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Metaverse Virtual Assets - NAFTA

NAFTA
  • The Metaverse Virtual Assets market is anticipated to reach a value of US$1.2bn in 2024.
  • This value is projected to experience a compound annual growth rate (CAGR 2024-2030) of 17.36%, resulting in a market volume of US$3.1bn by 2030.
  • It is noteworthy that United States is the primary generator of value in this market segment, with a projected market volume of US$1.1bn in 2024.
  • In terms of user base, it is expected that the number of users in the Metaverse Virtual Assets market will reach 6.2m users by 2030.
  • The user penetration rate, which stands at 1.1% in 2024, is estimated to rise to 1.2% by 2030.
  • Additionally, the average value per user (ARPU) is projected to be US$211.9.
  • These figures highlight the significance and potential growth of the Metaverse Virtual Assets market in the context of NAFTA, the region encompassing United States, Canada, and Mexico.
  • The NAFTA market for Metaverse Virtual Assets is experiencing a surge in demand for digital real estate.

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 NAFTA has been experiencing significant growth and development in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this expansion.

    Customer preferences in the NAFTA region have played a crucial role in driving the growth of the Metaverse Virtual Assets market. As technology continues to advance and digital experiences become more immersive, customers are increasingly seeking out virtual assets to enhance their online presence and interactions. The desire for unique and personalized virtual experiences has led to a surge in demand for virtual assets such as avatars, digital clothing, and virtual real estate.

    Trends in the market have also contributed to the growth of the Metaverse Virtual Assets market in NAFTA. The increasing popularity of virtual reality (VR) and augmented reality (AR) technologies has created new opportunities for virtual asset creators and sellers. The ability to seamlessly integrate virtual assets into these immersive technologies has allowed for more realistic and engaging virtual experiences.

    Additionally, the rise of blockchain technology has facilitated the creation and trading of virtual assets, providing a secure and decentralized platform for transactions. Local special circumstances within the NAFTA region have further fueled the development of the Metaverse Virtual Assets market. The region is home to a large and technologically advanced population, with a high level of internet penetration and digital literacy.

    This has created a fertile ground for the adoption of virtual assets and the growth of related industries. Additionally, the presence of major technology companies and startups in the region has stimulated innovation and investment in the Metaverse Virtual Assets market. Underlying macroeconomic factors have also played a role in the development of the Metaverse Virtual Assets market in NAFTA.

    The region has a strong and stable economy, with a high level of disposable income among its population. This has allowed customers to allocate a portion of their spending towards virtual assets, driving demand in the market. Furthermore, the region's robust digital infrastructure and supportive regulatory environment have provided a conducive environment for the growth of the Metaverse Virtual Assets market.

    Overall, the Metaverse Virtual Assets market in NAFTA is experiencing rapid growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and virtual experiences become more integrated into our daily lives, the market is expected to continue its upward trajectory.

    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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