Metaverse Statistics 2023: Latest User & Market Trends
Today, when we hear the term Metaverse," we're likely thinking of Facebook and giant VR headsets. However, it's much more than that.
Metaverse adoption across consumers is growing at a huge rate and is expected to reach 1.4 billion users in just seven years. With such a huge user base, it's no surprise that businesses across all industries are paying attention and investing in the Metaverse.
If you want to make the most of the Metaverse, you need to stay abreast of the current statistics and Metaverse trends. In this article, we'll go over some of these figures and trends across different industries and shine a light on the most acute challenges that come with the growth of the Metaverse.
The Growing Popularity of the MetaverseThe worldwide number of Metaverse users is predicted to exceed 1.4 billion by 2030, with the user penetration growing three-fold and hitting 18%.
So, given that such a large segment of the population will be on the Metaverse, it's no surprise that its global market is expected to grow to US$484.8 billion by 2030.
We'll now dive into what makes the Metaverse grow so fast, looking at the current trends, consumers' and businesses' interest in the concept, and the impact of COVID-19.
Current Metaverse Trends & Adoption RatesFirst, let's take a look at Metaverse adoption rates across the world and their impact on user communities and the virtual economy.
Increasing User BaseSource: Statista
As of 2022, there were around 400 million active Metaverse users. And, as we pointed out, its user base will likely exceed 1.4 billion by 2030. The US-based users are expected to make up 8.3% of the global user base, or 120.7 million users, with a high penetration rate of 35.5%.
However, we're still in 2023 and, as of now, 62% of American adults still don't understand the purpose of the Metaverse. The rest (38%) perceive it as something that can make their lives better - and as we can see from the figures, that number is likely to increase.
Here's an overview of the predicted Metaverse 2030 user base and penetration rate across other countries:
Country | Metaverse users by 2030 | Metaverse penetration rate by 2030 |
UK | 15.37 million | 22.2% |
Canada | 16.76 million | 42.6% |
Brazil | 66.66 million | 30.4% |
Germany | 19.37 million | 23.2% |
India | 270.50 million | 18.7% |
Virtual communities in the Metaverse are transforming social interactions. According to a Cambridge study, there were 2.4 billion people active in digital communities in 2022. These spaces connect people based on shared interests, hobbies, or professions. They offer a sense of belonging - 98% of people in an online communitysaythey feel like they belong there. In addition, virtual communities serve as valuable platforms for networking and collaboration.
The Metaverse opens up endless possibilities for networking and socialization wherever you are in the world. Whether you're a gamer, artist, musician, or aficionado of any niche, you can explore the vibrant online communities waiting to welcome you.
Virtual Economy
Source: Statista
Any society, even virtual, needs a thriving economy with asset ownership and authentication. In the Metaverse, NFTs are the toolsallowing that to happen as they enable transactions related to digital items.
Companies like Burberry and Louis Vuitton are already selling digital assets for NFTs. And RTFKT is generating millions in sales of Metaverse shoes. Given that potential, plus the fact that the Metaverse is still in its infancy, we can expect NFTs to become more widespread in the future.
Major Industries & Companies Investing In MetaverseMany digital-first industries, such as gaming and e-commerce, are planning to embrace the Metaverse. But some industries that aren't traditionally online-only, such as education and real estate, are also looking into it.
Here's a table of the projected Metaverse revenue across different industries:
Industry | Revenue 2023, USD | Revenue 2030, USD |
Gaming | 13.84 billion | 163.40 billion |
Ecommerce | 22.72 billion | 201.80 billion |
Workplace | 3.97 billion | 26.89 billion |
AR/VR Hardware | 1.17 billion | 3.19 billion |
Health & Fitness | 6.57 billion | 54.47 billion |
Education | 1.90 billion | 24 billion |
The tech sector is one of the top investors in the Metaverse. According to Sortlist, 17% of IT companies are investing or planning to invest in it.
