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Metaverse eCommerce - Brazil

Brazil
  • The Metaverse eCommerce market in Brazil is projected to reach a value of US$385.4m in 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2030) of 46.36%, resulting in a projected market volume of US$3.8bn by 2030.
  • China leads the market with a projected market volume of US$10.2bn in 2024.
  • In terms of user base, the Metaverse eCommerce market in Brazil is expected to have 38.5m users users by 2030.
  • The user penetration is predicted to be 5.1% in 2024 and is expected to rise to 17.2% by 2030.
  • The average value per user (ARPU) is projected to be US$35.0.
  • Brazil's Metaverse eCommerce market is rapidly growing, fueled by the country's tech-savvy population and increasing demand for 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 Brazil is experiencing rapid growth and development, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in Brazil are shifting towards online shopping and virtual experiences, creating a favorable environment for the growth of the Metaverse eCommerce market.

    Brazilians are increasingly embracing digital technologies and seeking convenience in their shopping experiences. The ability to explore virtual stores, interact with products, and make purchases from the comfort of their homes is becoming increasingly appealing to consumers. Additionally, the younger generation in Brazil, who are more tech-savvy and open to new experiences, are driving the demand for Metaverse eCommerce platforms.

    Trends in the market indicate a growing adoption of Metaverse eCommerce platforms in Brazil. Virtual reality and augmented reality technologies are being integrated into online shopping experiences, allowing consumers to visualize products in a more immersive way. This enhances the overall shopping experience and helps consumers make more informed purchasing decisions.

    Furthermore, social commerce is gaining popularity, with virtual communities and social networks becoming key platforms for buying and selling products in the Metaverse. This trend is driven by the desire for social interaction and the influence of peer recommendations on purchase decisions. Local special circumstances in Brazil contribute to the development of the Metaverse eCommerce market.

    Brazil has a large population and a growing middle class, which provides a significant consumer base for Metaverse eCommerce platforms. Additionally, the COVID-19 pandemic has accelerated the adoption of digital technologies in Brazil, as consumers turned to online shopping during lockdowns and social distancing measures. This has created an opportunity for Metaverse eCommerce platforms to thrive and expand their reach in the market.

    Underlying macroeconomic factors also play a role in the growth of the Metaverse eCommerce market in Brazil. The country has a strong digital infrastructure, with high internet penetration and widespread access to smartphones. This enables seamless online shopping experiences and facilitates the adoption of Metaverse eCommerce platforms.

    Furthermore, Brazil has a vibrant entrepreneurial ecosystem, with startups and technology companies driving innovation in the Metaverse eCommerce space. This fosters competition and encourages the development of new and improved platforms to meet the evolving needs of consumers. In conclusion, the Metaverse eCommerce market in Brazil is experiencing significant growth and development, fueled by changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors.

    As Brazilians increasingly embrace online shopping and virtual experiences, the Metaverse eCommerce market is poised to continue its expansion in the country.

    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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