Professional Documents
Culture Documents
Metaverse –
Market Data Analysis
& Forecast
2023
Agenda
Segments
Metaverse Education 39
Metaverse Live Entertainment 56
Metaverse Advertising 70
Metaverse Digital Media 77
Metaverse AR & VR Hardware 91
Metaverse Virtual Assets 106
Metaverse Health and Fitness 120
Metaverse Gaming 134
Metaverse eCommerce 149
2
CHAPTER 1
Market Outlook
The Metaverse market is a fast-growing market reaching a market size of
US$484.8 billion
Overview: Summary
Summary
The concept and adoption of the metaverse are still in their early stages, however, targeting of experiences to individual users, the use of virtual currencies, the
the market has vast potential as the metaverse could revolutionize future emergence of new business models, the potential for live streaming, e-commerce
interactions. Current trends of the metaverse include the creation of multi-user and other forms of online transactions, and the key role of innovation and
virtual environments where users can interact with each other and digital objects experimentation in shaping the future of the metaverse. Additionally, the
in real-time, the use of virtual and augmented reality technology to create advancements in hardware such as VR and AR headsets, controllers, and haptic
immersive and engaging experiences, the development of social and gaming feedback devices will play a big role in the growth of the metaverse.
experiences, the use of virtual currencies, the use of data and analytics to
The future market development of the metaverse is expected to experience
personalize and target experiences to individual users, the potential for live
significant growth, with a CAGR(1) of 34.98% and reaching a total market size of
streaming, e-commerce and other forms of online transactions and the key role
$485.8 billion by 2030. As described the market has a lot of potentials, such as
of innovation and experimentation in shaping the future of the metaverse. It's
increased social interaction and connection, enhanced immersive experiences in
important to note that the metaverse is still in its early stages of development and
gaming and other virtual environments, new opportunities for education, training,
the trends are constantly evolving.
and remote work, and economic growth through the creation of virtual goods and
Future growth factors of the metaverse include advancements in technology such services. Nevertheless, it also bears some risks, such as privacy and security
as virtual and augmented reality, artificial intelligence, blockchain, 5G and Edge concerns, addiction and negative impact on mental health, economic inequality,
computing, increasing adoption of metaverse platforms, growing popularity of lack of access for some individuals, and the potential for the further blurring of
social media, gaming, and other activities in virtual worlds, personalization and the line between virtual and real life.
4 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
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 The market includes: The market excludes:
typically includes virtual reality, augmented reality, and other immersive
• Open-world games with social • Non-related open-world games,
technologies. The Metaverse is a term that encompasses a wide range of
interaction, such as Fortnite such as World of Warcraft
possibilities, but some of the most common segments are eCommerce and
gaming. Additionally, the metaverse could also bring new opportunities for • Ecommerce marketplaces, such as • Physical goods, service and products
education, entertainment, health and fitness, and even remote work. NIKELAND in Roblox bought with cryptocurrencies, such as
Fashion
The metaverse market consists out of 10 different segments, such as eCommerce, • Virtual Assets used to buy goods in
Gaming, or Education. E-commerce covers all goods that are distributed through the metaverse, such as Ethereum • Non-fungible Tokens bought as
personal collectable, such as non-
the metaverse and can be bought in the metaverse, for instance in virtual stores.
• Education in form of online classes metaverse selection on OpenSea
Gaming encompasses all games that are either directly involved in classified or certificates in the metaverse, such
metaverse apps or collaborative open-world games. Education covers the range of as Decentraland University
possibilities consumers have to experience courses, classes, field trips, and more in
the metaverse. For a more detailed explanation of all the segments, see the
respective segment page.
Key Takeaways
User penetration will be 6.0% in 2023 and is expected to hit 17.9% by 2030.
6 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
IBM launched its first mainframe in Introduced in 1975, the personal Wireless communication enabled The Metaverse could be the fourth
1952, a computer system that computer has inspired new new and easier ways of data era of computing by transforming
revolutionized the IT industry, industries, new companies, and transfer, and cloud technologies physical interactions into virtual
allowing customers to consolidate turned their founders into paved ways to more decentralized worlds while increasing learning
all of their data and applications into millionaires and billionaires storage and computing methods and improving
a single system technologies
... ...
8 Notes: (1)VR: Virtual Reality (2) MR: Mixed Reality (3) Anyone with a credit card and a business idea may create an online store employing low-cost suppliers from around the world
Video games are creating virtual shared spaces to Examples of human interactions in virtual worlds Motivation among gamers to start a new game
facilitate social interactions Music TV & Video
9 Notes: (1) What motivates you to start a new game? (multi-pick); 1.035 U.S. adults (18-64 y/o) surveyed Aug 2022. Usage refers to past 12 months
Sources: Company information; Activate Consulting; Statista Global Consumer survey, as of November 2022
Rapid advancements in the gaming sector are driving the future of the total
immersive gaming experience
Overview: change of the gaming industry
Cloud Gaming
Augmented
Mobile Gaming Video games transport the player
into an alternate virtual world
Reality (AR(2))
where techniques are used to make
them feel like the character they're
playing.
Social
Interactions
Drivers Enablers
• Works with a headset device connected to a PC • Smartphones and glasses are predominantly used • Virtual objects are integrated into the natural world
to combine real-world surroundings with digital and viewed through special glasses
• Virtual reality places the user in a completely digital
information
environment • Objects can be responsive and interactive
• The real world remains at the center of AR, but
• This results in a fully enclosed environment and a • Mixed reality interacts with the environment and
digital components enhance the experience
synthetic experience with no sense of the real world alters it at the same time
Gaming
VR enables a greater gaming experience by By enhancing games with AR technology, they Similar features as AR in gaming, overall, it will
having games more realistic and interactive become more complex and immersive path new ways of gaming and beyond
11
60 US$52.05bn
50 Planned release
Microsoft of Apple’s AR AR
40 HoloLens glasses
Pandemic
caused a huge
30
5G was demand in AR
deployed & VR
20 Google Facebook PlayStation
VR VR
launches AR acquired
10 glasses Oculus
2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027
12 Notes: (1) Market data from 2012 to 2016 are only estimates, 2017 to 2027 are based on Statista Advertising & Media Insights
The Metaverse is a persistent and immersive simulated world in The Metaverse paves ways not
Immersive AR & VR which consumers can immerse themselves using AR or VR, and it only for gaming but also for
media technology is experienced in the first person by large groups of simultaneous eCommerce, virtual assets,
users who share a strong sense of a shared community education, etc.
13
Sources: Norton
Currently, the presence of the metaverse dominates in gaming-based virtual
worlds where creator-made content allows for monetization
Overview: Metaverse users
MAU(1) of selected virtual worlds in millions Roblox Four quadrants of virtual world economies
Externalized
250,1
“Mashup Ecosystems” “Sandboxes”
202,0
0,2
Have been
developed as
0,2
metaverse Fortnite is a 100-player battle royale online game
prototypes “Theme Parks” “Walled Gardens”
featuring developer-made as well as creator-made
0,1 Internalized
environments.
