Metaverse - Worldwide

  • Worldwide
  • The Metaverse market is projected to reach a value of US$74.4bn in 2024.
  • This market is expected to grow at an annual growth rate (CAGR 2024-2030) of 37.73%, resulting in a projected market volume of US$507.8bn by 2030.
  • In 2024, in the United States generates the most value in the Metaverse market, with a projected market volume of US$23.0bn.
  • By 2030, the number of users in the Metaverse market is expected to reach 2,633.0m users.
  • The user penetration is predicted to be 14.6% in 2024 and is expected to increase to 39.7% by 2030.
  • The average Value per user (ARPU) is projected to be US$79.5.
  • The Metaverse market holds significant potential worldwide.
  • The Metaverse market is booming worldwide, with countries like the United States, China, and Japan leading the way in terms of technological advancements and user adoption.
Region comparison

Analyst Opinion

The Metaverse market is experiencing rapid growth and development worldwide. As technology advances and virtual reality becomes more accessible, people are increasingly drawn to the immersive and interactive experiences offered by the Metaverse.

Customer preferences:
Customers are seeking new ways to connect and engage with others, and the Metaverse provides a unique platform for social interaction. People are looking for virtual spaces where they can meet friends, attend events, and explore new worlds. The ability to customize avatars and create virtual identities is also appealing to customers, as it allows them to express themselves in ways that may not be possible in the physical world. Additionally, the Metaverse offers opportunities for entertainment, education, and commerce, further driving customer interest.

Trends in the market:
One of the key trends in the Metaverse market is the integration of real-world elements into virtual environments. Companies are developing technologies that allow users to seamlessly transition between the physical and virtual worlds, blurring the lines between reality and fantasy. This trend is driven by the desire to create more immersive experiences and to leverage the vast amount of data available in the real world. For example, virtual reality headsets can now track users' movements and incorporate them into virtual environments, creating a more realistic and interactive experience. Another trend in the market is the rise of virtual economies within the Metaverse. Users can buy, sell, and trade virtual assets such as clothing, accessories, and even virtual real estate. This has created new opportunities for businesses to monetize their products and services in virtual spaces. Companies are also exploring the use of blockchain technology to enable secure and transparent transactions within virtual economies.

Local special circumstances:
In different countries, there may be unique factors that influence the development of the Metaverse market. For example, in countries with a large gaming culture, there may be a higher demand for immersive gaming experiences within the Metaverse. In countries with limited physical space, there may be a greater interest in virtual real estate and the creation of virtual communities. Additionally, cultural factors may shape customer preferences and the types of experiences that are popular within the Metaverse.

Underlying macroeconomic factors:
The growth of the Metaverse market is also influenced by underlying macroeconomic factors. As technology becomes more affordable and accessible, more people are able to participate in the Metaverse. Economic growth and rising disposable incomes also contribute to the expansion of the market, as customers have more resources to invest in virtual experiences. Additionally, government policies and regulations can impact the development of the Metaverse market. Supportive policies that encourage innovation and investment in virtual reality technologies can stimulate growth, while restrictive regulations may hinder market expansion.


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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