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Metaverse - Australia & Oceania

Australia & Oceania
  • The Metaverse market is projected to reach a value of US$1.3bn in 2024.
  • This market is expected to experience a steady annual growth rate (CAGR 2024-2030) of 39.65%, resulting in a projected market volume of US$9.9bn by 2030.
  • It is worth noting that 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, the Metaverse market is expected to have around 21.0m users users by 2030.
  • The user penetration rate, which currently stands at 22.2% in 2024, is projected to increase significantly to 62.3% by 2030.
  • This indicates a growing interest and adoption of the Metaverse market by users in Australia & Oceania.
  • Furthermore, the average value per user (ARPU) is expected to reach US$187.9.
  • This figure represents the average amount of value generated per user in the Metaverse market.
  • It is a key indicator of the market's potential for monetization and revenue generation.
  • Overall, the Metaverse market presents a promising opportunity for growth and value creation in Australia & Oceania, with significant potential for increased user adoption and market volume expansion.
  • Australia & Oceania is witnessing a surge in the adoption of Metaverse technologies, with virtual reality experiences becoming increasingly popular among the region's tech-savvy population.

Definition:

The term metaverse refers to a virtual world or collection of virtual worlds that exist in a shared digital space and can be accessed by users through the internet. It typically includes virtual reality, augmented reality, and other immersive technologies. Its scope encompasses a wide range of possibilities and opportunities in education, entertainment, health and fitness, and even remote work, but it is commonly associated with eCommerce and gaming.

Structure:

The Metaverse market covers the markets eCommerce, Gaming, and Education. The eCommerce market covers all goods that can be purchased and distributed within and throughout the metaverse. Gaming encompasses all games that are either directly involved in classified metaverse apps or collaborative open-world games. Education covers the range of possibilities for consumers to experience courses, classes, field trips, and more in the metaverse. For a more detailed explanation of all the markets, see the respective market page.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases, advertising spending, and consumer spending on apps, games, items, products, and hardware such as headsets or glasses. Sales channel data shows both online and offline market sizes. Information on gaming, eCommerce, virtual assets, digital media, digital health, digital advertising, and education can also be found in the Digital Market Insights. Information on AR & VR hardware can also be found in the Advertising & Media Insights. Key players of the market include companies such as Meta, Roblox, Epic Games, and Decentraland.

In-Scope

  • Open-world games with social interaction, such as Fortnite
  • Ecommerce marketplaces, such as NIKELAND in Roblox
  • Virtual Assets used to buy goods in the metaverse, such as Ethereum
  • Education in form of online classes or certificates in the metaverse, such as Decentraland University

Out-Of-Scope

  • Non-related open-world games, such as World of Warcraft
  • Physical goods, service and products bought with cryptocurrencies, such as Fashion
  • Non-fungible Tokens bought as personal collectable, such as non-metaverse selection on OpenSea
Metaverse: market data & analysis - Cover

Market Insights report

Metaverse: market data & analysis

Study Details

    Market Size

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse market in Australia & Oceania is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in the region are shifting towards immersive and interactive experiences, which is fueling the demand for Metaverse platforms.

    Consumers are increasingly seeking virtual environments that allow them to connect with others, explore new worlds, and engage in various activities. The desire for social interaction, entertainment, and personalized experiences is driving the adoption of Metaverse technologies. Trends in the market indicate that the Metaverse industry is expanding rapidly in Australia & Oceania.

    Companies are investing heavily in the development of virtual reality (VR) and augmented reality (AR) technologies to create immersive and realistic virtual worlds. The gaming sector is a key driver of the Metaverse market, with virtual reality gaming gaining popularity among consumers. Additionally, industries such as education, healthcare, and real estate are exploring the potential of the Metaverse to enhance their services and offerings.

    Local special circumstances in Australia & Oceania contribute to the development of the Metaverse market. The region has a strong gaming culture, with a large number of gamers and gaming communities. This provides a fertile ground for the adoption of Metaverse technologies, as gamers are already familiar with virtual environments and are open to exploring new experiences.

    Furthermore, the region's geographic isolation and vast distances between countries make virtual communication and collaboration platforms highly desirable, driving the demand for Metaverse solutions. Underlying macroeconomic factors also play a role in the growth of the Metaverse market in Australia & Oceania. The region has a stable and growing economy, which provides a favorable environment for businesses to invest in innovative technologies.

    Government support and initiatives to promote digital transformation and technological advancements further contribute to the development of the Metaverse market. Additionally, the increasing penetration of smartphones and high-speed internet connectivity in the region enables widespread access to Metaverse platforms and experiences. In conclusion, the Metaverse market in Australia & Oceania is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

    The shift towards immersive experiences, the expansion of virtual reality gaming, and the region's strong gaming culture are driving the adoption of Metaverse technologies. Government support and a stable economy provide a conducive environment for businesses to invest in the development of virtual worlds. With the increasing availability of high-speed internet and smartphones, the Metaverse market in Australia & Oceania is poised for further growth and innovation.

    Reach

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    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.

    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.

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    Metaverse: market data & analysis - BackgroundMetaverse: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    Metaverse - Statistics & Facts

    Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. As an evolution of social technologies, the metaverse allows digital representations of people, avatars, to interact with each other in a variety of settings. Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using virtual reality (VR) headsets, augmented reality (AR) glasses, smartphone apps, or other devices.
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