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Metaverse Virtual Assets - Spain

Spain
  • The Metaverse Virtual Assets market is anticipated to achieve a value of US$48.2m in 2024.
  • This market segment is projected to exhibit a compound annual growth rate (CAGR 2024-2030) of 18.30%, resulting in a projected market volume of US$132.0m by 2030.
  • With a market volume of US$1.1bn in 2024, United States dominates the market in terms of value.
  • In terms of user base, the number of users in the Metaverse Virtual Assets market is expected to reach 750.4k users by 2030.
  • The user penetration rate, which stands at 1.5% in 2024, is projected to increase to 1.6% by 2030.
  • Furthermore, the average value per user (ARPU) is expected to amount to US$67.1.
  • It is worth noting that these projections and figures pertain to the Metaverse Virtual Assets market, and specifically in the context of Spain.
  • Spain's growing interest in Metaverse Virtual Assets is evident through the increasing number of virtual art galleries and virtual property investments in the country.

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

    Spanish consumers are increasingly seeking immersive and interactive experiences, and the metaverse offers a unique opportunity to fulfill these desires. The ability to explore virtual worlds, interact with other users, and participate in virtual economies is highly appealing to Spanish consumers. Additionally, the younger generation in Spain is particularly drawn to the metaverse, as they are more tech-savvy and open to embracing new digital experiences.

    Trends in the market are also fueling the growth of the Metaverse Virtual Assets market in Spain. The increasing popularity of virtual reality (VR) and augmented reality (AR) technologies is creating a strong foundation for the metaverse to thrive. As these technologies become more accessible and affordable, more Spanish consumers are able to engage with virtual assets and experiences.

    Furthermore, the COVID-19 pandemic has accelerated the adoption of digital platforms and virtual experiences, as people seek alternative ways to socialize and entertain themselves. This has further propelled the growth of the Metaverse Virtual Assets market in Spain. Local special circumstances in Spain are contributing to the development of the Metaverse Virtual Assets market.

    Spain has a vibrant gaming and entertainment industry, with a strong presence of game developers, content creators, and virtual reality enthusiasts. This ecosystem provides a fertile ground for the metaverse to flourish, as there is already a community of individuals who are familiar with virtual assets and virtual economies. Additionally, Spain has a rich cultural heritage and tourism industry, which can be leveraged to create immersive virtual experiences that attract both domestic and international users.

    Underlying macroeconomic factors are also driving the growth of the Metaverse Virtual Assets market in Spain. The Spanish economy is recovering from the impact of the global financial crisis and the COVID-19 pandemic, and there is a renewed focus on innovation and digital transformation. The government and businesses in Spain are actively investing in technologies and sectors that have the potential to drive economic growth, and the metaverse is seen as a promising area for development.

    This support from the government and private sector is creating a conducive environment for the Metaverse Virtual Assets market to thrive in Spain. In conclusion, the Metaverse Virtual Assets market in Spain is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Spanish consumers are increasingly seeking immersive and interactive experiences, and the metaverse offers a unique opportunity to fulfill these desires.

    The increasing popularity of VR and AR technologies, the impact of the COVID-19 pandemic, the presence of a vibrant gaming and entertainment industry, and the focus on innovation and digital transformation are all contributing to the growth of the Metaverse Virtual Assets market in Spain.

    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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