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Metaverse Digital Media - Poland

Poland
  • In 2024, the projected value in the Metaverse Digital Media market is expected to reach US$3.7m.
  • This market segment is anticipated to experience an annual growth rate (CAGR 2024-2030) of 14.94%, resulting in a projected market volume of US$8.5m by 2030.
  • The United States generates the highest value in this market, with a projected market volume of US$197.1m in 2024.
  • in Poland, being part of the global market, will also contribute to this growth.
  • By 2030, the number of users in the Metaverse Digital Media market is expected to reach 70.4k users.
  • The user penetration rate is forecasted to be 0.1% in 2024 and is projected to increase to 0.2% by 2030.
  • The average value per user (ARPU) is expected to amount to US$81.3.
  • Poland, with its thriving gaming industry and tech-savvy population, is emerging as a key player in the Metaverse Digital Media market.

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

    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 Poland is experiencing significant growth and development, driven by several key factors. Customer preferences in Poland are shifting towards immersive digital experiences, driving the demand for Metaverse Digital Media.

    Consumers are increasingly seeking interactive and engaging content, and the Metaverse offers a unique platform for delivering these experiences. With the ability to explore virtual worlds, interact with others, and participate in virtual events, the Metaverse is becoming a preferred destination for entertainment, socializing, and even business activities. Trends in the market indicate that the adoption of Metaverse Digital Media in Poland is on the rise.

    Companies are investing in the development of virtual reality (VR) and augmented reality (AR) technologies, creating new opportunities for content creators and developers. The gaming industry, in particular, is driving the growth of the Metaverse in Poland, with a growing number of game developers incorporating VR and AR features into their products. Additionally, the use of virtual reality in sectors such as education, healthcare, and real estate is also contributing to the expansion of the Metaverse Digital Media market.

    Local special circumstances, such as Poland's strong technology sector and skilled workforce, are also contributing to the growth of the Metaverse Digital Media market. Poland has a thriving tech industry, with many startups and established companies specializing in VR and AR technologies. The country's highly skilled workforce, particularly in the fields of software development and graphic design, provides a strong foundation for the creation of high-quality Metaverse experiences.

    Additionally, the relatively low cost of living and favorable business environment in Poland make it an attractive location for companies looking to establish a presence in the Metaverse Digital Media market. Underlying macroeconomic factors, such as the increasing availability and affordability of VR and AR devices, are further driving the development of the Metaverse Digital Media market in Poland. As the cost of VR and AR technology continues to decline, more consumers in Poland are able to access and experience the Metaverse.

    This increased accessibility is fueling demand for Metaverse Digital Media content and driving market growth. In conclusion, the Metaverse Digital Media market in Poland is experiencing significant growth and development due to shifting customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As the demand for immersive digital experiences continues to rise, the Metaverse is poised to become an integral part of the entertainment, social, and business landscape in Poland.

    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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    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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