Metaverse - Asia

  • Asia
  • The projected value of the Metaverse market in 2024 is expected to reach US$27.4bn.
  • It is estimated that this market will experience an annual growth rate (CAGR 2024-2030) of 35.63%, leading to a projected market volume of US$170.9bn by 2030.
  • In the United States, the largest market in terms of value, the projected market volume in 2024 is expected to be US$23.0bn.
  • In the Metaverse market, the number of users is projected to reach 1,657.0m users by 2030.
  • The user penetration rate, which measures the percentage of the population using the Metaverse market, is expected to be 14.6% in 2024 and is projected to increase to 38.6% by 2030.
  • The average value per user (ARPU) is estimated to be US$45.2.
  • It is worth noting that these projections and estimations are specific to the Metaverse market and do not encompass the entire Asian region.
  • China's booming gaming industry and tech-savvy population make it a prime market for the growth of the Metaverse.
 
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Analyst Opinion

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

The region has a large and tech-savvy population that is highly engaged with digital platforms and virtual experiences. Asian consumers are increasingly seeking immersive and interactive digital environments that offer a sense of escapism and social interaction. The Metaverse provides a unique opportunity for individuals to explore virtual worlds, connect with others, and engage in various activities such as gaming, shopping, and entertainment.

Trends in the market further contribute to the development of the Metaverse in Asia. The region is witnessing a rise in the popularity of virtual reality (VR) and augmented reality (AR) technologies, which are key components of the Metaverse. The advancements in VR and AR technologies have made it more accessible and affordable for consumers, leading to a growing adoption of these technologies in various industries.

This has paved the way for the expansion of the Metaverse market in Asia, with companies investing in creating virtual experiences and platforms to cater to the increasing demand. Local special circumstances also play a role in shaping the Metaverse market in Asia. The region is home to several countries with strong gaming and technology industries, such as China, Japan, and South Korea.

These countries have a vibrant gaming culture and a large base of skilled developers, which has contributed to the growth of the Metaverse market. Additionally, the presence of leading tech companies in Asia, such as Tencent, Alibaba, and Samsung, has further accelerated the development of the Metaverse by providing the necessary infrastructure and resources. Underlying macroeconomic factors also contribute to the growth of the Metaverse market in Asia.

The region has been experiencing rapid economic growth, increasing disposable incomes, and a growing middle class. This has led to a higher spending power among consumers, enabling them to invest in digital experiences and virtual assets within the Metaverse. Furthermore, the COVID-19 pandemic has accelerated the adoption of digital technologies and virtual experiences, as people turned to online platforms for work, entertainment, and socializing.

This has created a favorable environment for the Metaverse market to thrive in Asia. In conclusion, the Metaverse market in Asia is witnessing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The region's tech-savvy population, rising adoption of VR and AR technologies, strong gaming and technology industries, and favorable macroeconomic conditions are driving the expansion of the Metaverse market.

As the market continues to evolve, it presents exciting opportunities for businesses and consumers in Asia to explore and engage in immersive virtual experiences.

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.

Overview

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