Metaverse Virtual Assets - United Kingdom

  • United Kingdom
  • The Metaverse Virtual Assets market is anticipated to reach a value of US$116.9m in 2024, with an annual growth rate (CAGR 2024-2030) of 20.35%.
  • This growth is expected to result in a projected market volume of US$355.3m by 2030.
  • It is worth noting that in the United Kingdom is an active participant in this market.
  • In terms of market volume, in the United States leads the way with a projected market volume of US$1,078.0m in 2024.
  • This indicates that a significant portion of the market's value is generated in the United States.
  • Looking at the number of users in the Metaverse Virtual Assets market, it is estimated to reach 0.4m users by 2030.
  • In 2024, the user penetration is expected to be 0.6%, increasing to 0.6% by 2030.
  • This indicates a growing user base in the United Kingdom.
  • The average Value per user (ARPU) is projected to be US$0.3k.
  • This metric provides insights into the average value generated by each user in the United Kingdom's participation in the Metaverse Virtual Assets market.
  • The United Kingdom is emerging as a leading hub for virtual real estate investments in the Metaverse market.
 
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Analyst Opinion

The Metaverse Virtual Assets market in United Kingdom has experienced significant growth in recent years, driven by changing customer preferences and the increasing adoption of virtual assets in various industries.

Customer preferences:
Customers in the United Kingdom have shown a growing interest in virtual assets, seeking opportunities to invest, trade, and engage in virtual experiences. This shift in preference can be attributed to several factors. Firstly, the younger generation, which forms a significant portion of the population, has grown up with technology and is more comfortable with digital platforms and virtual experiences. They are drawn to the idea of owning virtual assets and participating in the metaverse. Secondly, the COVID-19 pandemic has accelerated the adoption of virtual experiences, as people sought alternative ways to connect and engage with others. This has created a demand for virtual assets that can enhance these experiences. Finally, the potential for financial gains through investing in virtual assets has attracted individuals looking for new investment opportunities.

Trends in the market:
One of the key trends in the Metaverse Virtual Assets market in the United Kingdom is the emergence of NFTs (Non-Fungible Tokens). NFTs have gained significant popularity, allowing individuals to own unique digital assets such as artwork, collectibles, and virtual real estate. The scarcity and uniqueness of NFTs have made them highly sought after, with artists, creators, and collectors actively participating in this market. This trend is likely to continue as more artists and brands explore the potential of NFTs to monetize their digital creations. Another trend in the market is the integration of virtual assets into various industries. Companies in sectors such as gaming, fashion, and entertainment are leveraging virtual assets to enhance user experiences and generate additional revenue streams. For example, gaming companies are creating virtual in-game items that can be bought and sold, while fashion brands are launching virtual clothing lines that can be worn in virtual worlds. This integration of virtual assets into real-world industries is expected to drive further growth in the market.

Local special circumstances:
The United Kingdom has a well-established gaming industry and a strong creative sector, which provides a solid foundation for the development of the Metaverse Virtual Assets market. The presence of talented artists, designers, and developers in the country has contributed to the creation of unique and high-quality virtual assets. Additionally, the United Kingdom has a large population of tech-savvy individuals who are receptive to new technologies and virtual experiences. This favorable environment has attracted both local and international companies to invest in the Metaverse Virtual Assets market in the country.

Underlying macroeconomic factors:
The growth of the Metaverse Virtual Assets market in the United Kingdom is also influenced by underlying macroeconomic factors. The country has a stable economy and a strong financial sector, which provides a conducive environment for investment and innovation. The government has also shown support for the development of the digital economy, recognizing the potential of virtual assets to drive economic growth. These factors, coupled with the increasing global interest in virtual assets, have contributed to the growth of the market in the United Kingdom. In conclusion, the Metaverse Virtual Assets market in the United Kingdom is experiencing significant growth due to changing customer preferences, the emergence of NFTs, the integration of virtual assets into various industries, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, it presents opportunities for both individuals and businesses to participate in the metaverse and benefit from the growing virtual assets ecosystem.

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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