Metaverse eCommerce - United Kingdom

  • United Kingdom
  • The Metaverse eCommerce market in the United Kingdom is projected to reach a value of €1.3bn by 2024.
  • It is expected to demonstrate a Compound Annual Growth Rate (CAGR) of 39.02% from 2024 to 2030, resulting in a projected market volume of €9.5bn by 2030.
  • China is the leading contributor to the market, with a projected market volume of €9.3bn in 2024.
  • The number of users in the Metaverse eCommerce market is expected to reach 12.7m users by 2030.
  • User penetration is anticipated to be 6.4% in 2024 and is projected to increase to 18.3% by 2030.
  • The average value per user (ARPU) is expected to be €0.3k.
  • The United Kingdom is experiencing a surge in Metaverse eCommerce, with virtual marketplaces becoming increasingly popular for shopping and socializing.
 
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Analyst Opinion

The Metaverse eCommerce market in the United Kingdom is experiencing significant growth and development.

Customer preferences:
In the United Kingdom, consumers are increasingly embracing the concept of the Metaverse, which allows them to interact with virtual environments and make purchases within these digital spaces. The convenience and immersive nature of the Metaverse eCommerce experience are appealing to customers, as it offers a unique way to shop and engage with brands. Additionally, the younger generation, which is more tech-savvy and comfortable with digital platforms, is driving the demand for Metaverse eCommerce.

Trends in the market:
One of the key trends in the Metaverse eCommerce market in the United Kingdom is the integration of virtual reality (VR) and augmented reality (AR) technologies. Retailers are leveraging these technologies to create immersive shopping experiences, allowing customers to virtually try on products, explore virtual stores, and make purchases within the Metaverse. This trend is revolutionizing the way consumers interact with brands and is driving the growth of Metaverse eCommerce in the country. Another trend in the market is the rise of virtual marketplaces within the Metaverse. These marketplaces provide a platform for individuals and businesses to sell virtual goods, services, and experiences. In the United Kingdom, there is a growing community of content creators and entrepreneurs who are capitalizing on this trend by creating and selling virtual products and services within the Metaverse. This trend not only offers new business opportunities but also fosters a sense of community and collaboration within the virtual world.

Local special circumstances:
The United Kingdom has a well-developed eCommerce infrastructure, with a high level of internet penetration and a strong digital economy. This favorable environment provides a solid foundation for the growth of Metaverse eCommerce in the country. Additionally, the United Kingdom has a vibrant creative and gaming industry, which contributes to the development of immersive and engaging Metaverse experiences. The presence of these industries creates a unique ecosystem that supports the growth of Metaverse eCommerce.

Underlying macroeconomic factors:
The growth of the Metaverse eCommerce market in the United Kingdom is also influenced by underlying macroeconomic factors. The COVID-19 pandemic has accelerated the adoption of digital technologies and online shopping, as consumers sought alternative ways to shop and engage with brands during lockdowns and social distancing measures. This shift in consumer behavior has created a favorable environment for the development of Metaverse eCommerce. Furthermore, the United Kingdom has a strong digital infrastructure and a supportive regulatory environment for emerging technologies. The government's focus on digital innovation and technology-driven industries has created an ecosystem that encourages the growth of Metaverse eCommerce. These macroeconomic factors, combined with changing consumer preferences and technological advancements, are driving the development of the Metaverse eCommerce market in the United Kingdom.

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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