20 Shocking Metaverse Statistics of Another World in 2023
Published: October 21, 2022
Seeing how the Metaverse is becoming a hot topic in the gaming and tech industries, we’ve gathered the most informative Metaverse statistics that will shed light on how big a deal Metaverse truly is.
A Metaverse is a virtual reality world created by computer programming in which people can interact and create a shared space. The Metaverse combines our physical reality with virtual and augmented reality and will usher in a 3D internet.
Let’s see just how deep the rabbit hole goes!
Top 10 Metaverse Stats and Facts
- The market cap of Web 2.0 companies totals $14.8 trillion.
- In 2021, Metaverse received over 84,000 social media mentions.
- In 2021, $501 million was spent on Metaverse real estate.
- In 2022, the Metaverse reached 400 million monthly active users.
- 27 apps used the word “Metaverse” in their name or description in January 2022.
- The highest value of a property in Metaverse is $5 million.
- Only 13.2% of the MAUs can register on a blockchain-based virtual world.
- 68% of adults in the US aren’t interested in Meta’s Metaverse.
- 25% of people will spend at least an hour per day in the Metaverse by 2026.
- By 2024, the Metaverse market is estimated to be worth almost $800 billion
General Metaverse Statistics and Facts
Interested to learn more important statistics, market size, and facts about the Metaverse? Then keep on reading!
1. The term “Metaverse” was coined by Neil Stephenson in 1992.
The sci-fi author first used the word in his 1992 epic novel “Snow Crash.”
Now he’s collaborating with yet another crypto pioneer, Peter Vessenes, to bring his vision to fruition. As a result, Lamina1 was born — a Metaverse-focused blockchain. This is exciting news indeed, seeing how there were nearly 80 million Blockchain wallets in 2021.
Lamina1’s focal point will be on open Metaverses focusing on AR and VR integrations, similar to the Metaverse visions popularized in 2021.
2. Metaverse market cap of Web 2.0 companies totals $14.8 trillion.
Web 2.0 Metaverse companies dominated the stock market in the late 2010s and early 2020s. The same could not be said for next-gen Metaverse internet services (Web 3.0), which have a much lower market cap of just $30 billion.
The gaming and eSports industry alone is worth $1.98 trillion, while Meta is worth $900 billion. Plus, Meta owns one of the most downloaded apps in 2022, Facebook.
3. In 2021, Metaverse received over 84,000 social media mentions.
In 2021, the concept of a Metaverse sparked countless conversations on social media, taking the platforms by storm. Interestingly, Metaverse demographics show that as much as 82% of people who mentioned this term were male.
Even so, the term “Metaverse” has been around for quite a while now. Yet, it wasn’t trending until 2021, reaching its peak on October 28, when Facebook officially changed its name to Meta.
4. In 2021, Facebook planned to spend $10 billion on its Metaverse division.
(Source: The Verge)
Although AR and VR are still in their early stages, Facebook has set its eyes on developing an entire Metaverse platform.
In fact, the brand has invested huge sums of money in its Reality Labs, developing immersive technologies to create a revolutionary Metaverse.
With more than 2.8 billion monthly active users, Facebook has the potential to become a real powerhouse for content creators in the new virtual “dimension.”
5. In 2021, $501 million was spent on the digital real estate Metaverse.
What’s more, this figure is expected to double by the end of 2022.
And even though many platforms deal with these kinds of sales, the “Big Four” — namely, Somnium, Sandbox, Cryptovoxels, and Decentraland — dominate the market, hosting a total of 268,645 parcels of varying sizes.
Since Republic Realm bought real estate worth $4.3 million from Sandbox, it has become the most influential player in the Metaverse real estate market, holding the record for the most expensive virtual land sold.
It’s also worth noting that Sandbox is building 100 Fantasy Islands, 90 of which sold for $15,000 each on launch day; they’re now selling for more than $100,000 each. Moreover, Sandbox controls 62% of available Metaverse land and 75% of all land sales in 2022.
6. Cryptocurrencies were purchased by 53% of the companies that invest in Metaverse.
There were over 8,000 cryptocurrencies available on the market in 2021.
What’s more, a whopping 44% of companies invested in NFTs (2nd place), followed by the work environment and remote work-related investments, which account for 40%. Lastly, 30% of companies invested in Metaverse projects related to branding and positioning.
7. Epic Games received a $2 billion investment from Sony and KIRKBI to support its Metaverse projects.
(Source: Epic Games)
Epic Games is heavily invested in the expansion of Metaverse. As a result, Epic Games’ equity valuation was estimated at $31.5 billion after the financial boosts it received in April 2022.
The investments of Sony, the largest gaming company in the world, and KIRKBI were one of the top Metaverse investments to date, with each party investing a whopping $1 billion.
8. The highest Metaverse property sale value is $5 million.
Curzio Research, a financial publishing company, announced its partnership with TCG World, the world’s first 4k Metaverse, in May 2022. The financial publishing company will receive 19 commercial real estate properties in TCG World worth a total of $5 million.
9. 27 apps used the word “Metaverse” in their name or description in January 2022.
This figure represents a 145% increase from the 11 apps that updated their names in October 2021. Likewise, in December 2021, another 30 apps added the phrase.
Far from being a rebranding operation, Facebook’s new name — Meta — reflects the brand’s determination to create an immersive Metaverse experience for its users.