14 Notes (1) MAU: Monthly Active Users; (2) MUDs: Multi-User Dungeon, Dimension or Multi-User Domain; Closed vs. open economies: in an open economy, other creators can contribute to the world’s ecosystem, while in closed
economies, only the original creator can; Externalized vs. internalized economies: in externalized economies, economic activity is possible beyond the platform’s confines
Sources: Company information; ActivePlayer; Jon Radoff
The Metaverse is built on seven foundational layers that are powered by
emerging trends and technologies working across these layers
Overview: structure of the metaverse (1/2)
Experience
Gaming Shopping
Discovery
The Metaverse presents a plethora of three-dimensional
visuals and two-dimensional experiences that we are
currently unable to experience. eSports
Social Curation
Ad Networks
Creator Economy Social
The stages of evolution of the Web Metaverse as new operating system for Web 3.0
16 Notes: (1) MR: Mixed Reality (2) NFTs: Non-Fungible Tokens (3) DeFi : Decentralized Finance
Metaverse supply chain overview Selected big tech players and their stakes in the metaverse’s supply chain
Data
Closed ecosystem Marketplace
Advertising
Portable machine
Consumers
Digital (raw data) Data layer
Items
Data Ownership
Hardware Fees Speech
(Meta Hardware/ Apple recognition
Oculus HoloLens TenVR Pico
Exported Quest 2) Access Glasses / Google
Digital ID Glasses
Operating Data
Global Reality layer Tokenization Develop- Tool Google Game
OS/ Tech ARKit Game
Digital Operating ment and Software Daydream Engine
Platform framework Engine
Ownership System Presence Operating Android (Restart
(Engine) iOS (Unreal)
Platform System OS the World)
Apps Gaming,
Application Gaming
Market- Social Gaming, Gaming,
Develop- (Activision Gaming
place (Horizon Video Social
Application ? Blizzard, (START),
ment Worlds), (Youtube (Reboot
layer Minecraft), Social
Fitness, VR) World)
ecosystem Workplace
Workplace
Appli-
cations NFTs Blockchain
ownership Ownership
tokenized
ecosystem layer Data ownership
Portability
Open ecosystem
17
VR VR
Project Starline Chrome AvatarsDisney NBC Viacom
Supply Chain CBS Netflix
Google Earth VR Twin and Pulse
NFT Sharing on
2 Spark 3D Avatars Instagram/
Pro
Facebook
NFTs
Mesh Mesh HP Reverb G2 Mesh Mesh Mesh Avatars Digital Twins Windows 11
Guardian
Creation
Super QQ Testing NFT
Show USAA AARP AAA Profiles
18
19 Notes: Meta has also partnerships established in terms of VR Live Events with ESL, Fox Sports, melody VR, NBA and Tidal and in terms of VR for work with Dropbox, Microsoft, Slack, smartsheet, Spatial, Spike and Zoom
Selected multi-year spending programs compared to Meta‘s Metaverse bet in billion US$
250 253
40
32
23 25
4
Apple Iphone Manhattan Project Tesla Boeing Google "Other Bets" Meta Reality Labs Apollo Programm
(R&D spend 2004-2007) (Atomic Bomb) (capital burn before (787 Dreamliner (last 10 years) (~US$25bn per (1960-1973)
FCF profitability) Program) year / 10 years)(1)
20 Notes: (1) Reality Labs is Meta‘s XR division (extended reality). Meta has only been sharing its Reality Labs revenue and operating cost figures since Q4 2020.
AR & VR
So far Apple invested in smaller companies with AR & VR background to increase
their patent portfolio, setting the foundation for its future AR products.
• Apple started experimenting with AR & VR applications over a
decade ago, as shown by its patent activity. In 2017, Apple
launched its ARKit framework, which enabled developers to build Camerai
AR applications (so far used by 14,000 apps with over 13 million
total downloads).
• It appears that Apple is planning the launch of AR glasses and/or Acquisitions
a mixed reality headset in 2023. Moreover, they are working on a
finger-mounted input system for iPhones alongside new sensors
for iPhone Pros.
• Unlike Meta, Apple has not been clear about its Metaverse
ambitions, but its continued investment in AR & VR companies
points to more immersive digital environments and hardware
•
that may be released soon.
Mark Zuckerberg stated that Apple and Meta are in a “very deep,
?
philosophical competition” to build the metaverse, competing to Partnerships
determine “what direction the internet should go in.” Since the
introduction of Apple’s App Tracking Transparency (ATT) in 2021,
the company’s rivalry with Meta has escalated.
21
Media eCommerce
The Metaverse could The Metaverse could The Metaverse The Metaverse could The Metaverse could
replace physical offices, enhance education as economy could become help planning replace in-person
e.g., Horizon students have more as important as the infrastructure/traffic physical interaction to
Workrooms which is possibilities to learn, real-world economy, solutions in cities to an extent, e.g.,
part of Horizon Worlds e.g., surgeons can e.g., Bitcoin’s average reduce commuting experience concerts or
practice virtually trading volume is time, e.g., using digital gaming
US$24.73 bn. twins
23
Sources: finbold
The global Metaverse revenue is expected to grow at a CAGR(1) of 34.98% to
US$485.8 billion by 2030
Market size: revenues (1/2)
490.4
401.1
+34.91%(1) 301.9
212.3
145.2
100.3
72.1
44.7 55.0
24 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+35.3%(1)
120.22 123.45
+30.4%(1)
87.57
25 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW : Rest of the World
4.4
4.5 4.3
+36.90%(3) 4.0
4.0
3.5
3.5 3.1 3.2
2.9
3.0 2.6
2.5
2.5
1.9 1.9 1.9
2.0 1.7 1.7
1.5
1.5 1.2 1.2
0.9
1.0 0.5 0.7 0.7
0.4 0.4
0.5
0.2
0.0
2023 2024 2025 2026 2027 2028 2029 2030
Optimistic Scenario Moderate Scenario Conservative Scenario
26 Notes: (1) The Total Addressable Market refers to the revenue opportunity available for products or services (2) We assume a digital economy of US$12.8 trillion and for the conservative scenario we assume a 15% shift to the
metaverse, for the moderate scenario we assume at 25% shift and for the optimistic scenario we assume a 35% shift (3) CAGR: Compound Annual Growth Rate / average growth rate per year
Sources: Statista Advertising & Media Insights 2023
The global Metaverse user number is expected to grow at a CAGR(1) 17.6% to
1.451 billion in 2030
Market size: users (1/2)
1,451.3
1,309.4
1,129.9
17.6%(1)
939.0
768.6
632.3
529.8
455.5
397.5
27 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+19.1%(1)
624.7
+15.2%(1)
472.6
+19.1%(1)
234.3
154.4 152.4 +17.6%(1)
119.7
58.0 32.7
28 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW : Rest of the World
64.1% of global population using the internet on a monthly 23.57 Mbits/s is the global average internet connection speed.
basis. Increasing internet penetration builds the base for using As connection speeds improves, services such as high-quality
digital media. videos and 3D simulation become available.
28.8% of the global population are using AR & VR hardware or 34.4% of the global population are gamers, either on mobile
technology. games, online games, or download games.
29
92% 91%
88%
84% 82%
Ø 81%
74% 72% Europe
Ø 64.1%
Global
30
112.9 116.1
109.4
105.4
101.0
96.2
90.9
85.0
78.5
71.5
63.6
48.1
43.7
39.5
35.3
31.3
27.4
23.7
20.3
14.4 17.2
11.9
2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027
31
61%
56%
52% 51% Ø 51%
50%
45% Global
41%
32
58%
51%
49%
45% Ø 45%
40% Global
38%
36%
33
Number of individuals (all ages) is 7,542 million. The number of Average consumer spending per capita of private households
individuals living in a country is a key indicator for the market was US$ 6,753. Knowing the expenditure per capita gives
size. necessary insights into price developments and the average
willingness to pay.
Share of older people in the population increases, as well as a 64% of the global population is using smartphones in 2021.
change within the share of male and female towards more
females in the population.
34
1,444
333
84 68 65 60 47
35
Male Female
36
41,336
24,481
21,651
20,240
18,733
17,133
Ø 13,563
Europe
4,296 Ø 6,753
Global
37
92% 91%
87%
83%
80%
Ø 78%
72% 72%
Europe
Ø 64%
Global
38
Segments
Metaverse Education 39
Metaverse Live Entertainment 56
Metaverse Advertising 70
Metaverse Digital Media 77
Metaverse AR & VR Hardware 91
Metaverse Virtual Assets 106
Metaverse Health and Fitness 120
Metaverse Gaming 134
Metaverse eCommerce 149
39
CHAPTER 2
Segments
SEGMENTS
Metaverse Education
Market size
User numbers
Penetration rate
The Metaverse Education segment is a fast-growing market with a CAGR(1) of
40.3%
Overview: Summary
Summary
One major trend in the education segment of the metaverse market is the In terms of forecast, the education segment of the metaverse market is expected
increasing adoption of virtual and augmented reality technology in formal to continue to experience strong growth in the coming years. The increasing
education. This is being driven by the need to adapt to the changing education adoption of virtual and augmented reality technology in formal education and
landscape, as well as the desire to create more interactive and personalized professional education is expected to drive the growth of this segment.
learning experiences. Another trend is the increasing use of virtual and Additionally, the growing demand for more interactive and personalized learning
augmented reality technology in professional education, as more and more experiences is expected to drive this market's growth. However, the cost of virtual
companies are recognizing the benefits of providing training and development and augmented reality devices, and the lack of standardization in virtual and
programs for their employees in a virtual environment. augmented reality content creation and distribution might hinder the growth of
the market.