For example, Microsoft's new B2B offering, called Microsoft Mesh," allows people's avatars to meet in a virtual setting. And NVIDIA's Omniverseallows users to create digital spaces for collaboration and simulation of real-life projects.
Another example of NVIDIA's Metaverse collaboration is its VRChat program, which serves as a seller-customer hub for demos and meetings in virtual environments.
Metaverse and Gaming IndustryLike this infographic? Feel free to use it on your website or blog, but please remember to give us credit by linking back to techreport.com/statistics/metaverse-statistics in your post.
The Metaverse and gaming market is forecasted to reach $13.84 billion in 2023 and grow to $710.21 billion by 2027.The US will be the biggest market, with almost41 million users.
With the popularity of AR and VR technology boosting the demand for Metaverse gaming, 76.7 million units areexpectedto be sold worldwide by 2024. We've previously written about the AR glasses status - they won't be available for a while, but we're already seeing demand for them.
Real Estate & ArchitecturePerhaps surprisingly, the traditionally offline" real estate industry is also actively working to capitalize on the Metaverse. The market for Metaverse in real estate was valued at $1.14 billion in 2022 and is predicted to reach almost $15.7 billion by 2030.
The real estate" in the Metaverse actually refers to virtual real estate. Developers can create and sell virtual properties in the Metaverse, and architects can design the most unique buildings and venues.
Since the number of Metaverse users is growing, the real estate industry is taking the right steps to make the most of it. In fact, in November 2021, land sales across four Metaverses amounted to$187 million.
Impact Of Covid-19 on Metaverse GrowthSource: Sortlist
The COVID-19 pandemic caused an unprecedented digital transformation, and the Metaverse was no exception, according to over 90% of organizations. Let's take a look at some examples.
Remote Work & CollaborationDuring the pandemic, 70% of the global populationworked remotely. That caused the usage of collaboration tools like Zoom and Teams to skyrocket to unprecedented levels. But as many as 83% of workers expressed the need to be included at work - something video collab tools are failing to achieve.
Enter: the Metaverse. When it came to the Metaverse, 36% of millennials and 22% of Gen X expressed an interest in collaborating with their colleagues within it. And 76% of workers want to integrate virtual worlds into the workplace to feel a sense of belonging that can easily disappear when you work remotely.
Virtual Events & Digital ExperiencesSource: Dynata
The new experience" economy is partially the result of COVID-19-induced digital transformation. As many consumers embraced the digital world, they got to know how amazing digital experiences can be. For instance, 75% of consumers are keen on augmented reality (AR) shopping.
Also, many consumers believe the Metaverse can transform their cultural experiences. For example, when it comes to travel and culture, 36% of millennials and 31% of Gen Zsaid they would be very interested in attending a museum within a Metaverse.
A similar percentage of those generations would be very keen to see their favorite artist perform in the Metaverse or watch a virtual sporting event. And interestingly enough,23% of Gen X and 11% of Boomers also said they'd be keen to see a Metaverse sports game.
Increased Digital EngagementSource: Dynata
Almost40% of Gen Z and 36% of millennialsare very interested in engaging with their friends within a virtual space like the Metaverse, according to a study by Dynata. As we already mentioned, the COVID-19 pandemic was an important catalyst for this increased interest, as people turned to the online world to satisfy their social, emotional and material needs.
The Metaverse Challenges & Concerns the World Is Facing TodayLike this infographic? Feel free to use it on your website or blog, but please remember to give us credit by linking back to techreport.com/statistics/metaverse-statistics in your post.
Despite all the praise the Metaverse is getting, the concept isn't without contention. For instance, many businesses and consumers have cybersecurity and privacy concerns. That could easily lead to a rise in cybersecurity services, but they won't address other issues.
These issues also include accessibility and ethical considerations. They're quite serious implications that go hand-in-hand with the Metaverse's impact on our health and well-being.
For that reason, there must be legal frameworks in place to safeguard society and businesses against the possible harmful consequences of the Metaverse.
We'll now dive into these issues in more detail.
