Metaverse Virtual Assets - Norway

  • Norway
  • The Metaverse Virtual Assets market is projected to reach a value of US$13.8m in 2024.
  • This market is expected to show an annual growth rate (CAGR 2024-2030) of 17.04%, resulting in a projected market volume of US$35.3m by 2030.
  • It is worth noting that in the United States generates the most value in this market, with a projected market volume of US$1,078.0m in 2024.
  • Looking ahead, the number of users in the Metaverse Virtual Assets market is expected to amount to 104.5k users by 2030.
  • User penetration is projected to be 1.8% in 2024 and is expected to reach 1.8% by 2030.
  • Additionally, the average value per user (ARPU) is expected to amount to US$137.0.
  • It is interesting to observe the growth and potential of the Metaverse Virtual Assets market, both globally and in Norway.
  • Norway's Metaverse Virtual Assets market is flourishing, with a strong focus on sustainable and eco-friendly virtual assets.
 
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Analyst Opinion

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

Customer preferences:
Norwegian customers are increasingly interested in virtual assets within the Metaverse. They are attracted to the immersive experiences and opportunities for social interaction that the Metaverse offers. Additionally, the ability to customize and personalize their virtual avatars and virtual spaces is appealing to Norwegian consumers. They are also looking for opportunities to invest in virtual assets as a form of alternative investment.

Trends in the market:
One of the key trends in the Metaverse Virtual Assets market in Norway is the rise of virtual real estate. Norwegian customers are eager to own virtual land and properties within the Metaverse, creating a demand for virtual spaces that can be used for various purposes such as virtual businesses, events, and social gatherings. This trend is driven by the desire for individuals and businesses to establish a presence within the virtual world and capitalize on the opportunities it presents. Another trend in the market is the emergence of virtual fashion and accessories. Norwegian consumers are increasingly interested in purchasing virtual clothing, accessories, and other digital items to enhance their virtual avatars' appearance. This trend reflects the importance of self-expression and personalization within the Metaverse, as well as the desire to keep up with the latest virtual fashion trends.

Local special circumstances:
Norway has a highly developed digital infrastructure and a tech-savvy population, which creates a favorable environment for the growth of the Metaverse Virtual Assets market. The country also has a strong gaming culture and a high level of digital literacy, which contributes to the adoption and acceptance of virtual assets within the Metaverse.

Underlying macroeconomic factors:
The growth of the Metaverse Virtual Assets market in Norway is also influenced by macroeconomic factors. The country has a stable economy and a high standard of living, which allows Norwegian consumers to allocate disposable income towards virtual assets. Additionally, the COVID-19 pandemic has accelerated the adoption of virtual experiences and online activities, including the Metaverse. The shift towards remote work and social distancing measures have further fueled the demand for immersive virtual environments and virtual assets. In conclusion, the Metaverse Virtual Assets market in Norway is experiencing significant growth and development, driven by customer preferences for immersive experiences, customization, and investment opportunities. The rise of virtual real estate and virtual fashion, along with Norway's favorable digital infrastructure and macroeconomic factors, contribute to the market's expansion.

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.

Overview

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