The effect on the numbers is that the education segment of the metaverse
market is expected to experience significant growth in the coming years.
According to market research, the global virtual and augmented reality in
education market size is expected to reach $24 billion by 2030, with a CAGR(1) of
40.29% from 2022 to 2030. This growth is driven by factors such as the increasing
adoption of virtual and augmented reality technology in formal education and the
growing demand for professional education in a virtual environment.
42 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
The education segment of the metaverse market refers to the use of virtual and
augmented reality technology in education and training. This includes both formal This segment includes: This segment excludes:
education, such as primary, secondary, and higher education, as well as
• Virtual field trips, such as Google • Online classes or courses, such as
professional education, such as training programs for working professionals.
Expeditions Udemy
Professional education refers to training and development programs for working
professionals, such as executive education, certification programs, and continuing • Virtual lab simulations, such as • Online univeristy, such as watching
education. These programs are typically designed to help professionals acquire Nearpod lectures online
new skills, stay current with industry trends, and advance their careers. They can be
• Virtual tutoring and online classes in
delivered in a variety of formats, including online courses, virtual classrooms, and the metaverse, such as Classcraft
immersive simulations. Formal education, on the other hand, refers to the
traditional classroom-based education system, including primary, secondary, and
higher education. In the metaverse, formal education can take place in virtual
classrooms, where students can interact with teachers and classmates in real time,
as well as access course materials, assignments, and assessments. Additionally,
virtual and augmented reality can be used to create immersive learning
experiences that can supplement or replace traditional classroom-based
instruction.
43
Key Takeaways
User penetration will be 0.2% in 2023 and is expected to hit 0.9% by 2030.
44 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Augmentation
Intimate
& &
Every- Inter-
ware action
A mirror world can help to break down Models Engaging in training activities such as
physical barriers to learning and education. & firefighting or pilot training in the real world
Immer-
By using an online video conferencing tool can be risky. The virtual world can be a
sion
one can show a depiction of real-world suitable medium to train by mimicking the
online classroom mirrors. conditions of real-life situations.
Simulation
45
24,001.2
21,933.5
9,516.2
5,627.9
3,555.9
1,900.7 2,470.2
1,601.0
46 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+38.4%(1)
6,283.8 6,473.4
+40.6%(1)
2,908.5
47 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
+41.0%(1)
+41.1%(1)
1,239.8 +41.3%(1)
1,056.1 +41.3%(1)
940.6
729.7 +41.4%(1)
409.3
2022 2030 2022 2030 2022 2030 2022 2030 2022 2030
Japan Germany United Kingdom France South Korea
48 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
296.6
240.3
194.1
159.7
135.4
119.1
108.8
49 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1,306.8
1,251.8
1,090.4
888.8
720.7
594.7
504.3 457.0 477.8
442.3 392.5
401.6
310.5
244.5 214.4 224.2
167.8 198.2 184.0
138.7 149.3 114.2 145.3
50 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
1,226.8
1,066.6
1,020.3
970.7
877.2
764.6 751.3
695.4 718.8
619.6 618.5
548.8 560.2 585.7
524.6 491.3
466.5 445.2 481.1
433.2
376.8 388.4 380.7 351.3
310.3 334.6 315.4 336.0
266.9 299.8 288.3
219.2 236.8 242.9 227.7
205.7 145.0 179.0
169.9 182.9
101.7 109.3 122.8
51 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
67.2
64.1
53.7
39.6
29.0
22.3
18.2
14.7 16.0
52 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
27.2
20.0
14.6
12.9 13.6
11.1 10.8
9.1 12.6 13.2
7.4 8.0 7.9 10.5
5.8
4.4 7.7 6.1 6.4
2.9 3.2 3.6 5.2
5.6 4.0
3.5 4.3 3.1
2.8 3.1
1.7 2.0 2.4
1.5
2022 2023 2024 2025 2026 2027 2028 2029 2030
ROW(2) China Europe United States
53 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
1.3
1.2
1.2
1.2
1.0 1.0 1.1
0.9 1.0
0.9
0.7 0.7
0.8
0.6 0.5 0.7
0.5 0.6 0.6 0.6
0.4 0.4 0.5
0.4 0.3 0.5
0.3 0.3 0.4 0.4
0.3 0.3 0.3 0.4
0.3 0.3
0.2 0.3
0.2 0.2
0.1 0.1 0.2
54 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1. Switzerland 3.16%
2. Singapore 3.06%
3. Denmark 3.03%
4. Norway 3.02%
5. Denmark 3.01%
55
Market size
User numbers
Penetration rate
The Metaverse Live Entertainment segment is a relatively small segment of the
metaverse market
Overview: Summary
Summary
Current trends for live entertainment in the metaverse include virtual concerts pandemic situation has accelerated the adoption of virtual events and
and music festivals, virtual theater and live performances, virtual reality experiences, as people are looking for ways to attend events and socialize
experiences, interactive and gamified experiences, virtual reality social events, the remotely. All these factors are contributing to the growth of live entertainment in
use of blockchain technology, and hybrid events. These trends may involve the the metaverse.
use of virtual reality technology to create immersive and interactive experiences
According to our forecast, live entertainment in the metaverse is expected to have
for users, and the use of blockchain technology to create and manage virtual
a CAGR(1) of 8.47% and reach a market size of 458 million by 2030, as a result of
assets such as virtual concert tickets and virtual merchandise. Additionally, live
the current trends and further adoption in the future.
events are also being held both in-person and in the metaverse, allowing users to
attend events either in person or virtually, depending on their preference.
57 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
The Live Entertainment segment of the metaverse market refers to the use of
virtual and augmented reality technology to create immersive experiences for live This segment includes: This segment excludes:
events and performances. This includes virtual concerts, theater productions, and
• Virtual concerts, such as Travis Scott • Live concerts streamed, such as
comedy shows. These events can be attended by users in the metaverse, who can
in the metaverse streaming on Twitch or Youtube
interact with each other and the performers in real time.
• Virtual festivals, such as the • Sport events streamed, such as
The market comprises revenues, users, average revenue per user, and penetration
metaverse Festival Football
rates. Revenues are generated through in-app purchases and consumer spending.
• Virtual art galleries, such as VR
Key players in the market include companies, such as live events in Fortnite with
Museum of Fine Art
acts from Marshmello or Travis Scott.
58
Key Takeaways
User penetration will be 0.0% in 2023 and is expected to hit 0.0% by 2030.
