Metaverse eCommerce - China

  • China
  • The projected value of the Metaverse eCommerce market in 2024 is expected to reach €9.4bn .
  • This market is projected to continue growing at an annual growth rate of 31.34% between 2024 and 2030, resulting in a market volume of €48.5bn by 2030.
  • It is worth noting that China is the primary contributor to this market, with a projected market volume of €9.4bn in 2024.
  • In terms of user base, the number of users in the Metaverse eCommerce market is expected to reach 529.8m users by 2030.
  • The user penetration rate, which represents the percentage of the population using Metaverse eCommerce market, is projected to be 15.7% in 2024 and is expected to increase to 37.2% by 2030.
  • Furthermore, the average value per user, also known as the Average Revenue Per User (ARPU), is expected to be €42.0 .
  • These figures highlight the significant potential and growth opportunities in the Metaverse eCommerce market, particularly China.
  • China's Metaverse eCommerce market is booming with an increasing number of virtual shopping platforms and virtual goods transactions.
 
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Analyst Opinion

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

Chinese consumers are increasingly seeking immersive and interactive online shopping experiences. The Metaverse offers a unique opportunity for consumers to explore virtual stores, interact with products, and make purchases in a more engaging and personalized way. This aligns with the growing demand for experiential shopping and the desire for convenience and efficiency in the digital age.

Trends in the market indicate a strong momentum for the Metaverse eCommerce sector in China. The integration of virtual reality (VR) and augmented reality (AR) technologies is revolutionizing the way consumers shop online. Virtual showrooms, virtual try-on experiences, and virtual social shopping platforms are becoming increasingly popular among Chinese consumers.

These trends are driving the adoption of Metaverse eCommerce platforms by both retailers and consumers, creating new opportunities for growth and innovation in the market. Local special circumstances in China, such as the rapid urbanization and the increasing penetration of internet and smartphone usage, are contributing to the development of the Metaverse eCommerce market. The country's large population and rising middle class provide a vast consumer base for Metaverse eCommerce platforms to target.

Additionally, the high internet penetration rate and widespread smartphone usage enable easy access to Metaverse experiences, making it more accessible and appealing to a wide range of consumers. Underlying macroeconomic factors also play a significant role in the growth of the Metaverse eCommerce market in China. The country's strong economic growth, coupled with rising disposable incomes, has led to increased consumer spending on both physical and virtual goods.

This creates a favorable environment for the Metaverse eCommerce market to thrive, as consumers have the financial means to explore and engage with virtual shopping experiences. In conclusion, the Metaverse eCommerce market in China is experiencing rapid growth and development driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. As Chinese consumers increasingly seek immersive and interactive online shopping experiences, the Metaverse offers a unique opportunity for retailers to engage with their target audience in a more personalized and engaging way.

With the integration of VR and AR technologies, the Metaverse eCommerce market is poised for further expansion and innovation, creating new opportunities for both retailers and consumers in China.

Methodology

Data coverage:

Figures are based on in-app spending, consumer spending, in-game spending, app downloads, and investment and funding data.

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, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Vue d’ensemble

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