with virtual stores, try on virtual clothing and accessories, and make purchases through virtual cash or real-world money.

Structure:

The eCommerce market also covers the markets Beauty, Health, Personal & Household Care, Toys, Hobbys, DIY & Media, Furniture, Electronics, Fashion, and Food & Beverages. All of them refer to the specific goods that can be bought in the metaverse.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases and consumer spending on items, products, and hardware such as headsets and glasses. Market numbers for eCommerce are also featured in the Digital Market Insights. Key players in the market include companies, such as IKEA, Virtual Realms, and Holition. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Marketplaces in the metaverse, such as Decentraland's Marketplace
  • Items bought for avatars used in the metaverse, such as Costumes or Skins
  • Fashion for avatars, such as Gucci stores
  • Electronics, such as AR and VR hardware

Out-Of-Scope

  • Physical items used for the metaverse, such as Oculus Quest
  • Purchase of games that are considered metaverse, such as Roblox or Sandbox
Metaverse: market data & analysis - Cover

Market Insights report

Metaverse: market data & analysis

Study Details

    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 eCommerce market in Americas is experiencing significant growth and development driven by various factors.

    Customer preferences:
    Customers in the Americas are increasingly embracing the concept of the Metaverse eCommerce market due to its convenience, immersive experiences, and the ability to connect with others in virtual environments. The younger generation, in particular, is drawn to the idea of exploring virtual worlds and engaging in virtual commerce. They value the ability to customize their avatars, interact with virtual products, and participate in virtual events. Additionally, the COVID-19 pandemic has accelerated the adoption of online shopping, and the Metaverse eCommerce market provides a unique and engaging alternative to traditional online shopping experiences.

    Trends in the market:
    One of the key trends in the Metaverse eCommerce market in the Americas is the integration of virtual reality (VR) and augmented reality (AR) technologies. This allows customers to have more immersive and interactive shopping experiences, enabling them to virtually try on clothing, visualize furniture in their homes, or even test drive virtual cars. This trend is expected to continue as technology advances and becomes more accessible to a wider audience. Another trend is the rise of virtual marketplaces within the Metaverse. These marketplaces enable users to buy and sell virtual goods and services, such as virtual real estate, digital art, and virtual fashion items. The Metaverse eCommerce market provides a platform for creators and entrepreneurs to monetize their virtual creations, leading to the emergence of a vibrant virtual economy.

    Local special circumstances:
    In the Americas, the Metaverse eCommerce market is influenced by the cultural diversity and varying levels of internet penetration across different countries. While some countries in North America have a highly developed digital infrastructure and a tech-savvy population, others in Latin America are still catching up in terms of internet access and digital literacy. This creates opportunities for companies to cater to different market segments and adapt their strategies accordingly.

    Underlying macroeconomic factors:
    The growth of the Metaverse eCommerce market in the Americas is also supported by favorable macroeconomic factors. The region has a strong consumer base with high purchasing power, making it an attractive market for companies operating in the Metaverse space. Additionally, the Americas have a well-established tech industry and a culture of innovation, providing a conducive environment for the development and adoption of Metaverse technologies. In conclusion, the Metaverse eCommerce market in the Americas is experiencing rapid growth driven by customer preferences for immersive and interactive shopping experiences, the integration of VR and AR technologies, the rise of virtual marketplaces, and favorable macroeconomic factors. As the market continues to evolve, companies will need to stay agile and adapt their strategies to cater to the diverse preferences and local circumstances within the region.

    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 in-app spending, consumer spending, in-game 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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    Fashion in the metaverse - Statistics & Facts

    Before Mark Zuckerberg announced Facebook’s name change to Meta to the surprise and sniggers of social media users, the metaverse was a niche and futuristic concept familiar to the tech and science-fiction aficionados. Yet now, it has become the catchphrase that sets the scene for the next stage of the internet. Facebook’s rebranding of Meta as one of the building blocks of the metaverse was powerful enough to trigger immediate response from the world’s biggest retail and consumer brands. In the week following Zuckerberg’s Meta presentation, Nike made patent applications for a number of its logos and slogans, and in December 2021 acquired the virtual sneakers company RTFKT. Nike is one of the growing number of retail brands that are silently preparing their launch into the metaverse where fashion is flaunted not as physical goods but as virtual assets. According to a study, Nike applied for 12 IoT patents in the three months running up to May 2022.
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