59 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
457.8
442.8
+8.5% (1) 410.7
360.1
308.1
272.0
243.0 252.4
238.6
60 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+8.4%(1)
159.0
+8.5%(1) +8.8%(1)
119.9 123.4
83.5
+7.9%(1) 62.2 62.8
55.5
30.1
61 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
+10.7%(1)
+10.1%(1)
23.7 +12.0%(1)
20.2 +12.5%(1)
17.9
13.9 +9.1%(1)
10.5
9.3
7.2 7.8
5.4
3.9
2022 2030 2022 2030 2022 2030 2022 2030 2022 2030
Japan Germany United Kingdom France South Korea
62 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
63 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
540.8 549.7
521.6
491.0
457.3
431.1
401.6 406.2 415.0
64 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
585.8 595.6
564.3
528.8
489.8
460.8
433.2 436.7 444.5
419.5 426.5
404.1
378.8
351.0
318.5 330.2
310.3 312.9 301.2
285.4 296.3
267.6
233.4 248.1
219.2 221.0 225.1 221.3 229.7 233.6
207.4
180.7 192.1
169.9 171.3 174.3
132.4 137.5 139.8
114.9 124.1
101.7 102.5 104.3 108.1
65 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
3.1 3.2
3.0
2.8
2.6
2.4
2.3 2.3 2.3
66 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
67 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
68 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1. Switzerland 0.138%
2. Singapore 0.134%
3. Sweden 0.133%
4. Norway 0.132%
5. Denmark 0.131%
69
Metaverse Advertising
Market size
User numbers
Penetration rate
The Metaverse Advertising segment is shaped by new technologies and
improving adoption of the metaverse
Overview: Summary
Summary
The metaverse, a virtual shared space where users can interact with each other The market development for advertising in the metaverse is expected to grow at a
and digital objects in real time, is a relatively new concept and as such, advertising CAGR(1) of 13.94%, driven by the increasing adoption of virtual and augmented
trends within it are still emerging. However, some potential trends include the use reality technology and the growing popularity of gaming and social media in
of virtual and augmented reality, the use of 3D and animated characters, the virtual worlds. The market will have a market size of $3.9 bn by 2030.
creation of virtual brand experiences, and the use of data and analytics to
personalize advertising to individual users. Additionally, native advertising, where
the ad experience is integrated into the overall experience of the metaverse,
rather than being distinct from it, is also likely to become more prevalent.
71 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
The Advertising segment of the metaverse market refers to the practice of
promoting and selling products or services within virtual reality environments, such This segment includes: This segment excludes:
as in video games, social VR platforms, or other immersive digital spaces. This can
• In-game advertising, such as in • In-game advertising, that are not
include in-game or in-app ads, branded virtual experiences, and sponsored content
Roblox considered as part of the metaverse,
within the metaverse. such as World of Warcraft
• In-video advertising, such as in
The market comprises revenues, that are generated through ad spending.
Virtual Reality videos
72
Key Takeaways
73
3,905.2
3,743.1
3,347.8
+13.9% (1)
2,640.0
1,968.7
1,581.4
1,374.8 1,390.6 1,436.0
74 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+13.9%(1)
1,022.5 1,053.3
+13.3%(1)
473.3 477.4
359.9 363.2
174.2
75 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
+13.9%(1)
+13.9%(1)
201.7 +13.9%(1)
171.8 +13.9%(1)
153.1
118.7 +13.9%(1)
71.0 66.6
60.5 53.9
41.8
23.4
2022 2030 2022 2030 2022 2030 2022 2030 2022 2030
Japan Germany United Kingdom France South Korea
76 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market size
User numbers
Penetration rate
The Metaverse Digital Media segment is a grows at a CAGR(1) of 11.66%
Overview: Summary
Summary
Digital media in the metaverse is bringing a lot of potential to the market as it is The market development for digital media in the metaverse is expected to grow at
one pillar of the overall consumer experience. 3D content and digital experiences a CAGR(1) of 11.66% and reach a market size of $1.27 billion by 2030, driven by
with AR and VR will be key for creating immersive and engaging digital advancements in technology, increasing adoption of virtual and augmented
experiences in the metaverse. The use of 3D technology will allow for the creation reality, the growing popularity of gaming and social media in virtual worlds,
of realistic and detailed digital environments and characters, which can be used in personalization and targeting of digital media to individual users, live streaming
a wide range of applications, such as gaming, social media, and advertising. and e-commerce opportunities, and the innovation and experimentation in the
field.
The growth of digital media in the metaverse is driven by advancements in
technology such as virtual and augmented reality, 3D modeling, and animation
which allows for the creation of more immersive and engaging digital
experiences. The growing popularity of gaming and social media in virtual worlds,
the increase in adoption of metaverse platforms, personalization and targeting of
digital media to individual users, and the potential of live streaming and e-
commerce in the metaverse are also key growth factors. Innovation and
experimentation will also play a key role in the growth of digital media in the
metaverse.
78 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
The Digital Media segment of the metaverse market refers to the use of digital
technology to create, distribute, and consume content within virtual reality This segment includes: This segment excludes:
environments. This can include video, audio, text, images, and interactive
• Virtual escape rooms, such as • Games considered as metaverse,
experiences that are accessible through a wide range of devices, including VR
Escape the Lost Pyramid such as Fornite
headsets, smartphones, and computers.
• Virtual sport events, such as The • Digital music streaming or video
The market comprises revenues, users, average revenue per user, and penetration
Metaverse Open streaming, such as Spotify or Netflix
rates. Revenues are generated through in-app purchases and consumer spending.
Data on the digital media market can also be found in the Digital Market Insights. • Virtual amusement parks, such as
The Sandbox's LAND
79
Key Takeaways
User penetration will be 0.1% in 2023 and is expected to hit 0.1% by 2030.
80
1,270.8
1,220.7
1,106.8
+11.7% (1)
913.1
730.2
611.5
526.3 536.0 557.4
81 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+11.7%(1)
441.3
+11.7%(1) +11.9%(1)
332.7 342.8
+11.0%(1) 182.8
154.0 137.8 139.0
66.7
82 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
+11.6%(1)
+11.7%(1)
65.5 +11.6%(1)
55.9
+11.7%(1)
49.8
38.6 +11.6%(1)
27.2
23.2 20.6 21.7
16.0
9.0
2022 2030 2022 2030 2022 2030 2022 2030 2022 2030
Japan Germany United Kingdom France South Korea
83 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
84 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
601.8 613.8
574.4
523.5
475.8
437.7
407.3 416.9
401.6
85 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
648.1 661.2
617.6
563.8
505.1
463.8 464.3 473.6
433.2 436.2 443.9 442.4
403.9
362.2
332.5 328.0 334.6
310.3 312.5 318.2 312.6
285.3
256.1 254.2 259.3
224.9 235.2 242.2
219.2 220.8 221.1
181.9 198.1
169.9 171.0 174.1
144.9 152.1 155.2
118.4 132.3
101.7 102.3 104.1 108.7
86 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
7.8 8.0
7.5
6.7
6.0
5.4
5.1 5.1 5.2
87 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
3.0
2.8
2.6 2.6 2.6
1.6 1.6
1.5
1.4
1.2 1.5 1.6
1.0 1.0 1.1 1.1 1.5
1.3
1.2
1.0 1.0 1.0 1.1 0.7 0.7
0.6 0.7
0.5 0.5 0.5 0.5 0.5
88 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
0.2 0.2
0.2
0.2
0.1 0.1 0.1
0.1
0.1
0.1 0.1 0.1 0.1 0.1 0.1
0.1
0.1
0.1 0.1 0.1 0.1
0.1 0.1 0.1 0.1
0.1 0.1
0.1 0.1
0.1 0.1 0.1 0.1 0.1
0.1 0.1
0.1 0.1 0.1 0.1
0.1
0.0 0.0 0.0 0.1
89 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1. Switzerland 0.345%
2. Singapore 0.334%
3. Sweden 0.331%
4. Norway 0.330%
5. Denmark 0.329%
90
Market size
User numbers
Penetration rate
The Metaverse AR & VR Hardware segment is predicted to have a market size of
$3.19 billion by 2030
Overview: Summary
Summary
Current trends in AR and VR hardware in the metaverse include the use of head- platforms, the growing popularity of gaming and social media in virtual worlds,
mounted displays for immersive virtual and augmented reality experiences, hand- increasing investment, the need for multi-modal input methods and smart
held controllers for natural interaction with digital objects, 5G and Edge glasses and the need for comfortable and lightweight equipment.
Computing to support high-bandwidth and low-latency requirements, lightweight
and comfortable equipment, multi-modal input methods such as voice and
gesture recognition, and smart glasses that blend AR with the real world.
