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Metaverse Gaming - Finland

Finland
  • The Metaverse Gaming market is anticipated to witness a remarkable growth in the coming years, with its value projected to reach US$76.7m in 2024.
  • This growth is expected to continue with an annual growth rate (CAGR 2024-2030) of 43.73%, resulting in a projected market volume of US$676.4m by 2030.
  • It is noteworthy that United States holds the majority share in this market, with a projected market volume of US$7.5bn in 2024.
  • In terms of user base, the Metaverse Gaming market is expected to attract a significant number of users, reaching 1.7m users by 2030.
  • The user penetration rate, which currently stands at 9.1% in 2024, is projected to increase to 29.9% by 2030.
  • This indicates a growing interest and adoption of Metaverse Gaming market among users.
  • Additionally, the average Value per user (ARPU) is expected to amount to US$151.6.
  • This highlights the potential profitability and value generated from each user in the Metaverse Gaming market.
  • It is important to note that these projections and figures are based on market research and analysis.
  • As with any market, actual results may vary and are subject to various factors such as technological advancements, regulatory changes, and consumer preferences.
  • Nonetheless, the Metaverse Gaming market presents an exciting opportunity for growth and innovation, both globally and in Finland.
  • Finland's thriving gaming industry and strong technological infrastructure make it an ideal country for the development and adoption of Metaverse gaming.

Definition:

The Gaming market refers to the playing of video games or other interactive experiences within virtual reality environments, such as virtual worlds, social VR platforms, and other immersive digital spaces. This definition includes traditional single-player and multiplayer games as well as more open-ended virtual worlds, where players can interact with each other and the environment in a variety of ways. Gaming in the metaverse can be experienced through different hardware, such as VR headsets, smartphones, and computers, and can also include new forms of gaming such as social gaming, multiplayer gaming, and location-based gaming.

Structure:

The Gaming market includes the markets Action Games, Adventure Games, Casual Games, Role-playing Games, Simulation Games, Sports & Racing Games and Strategy Games. Each genre has different games published that are classified as metaverse games in respective metaverse applications, or individual games.

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 on apps, games, and items. Market numbers about the Gaming market can also be found in the Digital Market Insights. Key players in the market are games like Fortnite, Roblox or Minecraft. Use the info button right next to the boxes for more information on the data displayed.

In-Scope

  • Games directly in metaverse considered apps, such as games in Roblox
  • Open-world games, shaped by users, such as Fortnite
  • Sandbox games, such as Minecraft
  • Social virtual reality games, such as VRChat

Out-Of-Scope

  • Open-world games, with a story line, such as World of Warcraft
  • All other non related metaverse games, such as Call of Duty
  • Non-metaverse related browser games, such as Forge of Empires
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 Gaming market in Finland is experiencing significant growth and development, driven by several key factors.

    Customer preferences:
    Finnish consumers have shown a strong interest in immersive gaming experiences, which has fueled the growth of the Metaverse Gaming market. They are drawn to the idea of exploring virtual worlds and interacting with other players in a more immersive and realistic way. The demand for virtual reality (VR) and augmented reality (AR) gaming experiences has been on the rise, as consumers seek out new and exciting ways to engage with gaming content. Additionally, the convenience and accessibility of mobile gaming have also contributed to the popularity of the Metaverse Gaming market in Finland.

    Trends in the market:
    One of the key trends in the Metaverse Gaming market in Finland is the increasing integration of blockchain technology. Blockchain allows for secure and transparent transactions within virtual worlds, enabling players to buy, sell, and trade virtual assets with ease. This trend has led to the emergence of virtual economies within the Metaverse Gaming market, where players can earn real-world income through in-game activities. Another trend is the growing popularity of social gaming within the Metaverse. Finnish consumers are increasingly looking for opportunities to connect and interact with other players, and social gaming provides a platform for them to do so.

    Local special circumstances:
    Finland has a strong gaming culture and is home to several successful gaming companies. This has created a favorable environment for the development of the Metaverse Gaming market. Finnish consumers are familiar with gaming concepts and technologies, making them more receptive to the idea of immersive gaming experiences. Additionally, Finland has a high level of digital infrastructure and internet penetration, which has facilitated the growth of online gaming and the Metaverse Gaming market.

    Underlying macroeconomic factors:
    Finland has a stable economy and a high standard of living, which has contributed to the growth of the Metaverse Gaming market. Consumers have disposable income to spend on gaming and entertainment, and they are willing to invest in high-quality gaming experiences. The government has also been supportive of the gaming industry, providing funding and resources to promote innovation and development. These factors have created a conducive environment for the Metaverse Gaming market to thrive in Finland. In conclusion, the Metaverse Gaming market in Finland is experiencing significant growth and development, driven by customer preferences for immersive gaming experiences, the integration of blockchain technology, and the strong gaming culture in the country. The favorable local circumstances, including a high level of digital infrastructure and government support, have further contributed to the growth of the market. With these trends and underlying macroeconomic factors in place, the Metaverse Gaming market in Finland is poised for continued expansion in the coming years.

    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, in-game 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.

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    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

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    Video gaming and the metaverse - Statistics & Facts

    For everybody who spends a lot of time in digital worlds – for example via gaming and socializing in-game – the concept of the metaverse, a virtual world where physical and digital worlds come together, is nothing new. In-game hangouts in massively multiplayer online games (MMO) and other multiplayer games have been a vital part of the gaming community for years, and the activity received a boost during the COVID-19 pandemic when people turned to online worlds to connect with each other. Overall, these online game hangouts are an important step along the journey to metaverse gaming.
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