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Metaverse Virtual Assets - Germany

Germany
  • The market segment of Metaverse Virtual Assets market is projected to reach a value of US$129.7m in 2024.
  • This market is expected to experience an annual growth rate (CAGR 2024-2030) of 17.78%, resulting in a projected market volume of US$346.3m by 2030.
  • It is worth noting that the majority of this value, with a projected market volume of US$1.1bn in 2024, is generated United States.
  • In terms of users, it is expected that the number of users in the Metaverse Virtual Assets market will amount to 661.2k users by 2030.
  • The user penetration rate is projected to be 0.8% in 2024 and is expected to increase to 0.8% by 2030.
  • Furthermore, the average value per user (ARPU) is estimated to be US$203.6.
  • It is interesting to observe the growth and potential of the Metaverse Virtual Assets market, particularly in Germany.
  • Germany's booming gaming industry is driving a surge in demand for Metaverse Virtual Assets.

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 Germany has been experiencing significant growth and development in recent years. Customer preferences in the Metaverse Virtual Assets market in Germany are driven by a desire for immersive and interactive virtual experiences.

    German consumers are increasingly seeking out virtual assets that allow them to personalize and enhance their virtual worlds. They are interested in virtual real estate, virtual fashion and accessories, and virtual art and collectibles. Additionally, there is a growing demand for virtual currencies and tokens that can be used within the metaverse for transactions and investments.

    One of the key trends in the Metaverse Virtual Assets market in Germany is the rise of virtual real estate. German consumers are investing in virtual land and properties within the metaverse, seeing it as a valuable asset with potential for future growth. This trend is driven by a combination of factors, including the scarcity of virtual land and the desire for unique and exclusive virtual spaces.

    Virtual real estate in Germany is becoming a sought-after commodity, with prices increasing as demand continues to rise. Another trend in the market is the increasing popularity of virtual fashion and accessories. German consumers are embracing the opportunity to express their personal style and creativity through virtual clothing, accessories, and avatars.

    Virtual fashion brands are emerging, offering a wide range of virtual garments and accessories that can be purchased and worn within the metaverse. This trend is fueled by the desire for self-expression and the appeal of owning unique and limited-edition virtual items. The Metaverse Virtual Assets market in Germany is also influenced by local special circumstances.

    Germany has a strong gaming culture and a tech-savvy population, which has contributed to the rapid adoption of virtual assets. The country has a well-established infrastructure for online gaming and virtual experiences, making it an attractive market for metaverse platforms and developers. Additionally, Germany has a robust regulatory framework that provides consumer protection and promotes trust in virtual asset transactions.

    Underlying macroeconomic factors are also driving the development of the Metaverse Virtual Assets market in Germany. The country has a strong economy and a high level of disposable income, which allows consumers to invest in virtual assets. Furthermore, the COVID-19 pandemic has accelerated the adoption of digital technologies and virtual experiences, leading to an increased interest in metaverse virtual assets.

    In conclusion, the Metaverse Virtual Assets market in Germany is experiencing significant growth and development, driven by customer preferences for immersive virtual experiences, the rise of virtual real estate and virtual fashion, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, it is expected that virtual assets will play an increasingly important role in the lives of German consumers.

    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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