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Metaverse Virtual Assets - Romania

Romania
  • The market for Metaverse Virtual Assets market is projected to reach a value of US$8.6m in 2024.
  • This market is expected to experience an annual growth rate (CAGR 2024-2030) of 19.55%, resulting in a projected market volume of US$25.0m by 2030.
  • It is worth noting that United States is the major contributor to this market, with a projected market volume of US$1.1bn in 2024.
  • In terms of user base, the number of users in the Metaverse Virtual Assets market is expected to reach 258.9k users by 2030.
  • The user penetration rate, which is currently at 1.1% in 2024, is projected to increase significantly to 1.4% by 2030.
  • Furthermore, the average value per user (ARPU) is expected to amount to US$38.9.
  • Romania is experiencing a growing demand for Metaverse Virtual Assets, with a focus on digital real estate and virtual fashion.

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 Romania is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Romania are shifting towards virtual assets in the Metaverse due to their unique features and benefits.

    Virtual assets offer users the opportunity to explore and interact with a virtual world, creating a sense of escapism and entertainment. Additionally, virtual assets can be used for socializing, gaming, and even financial transactions. These features have attracted a growing number of customers in Romania who are looking for new and immersive experiences.

    Trends in the market are also contributing to the development of the Metaverse Virtual Assets market in Romania. The increasing popularity of virtual reality (VR) and augmented reality (AR) technologies has created a demand for virtual assets that can enhance these experiences. In addition, the rise of blockchain technology has enabled the creation and ownership of unique digital assets, further driving the growth of the Metaverse Virtual Assets market.

    These trends have led to the emergence of various platforms and marketplaces where users can buy, sell, and trade virtual assets. Local special circumstances in Romania have also played a role in the development of the Metaverse Virtual Assets market. Romania has a vibrant gaming and tech industry, with a growing number of startups and developers creating virtual worlds and experiences.

    This has created a supportive ecosystem for the Metaverse Virtual Assets market, with local talent and expertise driving innovation and growth. Furthermore, the relatively low cost of living in Romania compared to other European countries has attracted international investors and companies to set up operations in the country, further fueling the growth of the market. Underlying macroeconomic factors have also contributed to the development of the Metaverse Virtual Assets market in Romania.

    The country has a strong and stable economy, with a growing middle class and increasing disposable income. This has created a larger consumer base with the means to invest in virtual assets and participate in the Metaverse. Additionally, the government in Romania has shown support for the development of the tech industry, providing incentives and favorable regulations for startups and companies operating in the sector.

    These factors have created a favorable environment for the growth of the Metaverse Virtual Assets market. In conclusion, the Metaverse Virtual Assets market in Romania is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, it is expected to offer even more opportunities for users to engage with virtual assets and explore the Metaverse.

    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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