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Metaverse eCommerce - Romania

Romania
  • The Metaverse eCommerce market in Romania is projected to reach a value of US$50.9m by 2024.
  • It is expected to demonstrate a compound annual growth rate (CAGR) of 45.23% between 2024 and 2030, resulting in a projected market volume of US$477.1m 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 Romania is expected to reach 3.2m users.
  • The user penetration rate is projected to be 4.7% in 2024 and is expected to increase to 16.6% by 2030.
  • The average value per user (ARPU) is expected to amount to US$54.9.
  • Romania's Metaverse eCommerce market is experiencing rapid growth, with a surge in virtual shopping experiences and virtual currency transactions.

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 Romania is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Romania are shifting towards online shopping and digital experiences.

    With the increasing availability of high-speed internet and smartphones, more consumers are turning to online platforms to shop for a wide range of products and services. This shift in consumer behavior is fueling the demand for Metaverse eCommerce, where users can explore virtual environments and make purchases within the digital realm. Trends in the market show that Romanian consumers are embracing the concept of the Metaverse and its potential for immersive shopping experiences.

    Virtual reality (VR) and augmented reality (AR) technologies are being integrated into eCommerce platforms, allowing users to visualize products in a virtual space before making a purchase. This trend is particularly evident in industries such as fashion, furniture, and home decor, where customers can try on virtual clothing or visualize how furniture would look in their homes. Local special circumstances in Romania, such as a growing tech-savvy population and a strong entrepreneurial spirit, are contributing to the development of the Metaverse eCommerce market.

    The country has a thriving startup ecosystem, with many innovative companies focusing on virtual reality, augmented reality, and digital commerce. This entrepreneurial culture, combined with a digitally literate population, creates a conducive environment for the growth of Metaverse eCommerce. Underlying macroeconomic factors also play a role in the development of the Metaverse eCommerce market in Romania.

    The country has a growing middle class with increasing disposable income, which enables consumers to spend more on leisure activities and online shopping. Additionally, the COVID-19 pandemic has accelerated the adoption of digital technologies and online shopping, further driving the demand for Metaverse eCommerce solutions. In conclusion, the Metaverse eCommerce market in Romania is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

    As more consumers embrace online shopping and digital experiences, the demand for immersive and interactive eCommerce platforms will continue to rise. The combination of a tech-savvy population, entrepreneurial culture, and favorable macroeconomic conditions positions Romania as a promising market for Metaverse eCommerce.

    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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