Metaverse - Europe

  • Europe
  • The Metaverse market is projected to reach a value of US$16.4bn in 2024, with an expected annual growth rate (CAGR 2024-2030) of 39.34%.
  • This would result in a projected market volume of US$120.2bn by 2030.
  • It is worth noting that in the United States generates the most value in this market, with a projected market volume of US$23.0bn in 2024.
  • In terms of user numbers, it is expected that there will be approximately 384.5m users users in the Metaverse market by 2030.
  • The user penetration rate is projected to be 16.4% in 2024 and is expected to increase to 49.1% by 2030.
  • Furthermore, the average value per user (ARPU) is estimated to be US$127.9 .
  • These projections indicate the significant growth potential and importance of the Metaverse market in Europe.
  • In Europe, the Metaverse market is rapidly expanding, with Germany taking the lead in developing immersive virtual reality experiences.
Region comparison

Analyst Opinion

The Metaverse market in Europe is experiencing significant growth and development, driven by various factors such as customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Europe are playing a crucial role in shaping the Metaverse market.

European consumers have shown a strong interest in immersive and interactive virtual experiences. They are increasingly seeking opportunities to engage with virtual worlds, socialize with others, and explore new forms of entertainment. This preference for immersive experiences has fueled the demand for Metaverse platforms and technologies in Europe.

Trends in the Metaverse market in Europe are also contributing to its growth. One notable trend is the integration of virtual reality (VR) and augmented reality (AR) technologies into the Metaverse. This convergence of technologies allows users to experience a more realistic and interactive virtual environment, enhancing the overall user experience.

Additionally, there is a growing trend of companies and organizations leveraging the Metaverse for various purposes, such as virtual events, virtual meetings, and virtual commerce. This trend is driving the adoption of Metaverse platforms across different industries in Europe. Local special circumstances in Europe further contribute to the development of the Metaverse market.

Europe is home to a vibrant gaming and tech industry, with several major players and startups operating in the region. This ecosystem provides a fertile ground for innovation and collaboration in the Metaverse space. Furthermore, Europe has a strong creative and cultural heritage, which translates into a rich and diverse virtual world experience.

This unique blend of technology, creativity, and cultural influence gives the European Metaverse market a distinct advantage and appeal. Underlying macroeconomic factors also play a role in the growth of the Metaverse market in Europe. The region has a strong digital infrastructure and high internet penetration, enabling seamless connectivity and access to virtual worlds.

Additionally, Europe has a robust economy and a large consumer market, providing a favorable environment for the adoption and monetization of Metaverse platforms and services. Furthermore, government support and investment in emerging technologies, including virtual reality and augmented reality, contribute to the growth of the Metaverse market in Europe. In conclusion, the Metaverse market in Europe is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

European consumers' interest in immersive experiences, the integration of VR and AR technologies, and the presence of a vibrant gaming and tech industry are driving the growth of the Metaverse market in the region. Additionally, Europe's strong digital infrastructure, robust economy, and government support provide a favorable environment for the development and adoption of Metaverse platforms and technologies.


Data coverage:

Figures are based on advertising spending, in-app spending, in-game spending, online and offline sales, consumer spending, app downloads, and investment and funding data.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.


In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.


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