92 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
The AR (augmented reality) and VR (virtual reality) hardware segment of the
metaverse market refers to the physical devices used to access and interact with This segment includes: This segment excludes:
virtual reality environments, including both augmented and virtual worlds. In our
• Augmented Reality Glasses used for • Augmented Reality Glasses used for
case, it refers to AR and VR headsets or glasses.
metaverse experience, such as non metaverse experience, such as
The AR & VR Hardware segment consists of two subsegments: AR Hardware and VR HoloLens HoloLens
Hardware. AR Hardware refers to headsets or glasses used to create augmented
• Virutal Reality headsets used for • Virutal Reality headsets used for
reality inferences between the real and virtual worlds. VR Hardware mainly refers metaverse experience, such as non metaverse experience, such as
to headsets that aim to create a virtual world for consumers. The market comprises Oculus Quest Oculus Quest
revenues, users, average revenue per user, and penetration rates. Revenues are
• Non-electronic devices, such as
generated through consumer spending on hardware such as headsets or glasses.
mobile phone equipment
Data shows both online and offline revenues. Market numbers for VR headsets are
also featured in the Consumer Market Insights, namely in the Gaming Equipment
segment of the Consumer Electronics market. Or the AR & VR Hardware segment in
the Advertising & Media Insights. Key players in the market include companies such
as Meta (Oculus VR), Microsoft (HoloLens), and PlayStation VR.
93
Key Takeaways
User penetration will be 0.1% in 2023 and is expected to hit 0.3% by 2030.
94
3,191.8
2,934.6
+17.7% (1) 2,677.5
2,418.7
2,171.6
1,905.9
1,548.1
1,174.4
865.9
95 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+18.1%(1) +17.0%(1)
854.8 833.1 +18.4%(1)
+17.4%(1)
748.1 755.8
96 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
+17.4%(1)
+16.4%(1)
177.0 +17.0%(1) +16.8%(1)
161.4
128.8 125.0 +17.4%(1)
86.2
49.1 47.7
36.7 36.0
23.9
2022 2030 2022 2030 2022 2030 2022 2030 2022 2030
Japan Germany United Kingdom France South Korea
97 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
134.3 137.9
130.2
126.6
121.2
116.9
109.4 111.8
107.6
98 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
137.5 140.5
131.2 133.9
126.3 137.2
123.2 133.2
119.8 118.5 120.4 128.6 143.2
124.6 140.0
118.8 133.0 136.4
113.4 114.2 128.1 130.6
107.4 109.5 123.9 126.5
122.0
117.4 117.9
109.4 112.1
106.8 107.2
98.9 101.4
96.8
99 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
100 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
23.1
21.9
20.6
19.1
17.9
16.3
13.9
10.9
7.9
101 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1.7
102 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
103 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1. Australia 2.42%
2. Iceland 2.26%
3. Sweden 1.88%
4. Norway 1.86%
5. Switzerland 1.81%
104
VR product Company Revenue 2021 in Hardware Units sold(1) Platform Price in US$ Market share(2)
US$ revenue in US$
75%
105 Notes: (1) Units sold from 2016 to 2021 (2) Market shares as of 2021 Q1, the four companies cover 85% of the market
Market size
User numbers
Penetration rate
The Metaverse Virtual Assets segment is projected to have a market size of $7.7
billion by 2030
Overview: Summary
Summary
Currently, cryptocurrency is being used as a means of payment in virtual worlds transactions and ownership of virtual assets, and the growing interest in virtual
and metaverse platforms, NFTs are being used to create and manage unique ownership and virtual scarcity.
virtual assets, and virtual marketplaces and platforms are emerging to facilitate
These factors lead to the rapid growth of the virtual assets market in the
the buying and selling of NFTs and other virtual assets in the metaverse, new
metaverse, growing at a CAGR(1) of 16.18%, ending up with a market size of $7.7
blockchain-based platforms and protocols are being developed specifically for the
billion by 2030.
metaverse, NFTs are being used to create virtual experiences and virtual worlds,
the use of cryptocurrency and NFTs is leading to the creation of new revenue
streams for creators, artists and game developers in the metaverse and the use
of NFTs is leading to the rise of virtual art marketplaces, where digital art is being
bought and sold as NFTs.
107 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
The virtual assets segment of the metaverse market refers to the buying, selling,
and trading of digital assets within virtual worlds and metaverse platforms. This This segment includes: This segment excludes:
can include a wide range of assets, such as virtual currency or virtual collectibles.
• Cryptocurrencies used to buy goods • Non-related metaverse transactions
The virtual assets segment can be divided into two subsegments: Cryptocurrencies
in the metaverse, such as Ethereum with cryptocurrencies, such as buying
and NFTs. Cryptocurrencies refer to digital or virtual currencies that use physical good with Bitcoin
cryptography for security, are decentralized, and operate independently from a • Non-fungible tokens bought in and
central bank. They can be used as a medium of exchange within virtual worlds and for the metaverse, such as on • Non-related metaverse transactions
OpenSea of Non-fungible tokens, such as
metaverse platforms, enabling users to buy and sell virtual assets, and make buying digital art or collectibles
transactions without the need for a traditional financial intermediary. NFTs, or
non-fungible tokens, are digital assets that represent ownership of a unique item,
such as a virtual collectible, virtual art, or virtual real estate. Unlike
cryptocurrencies, NFTs cannot be replaced by an identical copy, and their
ownership can be verified on a blockchain ledger. NFTs can be used to represent
ownership of virtual assets within virtual worlds and metaverse platforms and can
be bought, sold, and traded just like physical assets. The market comprises
revenues, users, average revenue per user, and penetration rates. Revenues show
transaction values generated through the metaverse using virtual assets.
108
Key Takeaways
User penetration will be 0.4% in 2023 and is expected to hit 0.4% by 2030.
109
7,717.2
7,234.9
6,381.6
+16.2% (1)
5,185.0
4,006.5
3,177.9
2,702.8
2,325.4 2,453.3
110 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+14.8%(1)
+18.0%(1)
2,780.0 +15.9%(1)
2,564.7
2,205.7
922.1
675.2 682.8
+17.7%(1)
45.4 166.8
111 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
+17.5%(1)
243.5 +12.6%(1)
2022 2030 2022 2030 2022 2030 2022 2030 2022 2030
Japan Germany United Kingdom France South Korea
112 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
155.0
122.4
114.0
99.3
85.5 87.8
113 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
822.1
782.0
703.8
591.6
477.7
401.6 392.7
323.4 343.6
270.2 285.0
240.8
197.7
154.1 181.5 199.1
138.2 123.6 155.7
102.9 107.9 128.1
82.8 81.7 100.5
66.7 71.0
92.9 103.3 107.5
53.9 57.8 75.6
39.8 40.3 45.7
114 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
872.1
703.8
654.8
617.8
535.3 550.0 554.9
525.1
455.0 464.7
433.2 419.3
357.8 360.0 374.6 360.6
332.9 340.3
310.3 292.3 302.7
283.9
238.5 254.5 249.6
219.2 221.4 196.4 202.5
169.9 176.6 188.8 171.5 191.0
138.1 158.7 145.2
129.8 119.1
101.7 84.0 89.0 100.0
115 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
34.9 35.6
33.4 34.2
32.0 32.7
30.8
28.7
20.4
116 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
22.8 23.4
22.3
21.7
20.6 21.1
19.6
18.0
12.7
4.9
3.0 3.1 3.2 3.2 3.3 3.3 3.3 3.4
2.3
0.5 0.8 0.9 0.9 1.0 1.0 1.0 1.0 1.1
117 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
118 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1. Singapore 1.90%
2. Iceland 1.79%
3. Switzerland 1.66%
4. Argentina 1.60%
5. Taiwan 1.57%
119
Market size
User numbers
Penetration rate
The Metaverse Health and Fitness segment is a fast-growing market with a
CAGR(1) of 32.76%
Overview: Summary
Summary
Trends in the health and fitness segment in the metaverse are characterized by growing interest in decentralized solutions for personal data management.
the use of virtual reality and other immersive technologies to create interactive
Given these factors, the market grows at a considerable CAGR(1) of 32.76%,
and immersive workout experiences, the use of virtual personal training services,
resulting in a total market size of $54.5 billion by 2030. As a result of the rapid
the use of virtual wellness retreats, the use of virtual reality to transport users to
growth and increasing demand, the health and fitness segment is set to be the
different locations and provide them with an immersive workout experience, the
third largest segment of the metaverse market by 2030.
use of gamification to make workout more fun, the use of tracking devices,
sensors, cameras and virtual reality equipment for virtual status tracking, and the
use of blockchain technology to make the tracking more secure and transparent.
