Metaverse Digital Media - Europe

  • Europe
  • The Metaverse Digital Media market in Europe is projected to reach a value of US$144.6m in 2024.
  • It is expected to show an annual growth rate of 14.90% (CAGR 2024-2030), resulting in a projected market volume of US$332.7m by 2030.
  • In 2024, in the United States generates the most value in this market segment, with a projected market volume of US$197.1m.
  • In terms of user numbers, the Metaverse Digital Media market is expected to have 1.6m users users by 2030.
  • The user penetration rate is projected to be 0.1% in 2024 and is expected to increase to 0.2% by 2030.
  • The average value per user (ARPU) is estimated to be US$144.6m.
  • In Europe, the Metaverse digital media market is rapidly expanding, with Germany leading the way in terms of technological advancements and user engagement.
Region comparison

Analyst Opinion

The Metaverse Digital Media market in Europe is experiencing significant growth and development, driven by various customer preferences and market trends.

Customer preferences:
Customers in Europe are increasingly seeking immersive and interactive digital experiences, which has led to a growing demand for Metaverse Digital Media. This technology allows users to explore virtual worlds, interact with digital content, and connect with others in a virtual environment. The ability to customize avatars, explore virtual landscapes, and engage in social activities within the Metaverse has become highly appealing to European consumers.

Trends in the market:
One of the key trends in the European Metaverse Digital Media market is the integration of virtual reality (VR) and augmented reality (AR) technologies. This combination allows for a more immersive and interactive experience, blurring the boundaries between the physical and virtual worlds. European consumers are increasingly embracing VR and AR devices, such as headsets and smart glasses, to access the Metaverse and engage with digital content. Another trend in the market is the rise of virtual events and conferences. With the COVID-19 pandemic limiting in-person gatherings, many European businesses and organizations have turned to the Metaverse as a platform for hosting virtual events. This has created new opportunities for companies operating in the Metaverse Digital Media market, as they provide the technology and infrastructure to support these virtual gatherings.

Local special circumstances:
Europe has a diverse cultural landscape, and this diversity is reflected in the Metaverse Digital Media market. Different countries in Europe have their own unique preferences and interests when it comes to digital experiences. For example, countries with a strong gaming culture, such as the United Kingdom and Germany, have a large user base for gaming-focused Metaverse platforms. On the other hand, countries with a strong art and design scene, such as France and Italy, have a higher demand for Metaverse platforms that cater to creative industries.

Underlying macroeconomic factors:
The growth of the Metaverse Digital Media market in Europe is also influenced by underlying macroeconomic factors. The region has a strong digital infrastructure, with high internet penetration rates and advanced telecommunications networks. This enables European consumers to easily access and engage with Metaverse platforms. Additionally, the European Union has been actively supporting the development of digital technologies through various initiatives and funding programs, further driving the growth of the Metaverse Digital Media market. In conclusion, the Metaverse Digital Media market in Europe is experiencing significant growth and development due to customer preferences for immersive digital experiences, trends such as the integration of VR and AR technologies, the rise of virtual events, and local special circumstances. These factors, combined with the region's strong digital infrastructure and support from the European Union, are driving the expansion of the market in Europe.


Data coverage:

Figures are based on in-app spending, consumer spending.

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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