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:
Source: Statista Market Insights
Most recent update:
Source: Statista Market Insights
The Metaverse market in Ireland is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Ireland are playing a crucial role in the development of the Metaverse market.
Irish consumers are increasingly seeking immersive and interactive digital experiences. They are looking for ways to connect with others, explore virtual worlds, and engage in virtual activities. The Metaverse provides a platform for these preferences, offering a virtual environment where users can socialize, shop, and participate in various virtual events.
The demand for such experiences is driving the growth of the Metaverse market in Ireland. Trends in the market are also contributing to the development of the Metaverse market in Ireland. The advancements in technology, such as virtual reality (VR) and augmented reality (AR), have made it easier for individuals and businesses to access and engage with the Metaverse.
This has led to the emergence of new applications and platforms that cater specifically to the Irish market. Additionally, the COVID-19 pandemic has accelerated the adoption of digital technologies, including the Metaverse, as people seek alternative ways to connect and engage remotely. Local special circumstances further contribute to the growth of the Metaverse market in Ireland.
The country has a thriving tech ecosystem and a strong digital infrastructure, which provide a conducive environment for the development and adoption of the Metaverse. Ireland is home to many tech companies and startups that are actively exploring and investing in Metaverse technologies. The presence of these companies and the support from the government and regulatory bodies create a favorable environment for the Metaverse market to flourish.
Underlying macroeconomic factors also play a role in the development of the Metaverse market in Ireland. The country has a robust economy and a high level of digital literacy among its population. This enables individuals and businesses to embrace and adopt new technologies, including the Metaverse.
Additionally, Ireland's strong position as a global hub for technology and innovation attracts international investments and collaborations, further fueling the growth of the Metaverse market. In conclusion, the Metaverse market in Ireland is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The demand for immersive and interactive digital experiences, advancements in technology, the presence of a thriving tech ecosystem, and a strong digital infrastructure are driving the growth of the Metaverse market in Ireland.
As the market continues to evolve, it is expected to offer new opportunities for businesses and individuals to engage and connect in virtual environments.
Most recent update:
Source: Statista Market Insights
Most recent update:
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:
Source: Statista Market Insights
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