Vital Metaverse Statistics – By Demographics, Market Size, Apps, Platform, Events, Business, Country and Region
Updated · Mar 05, 2024
Page Contents
- Introduction
- Editor’s Choice
- Benefits of Metaverse
- Facts on Metaverse Statistics
- General Statistic
- Statistics by Metaverse Market Size
- Metaverse Statistics by Demographics
- Statistics by Reason For Joining Metaverse
- Statistics by Metaverse Apps
- Statistics by The Metaverse Platform
- Statistics by Metaverse Events
- Metaverse Statistics by Business
- Metaverse Statistics by Country and Region
- Challenges in Metaverse
- Future Metaverse Statistics
- Conclusion
Introduction
Metaverse Statistics: The reports say that the Metaverse industry is expected to reach $13 trillion by the year 2030 Metaverse is termed one of the top emerging trends of technology and in the last two to three years it has started gaining enormous popularity and enhancing a number of users by acquiring 50% of the global population. Metaverse is using virtual reality (VR), and augmented reality (AR) to facilitate hypothetical interaction of the internet as a single, immersive, and universal virtual world.
This Vital Metaverse Statistics includes insights from various aspects that provide light on up-to-date statistics and how it is becoming popular around the world and its operations.
Editor’s Choice
(Source: thebrainyinsights.com)
- As of 2023, a monthly active user of Metaverse is supposed to be 400 users.
- Annual revenue earned by the Metaverse in 2022 was $56,730 million and to date, in 2023 it turned out $54,951 million.
- In 2022, the global Metaverse market share accounted by North America was 38%.
- VR and AR technologies contributed 36% of Metaverse's market share in the same year.
- In Metaverse, Roblox is an enormous virtual world with more than 230 million monthly users of which 51% are under 13 years.
- By 2030, it is estimated that around 1 billion people across the world will be trained differently to assist Metaverse effectively.
- In North America 2022, the revenue share generated by Metaverse is 45%.
- Whereas, industry-wise the highest revenue share was generated by the gaming sector more than 27.17% by the end of 2022.
- Metaverse witnessed 10.7 million players watch the performance of Marshmellow in a fortnight concert.
- In the United States by the end of 2022, around 74% of the adults have joined the Metaverse.
- It is expected that by 2027, each day 25% of people are going to spend more than 1 hour in the Metaverse.
- Whereas, 77% of people across the world have claimed that Metaverse can cause harm in real life.
Benefits of Metaverse
- In the United States, 39% of adults benefited by using Metaverse which helped them in overcoming obstacles or disabilities that prevented them from doing something in real life.
- 37% of people benefited as Metaverse helped in enhancing imagination and creativity.
- Metaverse helped 37% of people in traveling the world without moving from one place to another.
- Other benefits for U.S. people were followed by increasing technological literacy and skills (34%), connecting with new people without feeling awkward (34%), creating completely new job opportunities (30%), more possibilities in education (29%), and enabling opportunities for self-expression (27%).
Facts on Metaverse Statistics
(Source: buttercms.com)
- In 2022, Metaverse has invested around $10 billion in the section of virtual reality.
- Whereas, the overall Metaverse investment has increased by $120 billion.
- In the Metaverse, each year people spend almost $54 billion on virtual products.
- In January 2022, the word Metaverse was added in 27 mobile apps and by December it is expected to be in 30 mobile apps.
- By the end of 2022, the growth in the travel and tourism industry with the Metaverse market is expected to reach $188.24 billion.
- In 2022, virtual reality was used by 64 million American people.
- Life turned out more pleasurable than the real world which was strongly accepted by 16% of American adults.
- Among the total U.S. population, only 285 people are engaged within the Metaverse.
- As of survey reports, 68% of tech experts have claimed that currently, the Metaverse market will be highest in the next 5 years.
- In 2022, the worldwide shipments of AR and VR devices have reached $14.19 million and by the end of 2023, it is expected to be $26 million units.
General Statistic
(Source: headphonesaddict.com)
- In 2022, the gaming metaverse industry will reach $36.81 billion with an increase of 38.2% CAGR, and by the end of 2027, the revenue is expected to be $710.21 billion.
- As of 2023 in Metaverse the Meta Reality Labs has invested almost $ 10 billion.
- Almost 74% of adulated in the United States in 2023 either have joined the Metaverse world or planning to join it soon.
- The essential cause of joining Metaverse by adult people as it helps generate large and effective amounts of content.
- Metaverse is especially used for joining people and creating brotherhood in the U.S., which was claimed by 38% of adult users.
- Metaverse also helped in creating a different self among 23% of users.
