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Metaverse Digital Media - Finland

Finland
  • The Metaverse Digital Media market is anticipated to reach a value of US$2.3m in 2024.
  • This market is forecasted to exhibit a Compound Annual Growth Rate (CAGR) of 14.95% from 2024 to 2030, resulting in a projected market volume of US$5.3m by 2030.
  • in Finland, being a part of this market segment, is expected to contribute to this growth.
  • The United States currently holds the largest market share in the Metaverse Digital Media market, with a projected market volume of US$197.1m in 2024.
  • However, it is important to note that other countries, including in Finland, are also actively participating in this market.
  • In terms of user base, the number of users in the Metaverse Digital Media market is expected to reach 16.0k users by 2030.
  • The user penetration rate in 2024 is projected to be 0.2% and is expected to increase to 0.3% by 2030.
  • These figures indicate the growing popularity and adoption of digital media platforms in Finland and other countries.
  • Furthermore, the average value per user (ARPU) is projected to be US$222.7.
  • This figure represents the estimated value generated by each user in the Metaverse Digital Media market.
  • In conclusion, the Metaverse Digital Media market is a rapidly growing sector, with in Finland playing a significant role in its development.
  • The market's value, user base, and average value per user are all expected to experience substantial growth in the coming years.
  • Finland's thriving gaming industry and tech-savvy population make it an ideal market for the growth of Metaverse Digital Media.

Definition:

The Digital Media market refers to the use of digital technology to create, distribute, and consume content within virtual reality environments. This can include video, audio, text, images, and interactive experiences that are accessible through a wide range of devices, including VR headsets, smartphones, and computers.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases and consumer spending. Data on the digital media market can also be found in the Digital Market Insights. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Virtual escape rooms, such as Escape the Lost Pyramid
  • Virtual sport events, such as The Metaverse Open
  • Virtual amusement parks, such as The Sandbox's LAND
  • Technology used to enhance virtual experience, adding sounds and graphics to games and worlds

Out-Of-Scope

  • Games considered as metaverse, such as Fornite
  • Digital music streaming or video streaming, such as Spotify or Netflix
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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 Digital Media market in Finland is experiencing significant growth and development.

    Customer preferences:
    In recent years, there has been a growing demand for immersive and interactive digital experiences among customers in Finland. This has led to an increased interest in the Metaverse Digital Media market. Customers are seeking new ways to engage with digital content and are looking for more personalized and engaging experiences. They are also increasingly interested in virtual reality (VR) and augmented reality (AR) technologies, which offer the potential for a more immersive and interactive digital experience.

    Trends in the market:
    One of the key trends in the Metaverse Digital Media market in Finland is the adoption of VR and AR technologies. These technologies are being used in a variety of industries, including gaming, entertainment, education, and healthcare. The gaming industry, in particular, has seen significant growth, with the introduction of VR and AR games that offer a more immersive and realistic gaming experience. Another trend in the market is the development of virtual worlds and social platforms within the metaverse. These platforms allow users to interact with each other in a virtual environment, creating new opportunities for socializing, networking, and collaboration. This trend is particularly popular among younger generations who are looking for new ways to connect and engage with others.

    Local special circumstances:
    Finland has a strong technology and innovation ecosystem, which has contributed to the growth of the Metaverse Digital Media market. The country is home to several leading technology companies and startups that are driving innovation in the field of VR and AR. Additionally, Finland has a highly skilled workforce and a strong education system, which has helped to foster the development of new technologies and applications in the Metaverse Digital Media market.

    Underlying macroeconomic factors:
    The growth of the Metaverse Digital Media market in Finland is also influenced by several macroeconomic factors. The country has a high level of internet penetration and a strong digital infrastructure, which has enabled the widespread adoption of digital technologies. Additionally, Finland has a high standard of living and a strong economy, which has created a favorable environment for the development and adoption of new technologies. In conclusion, the Metaverse Digital Media market in Finland is experiencing significant growth and development. Customer preferences for immersive and interactive digital experiences, the adoption of VR and AR technologies, the development of virtual worlds and social platforms, as well as the country's strong technology ecosystem and favorable macroeconomic factors, are all contributing to the growth of the market.

    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 in-app spending, consumer spending.

    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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