Additionally, many virtual fitness classes are emerging that use a variety of
technologies such as a smart mirror, an interactive screen, and digital weights.
The future growth of health and fitness in the metaverse is expected to be driven
by factors such as the growing demand for personalized and convenient workout
experiences, the increasing popularity of virtual worlds and metaverse platforms,
the growing interest in gamification and interactive experiences, the advancement
of tracking devices, sensors, cameras, and virtual reality equipment and the
121 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
The Health and Fitness segment of the metaverse market refers to the use of
virtual and augmented reality technology to deliver health and fitness services and This segment includes: This segment excludes:
information. This can include a wide range of applications, such as virtual personal
• Virutal fitness classes, such as • Digital fitness devices, such as
training, virtual rehabilitation, virtual therapy, and virtual wellness programs.
Supernatural Smartwatches
The market comprises revenues, users, average revenue per user, and penetration
• Virtual personal trainings, such as • Over-the-counter pharmaceuticals
rates. Revenues are generated through in-app purchases, and consumer spending
Fitbit Coach sold via the internet, such as in
on items, products, or software. Market numbers for digital health can also be Healthwarehouse
found in the Digital Market Insights. Key players in the market include companies, • Virtual wellness retreats, such as
such as Black Box VR, VirZOOM, and Virtual Bodyworks. Wanderlust Virtual • Health tracking apps, such as Health
on Apple
122
Key Takeaways
In the metaverse Health and Fitness segment, the number of users is expected to
amount to 182.0m users by 2030.
User penetration will be 0.7% in 2023 and is expected to hit 2.2% by 2030.
123
54,466.2
46,602.3
24,858.2
16,574.1
11,312.8
8,266.1
5,642.8 6,571.3
124 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+31.6%(1)
14,206.5 14,776.6
+31.5%(1)
6,588.9
125 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
+33.4%(1)
+33.5%(1)
2,804.0 +33.6%(1)
2,388.2 +33.6%(1)
2,126.8
1,649.8 +33.7%(1)
925.4
2022 2030 2022 2030 2022 2030 2022 2030 2022 2030
Japan Germany United Kingdom France South Korea
126 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
246.2
209.8
176.0
148.8
128.9
115.4
106.8
127 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1,110.3
1,032.5
917.8
786.1
662.9
562.5
487.8
435.8
401.6 401.7
372.1
327.4
275.4
227.4
164.2 190.0 169.0 182.0
138.6 148.0 127.5 149.8
78.1 90.2 106.8
64.7 69.9
146.1 157.7
107.9 128.4
64.0 74.2 89.0
53.9 57.6
2022 2023 2024 2025 2026 2027 2028 2029 2030
United States Europe China ROW(2)
128 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
1,023.5
897.3
861.1 831.4
711.3 732.0
616.5 632.2
594.4 586.0
513.6 509.9 516.2
433.2 462.8 435.3
426.5 492.5
368.5 360.5 456.2
310.3 331.9 301.8 401.4
234.7 260.8 337.7
219.2 278.9 273.5 295.4
233.1 240.5
181.5 201.4 202.1
169.9 139.2 166.7
101.7 108.5 120.3
129 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
182.0
167.7
145.2
118.5
94.2
76.0
64.1
52.8 57.0
130 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
72.9
59.1
46.6
37.4 37.9
35.0
31.5 30.5
28.1 35.4
26.2 25.2 32.5
20.4 28.1
16.6 22.7
12.4 14.1
11.4 17.9 15.7 17.0
14.4 13.8
10.1 10.8 12.1 11.5
7.7 9.3
5.2 5.7 6.5
131 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
3.5
3.3
3.1
2.9 3.1
2.7 2.9
2.3 2.5
2.2
2.7
1.8 2.5
1.7 2.0
1.5 2.1
1.3 1.4 1.4 1.6
1.2 1.7 1.7
1.0 1.0 1.3 1.6
1.1 1.4 1.3
0.9 1.0
1.1 1.1
0.8 0.9 0.9
0.8 0.7
0.5 0.5 0.6
132 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1. Switzerland 7.72%
2. Singapore 7.48%
3. Sweden 7.42%
4. Norway 7.38%
5. Denmark 7.35%
133
Metaverse Gaming
Market size
User numbers
Penetration rate
The Metaverse Gaming segment is the second largest segment of the
metaverse market with $163.4 predicted by 2030
Overview: Summary
Summary
Gaming is a vital part of the metaverse, which primarily attracts a lot of new gaming and the increasing accessibility of high-speed internet also contribute to
users. Current trends in metaverse gaming include multiplayer and social the growth of metaverse gaming.
experiences, the use of virtual reality technology, cross-reality gaming, the
The future of metaverse gaming is expected to experience significant growth, with
gamification of other activities, blockchain-based gaming, and mobile metaverse
a CAGR(1) of 41.88% and reaching a market size of $163.4 billion by 2030. The
gaming. As the metaverse is a new and constantly evolving field, innovation and
success of metaverse games like Fortnite and Roblox, and the rise in mobile
experimentation will also play a key role in shaping the future of metaverse
gaming, and the increasing accessibility of high-speed internet will contribute to
gaming.
this growth.
The growth factors of metaverse gaming include advancements in technology,
increasing adoption of virtual and augmented reality, the growing popularity of
gaming and social media in virtual worlds, personalization and targeting of games
to individual users, live streaming and e-commerce opportunities, and innovation
and experimentation in the field. The success of metaverse games like Fortnite
and Roblox, which have proven to be massively popular, also contributes to the
growth of this market by encouraging other developers and companies to explore
opportunities in the metaverse gaming space. Additionally, The rise in mobile
135 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
The Gaming segment of the metaverse market refers to the playing of video games
or other interactive experiences within virtual reality environments, such as virtual This segment includes: This segment excludes:
worlds, social VR platforms, or other immersive digital spaces. This can include
• Games directly in metaverse • Open-world games, with a story line,
traditional single-player and multiplayer games, as well as more open-ended virtual
considered apps, such as games in such as World of Warcraft
worlds where players can interact with each other and the environment in a variety Roblox
of ways. Gaming in the metaverse can be experienced through different hardware • All other non related metaverse
like VR headsets, smartphones, and computers. It can also include new forms of • Open-world games, shaped by games, such as Call of Duty
users, such as Fornite
gaming like social gaming, multiplayer gaming, and location-based gaming. The
• Non-metaverse related browser
metaverse gaming segment contains out of seven subsegments. action games, • Sandbox games, such as Minecraft games, such as Forge of Empires
adventure games, casual games, role-playing games, simulation games, sports &
racing games and strategy games. Each genre has different games published that • Social virtual reality games, such as
VRChat
are classified as metaverse games in respective metaverse applications, or
individual games. The market comprises revenues, users, average revenue per
user, and penetration rates. Revenues are generated through in-app purchases,
and consumer spending on apps, games and items. Market numbers for the
gaming segment, can also be found in the Digital Market Insights. Key players in the
market are games like Fortnite, Roblox or Minecraft.
136
Key Takeaways
User penetration will be 1.5% in 2023 and is expected to hit 5.3% by 2030.
