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Metaverse Virtual Assets - Peru

Peru
  • The projected value of the Metaverse Virtual Assets market in 2024 is estimated to reach US$8.8m.
  • It is expected to demonstrate an annual growth rate of 25.27% from 2024 to 2030, resulting in a projected market volume of US$34.2m by 2030.
  • The United States is the country generating the most value in this market, with a projected market volume of US$1.1bn in 2024.
  • In terms of users, the number of users in the Metaverse Virtual Assets market is projected to reach 327.2k users by 2030.
  • The user penetration rate is anticipated to be 0.8% in 2024 and is expected to increase to 0.9% by 2030.
  • The average value per user, also known as the average revenue per user (ARPU), is projected to amount to US$32.7.
  • It is worth noting that these figures and projections pertain to the global Metaverse Virtual Assets market and do not specifically focus on in Peru.
  • Peru's growing interest in Metaverse Virtual Assets is fueled by its rich cultural heritage and desire for immersive experiences.

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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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 Peru has experienced significant growth in recent years, driven by customer preferences for digital experiences and the increasing popularity of virtual reality technology.

    Customer preferences:
    Peruvian consumers have shown a strong interest in digital experiences and virtual reality technology. This is reflected in the growing demand for Metaverse Virtual Assets, such as virtual land, digital art, and virtual currencies. These assets allow users to immerse themselves in virtual worlds and interact with other users in a way that was not possible before. The ability to own and trade virtual assets has become a form of self-expression and a way for individuals to showcase their creativity and personal style.

    Trends in the market:
    One of the key trends in the Metaverse Virtual Assets market in Peru is the rise of virtual land ownership. Peruvian consumers are increasingly interested in purchasing virtual land within virtual worlds, such as Decentraland and The Sandbox. This trend is driven by the desire to own a piece of the virtual world and participate in the development and monetization of virtual real estate. Virtual land ownership has become a lucrative investment opportunity, with some virtual land parcels selling for significant sums of money. Another trend in the market is the growing demand for digital art and collectibles. Peruvian consumers are embracing the concept of owning and trading digital art pieces and collectibles, which can range from virtual clothing and accessories to virtual pets and vehicles. This trend is fueled by the desire to own unique and rare digital assets that can be showcased within virtual worlds or traded on digital marketplaces.

    Local special circumstances:
    Peru's growing Metaverse Virtual Assets market can be attributed to several local special circumstances. Firstly, the country has a strong gaming culture, with a large number of Peruvians actively participating in online gaming communities. This familiarity with digital experiences and virtual worlds has made the transition to Metaverse Virtual Assets more seamless for Peruvian consumers. Additionally, Peru has a young and tech-savvy population, with a high level of internet penetration and smartphone adoption. This has created a conducive environment for the growth of the Metaverse Virtual Assets market, as consumers have the necessary infrastructure and devices to engage with virtual reality experiences.

    Underlying macroeconomic factors:
    The growth of the Metaverse Virtual Assets market in Peru is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income among Peruvian consumers. This higher purchasing power has allowed individuals to invest in digital assets and virtual experiences. Furthermore, the COVID-19 pandemic has accelerated the adoption of virtual reality technology and digital experiences. With restrictions on physical gatherings and travel, Peruvian consumers have turned to virtual worlds as a way to connect with others and explore new environments. This has further fueled the demand for Metaverse Virtual Assets in Peru. In conclusion, the Metaverse Virtual Assets market in Peru is experiencing significant growth due to customer preferences for digital experiences, the rise of virtual reality technology, and the underlying macroeconomic factors. Peruvian consumers are embracing virtual land ownership and digital art collectibles, driven by their desire for self-expression and investment opportunities. The local special circumstances, such as Peru's gaming culture and tech-savvy population, have created a conducive environment for the growth of the market. The COVID-19 pandemic has also played a role in accelerating the adoption of virtual reality technology and digital experiences.

    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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    Metaverse - Statistics & Facts

    Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. As an evolution of social technologies, the metaverse allows digital representations of people, avatars, to interact with each other in a variety of settings. Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using virtual reality (VR) headsets, augmented reality (AR) glasses, smartphone apps, or other devices.
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