Metaverse Virtual Assets - Germany

  • Germany
  • The market segment of Metaverse Virtual Assets market is projected to reach a value of €120.3m in 2024.
  • This market is expected to experience an annual growth rate (CAGR 2024-2030) of 18.06%, resulting in a projected market volume of €325.7m by 2030.
  • It is worth noting that the majority of this value, with a projected market volume of €999.9m in 2024, is generated United States.
  • In terms of users, it is expected that the number of users in the Metaverse Virtual Assets market will amount to 0.7m users by 2030.
  • The user penetration rate is projected to be 0.8% in 2024 and is expected to increase to 0.8% by 2030.
  • Furthermore, the average value per user (ARPU) is estimated to be €188.8.
  • It is interesting to observe the growth and potential of the Metaverse Virtual Assets market, particularly in Germany.
  • Germany's booming gaming industry is driving a surge in demand for Metaverse Virtual Assets.
 
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Analyst Opinion

The Metaverse Virtual Assets market in Germany has been experiencing significant growth and development in recent years. Customer preferences in the Metaverse Virtual Assets market in Germany are driven by a desire for immersive and interactive virtual experiences.

German consumers are increasingly seeking out virtual assets that allow them to personalize and enhance their virtual worlds. They are interested in virtual real estate, virtual fashion and accessories, and virtual art and collectibles. Additionally, there is a growing demand for virtual currencies and tokens that can be used within the metaverse for transactions and investments.

One of the key trends in the Metaverse Virtual Assets market in Germany is the rise of virtual real estate. German consumers are investing in virtual land and properties within the metaverse, seeing it as a valuable asset with potential for future growth. This trend is driven by a combination of factors, including the scarcity of virtual land and the desire for unique and exclusive virtual spaces.

Virtual real estate in Germany is becoming a sought-after commodity, with prices increasing as demand continues to rise. Another trend in the market is the increasing popularity of virtual fashion and accessories. German consumers are embracing the opportunity to express their personal style and creativity through virtual clothing, accessories, and avatars.

Virtual fashion brands are emerging, offering a wide range of virtual garments and accessories that can be purchased and worn within the metaverse. This trend is fueled by the desire for self-expression and the appeal of owning unique and limited-edition virtual items. The Metaverse Virtual Assets market in Germany is also influenced by local special circumstances.

Germany has a strong gaming culture and a tech-savvy population, which has contributed to the rapid adoption of virtual assets. The country has a well-established infrastructure for online gaming and virtual experiences, making it an attractive market for metaverse platforms and developers. Additionally, Germany has a robust regulatory framework that provides consumer protection and promotes trust in virtual asset transactions.

Underlying macroeconomic factors are also driving the development of the Metaverse Virtual Assets market in Germany. The country has a strong economy and a high level of disposable income, which allows consumers to invest in virtual assets. Furthermore, the COVID-19 pandemic has accelerated the adoption of digital technologies and virtual experiences, leading to an increased interest in metaverse virtual assets.

In conclusion, the Metaverse Virtual Assets market in Germany is experiencing significant growth and development, driven by customer preferences for immersive virtual experiences, the rise of virtual real estate and virtual fashion, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, it is expected that virtual assets will play an increasingly important role in the lives of German consumers.

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.

Vue d’ensemble

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