Metaverse - Portugal

  • Portugal
  • The value of the Metaverse market in Portugal is projected to reach €165.3m in 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2030) of 40.40%, resulting in a projected market volume of €1,266.0m by 2030.
  • In 2024, the market value is projected to be €21.1bn, with the majority of it being generated United States.
  • In terms of user numbers, the Metaverse market in Portugal is expected to have 4,678.0k users users by 2030.
  • The user penetration rate, which is the proportion of the population using the Metaverse market, is projected to be 15.0% in 2024 and is expected to increase to 46.5% by 2030.
  • The average value per user (ARPU) in Portugal is expected to be €107.5.
  • Portugal is emerging as a hub for virtual reality gaming and immersive experiences in the Metaverse market.
 
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Monnaie
 

Analyst Opinion

The Metaverse market in Portugal is experiencing significant growth and development, driven by changing customer preferences and the global trend towards virtual experiences.

Customer preferences:
Customers in Portugal are increasingly seeking immersive and interactive experiences, which has led to a growing demand for Metaverse platforms. These platforms allow users to create and explore virtual worlds, interact with other users, and engage in various activities such as gaming, socializing, and shopping. The ability to escape reality and engage in virtual experiences has become particularly appealing to Portuguese consumers, especially in light of the COVID-19 pandemic and the limitations it has imposed on physical interactions.

Trends in the market:
One of the key trends in the Metaverse market in Portugal is the rise of virtual gaming. Gaming has always been popular in the country, and the transition to virtual gaming experiences has been seamless for many Portuguese gamers. Metaverse platforms offer a wide range of gaming options, from traditional video games to virtual reality (VR) experiences, allowing gamers to immerse themselves in virtual worlds and connect with other players. The increasing popularity of esports and competitive gaming events further contributes to the growth of the Metaverse market in Portugal. Another trend in the market is the integration of virtual shopping experiences. Portuguese consumers are embracing the convenience and novelty of shopping in virtual environments, where they can browse virtual stores, try on virtual clothing, and make purchases without leaving their homes. This trend is particularly evident in the fashion and beauty industries, where virtual try-on technologies and virtual showrooms are gaining traction. The ability to explore and shop in virtual spaces offers a unique and engaging shopping experience for Portuguese consumers.

Local special circumstances:
Portugal has a strong technology infrastructure and a high level of digital literacy among its population. This provides a solid foundation for the development and adoption of Metaverse technologies in the country. Additionally, Portugal has a vibrant startup ecosystem and a supportive regulatory environment, which encourages innovation and entrepreneurship in the technology sector. These factors contribute to the growth of the Metaverse market in Portugal, as local companies and entrepreneurs are able to leverage their expertise and resources to create and promote Metaverse platforms and experiences.

Underlying macroeconomic factors:
The Metaverse market in Portugal is also influenced by broader macroeconomic factors. The country has a relatively high internet penetration rate, which enables widespread access to Metaverse platforms and virtual experiences. Furthermore, Portugal has a strong tourism industry, and the integration of virtual tourism experiences in the Metaverse market presents significant opportunities for growth. Virtual tourism allows users to explore iconic landmarks and destinations from the comfort of their homes, providing a unique and accessible way to experience different cultures and places. As a result, the Metaverse market in Portugal is poised to benefit from the convergence of technology and tourism.

Methodology

Data coverage:

Figures are based on advertising spending, in-app spending, in-game spending, online and offline sales, consumer 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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