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Metaverse - Finland

Finland
  • The projected value of the Metaverse market in 2024 is estimated to reach US$225.4m.
  • It is expected to experience an annual growth rate (CAGR 2024-2030) of 39.30%, resulting in a projected market volume of US$1.6bn by 2030.
  • The United States dominates the market with a projected market volume of US$23.0bn in 2024.
  • In terms of user base, the number of users in the Metaverse market is expected to reach 3.5m users by 2030.
  • The user penetration rate, which currently stands at 21.6% in 2024, is projected to increase to 62.9% by 2030.
  • Furthermore, the average value per user (ARPU) is anticipated to amount to US$187.6.
  • It is worth noting that these projections pertain to the global Metaverse market.
  • in Finland, as a country, is also part of the global Metaverse market, and these trends and projections apply to it as well.
  • Finland is emerging as a leading hub for virtual reality and augmented reality technologies within the Metaverse market.

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 Finland is experiencing significant growth and development, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in Finland are shifting towards immersive and interactive digital experiences, which is contributing to the growth of the Metaverse market.

    Finnish consumers are increasingly seeking virtual environments that offer a sense of escapism, social interaction, and personalized experiences. This demand is fueled by the desire for novel and engaging entertainment options, as well as the need for virtual solutions in various industries such as education, healthcare, and retail. Trends in the Metaverse market in Finland include the adoption of virtual reality (VR) and augmented reality (AR) technologies, the rise of virtual events and conferences, and the integration of blockchain and cryptocurrency.

    VR and AR technologies enable users to enter and interact with virtual worlds, creating immersive experiences that blur the line between the physical and digital realms. Virtual events and conferences are gaining popularity as they provide a cost-effective and accessible alternative to traditional in-person gatherings. The integration of blockchain and cryptocurrency in the Metaverse market offers opportunities for secure transactions, digital asset ownership, and decentralized governance.

    Finland's local special circumstances, such as its strong tech ecosystem, digital infrastructure, and innovative mindset, contribute to the development of the Metaverse market. Finland has a thriving gaming industry and a history of technological innovation, which provides a solid foundation for the growth of the Metaverse market. The country's advanced digital infrastructure, including high-speed internet connectivity and widespread mobile penetration, enables seamless access to virtual environments.

    Furthermore, Finland's culture of innovation and entrepreneurship fosters the creation of startups and initiatives that drive the development of the Metaverse market. Underlying macroeconomic factors, such as the increasing digitalization of industries, the growth of the global gaming market, and the impact of the COVID-19 pandemic, also contribute to the development of the Metaverse market in Finland. The digitalization of industries across sectors creates opportunities for virtual solutions and immersive experiences.

    The global gaming market, which has experienced significant growth in recent years, provides a strong foundation for the Metaverse market as gaming and virtual worlds become increasingly intertwined. The COVID-19 pandemic has accelerated the adoption of digital technologies and virtual experiences, as people seek alternatives to in-person interactions and entertainment. In conclusion, the Metaverse market in Finland is experiencing growth and development driven by changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors.

    The shift towards immersive and interactive digital experiences, the adoption of VR and AR technologies, the rise of virtual events and conferences, and the integration of blockchain and cryptocurrency are shaping the Metaverse market in Finland. The country's strong tech ecosystem, digital infrastructure, and innovative mindset, along with the increasing digitalization of industries, the growth of the global gaming market, and the impact of the COVID-19 pandemic, further contribute to the development of the Metaverse market in Finland.

    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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    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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