- This platform also helped in making things possible which was impossible in the real world said 41% of adults who joined Metaverse in 2022.
- Also promoted enormous educational opportunities among 28% of people who have already joined Metaverse.
- For communicating and connecting with people across the space used Metaverse by 40% of adults.
- In 2023, the Metaverse AR and VR hardware are expected to earn more than $1.17 billion and by the end of 2030, it is supposed to be $3.19 billion with a growth of 17.71% CAGR.
- Across the world, the installation of VR headsets is going to be 34 million by the end of 2024.
Statistics by Metaverse Market Size
(Source: nitrocdn.com)
- By the end of 2022, the global market size has increased by $100.27 billion, and in the United States global market size of Metaverse has increased by $47.48 billion.
- Whereas, Web 2.0 Metaverse Company’s market capitalization turned out $14.8 trillion.
- The market capitalization of gaming and e-sports in Metaverse turned out $1.98 trillion
- Other market capitalizations of Metaverse are followed by Facebook Meta with $0.90 trillion, and Web 3.0 virtual world’s users turned out $0.03 trillion.
- Whereas, the number of users available in Metaverse characteristics are followed by web 3.0 virtual worlds (50,000), non-fungible tokens (412,578), blockchain gaming (2,364,576), decentralized finance (450,000), global crypto (220,000,000), gaming/e-sports (250,000,000), and Facebook (2,970,000,000).
Metaverse Statistics by Demographics
(Source: nitrocdn.com)
- The male and female users of Metaverse gamers are 59% and 27% respectively.
- On the other hand, 38% of people aged between 10 years to 20 years have played games on Metaverse in 2022.
- Followed by 21 years to 35 years (36%), 36 years to 50 years (22%), and 51 years to 60 years (4%)
- In Metaverse music events, Millennials have shown the highest interest; in 2023 around 45.8 million attendees were present at Travis Scott’s Metaverse concert.
- As of 2023, the total platform created by Meta includes 3.59 billion users.
- In Metaverse, Roblox is an enormous virtual world with more than 230 million monthly users of which 51% are under 13 years.
Statistics by Reason For Joining Metaverse
(Source: buttercms.com)
- In 2022 the main reason for joining Metaverse is Work Possibilities which was accepted by 52% of users around the globe.
- On the other hand, 48% of users wanted to join Metaverse to enjoy art and live entertainment.
- As of 2023, 44% of users wanted to join Metaverse for money investment such as into non-fungible tokens and cryptocurrencies.
- While 38% of users wanted to experience sports in Metaverse such as paragliding, skydiving, and bungee jumping.
- Furthermore, reasons by user percentage are followed by education (40%), online dating and socializing (32%), gaming (29%), and adult entertainment (18%).
- Instead of getting addicted to alcohol and drugs, 27% of adults have altered their consciousness in Metaverse.
Statistics by Metaverse Apps
(Source: vpnalert.com)
- Both NFT and Metaverse have reported 118 applications as their keywords.
- In the 1st quarter of 2022, Metaverse apps generated more than $116.66 billion in revenue.
- 57 entertainment apps and 101 finance apps were under the keyword of Metaverse.
- ‘Horizon Workrooms’ was a completely unknown term for 55% of internet users.
- Whereas, only 77% of social apps have used Metaverse keywords in their names.
- Keyword Metaverse and Crypto names were used by 144 apps.
- Metaverse keyword with VR and AR was used by 55 and 73 apps respectively.
Statistics by The Metaverse Platform
- The world’s biggest metaverse company was Microsoft with a market cap of $1.9 trillion
- The popular game in Metaverse was Epic Games which obtained funding of $1 billion in 2022.
- Around $300 million was gained by the creator of Pokemon Go “Niantic”.
- According to Metaverse statistics, in 2022 the top-ranked Metaverse platform was Roblox monthly users resulted in more than 200 million.
- Followed by the next ranked other platforms monthly users are followed by Minecraft (165 million), Fortnite (85 million), and Second Life (10 million).
- , other platforms are Axie Infinity, Horizon Worlds, The Sandbox, and Decentraland in which users are followed by 5.4 million, 3 million, 9.6K, and 604 respectively.
Statistics by Metaverse Events
- Metaverse witnessed 10.7 million players watch the performance of Marshmellow in a fortnight concert.
- 60% of United States people have participated in gaming events in 2023 within activities of gaming and non-video gaming platforms.
- 2 days of performance recorded in Nas X’s Roblox resulted in more than 33 million views.
- According to Statista, 48% of the U.S. people were least interested in attending Metaverse’s live sporting events and 27% of millennials have shown more interest.
- Whereas, in the Metaverse 32% of Gen Z are partially interested in attending live events of music.
