Metaverse Statistics: Key numbers and facts that you need to know for Metaverse 2023
The latest talk of the town, metaverse is one of the fast-growing opportunities in the world of business. A three-dimensional internet combines virtual and augmented reality to create a secured space in Web 3.0 for users to play, earn, invest, and get entertained. Brands unlocked immense potential in forming a deeper connection ad engaging with their customers.
The hype of the concept in art, gaming, healthcare, and different sectors is a game-changer for the business economy. To quote Mark Zuckerburg, “Metaverse is the next big thing.” And one and all of us must be prepared for a huge advancement as it stands among the top ten global trends for the year 2023, mentioned Forbes.
Let us take a look at the comprehensive metaverse statistics summary, key figures, and facts for the present year.
Reach:
• 1.9 M global searches for the term “metaverse”
• An estimated global market reach to touch $1.5 trillion by 2030
• 38% of U.S adults believe the metaverse would elevate their lives
• However, 62% of U.S. adults do not understand the purpose of the metaverse
• Largest investors of the metaverse are Meta, Unity, Epic Games
• The Oculus Rift is the most popular VR headset with an estimation of 341,000 online searches
• 51% of global metaverse users fall under the age group of 13
• 83.5% of metaverse virtual worlds users are under 18
• 55% of Gen Z, 60% of Millennials, and 35% of Gen X are familiar with the term ‘metaverse.’
Facts:
• North America holds the largest share of the worldwide metaverse market in 2023.
• There will be over 34 million VR headsets installations globally by next year.
• 27 apps included “metaverse” to their name associated with the app.
• There are 400 million monthly active users or MAUs in the Metaverse
• 1.7 billion users of mobile augmented reality are expected by 2024.
• Snoop Dogg’s “Snoopverse” brought in $14 million of revenue on its first day.
• 71% of consumers claim to shop more often if they use AR.
• 27% of users prefer using augmented or virtual reality to shop for clothing online.
• About 74% of internet users consider joining the metaverse with the hope of getting new experiences.
Public interest:
• Attending a music event held in the metaverse excited 18% of all internet-using adults’.
• Lil Nas X’s performance in Roblox’s virtual world attracted 33M viewers over the course of 2 days
• 10,000 jobs were created by Meta (aka Facebook) alone for their metaverse business.
• There are 148 virtual worlds active or in progress in the metaverse, 83 of them are based on Web3.
• A non-fungible version of a Gucci handbag was sold for over $4,000 in the year 2021. That’s worth more than the bag is in real life.
Sports, web3, e-commerce, and gaming metaverse
The metaverse is a social heaven for sports fans as one-third of the study says the respondents connect with their online identities more than their real-world selves. According to a survey, 89% of the sports fans under s study prefer an e-commerce metaverse store where they have access to buy, sell, and trade items that can be delivered to them in the real world. While sports fans are intrigued with getting the experience of high-quality gaming experience, non-sports fans are likely to purchase in the metaverse and buy items like merchandise, digital collectibles, art, real estate, and others.
LootMogul stands among the list of top ten companies building the Sports Metaverse. A globally-renowned sports metaverse organization, LootMogul empowers sports enthusiasts, athletes, and brands by equipping them with cutting-edge blockchain technology to build virtual cities for their fans and provide engaging real-life rewards. With an impressive number of over 312+ professional athletes onboarded, the creation of thrilling competitions, immersive training experiences, and captivating games within the metaverse has been successfully made. Our metaverse commerce and gaming is expected to reach $8+ trillion by 2030 and is uniquely positioned to capitalize on this opportunity with its fully integrated focus on Sports, Commerce, and In-Real-Life rewards for fans, athletes, and brands and was listed as one of the top sports metaverse projects by Venturebeat.com.
Finally,
We can conclude that consumer interest is the key factor in enticing the development of web3. Considering the possibilities and growth, one can foresee the metaverse as one of the greatest stimulants for the success of web3 blockchain games. The metaverse arena does not just capture audience interest because of its world-class immersive experiences but also facilitates the benefit of rewarding gamers with digital tokens and in-gaming assets.