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Metaverse Virtual Assets - Poland

Poland
  • The Metaverse Virtual Assets market is anticipated to reach a value of US$19.5m in 2024.
  • This market is projected to exhibit an annual growth rate (CAGR 2024-2030) of 17.32%, leading to a projected market volume of US$50.9m by 2030.
  • In Poland, the market is expected to generate a significant value, with an estimated market volume of US$1.1bn in 2024.
  • Furthermore, the number of users in the Metaverse Virtual Assets market is projected to reach 409.9k users by 2030.
  • The user penetration rate, which measures the proportion of the population using virtual assets, is estimated to be 1.0% in 2024 and is expected to increase to 1.1% by 2030.
  • Moreover, the average value per user (ARPU) is anticipated to be US$50.4 in Poland.
  • Poland is witnessing a surge in demand for Metaverse Virtual Assets, with a growing number of tech-savvy individuals investing in digital real estate and virtual currencies.

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 Poland is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Poland are playing a crucial role in the development of the Metaverse Virtual Assets market.

    Polish consumers are increasingly seeking immersive and interactive experiences, which are provided by the metaverse. The metaverse allows users to explore virtual worlds, interact with others, and engage in various activities, such as gaming, socializing, and shopping. This aligns with the global trend of people seeking digital experiences and escapism, especially in the wake of the COVID-19 pandemic.

    As a result, there is a growing demand for metaverse virtual assets in Poland. The trends in the market further support the growth of the Metaverse Virtual Assets market in Poland. Companies are investing heavily in the development of metaverse platforms and technologies, creating a vibrant ecosystem for virtual assets.

    This includes the creation and trading of virtual currencies, digital collectibles, virtual real estate, and other virtual goods. The popularity of blockchain technology and non-fungible tokens (NFTs) has also contributed to the growth of the market, as they provide secure and transparent transactions for virtual assets. Additionally, the integration of virtual reality (VR) and augmented reality (AR) technologies into the metaverse enhances the immersive experience and attracts more users.

    Local special circumstances in Poland are also driving the development of the Metaverse Virtual Assets market. The country has a strong gaming culture and a growing tech-savvy population, which creates a favorable environment for the adoption of virtual assets. Poland is home to several successful video game development studios, which have gained international recognition.

    This expertise in the gaming industry has translated into a strong interest in virtual assets and the metaverse. Furthermore, the relatively lower cost of living in Poland compared to other European countries makes it an attractive destination for digital nomads and remote workers, who can fully embrace the metaverse lifestyle. Underlying macroeconomic factors are contributing to the growth of the Metaverse Virtual Assets market in Poland.

    The country has a stable economy and a well-developed digital infrastructure, which supports the adoption of virtual assets. The government has also shown support for the tech industry, providing incentives for startups and fostering innovation. Additionally, Poland's strategic location within Europe and its membership in the European Union provide access to a large market and potential collaborations with other countries in the region.

    In conclusion, the Metaverse Virtual Assets market in Poland is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The demand for immersive and interactive experiences, the development of metaverse platforms and technologies, the strong gaming culture, and the supportive macroeconomic environment are all contributing to the expansion of the market. As the metaverse continues to evolve, Poland is well-positioned to capitalize on the opportunities and drive further growth in the virtual assets market.

    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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