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.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
The Metaverse market in CIS is experiencing significant growth and development, driven by customer preferences for immersive and interactive digital experiences.
Customer preferences: Customers in CIS are increasingly seeking out digital experiences that go beyond traditional online platforms. They are looking for immersive and interactive environments where they can connect with others, explore virtual worlds, and engage in various activities. The Metaverse offers a unique opportunity for users to create avatars, customize their virtual spaces, and interact with others in real time. This appeals to the desire for self-expression and social interaction that is prevalent among consumers in CIS.
Trends in the market: One of the key trends in the Metaverse market in CIS is the rise of virtual events and entertainment. With the COVID-19 pandemic limiting in-person gatherings, virtual events have gained popularity as a safe alternative. From virtual concerts and conferences to virtual art galleries and museums, the Metaverse provides a platform for hosting and attending these events. This trend is likely to continue as people become more accustomed to the convenience and accessibility of virtual experiences. Another trend in the Metaverse market is the integration of blockchain technology. Blockchain enables secure and transparent transactions within the Metaverse, allowing users to buy, sell, and trade virtual assets. This has created a new economy within the Metaverse, with users investing in virtual real estate, digital collectibles, and virtual currencies. The use of blockchain technology also provides opportunities for creators and developers to monetize their content and services.
Local special circumstances: The Metaverse market in CIS is influenced by the unique cultural and social characteristics of the region. CIS countries have a strong gaming culture, with a large number of gamers and esports enthusiasts. This has created a fertile ground for the adoption of the Metaverse, as gamers are already familiar with virtual environments and online communities. Additionally, CIS countries have a high internet penetration rate, which provides a solid infrastructure for the development and growth of the Metaverse market.
Underlying macroeconomic factors: The growth of the Metaverse market in CIS is also driven by favorable macroeconomic factors. The region has a young and tech-savvy population, which is open to embracing new technologies and digital experiences. Furthermore, the CIS region has a growing middle class with increasing disposable income, which enables consumers to spend on virtual experiences and digital assets. The government support for the development of the digital economy and technology sector also contributes to the growth of the Metaverse market in CIS. In conclusion, the Metaverse market in CIS is experiencing rapid growth and development, fueled by customer preferences for immersive and interactive digital experiences. The rise of virtual events, integration of blockchain technology, and the unique cultural and social characteristics of the region are driving this growth. With favorable macroeconomic factors and government support, the Metaverse market in CIS is poised for further expansion in the coming years.
Most recent update: Mar 2024
Source: Statista Market Insights
Most recent update: Mar 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights