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Metaverse - NAFTA

NAFTA
  • The projected value of the Metaverse market in 2024 is estimated to reach US$25.4bn.
  • This market is expected to grow at an annual growth rate of 38.27% from 2024 to 2030, resulting in a projected market volume of US$177.6bn by 2030.
  • The United States is the leading contributor to this market, with a projected market volume of US$23.0bn in 2024.
  • By 2030, the number of users in the Metaverse market is expected to reach 274.7m users.
  • The user penetration rate, which is currently at 18.7% in 2024, is projected to increase to 52.1% by 2030.
  • The average value per user (ARPU) is expected to be US$266.3.
  • These figures highlight the significant growth potential of the Metaverse market and its impact on the economy.
  • It is worth noting that these projections are for the global market, and specific regions may experience variations in growth and market dynamics.
  • In the case of NAFTA, which includes United States, Canada, and Mexico, the projected market volume and user figures can be expected to contribute significantly to the overall Metaverse market.
  • The Metaverse market in NAFTA is experiencing rapid growth, fueled by the strong adoption of virtual reality and augmented reality technologies.

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 NAFTA is experiencing significant growth and development.

    Customer preferences:
    Customers in NAFTA are increasingly interested in immersive virtual experiences and are willing to invest in technologies that enable them to engage with the Metaverse. They are seeking opportunities to connect with others, explore virtual worlds, and participate in virtual events. Additionally, customers are looking for platforms that offer a seamless and user-friendly experience, with high-quality graphics and interactive features.

    Trends in the market:
    One key trend in the Metaverse market in NAFTA is the rise of virtual reality (VR) and augmented reality (AR) technologies. These technologies are enabling users to experience the Metaverse in a more immersive and interactive way. VR headsets and AR glasses are becoming more accessible and affordable, driving adoption among consumers. This trend is expected to continue as technology advances and more content is developed for these platforms. Another trend in the market is the increasing integration of the Metaverse into various industries. Companies in sectors such as gaming, entertainment, retail, and real estate are leveraging the Metaverse to enhance customer experiences and drive business growth. For example, gaming companies are creating virtual worlds where players can interact with each other and explore new gaming experiences. Retailers are using the Metaverse to create virtual stores where customers can browse and purchase products. Real estate developers are creating virtual tours of properties, allowing potential buyers to explore homes and buildings without physically visiting them.

    Local special circumstances:
    The Metaverse market in NAFTA is also influenced by local special circumstances. For instance, the United States is home to many technology companies that are at the forefront of Metaverse development. These companies have the resources and expertise to drive innovation and create compelling virtual experiences. Canada, on the other hand, has a strong gaming industry and a highly skilled workforce, which positions it well to capitalize on the opportunities presented by the Metaverse. Mexico, with its large population and growing middle class, represents a significant market for Metaverse technologies and experiences.

    Underlying macroeconomic factors:
    The growth of the Metaverse market in NAFTA is supported by several underlying macroeconomic factors. The region has a strong digital infrastructure, with widespread internet access and high-speed connectivity. This enables users to access and engage with the Metaverse seamlessly. Additionally, the region has a large and affluent consumer base, which provides a significant market for Metaverse products and services. The presence of a robust technology sector and a culture of innovation further drives the development and adoption of Metaverse technologies in NAFTA.

    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.

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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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    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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