Metaverse eCommerce - Asia

  • Asia
  • The projected value in the Metaverse eCommerce market for the year 2024 is estimated to be US$15.1bn .
  • It is expected to exhibit a compound annual growth rate (CAGR) of 34.16% from 2024 to 2030, resulting in a projected market volume of US$88.0bn by 2030.
  • in China dominates this market segment with a projected market volume of US$10.2bn in 2024.
  • By 2030, the number of users in the Metaverse eCommerce market is anticipated to reach 0.9bn users.
  • The user penetration rate, which is the proportion of the population using this technology, is projected to increase from 8.7% in 2024 to 22.0% by 2030.
  • The average value per user (ARPU) is expected to be US$41.9 .
  • It is important to note that these figures specifically pertain to the Metaverse eCommerce market within the Asian region.
  • In China, the Metaverse eCommerce market is booming, with virtual shopping experiences and digital currencies becoming increasingly popular among consumers.
 
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Analyst Opinion

The Metaverse eCommerce market in Asia is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in Asia are increasingly drawn to the concept of the Metaverse, a virtual reality space where they can interact with others, explore new experiences, and engage in eCommerce activities. The convenience and immersive nature of the Metaverse appeal to tech-savvy Asian consumers who are always seeking new ways to enhance their online shopping experiences. Additionally, the younger population in Asia is particularly interested in exploring virtual worlds and engaging in social activities within the Metaverse.

Trends in the market:
One of the key trends in the Metaverse eCommerce market in Asia is the rise of virtual stores and virtual marketplaces. Retailers and brands are creating virtual storefronts within the Metaverse, allowing customers to browse and purchase products in a virtual environment. This trend is driven by the desire to provide a unique and interactive shopping experience to consumers, as well as to tap into the growing popularity of virtual reality technology in Asia. Another trend in the market is the integration of social features within the Metaverse eCommerce platforms. Asian consumers value social interactions and peer recommendations, and incorporating social elements into the shopping experience enhances customer engagement and loyalty. Virtual reality chat rooms, social gaming, and virtual events are becoming common features in the Metaverse eCommerce platforms in Asia.

Local special circumstances:
Asia is home to a large population of tech-savvy consumers who are early adopters of new technologies. This tech-savvy population, combined with the rapid development of internet infrastructure and smartphone penetration in the region, creates a favorable environment for the growth of the Metaverse eCommerce market. Additionally, the presence of major tech companies and startups in Asia, particularly in countries like China, South Korea, and Japan, drives innovation and investment in the Metaverse space.

Underlying macroeconomic factors:
The rapid economic growth in Asia, coupled with the increasing disposable income of consumers, contributes to the development of the Metaverse eCommerce market. As consumers have more purchasing power, they are willing to explore new and innovative shopping experiences, including those offered by the Metaverse. Furthermore, the COVID-19 pandemic has accelerated the digital transformation in Asia, with more consumers turning to online shopping and virtual experiences. This shift in consumer behavior has further fueled the growth of the Metaverse eCommerce market in the region. In conclusion, the Metaverse eCommerce market in Asia is experiencing significant growth and development due to customer preferences for immersive and interactive shopping experiences, trends in the market such as virtual stores and social integration, local special circumstances including a tech-savvy population and supportive infrastructure, and underlying macroeconomic factors such as rapid economic growth and the impact of the COVID-19 pandemic.

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.

Overview

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