Skip to main content
  1. Market Insights
  2. Advertising and media

Metaverse - Italy

Italy
  • The Metaverse market is projected to reach a value of US$1.3bn in 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2030) of 40.04%, resulting in a projected market volume of US$10.2bn by 2030.
  • in Italy, being a part of this market segment, will also benefit from this growth.
  • The United States currently generates the most value in the Metaverse market, with a projected market volume of US$23.0bn in 2024.
  • This highlights the dominance of the United States in this market segment.
  • By 2030, the number of users in the Metaverse market is expected to amount to 36.2m users.
  • This indicates a significant increase in user engagement and adoption over the years.
  • User penetration, which is currently at 20.5% in 2024, is expected to hit 62.9% by 2030.
  • This demonstrates the growing popularity and widespread usage of the Metaverse market among individuals.
  • The average value per user (ARPU) is expected to amount to US$112.0.
  • This metric provides insights into the profitability and monetization potential of the Metaverse market.
  • Italy is experiencing a surge in virtual reality adoption, with an increasing number of Italian companies embracing the Metaverse to enhance their business operations.

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 Italy 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 Italy play a crucial role in shaping the Metaverse market.

    Italians have a strong affinity for immersive experiences and digital technologies, making them receptive to the concept of the Metaverse. They enjoy exploring virtual worlds, engaging in virtual social interactions, and participating in virtual events. This preference for digital experiences has fueled the demand for Metaverse platforms and applications in Italy.

    Trends in the market further contribute to the growth of the Metaverse in Italy. The country has witnessed a surge in the adoption of virtual reality (VR) and augmented reality (AR) technologies, which are essential components of the Metaverse. This trend is driven by the increasing availability of VR/AR devices and the development of immersive content.

    Italian companies are also embracing the Metaverse concept to enhance their business operations, such as virtual showrooms, virtual training, and virtual collaboration platforms. Local special circumstances in Italy also influence the development of the Metaverse market. The country has a rich cultural heritage and a vibrant arts and entertainment industry.

    As a result, there is a strong demand for virtual experiences that allow Italians to explore historical sites, visit museums, and attend cultural events remotely. The Metaverse offers a unique opportunity to bridge the physical and digital worlds, enabling Italians to engage with their cultural heritage in innovative ways. Underlying macroeconomic factors contribute to the growth of the Metaverse market in Italy.

    The country has a robust digital infrastructure and a high level of internet penetration, providing a solid foundation for the adoption of Metaverse technologies. Additionally, Italy has a thriving technology sector, with numerous startups and established companies focusing on virtual reality, augmented reality, and related technologies. This favorable ecosystem encourages innovation and investment in the Metaverse market.

    In conclusion, the Metaverse market in Italy is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Italians' affinity for immersive experiences, the adoption of VR/AR technologies, the demand for virtual cultural experiences, and the country's digital infrastructure and technology sector all contribute to the flourishing Metaverse market in Italy.

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    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

    Explore more high-quality data on related topic

    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.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.