Metaverse Digital Media - G7

  • G7
  • The projected value of the Metaverse Digital Media market in 2024 is estimated to be US$0.3bn.
  • This market is expected to experience an annual growth rate of 14.81% from 2024 to 2030 (CAGR 2024-2030), resulting in a projected market volume of US$0.7bn by 2030.
  • It is worth mentioning that the majority of the market value, amounting to US$197.1m, is generated in the United States within this market segment.
  • In terms of user base, the number of users in the Metaverse Digital Media market is projected to reach 1.5m users by 2030.
  • The user penetration rate, which is the proportion of users within the population, is expected to be 0.1% in 2024 and is projected to increase to 0.2% by 2030.
  • Additionally, the average value per user (ARPU) is expected to be US$0.3k.
  • The G7 countries are leading the way in the development and adoption of Metaverse Digital Media, with Japan's gaming industry being a key driver.
 
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Analyst Opinion

The Metaverse Digital Media market in G7 is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in the G7 countries have shown a strong preference for immersive and interactive digital experiences. The Metaverse Digital Media market provides them with the opportunity to engage with virtual worlds, socialize with others, and explore new forms of entertainment. With the advancements in technology, customers are increasingly seeking out digital media platforms that offer a seamless integration of virtual and real-world experiences.

Trends in the market:
One of the key trends in the Metaverse Digital Media market in G7 is the rise of virtual reality (VR) and augmented reality (AR) technologies. These technologies have become more accessible and affordable, allowing a wider range of customers to experience the metaverse. As a result, there has been an increase in the development of VR and AR content, such as games, movies, and social platforms. Another trend in the market is the integration of blockchain technology. Blockchain provides a decentralized and secure infrastructure for digital assets, which is particularly relevant in the metaverse where virtual goods and currencies are exchanged. This integration allows for the creation of unique digital assets and enables customers to have true ownership and control over their virtual possessions.

Local special circumstances:
Each G7 country has its own unique set of circumstances that contribute to the development of the Metaverse Digital Media market. For example, the United States has a strong technology infrastructure and a large consumer base, making it an attractive market for digital media companies. Japan, on the other hand, has a long history of innovation in the gaming industry and has been at the forefront of VR and AR development.

Underlying macroeconomic factors:
The growth of the Metaverse Digital Media market in G7 is also influenced by underlying macroeconomic factors. For instance, the increasing penetration of smartphones and high-speed internet connectivity has made digital media more accessible to a larger audience. Additionally, the COVID-19 pandemic has accelerated the adoption of digital technologies and virtual experiences as people sought alternative forms of entertainment and social interaction. In conclusion, the Metaverse Digital Media market in G7 is experiencing significant growth and development due to customer preferences for immersive and interactive experiences, trends in the market such as the rise of VR/AR and blockchain integration, local special circumstances in each country, and underlying macroeconomic factors such as technology infrastructure and the impact of the COVID-19 pandemic.

Methodology

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.

Forecasts:

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.

Overview

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