Metaverse Virtual Assets - BRICS

  • BRICS
  • The projected value in the Metaverse Virtual Assets market for the year 2025 is expected to reach US$0.3bn.
  • This market is projected to grow at an annual growth rate (CAGR 2025-2030) of 21.67%, resulting in a projected market volume of US$0.7bn by the year 2030.
  • It is worth noting that United States is the primary generator of value in this market, with a projected market volume of US$1,257.0m in 2025.
  • In terms of user numbers, the Metaverse Virtual Assets market is expected to have a user base of 17.9m users by 2030.
  • The user penetration rate, which is currently at 0.8% in 2025, is projected to increase to 0.9% by 2030.
  • Furthermore, the average value per user (ARPU) in this market is expected to amount to US$17.3.
  • It is interesting to observe the potential growth and value generated within the Metaverse Virtual Assets market, particularly United States.
  • The BRICS countries, including Brazil, Russia, India, China, and South_Africa, are also anticipated to play significant roles in this market segment.
 
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Analyst Opinion

The Metaverse Virtual Assets market in BRICS is experiencing significant growth and development due to several factors. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to the expansion of this market.

Customer preferences in the BRICS countries are shifting towards virtual assets in the Metaverse. As technology advances and digital experiences become more immersive, consumers are increasingly interested in exploring virtual worlds and owning virtual assets. These assets can range from virtual real estate to digital artwork and virtual currencies.

The appeal of owning unique and scarce virtual assets is driving demand in the market. Trends in the Metaverse Virtual Assets market in BRICS are also driving its development. One major trend is the rise of blockchain technology, which provides a secure and transparent way to verify ownership and transactions of virtual assets.

Blockchain-based virtual asset marketplaces are emerging, providing a platform for buyers and sellers to trade virtual assets. This trend is attracting both individual investors and institutional players to the market. Another trend is the integration of virtual assets into various industries.

Companies in sectors such as gaming, entertainment, and fashion are incorporating virtual assets into their business models. For example, gaming companies are creating virtual worlds where players can buy and sell virtual assets, enhancing the gaming experience and creating new revenue streams. This trend is fueling the growth of the Metaverse Virtual Assets market in BRICS.

Local special circumstances in each BRICS country also contribute to the development of the market. Brazil, Russia, India, China, and South Africa each have their own unique characteristics and market dynamics. For example, China has a large population of tech-savvy consumers who are enthusiastic about virtual assets.

The country also has a robust gaming industry, which provides a strong foundation for the Metaverse Virtual Assets market. In India, the growing middle class and increasing smartphone penetration are driving demand for virtual assets. Underlying macroeconomic factors also play a role in the development of the Metaverse Virtual Assets market in BRICS.

Economic growth, technological advancements, and government policies all shape the market environment. For example, favorable government regulations can encourage investment and innovation in the virtual asset market. Economic growth and increasing disposable income levels also contribute to the demand for virtual assets.

In conclusion, the Metaverse Virtual Assets market in BRICS is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. As consumers increasingly embrace virtual assets and new technologies emerge, the market is expected to continue expanding in the coming years.

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.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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