Metaverse Virtual Assets - GCC

  • GCC
  • The Metaverse Virtual Assets market is projected to reach a value of US$29.1m in 2024, according to industry estimates.
  • This market is expected to demonstrate a compound annual growth rate (CAGR) of 20.15% from 2024 to 2030, resulting in a projected market volume of US$87.7m by 2030.
  • It is worth noting that United States is the main generator of value in the Metaverse Virtual Assets market, with a projected market volume of US$1,078.0m in 2024.
  • In terms of user base, the number of users is expected to reach 0.7m users by 2030.
  • The user penetration rate, which represents the proportion of the population that is engaged in the Metaverse Virtual Assets market, is projected to be 1.2% in 2024 and is expected to increase to 1.3% by 2030.
  • Furthermore, the average value per user, also known as Average Revenue Per User (ARPU), is anticipated to amount to US$48.6.
  • The GCC region is witnessing a growing demand for Metaverse virtual assets, driven by a tech-savvy population and a strong interest in immersive digital experiences.
 
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Analyst Opinion

The Metaverse Virtual Assets market in GCC is experiencing significant growth and development.

Customer preferences:
Customers in the GCC region are increasingly interested in the Metaverse Virtual Assets market due to its potential for immersive and interactive experiences. They are drawn to the idea of owning virtual assets such as virtual real estate, digital art, and virtual currencies, which can be bought, sold, and traded within the metaverse. This allows them to participate in a new form of digital economy and potentially earn profits from their virtual investments.

Trends in the market:
One of the key trends in the Metaverse Virtual Assets market in the GCC is the growing demand for virtual real estate. Customers are eager to acquire virtual land within the metaverse to build virtual homes, businesses, and entertainment venues. This trend is driven by the desire for a unique and personalized virtual experience, as well as the potential for future value appreciation of virtual real estate. Another trend in the market is the increasing popularity of virtual art and collectibles. Customers in the GCC are showing a growing interest in owning and trading digital art pieces and virtual collectibles within the metaverse. This trend is fueled by the uniqueness and scarcity of virtual art, as well as the potential for high returns on investment.

Local special circumstances:
The GCC region has a young and tech-savvy population, which contributes to the growing interest in the Metaverse Virtual Assets market. The region is also known for its high levels of disposable income, which allows customers to invest in virtual assets and participate in the digital economy. Additionally, the GCC governments have been supportive of digital innovation and have taken steps to create a favorable regulatory environment for the metaverse market.

Underlying macroeconomic factors:
The development of the Metaverse Virtual Assets market in the GCC is also influenced by underlying macroeconomic factors. The region has a strong and stable economy, driven by industries such as oil and gas, real estate, and tourism. This economic stability provides customers with the confidence and financial means to invest in virtual assets. Additionally, the GCC countries have a high level of internet penetration and advanced digital infrastructure, which enables seamless participation in the metaverse. In conclusion, the Metaverse Virtual Assets market in the GCC is experiencing significant growth and development. Customer preferences for immersive and interactive experiences, coupled with the desire to own virtual assets, are driving this trend. The growing demand for virtual real estate and virtual art, as well as the favorable local circumstances and underlying macroeconomic factors, are contributing to the expansion of the market in the GCC region.

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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