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Metaverse Virtual Assets - Australia & Oceania

Australia & Oceania
  • In 2024, the projected value in the Metaverse Virtual Assets market is estimated to reach US$68.2m.
  • It is expected to experience a compound annual growth rate (CAGR 2024-2030) of 16.64%, resulting in a projected market volume of US$171.8m by 2030.
  • The United States dominates the market with a projected market volume of US$1.1bn in 2024.
  • Looking ahead to 2030, the number of users in the Metaverse Virtual Assets market is anticipated to reach 484.8k users.
  • The user penetration rate is expected to be 1.4% in 2024 and is projected to increase to 1.4% by 2030.
  • Furthermore, the average value per user (ARPU) is expected to be US$149.1.
  • This information reflects the current state and future prospects of the Metaverse Virtual Assets market in Australia & Oceania.
  • Despite being a relatively small market, Australia has seen a growing interest in Metaverse Virtual Assets, with a focus on unique indigenous-themed digital collectibles.

Definition:

The Virtual Assets market refers to the buying, selling, and trading of digital assets within virtual worlds and metaverse platforms. These assets range widely and include virtual currency and virtual collectibles.

Structure:

The Virtual Assets market includes Cryptocurrencies and NFTs. Cryptocurrencies refer to digital or virtual currencies that use cryptography for security, are decentralized, and operate independently from a central bank. They can be used as a medium of exchange within virtual worlds and metaverse platforms, which enable users to buy and sell virtual assets and make transactions without the need for a traditional financial intermediary. NFTs, or non-fungible tokens, are a type of digital asset that represents ownership of a unique item, such as a virtual collectible, virtual artwork, or virtual real estate property. Unlike cryptocurrencies, NFTs cannot be replaced by an identical copy, and their ownership is verified on a blockchain ledger. NFTs can be used to represent ownership of virtual assets within virtual worlds and metaverse platforms, and they can be bought, sold, and traded just like physical assets.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes show transaction values generated thorugh the metaverse using virtual assets. Market numbers for Virtual Assets are also featured in the Digital Media insights. Most used cryptocurrencies and NFTs in the market include Ethereum, Bitcoin, and Enjin Coin. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Cryptocurrencies used to buy goods in the metaverse, such as Ethereum
  • Non-fungible tokens bought in and for the metaverse, such as on OpenSea

Out-Of-Scope

  • Non-related metaverse transactions with cryptocurrencies, such as buying physical good with Bitcoin
  • Non-related metaverse transactions of Non-fungible tokens, such as buying digital art or collectibles
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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 Virtual Assets market in Australia & Oceania is experiencing significant growth and development.

    Customer preferences:
    In this region, customers are increasingly showing a strong interest in Metaverse Virtual Assets. They are attracted to the immersive and interactive nature of the metaverse, which allows them to engage with virtual worlds and communities. Customers are also drawn to the potential financial opportunities that come with owning and trading virtual assets, such as virtual real estate, digital collectibles, and virtual currencies.

    Trends in the market:
    One major trend in the Metaverse Virtual Assets market in Australia & Oceania is the rise of virtual real estate. Customers are investing in virtual land and properties within the metaverse, recognizing the potential for value appreciation and income generation. This trend is driven by the scarcity of virtual land and the growing demand for unique and desirable virtual locations. Additionally, there is a growing market for digital collectibles, with customers seeking out rare and exclusive items to enhance their virtual experiences. Another trend is the emergence of virtual economies within the metaverse. Customers are actively participating in virtual marketplaces, buying and selling virtual assets to generate income and build wealth. This trend is fueled by the increasing adoption of blockchain technology, which provides a secure and transparent platform for virtual asset transactions. Customers are also exploring new ways to monetize their virtual assets, such as renting out virtual properties or offering virtual services.

    Local special circumstances:
    Australia & Oceania is home to a vibrant gaming and tech industry, which has contributed to the rapid development of the Metaverse Virtual Assets market in the region. The region has a strong gaming culture, with a large number of gamers and tech-savvy individuals. This has created a fertile ground for the adoption and growth of virtual assets within the metaverse. Additionally, the region's geographic isolation has led to a strong online presence and a high level of digital connectivity, making it an ideal environment for virtual asset trading and interaction.

    Underlying macroeconomic factors:
    The growth of the Metaverse Virtual Assets market in Australia & Oceania is also influenced by macroeconomic factors. The region has a stable and prosperous economy, which provides a solid foundation for investment and consumer spending. Moreover, the region has a well-developed financial system and regulatory framework, which helps to foster trust and confidence in virtual asset transactions. The region's proximity to Asia-Pacific markets also opens up opportunities for cross-border trading and collaboration in the metaverse. In conclusion, the Metaverse Virtual Assets market in Australia & Oceania is experiencing significant growth and development due to customer preferences for immersive virtual experiences, the rise of virtual real estate and digital collectibles, the emergence of virtual economies, the region's vibrant gaming and tech industry, and the underlying macroeconomic factors. As the metaverse continues to evolve, it is expected that the market for virtual assets in Australia & Oceania will continue to expand and diversify.

    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 transaction values, revenues, and assets under management.

    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, 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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