Metaverse Gaming - New Zealand

  • New Zealand
  • The Metaverse Gaming market is anticipated to reach a value of €59.7m in 2024.
  • This market is expected to exhibit a compound annual growth rate (CAGR) of 44.09% from 2024 to 2030, resulting in a projected market volume of €534.5m by 2030.
  • It is worth noting that United States generates the majority of the value, with a projected market volume of €6.9bn in 2024.
  • In terms of user base, the number of users in the Metaverse Gaming market is estimated to reach 1.7m users by 2030.
  • User penetration, which measures the proportion of users within a specific market, is projected to be 9.7% in 2024 and is expected to increase to 30.6% by 2030.
  • Additionally, the average value per user, also known as the average revenue per user (ARPU), is expected to be around €117.2.
  • in New Zealand, as a country, can also benefit from the growth in the Metaverse Gaming market.
  • New Zealand has seen a surge in Metaverse Gaming, with local players embracing virtual reality and immersive experiences.
 
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Analyst Opinion

The Metaverse Gaming market in New Zealand has been experiencing significant growth and development in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this positive trajectory.

Customer preferences in New Zealand have played a crucial role in the development of the Metaverse Gaming market. The country has a strong gaming culture, with a large and active community of gamers. New Zealanders have shown a preference for immersive and interactive gaming experiences, which aligns well with the concept of the Metaverse.

The ability to explore virtual worlds, interact with other players, and customize avatars has resonated with the local gaming community, driving the demand for Metaverse Gaming in the country. Trends in the market have also contributed to the growth of the Metaverse Gaming market in New Zealand. The increasing availability of high-speed internet and advancements in technology have made it easier for gamers to access and enjoy Metaverse Gaming experiences.

The rise of virtual reality (VR) and augmented reality (AR) technologies has further enhanced the immersive nature of these gaming experiences, attracting more players to the Metaverse. Additionally, the COVID-19 pandemic has accelerated the adoption of online gaming platforms, including the Metaverse, as people sought entertainment and social interaction while adhering to social distancing measures. Local special circumstances have also played a role in the development of the Metaverse Gaming market in New Zealand.

The country's relatively small population and geographic isolation have created a close-knit gaming community, fostering a sense of camaraderie and collaboration within the Metaverse. New Zealand's unique cultural heritage, including its indigenous Māori culture, has also influenced the development of Metaverse Gaming experiences, with some games incorporating elements of Māori mythology and storytelling. Underlying macroeconomic factors have further supported the growth of the Metaverse Gaming market in New Zealand.

The country has a stable and prosperous economy, with a high level of disposable income among its population. This has allowed individuals to invest in gaming hardware and software, including the necessary equipment to access and enjoy Metaverse Gaming experiences. Additionally, the government's commitment to digital innovation and technology has created an enabling environment for the growth of the Metaverse Gaming industry.

In conclusion, the Metaverse Gaming market in New Zealand has experienced significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The country's gaming culture, preference for immersive experiences, and technological advancements have all contributed to the increasing popularity of Metaverse Gaming. As the market continues to evolve, it is expected to offer even more innovative and engaging experiences for gamers in New Zealand.

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.

Visión general

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