Metaverse Virtual Assets - Sweden

  • Sweden
  • The Metaverse Virtual Assets market is anticipated to witness a substantial growth in the coming years.
  • According to projections, the market value is expected to reach €20.4m by 2024.
  • This growth is further expected to continue with an annual growth rate of 19.50% (CAGR 2024-2030), resulting in a projected market volume of €59.5m by 2030.
  • It is worth noting that United States is the primary contributor to this market, with a projected market volume of €999.9m in 2024.
  • In terms of user base, the Metaverse Virtual Assets market is expected to attract a significant number of users.
  • By 2030, the number of users is projected to reach 192.6k users.
  • The user penetration rate, which stands at 1.7% in 2024, is expected to reach 1.8% by 2030.
  • Furthermore, the average Value per user (ARPU) is estimated to be €110.1 in this market segment.
  • These figures highlight the potential growth and value that the Metaverse Virtual Assets market holds.
  • It is important to note that these projections and figures pertain to the global market.
  • However, it should be noted that in Sweden, as a country, also plays a significant role in this market segment.
  • Sweden's thriving gaming industry and tech-savvy population position it as a hotbed for the adoption and growth of Metaverse Virtual Assets.
 
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Analyst Opinion

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

Customer preferences:
Swedish consumers are increasingly interested in virtual assets within the metaverse. This can be attributed to several factors. Firstly, there is a growing desire for unique and personalized digital experiences. Virtual assets offer individuals the opportunity to express themselves and stand out in the digital world. Additionally, the convenience and accessibility of virtual assets appeal to Swedish consumers who are accustomed to digital platforms and online transactions.

Trends in the market:
One of the key trends in the Swedish Metaverse Virtual Assets market is the rise of NFTs (non-fungible tokens). NFTs have gained popularity among Swedish consumers due to their ability to represent ownership of unique digital assets, such as artwork or virtual real estate. The scarcity and exclusivity associated with NFTs align with the preferences of Swedish consumers for personalized and distinctive experiences. Another trend in the market is the emergence of virtual fashion. Swedish consumers are increasingly interested in purchasing digital clothing and accessories to enhance their online avatars. This trend reflects the growing importance of self-expression and identity in the digital realm.

Local special circumstances:
Sweden's strong digital infrastructure and tech-savvy population contribute to the growth of the Metaverse Virtual Assets market. The country has a high internet penetration rate and a culture that embraces digital innovation. This creates a favorable environment for the adoption of virtual assets and the metaverse. Additionally, Sweden has a vibrant gaming industry, with a large number of game developers and studios. This ecosystem provides a foundation for the development of virtual assets and virtual worlds.

Underlying macroeconomic factors:
Sweden's stable economy and high disposable income levels contribute to the growth of the Metaverse Virtual Assets market. Swedish consumers have the financial means to invest in virtual assets and are willing to spend on digital experiences. Furthermore, the COVID-19 pandemic has accelerated the adoption of digital technologies and virtual experiences. As physical interactions and travel were restricted, Swedish consumers turned to the metaverse for entertainment, socializing, and shopping. This shift in behavior has further fueled the demand for virtual assets. In conclusion, the Metaverse Virtual Assets market in Sweden is experiencing significant growth due to customer preferences for personalized digital experiences, the rise of NFTs and virtual fashion, the country's strong digital infrastructure, and the impact of the COVID-19 pandemic. As the market continues to evolve, it is expected that Swedish consumers will increasingly embrace virtual assets within the metaverse.

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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