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Metaverse Virtual Assets - Benelux

Benelux
  • The Metaverse Virtual Assets market is projected to reach a value of US$50.0m in 2024.
  • This market is expected to experience an annual growth rate (CAGR 2024-2030) of 18.07%, resulting in a projected market volume of US$135.6m by 2030.
  • In the United States, the largest market for Metaverse Virtual Assets market, the projected market volume is US$1.1bn in 2024.
  • Looking at the number of users in the Metaverse Virtual Assets market, it is expected to reach 430.2k users by 2030.
  • The user penetration rate is projected to be 1.4% in 2024 and is expected to increase to 1.4% by 2030.
  • The average Value per user (ARPU) is projected to be US$120.7.
  • It is worth noting that the Benelux region, which includes Belgium, Netherlands, and Luxembourg, also plays a significant role in the Metaverse Virtual Assets market.
  • In the Benelux region, the demand for Metaverse Virtual Assets is rapidly growing, with a significant number of tech-savvy individuals actively participating in digital economies.

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 Benelux is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Benelux region are playing a crucial role in the development of the Metaverse Virtual Assets market.

    Consumers in this region have shown a strong interest in immersive and interactive virtual experiences. They are seeking opportunities to engage with virtual worlds and explore new digital realms. This preference for virtual experiences has created a demand for virtual assets that can enhance and personalize these experiences.

    Trends in the market are also shaping the growth of the Metaverse Virtual Assets market in Benelux. The increasing popularity of blockchain technology and cryptocurrencies has paved the way for the emergence of virtual assets. Blockchain technology provides a secure and transparent platform for buying, selling, and trading virtual assets, which has gained traction among tech-savvy consumers in the region.

    Additionally, the rise of non-fungible tokens (NFTs) has opened up new opportunities for virtual asset ownership and monetization. Local special circumstances in Benelux are contributing to the development of the Metaverse Virtual Assets market. The region is known for its innovative and tech-friendly environment, with a high level of digital literacy among its population.

    This has created a fertile ground for the adoption and acceptance of virtual assets. Furthermore, Benelux countries have a strong gaming culture, with a significant number of gamers and esports enthusiasts. This gaming culture has fostered a demand for virtual assets within the gaming community, driving the growth of the market.

    Underlying macroeconomic factors are also driving the development of the Metaverse Virtual Assets market in Benelux. The region has a robust economy with high disposable income levels, allowing consumers to invest in virtual assets as a form of digital collectibles or investments. Additionally, the COVID-19 pandemic has accelerated the adoption of digital technologies, including virtual assets, as people sought alternative forms of entertainment and social interaction during lockdowns and social distancing measures.

    In conclusion, the Metaverse Virtual Assets market in Benelux is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The region's interest in immersive virtual experiences, the rise of blockchain technology and NFTs, the tech-friendly environment, the gaming culture, and the robust economy are all contributing to the expansion of this 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 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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