Metaverse Virtual Assets - Vietnam

  • Vietnam
  • The Metaverse Virtual Assets market is projected to reach a value of US$9.8m in 2024.
  • This market is expected to show a steady annual growth rate (CAGR 2024-2030) of 23.67%, resulting in a projected market volume of US$35.0m by 2030.
  • In Vietnam, the market is expected to generate a projected market volume of US$1,078.0m in 2024.
  • In terms of user base, the Metaverse Virtual Assets market is expected to have around 0.9m users users by 2030.
  • The user penetration rate is projected to increase from 0.7% in 2024 to 0.9% by 2030.
  • Furthermore, the average value per user (ARPU) is expected to be around US$13.4.
  • This indicates the average amount of value generated per user in the market.
  • Vietnam's virtual asset market is experiencing a surge in demand, driven by a young and tech-savvy population embracing the endless possibilities of the Metaverse.
 
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Analyst Opinion

The Metaverse Virtual Assets market in Vietnam is experiencing significant growth and development.

Customer preferences:
Vietnamese consumers have shown a strong interest in virtual assets within the metaverse. They are drawn to the immersive and interactive experiences offered by virtual worlds, and are willing to invest in virtual assets such as virtual real estate, digital collectibles, and virtual currencies. The younger generation, in particular, is driving this trend, as they are more tech-savvy and open to exploring new digital experiences. Additionally, the COVID-19 pandemic has further accelerated the adoption of virtual assets, as people seek alternative forms of entertainment and social interaction.

Trends in the market:
One of the key trends in the Metaverse Virtual Assets market in Vietnam is the rising demand for virtual real estate. Vietnamese consumers are investing in virtual land within the metaverse, with the aim of building and monetizing virtual businesses or communities. This trend is fueled by the desire for financial opportunities and the potential for social status within the virtual world. As a result, virtual land prices have been increasing, creating a lucrative market for virtual real estate developers and investors. Another trend in the market is the popularity of digital collectibles. Vietnamese consumers are actively participating in virtual asset marketplaces, where they can buy, sell, and trade digital collectibles such as virtual art, virtual fashion items, and virtual pets. These digital collectibles hold both aesthetic and investment value, as they can be displayed within the metaverse and potentially appreciate in value over time. This trend is driven by the desire for self-expression and the opportunity to own unique and limited-edition virtual items.

Local special circumstances:
Vietnam has a young and tech-savvy population, which contributes to the growing Metaverse Virtual Assets market. The country has a high internet penetration rate, with a large number of people accessing the internet through smartphones. This widespread connectivity enables Vietnamese consumers to easily access and engage with virtual worlds and virtual assets. Additionally, the Vietnamese government has shown a positive attitude towards digital innovation and technology, providing a conducive environment for the development of the Metaverse Virtual Assets market.

Underlying macroeconomic factors:
The strong economic growth in Vietnam has also contributed to the development of the Metaverse Virtual Assets market. As the economy continues to expand, Vietnamese consumers have more disposable income to invest in virtual assets. This economic prosperity, coupled with the increasing digital literacy and technological advancements, creates a favorable environment for the growth of the Metaverse Virtual Assets market in Vietnam. Additionally, the global trend towards digitalization and the rise of the metaverse as a new frontier for business and social interactions further supports the development of the market in Vietnam.

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.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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