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Metaverse eCommerce - Poland

Poland
  • The Metaverse eCommerce market in Poland is projected to reach a value of US$123.8m in 2024.
  • This market is expected to show a strong annual growth rate (CAGR 2024-2030) of 42.18%, resulting in a projected market volume of US$1.0bn by 2030.
  • It is worth noting that China is currently the largest contributor to this market, with a projected market volume of US$10.2bn in 2024.
  • In terms of user base, the Metaverse eCommerce market in Poland is expected to have approximately 6.2m users users by 2030.
  • The user penetration rate is projected to be 4.9% in 2024 and is expected to increase to 16.0% by 2030.
  • This indicates a significant potential for growth in the number of users.
  • Furthermore, the average value per user (ARPU) in the Metaverse eCommerce market in Poland is expected to be US$62.7.
  • This metric reflects the average amount of value generated per user in the market.
  • Overall, the Metaverse eCommerce market in Poland shows promising growth potential, with a strong projected market value and increasing user base.
  • Poland's Metaverse eCommerce market is booming, with a growing number of virtual stores and immersive 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 Poland is experiencing significant growth and development, driven by changing customer preferences and the increasing adoption of digital technologies.

    Customer preferences:
    Polish consumers are increasingly embracing online shopping, driven by factors such as convenience, a wide range of product options, and competitive pricing. The Metaverse eCommerce market provides a unique and immersive shopping experience, allowing customers to explore virtual stores, interact with products, and make purchases without leaving their homes. This appeals to tech-savvy consumers who enjoy the convenience and novelty of shopping in a virtual environment.

    Trends in the market:
    One of the key trends in the Metaverse eCommerce market in Poland is the integration of virtual reality (VR) and augmented reality (AR) technologies. These technologies enhance the shopping experience by allowing customers to visualize products in their own environment or try on virtual clothing and accessories. This immersive experience not only increases customer engagement but also reduces the risk of returns and improves customer satisfaction. Another trend is the rise of virtual marketplaces within the Metaverse. These marketplaces bring together sellers and buyers from different virtual worlds, offering a wide range of products and services. This creates opportunities for small businesses and independent creators to reach a global audience and expand their customer base. Additionally, virtual marketplaces enable customers to discover unique and personalized items that may not be available in traditional eCommerce platforms.

    Local special circumstances:
    Poland has a growing tech-savvy population, with a high level of internet penetration and smartphone usage. This provides a strong foundation for the development of the Metaverse eCommerce market. Additionally, the country has a vibrant gaming community, with many Polish gamers already familiar with virtual worlds and online interactions. This familiarity and comfort with digital technologies make Polish consumers more receptive to the concept of shopping in the Metaverse.

    Underlying macroeconomic factors:
    Poland has experienced steady economic growth in recent years, with a growing middle class and increasing disposable income. This has contributed to higher consumer spending and a greater willingness to explore new shopping experiences. The Metaverse eCommerce market offers unique opportunities for retailers and brands to tap into this growing consumer base and capture a share of the market. In conclusion, the Metaverse eCommerce market in Poland is developing rapidly due to changing customer preferences, the integration of VR and AR technologies, the rise of virtual marketplaces, and the country's tech-savvy population. With a strong foundation and favorable macroeconomic factors, the Metaverse eCommerce market in Poland is poised for further growth and innovation.

    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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    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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