137
163,419.7
132,346.8
+41.9% (1)
99,399.5
69,796.6
46,766.9
30,702.3
20,291.2
9,951.2 13,842.8
138 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+41.0%(1)
42,352.4 43,635.5
+38.6%(1)
19,705.8
139 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
+42.4%(1)
+42.7%(1)
8,365.3 +43.0%(1)
7,123.0 +43.0%(1)
6,341.7
4,919.4 +43.3%(1)
2,758.8
2022 2030 2022 2030 2022 2030 2022 2030 2022 2030
Japan Germany United Kingdom France South Korea
140 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
298.2
253.8
212.2
176.1
146.6
123.5
106.2
141 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1,409.1
1,274.3
1,115.2
950.2
796.0
662.4
552.8
511.2
466.7 462.1
401.6 403.9
342.7
284.9
234.6 217.9
139.3 193.7 174.5 197.9
162.3 149.8
105.8 126.4 198.3
64.4 74.9 88.6 156.6 179.3
110.3 132.8
62.7 74.9 90.8
53.9
2022 2023 2024 2025 2026 2027 2028 2029 2030
United States Europe China ROW(2)
142 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
1,255.3
1,129.2
1,065.3
1,021.5
885.6 893.7
759.4 791.9
729.5 716.6
602.4 632.2 627.5
504.7 521.5 533.8 623.0
433.2 431.2 445.0 563.3
361.5 367.6 492.5
310.3 304.4 417.9
219.2 255.4 347.4
286.1 339.2 375.3
236.3 296.3
169.9 197.9 251.2
171.5 208.5
118.4 141.5
101.7
2022 2023 2024 2025 2026 2027 2028 2029 2030
United Kingdom Germany Japan France South Korea
143 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
433.9
388.4
333.4
275.0
220.4
174.4
138.5
112.1
93.7
144 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
164.8
135.3
107.7
94.6
84.6 85.1
73.7
66.7 61.7 82.9
53.7 74.0
44.9 50.4 63.3
40.7 51.9
32.8
22.5 26.9 41.3
32.3
20.5 25.5 36.7 41.0
17.1 31.5
21.1 26.1
13.5 16.8
9.2 11.0
145 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
9.5
8.1 7.9
7.1
6.7 7.4
6.0 6.6
5.4
5.0 5.6 6.3
4.2 5.6
4.0 4.6
3.3 3.1 4.8
2.7 3.7
2.3 2.5 4.0 4.0
2.0 2.9 3.6
1.7 2.3 3.2 3.1
1.8 2.5 2.5
1.5 2.0 2.0
1.3 1.6 1.6
1.0 1.2
0.8
2022 2023 2024 2025 2026 2027 2028 2029 2030
Japan France South Korea Germany United Kingdom
146 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1. Switzerland 18.03%
2. Singapore 17.42%
3. Sweden 17.30%
4. Norway 17.20%
5. Denmark 17.13%
147
MAU(1) of selected virtual worlds in millions Roblox Four quadrants of virtual world economies
Externalized
250,1
“Mashup Ecosystems” “Sandboxes”
202,0
0,2
Have been
developed as
0,2
metaverse Fortnite is a 100-player battle royale online game
prototypes “Theme Parks” “Walled Gardens”
featuring developer-made as well as creator-made
0,1 Internalized
environments.
148 Notes (1) MAU: Monthly Active Users; (2) MUDs: Multi-User Dungeon, Dimension or Multi-User Domain; Closed vs. open economies: in an open economy, other creators can contribute to the world’s ecosystem, while in closed
economies, only the original creator can; Externalized vs. internalized economies: in externalized economies, economic activity is possible beyond the platform’s confines
Sources: Company information; ActivePlayer; Jon Radoff
SEGMENTS
Metaverse eCommerce
Market size
User numbers
Penetration rate
The Metaverse eCommerce segment is the biggest segment in the metaverse
market with a size of $201.76 billion in 2030
Overview: Summary
Summary
The eCommerce segment in the metaverse is a rapidly growing segment, field. The ability to create immersive and interactive virtual shopping experiences,
promising huge growth possibilities in the future. Current trends for eCommerce as well as the increasing demand for digital goods, will also contribute to the
in the metaverse include the creation of virtual storefronts, the use of virtual and growth of eCommerce in the metaverse. The rise in mobile gaming and the
augmented reality technology for product demonstrations, social eCommerce increasing accessibility of high-speed internet also contribute to the growth of
experiences, the use of virtual currencies, personalized and targeted marketing, eCommerce in the metaverse.
and the emergence of virtual marketplaces within the metaverse. Users are keen
The eCommerce metaverse market is expected to experience significant growth
to create and customize their avatars in the virtual worlds, buying different items
in the future, with a CAGR(1) of 34.72% and reaching a market size of $201.76
for their avatars, even as social status symbols, to interact with other users. That
billion by 2030. Additionally, the increasing demand for digital goods will also
is one reason, why user penetration for eCommerce is high, as the largest part of
contribute to this growth, leading to the biggest segment of the metaverse market
the metaverse is used as social interaction between users.
by 2030.
Growth factors for eCommerce in the metaverse include advancements in
technology such as virtual and augmented reality, increasing adoption of
metaverse platforms, the growing popularity of social media and gaming in virtual
worlds, personalization and targeting of eCommerce experiences to individual
users, the use of virtual currencies, and innovation and experimentation in the
150 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
The eCommerce segment of the metaverse market refers to the buying and selling
of goods and services within virtual reality environments, such as virtual worlds, This segment includes: This segment excludes:
social VR platforms, or other immersive digital spaces. This can include virtual
• Marketplaces in the metaverse, such • Physical items used for the
storefronts, digital marketplaces, and other online shopping experiences that allow
as Decentraland's Marketplace metaverse, such as Oculus Quest
users to purchase real-world products or virtual items using virtual currencies or
real-world money. eCommerce in the metaverse can also include virtual shopping • Items bought for avatars used in the • Purchase of games that are
experiences, where users can explore and interact with virtual stores, try on virtual metaverse, such as Costumes or considered metaverse, such as
Skins Roblox or Sandbox
clothing and accessories, and make purchases through virtual cash or real-world
money. The eCommerce segment consists of six different segments. Beauty, • Fashion for avatars, such as Gucci
Health, Personal & Household Care, Toys, Hobbys, DIY & Media, Furniture, stores
Electronics, Fashion, and Food & Beverages. All of them refer to the specific goods
• Electronics, such as AR and VR
that can be bought in the metaverse. The market comprises revenues, users, hardware
average revenue per user, and penetration rates. Revenues are generated through
in-app purchases, and consumer spending on items, products, and hardware such
as headsets or glasses. Market numbers for eCommerce are also featured in the
Digital Market Insights. Key players in the market include companies, such as IKEA,
Virtual Realms, and Holition.
151
Key Takeaways
User penetration will be 2.9% in 2023 and is expected to hit 8.6% by 2030.
152
201,762.1
160,640.4
+34.7% (1)
119,035.6
83,839.4
57,939.1
40,560.5
29,522.7
18,598.2 22,722.0
153 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+37.1%(1)
+27.6%(1) +39.1%(1)
58,066.4 +38.3%(1)
50,006.6 48,669.3
45,019.7
154 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
+37.4%(1)
+36.3%(1)
12,439.4
10,425.1 +35.0%(1)
+28.8%(1) +34.3%(1)
7,019.8
4,440.1 5,017.1
2022 2030 2022 2030 2022 2030 2022 2030 2022 2030
Japan United Kingdom Germany South Korea France
155 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
258.5
223.6
188.9
158.4
133.7
115.0
101.7
92.7
156 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
1,292.1
1,154.1
995.0
837.9
699.8
587.9 517.8
464.6
503.0 404.3
442.3 344.1
401.6
290.2
245.9
187.9 212.0
172.2 170.2 189.8
125.5 147.8
76.0 88.8 105.5
60.3 66.7
129.7 146.9 162.1
85.2 97.6 112.8
63.5 68.4 75.5
157 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
1,070.7
947.7
909.3
850.9
763.8 740.6 710.4
642.6 630.5 637.5
548.6 531.7 554.8
480.1 450.0 471.8
433.2 512.6
387.0 396.4 460.3
310.3 341.4 333.0
282.9 401.0
219.2 245.6 341.7
288.5
210.6 244.5
169.9 186.3 263.5
208.3 237.6
154.0 179.4
101.7 108.4 118.7 133.7
158 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
698.3
621.4
532.5
443.8
365.8
303.4
256.8
223.5
200.6
159 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
248.3 248.5
211.6 219.6
179.5 186.0
153.9 152.2
134.8
121.2 122.2
111.9
98.0
79.7 86.9
76.8
66.6 64.9
57.6 53.0
42.4
27.4 33.8
19.5 22.8
39.6 44.9
27.0 33.2
14.9 17.8 21.8
11.6 12.9
2022 2023 2024 2025 2026 2027 2028 2029 2030
China ROW(2) Europe United States
160 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
15.5 16.9
15.0
13.2
12.9
10.9
8.9 9.8
10.9
7.2 8.7
9.1
6.0 7.4
5.1 7.8 7.6
4.5 6.2
6.8 6.7
6.2 5.0 7.4
5.8 4.2 5.7 6.6
3.5 4.7 5.6
2.8 3.1
3.8
3.1 4.6
2.3 2.6 3.8
2.0 3.1
2.3 2.6
2.1
161 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
4. Qatar 21.01%
5. Norway 17.24%
162
Sources: Statista Digital Market Insights 2023, Sensorium, The Metaverse Insider
Digital fashion brands such as Auroboros are gaining traction and catching the
industry’s attention
eCommerce Fashion in the metaverse (2/3)
Though many traditional fashion brands are expanding into the metaverse, a new generation of digital-first
fashion brands such as Auroboros have also appeared. Unconstrained by the limits of physical fabrics, their
collections express new frontiers of creativity and imagination. Co-founder and creative director Alissa Aulbekova
answered a couple of our questions.