- While in the U.S. 41% of people have shown least interest in attending live concerts of music in the Metaverse.
Metaverse Statistics by Business
(Source: buttercms.com)
- As of now, the major investor has bought more than $500 million worth of real estate from Metaverse.
- Metaverse investment in cryptocurrency was increased by 53% of companies in 2022.
- In Reality Labs 2022, investments made by Meta have lost around $20 billion.
- As of January 2023, top investment in Metaverse was done by 18% of real estate and 17.37% of IT and computer sectors.
- Furthermore investments in Metaverse done by other businesses are followed by Education (12%), Finance (11%), marketing and advertising sector (10%), medical and health (9%), technology and innovation (7%), travel and hospitality (6%), construction (5%), transport (5%), customer service (4%), manufacturing (3%), food and hospitality (3%), services (3%), creative arts and design (2%), retail (2%), and defense (1%).
- Every sector must invest in the Metaverse said to 41.05% of companies that have already invested.
- In the coming 5 years, over the world, 67.65% of companies will be investing in Metaverse.
Metaverse Statistics by Country and Region
(Source: Metaverse Consulting Company)
- In 2022, the global Metaverse market share was accounted for by the North American region with 45.3%, the Asian Pacific region (33.8%), and Europe (20.9%).
- As of 2023, China has experienced the highest number of users of Metaverse resulting in 183.13 million with a penetration rate of 16.7%
- Followed by other countries Metaverse users and penetration rates are India: 41.43 million (5%), the United States: 37.14 million (12.3%), Indonesia: 23.47 million (12%), Brazil: 20.84 million (12.3%), Japan: 14.73 million (12.4%), Russia:12.90 million (9.9%), Mexico: 11.50 million (12.2%), Philippines: 9.88 million (14.1%), Turkey: 9.84 million (14.1%), South Korea: 8.82 million (18%), UK: 7.91 million (11.9%), Germany: 7.85 million (10.1%), France: 6.64 million (11%), Pakistan: 6.55 million (4.9%), Thailand: 6.37 million (12.1%), Italy: 6.35 million (12.2%), Spain: 5.46 million (12.3%), Canada: 4.03 million (12%), and Poland: 3.38 million (9.9%).
Challenges in Metaverse
- Metaverse includes several challenges such as privacy issues, threats, cybercrime, and authenticity.
- The main danger of using Metaverse can cause harm in real-world life which was accepted by 47% worldwide Metaverse users.
- As of survey reports, 54% of respondents have claimed that avatars that were available in Metaverse are very dissimilar to real life.
- Followed by Other challenges of Metaverse followed by 47%users are getting highly addicted, 46% of users said that in the next 10 years, people will mostly prefer to coexist and live in the Metaverse world than reality, 41% of users are facing mental illness problems and another 41% faced privacy issues.
- Cybercrime has also increased enormously believed by 26% of users and the risk of unwanted exposure to prohibited content has also increased by 18% of users.
Future Metaverse Statistics
- The market share of Metaverse is estimated to reach $13 trillion with above 5 million users by 2030.
- By 2030, it is estimated that around 1 billion people across the world will be trained differently to assist Metaverse effectively.
- In the United States, the Metaverse user’s rate is expected to be 120.7 million with a penetration rate of 35.5% in the year 2030.
- Other country shares of Metaverse users are followed by the UK (15.37 million), Canada (16.76 million), Brazil (66.66 million), Germany (19.37 million), and India (270.50 million).
- It has also been estimated that by 2040 the Metaverse will become necessary for half a billion people across the world.
- By 2026, Metaverse 25% of users are going to spend around 1 hour per day.
Conclusion
As of today after completing the Vital Metaverse Statistics it can be said that the Metaverse includes both positive and negative features within it. From the above-explained article, it has been observed that Metaverse is holding new fascinating features in the sectors of entertainment, social interaction, e-commerce, and education. Virtual implementations in Metaverse have helped users understand better theories along with refining their skills effectively
Sources
FAQ.
Metaverse was created by Neil Stevenson in 1982, which was named ‘Snow Crash’.
As of November 2022, technologies used for Metaverse are Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and Virtual assets.
There are 7 layers of Metaverse are followed by The experience, Discovery, Creator Economy, Spatial Computing, Decentralization, Human Interface, and Infrastructure.
Different types of Metaverse are based on gaming, social, commerce, education, virtual reality, desktop or mobile, web-based, and social media.
Barry is a lover of everything technology. Figuring out how the software works and creating content to shed more light on the value it offers users is his favorite pastime. When not evaluating apps or programs, he's busy trying out new healthy recipes, doing yoga, meditating, or taking nature walks with his little one.