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Market Insights
- Worldwide
- The Metaverse market is projected to reach a value of US$74.4bn in 2024.
- This market is expected to grow at an annual growth rate (CAGR 2024-2030) of 37.73%, resulting in a projected market volume of US$507.8bn by 2030.
- In 2024, United States generates the most value in the Metaverse market, with a projected market volume of US$23.0bn.
- By 2030, the number of users in the Metaverse market is expected to reach 2,633.0m users.
- The user penetration is predicted to be 14.6% in 2024 and is expected to increase to 39.7% by 2030.
- The average Value per user (ARPU) is projected to be US$79.5.
- The Metaverse market holds significant potential worldwide.
- The Metaverse market is booming worldwide, with countries like the United States, China, and Japan leading the way in terms of technological advancements and user adoption.
Definition:
The term metaverse refers to a virtual world or collection of virtual worlds that exist in a shared digital space and can be accessed by users through the internet. It typically includes virtual reality, augmented reality, and other immersive technologies. Its scope encompasses a wide range of possibilities and opportunities in education, entertainment, health and fitness, and even remote work, but it is commonly associated with eCommerce and gaming.
Structure:
The Metaverse market covers the markets eCommerce, Gaming, and Education. The eCommerce market covers all goods that can be purchased and distributed within and throughout the metaverse. Gaming encompasses all games that are either directly involved in classified metaverse apps or collaborative open-world games. Education covers the range of possibilities for consumers to experience courses, classes, field trips, and more in the metaverse. For a more detailed explanation of all the markets, see the respective market page.
Additional Notes:
The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases, advertising spending, and consumer spending on apps, games, items, products, and hardware such as headsets or glasses. Sales channel data shows both online and offline market sizes. Information on gaming, eCommerce, virtual assets, digital media, digital health, digital advertising, and education can also be found in the Digital Market Insights. Information on AR & VR hardware can also be found in the Advertising & Media Insights. Key players of the market include companies such as Meta, Roblox, Epic Games, and Decentraland.
in-scope
- Open-world games with social interaction, such as Fortnite
- Ecommerce marketplaces, such as NIKELAND in Roblox
- Virtual Assets used to buy goods in the metaverse, such as Ethereum
- Education in form of online classes or certificates in the metaverse, such as Decentraland University
out-of-scope
- Non-related open-world games, such as World of Warcraft
- Physical goods, service and products bought with cryptocurrencies, such as Fashion
- Non-fungible Tokens bought as personal collectable, such as non-metaverse selection on OpenSea
Metaverse
- Metaverse Education
- Metaverse Live Entertainment
- Metaverse Advertising
- Metaverse Digital Media
- Metaverse Virtual Assets
- Metaverse Health and Fitness
- Metaverse Gaming
- Metaverse eCommerce
- Metaverse Workplace
Related markets:
Advertising
Media
Esports
Online Gambling
App
Sports
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Market
Region
Region comparison
Currency
Analyst Opinion
The Metaverse market is experiencing rapid growth and development worldwide. As technology advances and virtual reality becomes more accessible, people are increasingly drawn to the immersive and interactive experiences offered by the Metaverse. Customer preferences: Trends in the market: Local special circ*mstances: Underlying macroeconomic factors:
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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