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Metaverse Virtual Assets - Chile

Chile
  • The Metaverse Virtual Assets market is estimated to reach a value of US$11.4m in 2024.
  • This market is projected to experience a compound annual growth rate (CAGR) of 21.21% from 2024 to 2030, resulting in a projected market volume of US$36.1m by 2030.
  • It is worth noting that United States dominates this market, with a projected market volume of US$1.1bn in 2024.
  • Looking at user numbers, the Metaverse Virtual Assets market is expected to have approximately 268.0k users users by 2030.
  • User penetration, which measures the proportion of the population using these assets, is predicted to be 1.2% in 2024 and is projected to increase to 1.3% by 2030.
  • The average value per user, also known as the average revenue per user (ARPU), is expected to be US$48.3.
  • These figures provide insight into the growth and potential of the Metaverse Virtual Assets market, which includes various digital assets within the virtual world.
  • When considering the market segment of Metaverse Virtual Assets market, it is important to note that these projections are specific to United States and may vary in other countries, such as in Chile.
  • Chile's growing interest in Metaverse Virtual Assets is driven by its tech-savvy population and expanding digital infrastructure.

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
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 Virtual Assets market in Chile is experiencing significant growth and development.

    Customer preferences:
    Customers in Chile are increasingly interested in virtual assets within the metaverse. They are drawn to the idea of owning and trading unique digital items, such as virtual real estate, virtual currencies, and virtual collectibles. This trend is driven by the desire for personalization and self-expression, as well as the potential for financial gain through virtual asset investments.

    Trends in the market:
    One of the key trends in the Metaverse Virtual Assets market in Chile is the rising popularity of virtual real estate. Chilean customers are actively purchasing virtual land within the metaverse to build and monetize virtual businesses and experiences. This trend is fueled by the growing demand for virtual events, virtual conferences, and virtual entertainment, which require virtual spaces for hosting. Another trend in the market is the emergence of virtual art as a valuable asset. Chilean artists and creators are leveraging the metaverse to showcase and sell their digital artwork. This trend is driven by the increasing acceptance and recognition of virtual art as a legitimate form of artistic expression, as well as the ability to reach a global audience in the metaverse.

    Local special circumstances:
    Chile has a vibrant and tech-savvy population, which contributes to the growth of the Metaverse Virtual Assets market. The country has a high internet penetration rate and a strong culture of digital innovation. Additionally, Chile has a well-developed gaming industry, which has paved the way for the adoption of virtual assets within the metaverse.

    Underlying macroeconomic factors:
    The development of the Metaverse Virtual Assets market in Chile is also influenced by underlying macroeconomic factors. The country has a stable economy and a growing middle class, which provides a favorable environment for consumer spending on virtual assets. Furthermore, the government of Chile has been supportive of the digital economy and has implemented policies to foster innovation and entrepreneurship in the tech sector. In conclusion, the Metaverse Virtual Assets market in Chile is experiencing rapid growth and development. Customer preferences for virtual assets, such as virtual real estate and virtual art, are driving this trend. The country's tech-savvy population, well-developed gaming industry, and supportive government policies are also contributing to the market's expansion.

    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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