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Metaverse eCommerce - Eastern Asia

Eastern Asia
  • The Metaverse eCommerce market in Eastern Asia is projected to reach a value of US$12.8bn in 2024.
  • It is expected to experience an annual growth rate of 32.53% from 2024 to 2030, resulting in a projected market volume of US$69.3bn by 2030.
  • China dominates this market segment, generating a projected market volume of US$10.2bn in 2024.
  • In terms of user base, the Metaverse eCommerce market is expected to have 592.0m users users by 2030.
  • User penetration is projected to be 15.2% in 2024 and is expected to increase to 36.6% by 2030.
  • The average value per user (ARPU) is estimated to be US$51.7.
  • In Japan, the Metaverse eCommerce market is booming, with virtual shopping experiences and personalized avatars becoming increasingly popular among tech-savvy consumers.

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 Eastern Asia is experiencing significant growth and development due to changing customer preferences, emerging trends, and local special circumstances. Customer preferences in Eastern Asia are driving the growth of the Metaverse eCommerce market.

    Consumers in this region are increasingly seeking immersive and interactive online shopping experiences. They are looking for virtual platforms that offer a wide range of products and services, as well as personalized recommendations and virtual try-on features. Additionally, customers in Eastern Asia value social interactions and community engagement, which can be facilitated through the Metaverse eCommerce platforms.

    Trends in the market are also contributing to the growth of the Metaverse eCommerce market in Eastern Asia. One of the key trends is the integration of virtual reality (VR) and augmented reality (AR) technologies into the online shopping experience. This allows customers to visualize products in a virtual environment, enhancing their shopping experience and reducing the need for physical visits to stores.

    Another trend is the rise of virtual marketplaces, where users can buy and sell virtual goods and services using digital currencies. This trend is particularly popular among gamers and virtual world enthusiasts in Eastern Asia. Local special circumstances in Eastern Asia are further driving the development of the Metaverse eCommerce market.

    The region has a large and tech-savvy population, with high internet penetration rates and a strong appetite for digital innovation. Eastern Asia is also home to several major technology companies that are investing heavily in Metaverse eCommerce platforms and technologies. These companies are leveraging their expertise in areas such as artificial intelligence, virtual reality, and blockchain to create immersive and engaging online shopping experiences.

    Additionally, Eastern Asia has a vibrant gaming culture, which provides a strong foundation for the growth of the Metaverse eCommerce market. Underlying macroeconomic factors are also playing a role in the development of the Metaverse eCommerce market in Eastern Asia. The region has experienced rapid economic growth in recent years, leading to an increase in disposable incomes and consumer spending.

    This has created a favorable environment for the adoption of new technologies and online shopping platforms. Additionally, the COVID-19 pandemic has accelerated the shift towards online shopping, as consumers seek convenient and contactless ways to purchase goods and services. These factors have created a fertile ground for the growth of the Metaverse eCommerce market in Eastern Asia.

    In conclusion, the Metaverse eCommerce market in Eastern Asia is growing and evolving due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. As consumers in this region increasingly seek immersive and interactive online shopping experiences, Metaverse eCommerce platforms are well-positioned to meet their needs and drive further growth in the market.

    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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