Privacy & Security RisksSource: Morning Consult
Your personal information can be tracked and monitored in a virtual environment. And given that data is a huge commodity, you can be 100% sure that your data in the Metaverse will be collected by advertisers and even more malicious parties. It's a very valid concern, not least due to Meta'slax attitude towards personal data and GDPR.
While virtual reality personalization enhances user experiences, it requires collecting and analyzing huge amounts of personal data. That can lead to its misuses, such as data breaches or unauthorized access, leading to identity theft, financial fraud, or even manipulation of user behavior. And let's not forget authoritarian governments.
Therefore, to address these concerns, Metaverse companies must strike a balance between personalized experiences and protecting privacy, and relevant regulations must be put in place.
Digital Divide & AccessibilityThe concept of the digital divide refers to the gap between those who have access to digital technologies (including the Metaverse) and those who don't. This gap, together with the issues of accessibility, can lead to disparities in access and usage of the Metaverse.
For instance, participation in the Metaverse, including AR & VR, could be limited due to slow Internet speed - especially in rural communities. And with the widespread adoption of the Metaverse in the workplace, it could easily leave people in those areas that work remotely feeling even more excluded, leading to low job satisfaction.
Moreover, the Metaverse needs to address accessibility concerns related to individuals with disabilities. It must be designed to be inclusive, ensuring that people from all walks of life can fully engage and navigate through virtual spaces. The implementationof assistive technologies, alternative input methods, and accessible interfaces are examples of how that can be done.
Ethical Considerations & Content ModerationSource: Morning Consult
Harassment, online abuse, and inappropriate content in the Metaverse are major concerns of almost 45% of people, according to a study by Morning Consult.
Given the reports of people being harassed in the Metaverse, these concerns aren't surprising. Over half of people believe that hate speech and harassment must be fully censored within the Metaverse, and 31% believe it should be restricted.
To address the issue of harassment, Meta introduced a Personal Boundary" feature last year. However, it remains to be seen what further steps Metaverse companies will take to combat the issues of abuse and harassment within.
Legal & Regulatory FrameworksSource: Statista
Given the Metaverse's widespread potential impacts on society, thelegal and regulatory frameworksregulating its activity must be written in the laws applying to its societal and business aspects.
Take data privacy, for instance. We mentioned above the potential concerns about data breaches, unauthorized surveillance, and potential misuse of data in the Metaverse. According to a report by NortonLifeLock,over 330 million people were victims of cybercrime in 2020. This statistic highlights the pressing need for robust legal frameworks to safeguard user data in the Metaverse.
Additionally, IP rights are a must in the Metaverse, thanks to the flourishing of its digital asset-based economy. Without proper regulations, issues like copyright infringement and unauthorized use of intellectual property can arise. For instance, copyright infringement is difficult to enforce in the UK, so a mechanism is needed to protect British creators' rights in the Metaverse.
Finally, there need to be regulations on digital currency and NFTs that ensure fairness and consumer protection.
Health & Well-Being ImpactSource: Tidio
According to a study by Tidio, over77% of people are concerned about the Metaverse's harmful impact on society. And a significant proportion of these people believe the adverse impact on mental health is the biggest danger posed by the Metaverse. 47% of people see Metaverse addiction as the biggest problem, and others are also concerned about the exacerbation of depression and anxiety (41%).
Economic Disruptions & Market VolatilitySource: Statista
Creating and distributing digital assets within the Metaverse is a relatively disruptive concept. And like many disruptive concepts, it comes with concerns about its market volatility.
One concern is the speculative nature of such assets. The market cap of cryptocurrencies reached almost $3 trillion in November 2021, indicating huge investments in digital assets.
We can't predict the best Metaverse crypto coins for the future. However, whatever they end up being, the value of such assets is often volatile and subject to rapid price fluctuations. Factors such as market sentiment, regulatory changes, or technological advancements can quickly influence that value.
