Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Metaverse

Metaverse eCommerce - Benelux

Benelux
  • The Metaverse eCommerce market is projected to witness a substantial growth in the coming years.
  • By 2024, the market value is estimated to reach US$329.9m.
  • This growth is expected to continue with an annual growth rate of 39.68% from 2024 to 2030.
  • By the end of 2030, the market volume is projected to reach a staggering US$2.5bn.
  • The market volume in 2024 is expected to be dominated by China, with a projected value of US$10.2bn.
  • This highlights the significant presence of the Metaverse eCommerce market in the country.
  • Looking at the number of users in the Metaverse eCommerce market, it is expected to reach 6.8m users by 2030.
  • User penetration, which measures the percentage of the population using the Metaverse eCommerce market platform, is projected to increase from 7.8% in 2024 to 22.7% by 2030.
  • The average Value per user (ARPU) is estimated to be US$143.6.
  • This metric indicates the average amount of value generated per user in the Metaverse eCommerce market.
  • In conclusion, the Metaverse eCommerce market is poised for significant growth, with China leading the way in terms of market volume.
  • The number of users is also expected to rise, with an increasing user penetration rate.
  • The average value per user remains robust, showing the potential for profitability in this market segment.
  • In the Benelux region, the Metaverse eCommerce market is gaining traction with a focus on personalized virtual shopping experiences.

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 Benelux is experiencing significant growth and development, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Benelux region are shifting towards digital experiences and online shopping.

    Consumers are increasingly seeking convenience, personalization, and immersive experiences when making purchases. The Metaverse eCommerce market provides a unique opportunity to fulfill these preferences by offering virtual shopping experiences, interactive product showcases, and personalized recommendations. Furthermore, the younger generation in Benelux is particularly drawn to the Metaverse, as they are more tech-savvy and open to embracing new digital platforms.

    Trends in the market are also contributing to the growth of Metaverse eCommerce in Benelux. Virtual reality (VR) and augmented reality (AR) technologies are becoming more accessible and affordable, allowing businesses to create immersive shopping experiences for their customers. This trend is particularly evident in the fashion and home decor industries, where consumers can virtually try on clothes or visualize furniture in their own homes before making a purchase.

    Additionally, the integration of social media and gaming elements into the Metaverse eCommerce experience is attracting a wider audience and increasing engagement. Local special circumstances in the Benelux region further support the development of the Metaverse eCommerce market. The region has a high internet penetration rate and a tech-savvy population, making it an ideal market for digital innovations.

    Moreover, the Benelux countries (Belgium, Netherlands, and Luxembourg) have a strong tradition of international trade and a well-established logistics infrastructure, which facilitates cross-border eCommerce and enables businesses to reach a larger customer base. Underlying macroeconomic factors also contribute to the growth of the Metaverse eCommerce market in Benelux. The COVID-19 pandemic has accelerated the adoption of digital technologies and online shopping worldwide, including in the Benelux region.

    As consumers continue to prioritize safety and convenience, the Metaverse eCommerce market provides a contactless shopping alternative that meets their needs. Additionally, the Benelux region has a strong economy and a high standard of living, which translates into higher purchasing power and increased consumer spending. In conclusion, the Metaverse eCommerce market in Benelux is experiencing rapid growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors.

    As businesses and consumers embrace digital experiences and online shopping, the Metaverse provides a unique platform for immersive and personalized eCommerce experiences in the Benelux 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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    Metaverse: market data & analysis - BackgroundMetaverse: market data & analysis - Cover

    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    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.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.