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Metaverse Digital Media - France

France
  • The Metaverse Digital Media market is projected to reach a value of US$18.4m in 2025.
  • This market segment is expected to demonstrate an annual growth rate (CAGR 2025-2030) of 16.02%, resulting in a projected market volume of US$38.6m by 2030.
  • in France, being a part of this market, will contribute to this growth.
  • In 2025, United States is projected to generate the most value in the Metaverse Digital Media market, with a market volume of US$217.8m.
  • This showcases the strong presence and influence of the United States within this market segment.
  • By 2030, the number of users in the Metaverse Digital Media market is expected to amount to 149.0k users.
  • In 2025, the user penetration rate is projected to be 0.2% and is expected to increase to 0.2% by 2030.
  • This indicates a steady growth in user engagement and adoption within this market.
  • The average value per user (ARPU) is expected to amount to US$181.9.
  • This metric provides insights into the average revenue generated per user in the Metaverse Digital Media market.
  • France's users will contribute to this average value as they engage with and utilize digital media within the Metaverse.
  • France's Metaverse Digital Media market is experiencing rapid growth, driven by the country's strong creative industries and tech-savvy population.

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
Metaverse: market data & analysis - Cover

Market Insights report

Metaverse: market data & analysis
Study Details

    Market Size

    Created with Highcharts 11.4.8ValuesTotal202220232024202520262027202820292030255075100125150175200225

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Created with Highcharts 11.4.8ValuesTotal2022202320242025202620272028202920306507007508008509009501,0001,0501,100

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse Digital Media market in France is experiencing significant growth and development.

    Customer preferences:
    Customers in France are increasingly seeking immersive and interactive digital experiences, which is driving the demand for Metaverse Digital Media. The younger generation, in particular, is highly tech-savvy and eager to explore virtual worlds and engage with digital content. They value the ability to connect with others, express their creativity, and access entertainment and educational resources in a virtual environment. Additionally, businesses in various sectors are recognizing the potential of the Metaverse to enhance their marketing efforts, improve customer engagement, and create innovative solutions.

    Trends in the market:
    One of the key trends in the Metaverse Digital Media market in France is the rise of virtual reality (VR) and augmented reality (AR) technologies. These technologies enable users to immerse themselves in virtual environments or overlay digital content onto the real world. The increasing availability of VR/AR devices, such as headsets and smartphones, is driving the adoption of Metaverse experiences among consumers. This trend is further supported by the development of high-quality content, including games, social platforms, and virtual marketplaces. Another trend in the market is the integration of Metaverse Digital Media with e-commerce. Online shopping has become increasingly popular in France, and businesses are leveraging the Metaverse to enhance the shopping experience. Virtual showrooms, try-on simulations, and virtual marketplaces allow customers to explore products in a more interactive and personalized way. This trend is particularly relevant in the fashion and home decor industries, where customers can virtually try on clothes or visualize furniture in their homes before making a purchase.

    Local special circumstances:
    France has a strong creative and cultural industry, which contributes to the growth of the Metaverse Digital Media market. The country has a rich history of art, fashion, and entertainment, and this heritage is reflected in the digital content produced for the Metaverse. French artists, designers, and developers are creating immersive experiences that showcase the country's cultural assets and appeal to both domestic and international audiences. Furthermore, the French government has been supportive of the Metaverse Digital Media market. Initiatives and funding programs have been established to promote innovation and entrepreneurship in the digital sector. This support has encouraged the development of startups and the expansion of existing companies in the Metaverse space.

    Underlying macroeconomic factors:
    The overall growth of the digital economy in France is driving the development of the Metaverse Digital Media market. The country has a high internet penetration rate and a strong infrastructure that supports digital technologies. Additionally, the COVID-19 pandemic has accelerated the adoption of digital solutions across various sectors, including entertainment, education, and remote work. This has created a favorable environment for the Metaverse to thrive, as people seek alternative ways to connect, learn, and entertain themselves. In conclusion, the Metaverse Digital Media market in France is experiencing growth due to customer preferences for immersive digital experiences, the integration of Metaverse with e-commerce, local special circumstances such as the country's creative industry and government support, and underlying macroeconomic factors such as the growth of the digital economy and the impact of the COVID-19 pandemic.

    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: Jan 2025

    Source: Statista Market Insights

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