Another concern is fraud and market manipulation. The lack of clear regulations, transparency, and oversight can create opportunities for fraudulent activities and scams. For example, fake NFT projects and scams have already emerged, deceiving investors and undermining trust in the market.
Potential Future Prospects & Opportunities With the MetaverseLike this infographic? Feel free to use it on your website or blog, but please remember to give us credit by linking back to techreport.com/statistics/metaverse-statistics in your post.
Despite these challenges, the Metaverse is clearly gaining momentum and is here to stay. In fact, Gartner predicts that 25% of the population will spend at least an hour in the Metaverse every day by 2026.
Indeed, the opportunities in the Metaverse could be endless, ranging from virtual shopping and events to education and collaboration. We'll dive into some of them now.
Virtual Commerce & RetailMany activities will take place online by 2040 using more-immersive interfaces than the current web, for example, e-commerce options in which you feel as if you are strolling down the aisle of a store, meetings in full virtual reality and fully immersive VR or holographic physical fitness options. The technology already exists today, it just needs to be refined, made bug-free, and made user-friendly and affordable"
Olivier Crepin-Leblond, founding board member of the European Dialogue on Internet Governance
Indeed, virtual shopping in the Metaverse with cryptocurrencies seems very plausible. According to Sitecore, 87% of American consumers say they believe the Metaverse will play a significant role in how they shop and interact with brands, with an additional four in five expecting to spend more time in the Metaverse than on social media apps.
To add to that, the revenue in the Metaverse shopping segment is expectedto reach $22.72 billion in 2023 and $201.80 billion by 2030. The largest share of revenue is expected to come from China ($8.29 billionin 2023).
Remote Work & CollaborationLike this infographic? Feel free to use it on your website or blog, but please remember to give us credit by linking back to techreport.com/statistics/metaverse-statistics in your post.
The Metaverse allows people from anywhere in the world to collaborate in a virtual environment. After COVID-19, many companies have adopted remote/hybrid work on a permanent basis. The advancement of the Metaverse is helping such companies and employees collaborate in real-time, wherever they're working. And such virtual meetings can help people save time and reduce travel costs.
In addition, thanks to the Metaverse's vast creative space and opportunities for exciting and creative events and experiences, collaboration with colleagues is much more engaging than on Zoom or Teams meetings.
Entertainment & MediaSource: Technavio
When it comes to virtual events in the Metaverse, they're a chance for creators and artists to showcase their work and make it more accessible to global audiences. Platforms like Art Basel and Museum of Other Realities offer virtual art experiences that blend traditional and digital art forms.
Also, virtual concerts have gained immense popularity, allowing musicians to transcend physical limitations and perform in virtual venues. Metaverse in the entertainment market is expected to increase to $28.92 billion by 2026. Artists like Travis Scott have hosted groundbreaking virtual concerts, attracting millions of viewers. These events not only provide unique experiences but also offer new revenue streams through ticket sales, merch, and sponsorships.
Metaverse in Education & TrainingSource: Zion Market Research
The Metaverse in education market is expected to generate $24 billion in revenue worldwide by 2030.That's no surprise - the Metaverse offers many opportunities in education and training through immersive and interactive learning environments, virtual classrooms, and simulations.
Such virtual Metaverse classrooms enable students and teachers worldwide to connect and learn together. The Metaverse can also enhance this experience by fostering real-time interactions and even virtual field trips.
Simulations allow college students to gain practical expertise in safe and controlled environments. For example, medical students can practice surgeries using VR simulations.
Moreover, the Metaverse offers opportunities for gamification and interactive storytelling in education. Those can increase motivation, engagement, and knowledge retention. The global game-based learning market is projected to reach $52.3 billion by 2030, according to Ziom Market Research.
Key Takeaways - Key Metaverse Statistics & Insights- The worldwide number of Metaverse users is predicted to exceed 1.4 billion by 2030, with the user penetration growing three-fold and hitting 18%.
- 17% of IT companiesare investing or planning to invest in the Metaverse.