Auroboros was one of the digital fashion brands that really caught the media’s attention in 2021. What
made you decide to start a digital-native fashion brand instead of going the more traditional route?
I've been working in digital fashion before there was digital fashion, with 3D scanning and everything else. When
I met our company’s co-founder Paula, we were excited to combine her designs with our digital vision. We're
both fans of video games and we're always looking toward the future, so we've taken it upon ourselves to create
our vision of the future. Digital is also inclusive, whether it is in the gender, size, or shape of the people that wear
our fashion. As you know, AR clothing can adapt to anybody, any of the outfits would fit you perfectly.
How do you see your company influencing fashion in the metaverse?
I think we’ve already influenced the fashion world, both traditional and in the metaverse. As a brand, we have a
very strong identity and recognizable aesthetic. So just as you may recognize a piece of clothing from Chanel or
Balenciaga, you can also recognize our clothes in the digital space. As a luxury fashion house, we have a very
large focus on precision, detail, and craftsmanship, you'll always see something interesting. We also build our
collections very emotively, with a narrative and story that we want to tell. And I think this has brought us great
success already because a lot of people can connect.
What are your upcoming plans for 2023?
We’re launching Auroboros Academy in partnership with top fashion universities like Parsons and Oxford. It’s an
educational-social space hosting a program to provide highly sought-after Web3/Digital expertise and tools for
digital fashion. We are currently in a fundraising phase and open to investors.
164
Anna Liedtke is a fashion designer who worked at Hugo Boss in several traditional roles before
completely switching to 3D fashion. She now works at the Amsterdam-based digital fashion house,
The Fabricant, as Fashion Design Director. We discussed her personal thoughts on digital fashion.
You've worked for a long time in traditional fashion and made the switch to digital fashion
around a year ago. In your experience, what advantages does digital fashion have over
traditional fashion?
For me, as a creative person, I took the chance to explore the opportunities that you have when you
don’t work physically. I was easily able to extend my portfolio with creations I made in my free time. I
started this three years ago. It’s possible to create digital productions and editorial shoots just with
one person. The publishing on social media also helps me to connect and find people to collaborate
with. In general, working with digital software creates a new genre of fashion design, which is fun to
explore and which can bend reality.
What do you think is the best way/strategy for traditional fashion companies to enter into
the metaverse?
There is a new generation of customers who are not necessarily keen on physical products.
Applications and games are already a big market with high revenue content. But companies should
start thinking differently. Giving customers the chance to become part of the revenue stream is a
new way to bond a community. Stop one-directional thinking and build long-term term partnerships
with young people through a “play to earn” system or tokenomics.
Another way is to integrate digital development in production. Digital prototyping is already a
sustainable process that reduces resources. It can support digital showroom set-ups and enables
emotional communication with digital product shoots. Augmented reality integration could attract
customers and reduce the number of returns.
165
Metaverse Workplace
Market size
User numbers
Penetration rate
The Metaverse Workplace segment is set to raise to $26.9 billion by 2030
Overview: Summary
Summary
The virtual workplaces segment in the metaverse is utilizing virtual reality and management. Additionally, the current pandemic situation has accelerated the
other immersive technologies to create interactive and immersive working adoption of remote and virtual working solutions, all these factors are
environments, as well as a variety of communication and collaboration tools such contributing to the growth of virtual workplaces in the metaverse and providing
as voice and text chat, video conferencing, and instant messaging. Virtual objects, users with more advanced, convenient, and collaborative work experiences.
environments, and the use of virtual reality and augmented reality are also being
According to our forecast, the market development of virtual workplaces in the
utilized to enhance the experience, with virtual status tracking and security and
metaverse is expected to witness tremendous growth with a CAGR(1) of 29.05%,
access controls in place for data security. Additionally, blockchain technology is
reaching a market size of $26.9 billion by 2030.
being considered for the management of virtual assets and data security.
With these current trends, the growth of virtual workplaces in the metaverse is
driven by factors such as the increasing adoption of virtual reality and other
immersive technologies, the growing demand for remote and flexible working
solutions, the increasing popularity of virtual worlds and metaverse platforms, the
growing interest in collaboration and communication tools, the advancement of
virtual objects and environments, the need for virtual status tracking and security
and access controls, and the growing interest in decentralized solutions for data
167 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Market definition
In scope Out of scope
The workplace segment of the metaverse market refers to the use of virtual and
augmented reality technology in the workplace to improve productivity and This segment includes: This segment excludes:
collaboration among employees and to reduce costs associated with physical office
• Virtual workspaces in the • Virtual meetings, such as in Zoom or
space. This can include a wide range of applications, such as virtual meetings,
metaverse, such as VR Meeting Microsoft Teams
virtual training, virtual team building, and virtual co-working spaces. Rooms
• Physical objects and environments,
The market comprises revenues, that are generated through consumer spending,
• Virtual well-being spaces, such as such as furniture and office spaces
or software spending. Meta Horizon Workrooms
• In-person interactions, such as in-
person meetings
168
Key Takeaways
169
Team Microsoft Mesh uses avatars to create a sense of presence in the virtual
Collaboration workspace. Here, coworkers can gather and attend meetings using Mesh for
Teams.
With Pixelmax, companies can build anything, use in-build data capture and
Digital Twins analytics to pinpoint potential problems as soon as possible, and take action
quickly.
Skills The medical technology company Medivis uses HoloLens technology to train
Development medical students through interaction with 3-D anatomy models.
170
26,890.0
21,111.2
+29.1% (1)
15,637.1
11,239.2
8,109.7
6,051.3
4,759.7
3,495.1 3,970.4
171 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
+30.0%(1)
6,973.3 7,185.0
+26.7%(1)
3,259.4
172 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year (2) ROW: Rest of the World
+28.6%(1)
+28.7%(1)
1,378.7 +28.8%(1)
1,173.6 +28.8%(1)
1,044.5
810.2 +28.9%(1)
454.2
184.8 156.2 138.1 107.0 59.6
2022 2030 2022 2030 2022 2030 2022 2030 2022 2030
Japan Germany United Kingdom France South Korea
173 Notes: (1) CAGR: Compound Annual Growth Rate / average growth rate per year
Segments
Metaverse Education 39
Metaverse Live Entertainment 56
Metaverse Advertising 70
Metaverse Digital Media 77
Metaverse AR & VR Hardware 91
Metaverse Virtual Assets 106
Metaverse Health and Fitness 120
Metaverse Gaming 134
Metaverse eCommerce 149
174
CHAPTER 3
Appendix
GLOBAL CONSUMER SURVEY 2022
• Cross-tabulation
• Customized target groups
+
• Trend and country comparisons
• Export in Excel (CSV) or PowerPoint format
176
ADVERTISING & MEDIA Insights
177
DIGITAL MARKET Insights
178
COMPANY DB
179
TOPLISTS
180
Author
Jonah Trenker
Jonah.trenker@statista.com
181
www.statista.com