Metaverse Usage Statistics and Facts
Are you interested to learn some exciting stats and facts about its users? Take a look below!
10. In 2022, the Metaverse reached 400 million monthly active users.
Virtual reality is most popular among 16- to 34-year-olds, predominantly young teenagers. Namely, users aged 12 to 13 are the most common “residents” of virtual worlds like Roblox, Fortnite, and Minecraft.
In fact, there are nearly 100 million unique MAUs in this age group, accounting for some 25% of the total market.
11. Merely 13.2% of Metaverse users can register on a blockchain-based virtual world.
Cryptocurrencies are encrypted virtual currencies stored on a blockchain. The legal minimum age to create a cryptocurrency wallet (and the legal minimum age to buy and sell crypto) in the US is 18.
Hence, it shouldn’t come as a surprise that merely 52 million of the 400 million unique MAUs can register and join a blockchain-based virtual world.
12. Gen Z is more likely to be in the Metaverse spaces than Millennials.
Gen Z is more likely to socialize in virtual worlds, whereas Millennials are more likely to invest in digital assets. The younger generation is more optimistic about the Metaverse, indicating they are looking forward to the virtual future.
According to sources, a staggering 88% of Generation Z engage in video games that immerse them in a virtual world.
In contrast, 74% of Millennial parents say their children play virtual world games. Minecraft — the best-selling video game — Fortnite, Roblox, World of Warcraft, and Animal Crossing are among their kids’ favorites.
13. 68% of adults in the US aren’t interested in Meta’s Metaverse.
Metaverse user demographics show that men (39%) are more interested in Meta’s latest projection than women (27%). People between the ages of 35 and 44 are most keen on experiencing Meta (48%), followed by those aged 18–34 (43%).
On the other hand, the age groups with the least bit of enthusiasm for Facebook’s Metaverse are 45–64-year-olds and those 65 and older.
14. “Fortnite” had a record-breaking 12.3 million people attend its virtual concert featuring rapper Travis Scott.
In comparison, the previous attendance record for a virtual concert in “Fortnite” featuring Marhmello was 10.7 million in 2019.
Note that over 3.2 billion people played video games in 2021, of which “Fortnite” has some 250 million players globally. Plus, teens spend approximately 25% of their free time playing this particular video game.
The more you know about the Metaverse, the better prepared you’ll be. Let’s see what the future holds!
15. It’s predicted that 25% of people will spend at least an hour per day in the Metaverse by 2026.
Predictions indicate that most activities performed in the Metaverse will be related to education, work, socializing, entertainment, and shopping. This will no doubt contribute to the virtual economy powered by non-fungible tokens and digital currencies.
16. By 2024, the Metaverse market is estimated to be worth almost $800 billion.
Metaverse stats show that the Metaverse market is expected to have a CAGR of 13.1% from $478.7 billion in 2020 to $783.3 billion in 2024.
This expansion is likely due to the increasing popularity of AR, VR, and gaming Metaverse applications.
17. It’s estimated that the Metaverse represents a trillion-dollar revenue opportunity.
The Metaverse is estimated to generate trillions in revenue from advertising, digital events, hardware, social commerce, and developer monetization.
In fact, the total market capitalization of the top Web 3.0 Metaverse crypto networks was $27.5 billion in November 2019.
18. 77% believe the Metaverse will cause significant harm to society.
The argument is that people will get too involved in the virtual world and neglect their real life. Moreover, some believe that the Metaverse could also lead to issues such as addiction to simulated reality, privacy issues, and mental health issues.
Interestingly, some 46% of people believe that we will mainly coexist in the Metaverse virtual reality ten years after release.
19. Nike has filed seven trademark applications in preparation for its Metaverse debut.
Nike wants to be one of the first companies to enter the Metaverse. The sports brand expressed interest in creating and selling virtual sneakers and clothes in its trademark applications.
Not only that, but they also plan to sell products to customers directly in the Metaverse. In addition, they plan to include many virtual branding activities.
20. Zuckerberg doesn’t believe the Metaverse will be huge until the second half of this decade.
(Source: The Verge)
According to Meta’s CEO and chairman, the Metaverse will take nearly a decade to mature.
He believes that the work they’re doing on the Metaverse will be fantastic over the next few years. That said, the famous CEO also thinks that a lot of fundamentals need to be sorted out first.
Although our stats and facts about the Metaverse are merely a fraction of what we’ve discovered during our research, they should still give you pause.
Hopefully, we’ve provided you with a valuable snapshot of its current state and its potential for growth in the years to come.
What is the Metaverse concept?
The Metaverse is a virtual world that users can navigate. It imitates some aspects of the physical world using technologies like AR, AI, digital currency, and social media.
The idea is for people to “live” in the Metaverse to some extent. Just imagine a world in which people shop, work, and interact with other people from the comfort of their physical homes.
What are the benefits of Metaverse?
Metaverse provides users with various real-world capabilities in a 3-D setting. Some of these include the following:
- Managing the challenges of remote work
- An exceptional platform for healthcare professionals
- Increasing the engagement of video games
- Virtual tour experience
- Benefits monetization (aka content creators)
How do you join Metaverse?
There are many platforms to choose from depending on your taste, hobbies, interests, etc. Yet, before you can begin your journey in the Metaverse, you should first understand it. Hopefully, our Metaverse statistics were an excellent starting point.