- The Metaverse gaming market is forecasted toreach $13.84 billion in 2023 and grow to $710.21 billion by 2027.
- 36% of millennials and 31% of Gen Zwould be very interested in attending a museum within the Metaverse.
- Over77% of people are concerned about the Metaverse's harmful impact on society.
- 25% of the population will spend at least an hourin the Metaverse every day by 2026.
- Metaverse in the entertainment market is expected to increase to $28.92 billion by 2026.
From what we've seen so far, the Metaverse concept has huge potential for business and society but comes with its challenges. User behavior, legal frameworks, and accessibility are a few examples.
So, for the Metaverse to be truly beneficial to society, businesses investing in it as well as companies running the Metaverses, must work to address these challenges. Tech4good initiatives, cooperation with regulators, and technical and legal measures to prevent harmful behavior on the platforms are some examples of how this can be done.
References- 2021 Norton Cyber Safety Insights Report (NortonLifeLock)
- 40 statistics you should know about online communities in 2022 (Amity)
- Are NFTs Ponzi Schemes? (Medium)
- Collaboration in the Metaverse: A Game-Changer For Businesses (PandaMR)
- Data: The Most Valuable Commodity for Businesses (KDnuggets)
- Familiarity with the metaverse according to adults in the United States as of October 2022 (Statista)
- Gartner Predicts 25% of People Will Spend At Least One Hour Per Day in the Metaverse by 2026 (Gartner)
- Global Game-Based Learning Market Is Predicted to Grow Around USD 52.8 Billion By 2030 (Zion Market Research)
- How do Non-Fungible Tokens Create Value in the Metaverse? (EY)
- Introducing a Personal Boundary for Horizon Worlds and Venues (Meta)
- Is the metaverse the future of work? (UNLEASH)
- Meeting Metaverse in the Moment: Sitecore's 2022 Perceptions of the Metaverse Report Shows Consumers Are Ready (and Expect) to Engage Brands in New Virtual Environments (Sitecore)
- Meta adds personal boundaries' to Horizon Worlds and Venues to fight harassment (TechCrunch)
- Meta: Facebook owner fined 1.2bn for mishandling data (BBC)
- Metaverse Companies You Should Know About (+Jobs, Skills, and More) (Coursera)
- Metaverse Education - Worldwide (Statista)
- Metaverse For Business (2022 State of the Metaverse Study) (Sortlist)
- Metaverse Gaming - Worldwide (Statista)
- Metaverse in Entertainment Market size to grow by USD 28.92 billion, Driven by the Rising Consumer Spending Across Virtual Concerts, Events, & Others - Technavio (Technavio)
- Metaverse in Gaming Market (Global Market Estimates)
- Metaverse in Real Estate Market - Global Industry Assessment & Forecast (Vantage Market Research)
- Metaverse Market Report (Statista)
- Metaverse Statistics 2023: All the Facts & Figures You Need to Know (Bybit)
- Metaverse - Worldwide (Statista)
- More potential positives and delights of the advancement of XR (Pew Research Center)/
- NFTs: The metaverse economy (Financial Times)
- Nothing Concerns the Public More About the Metaverse Than the Misuse of Their Personal Data (Morning Consult)
- Sales value of virtual plots of land in the metaverses of The Sandbox, Decentraland, Cryptovoxels and Somnium Space from November 2020 to December 2021 (Statista)
- The Metaverse has a groping problem already (MIT Technology Review)
- The Metaverse Reaches 400m Monthly Active Users (Metaversed)
- The New Experience Economy (Global Consumer Trends)
- The rise of metaverse shopping (TechRepublic)
- The role of online platforms in weathering the COVID-19 shock (Organisation for Economic
Co-operation and Development) - Virtual Communities and Lifestyles (Cambridge Scholars Publishing)
- What does the Metaverse mean for intellectual property rights? (techUK)
- Which contents of the metaverse should be censored or restricted? (Statista)
- Why is rural internet slow and how can it be improved? (Fibrus)
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