May 9, 2025

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Updated July 2024: 10 Captivating Statistics About the Metaverse

10 Fascinating Metaverse Statistics (Updated July 2024)

The metaverse is no longer just a sci-fi dream—it’s becoming a new digital playground!

In 2024, the metaverse is growing like crazy, changing how we hang out, work, and even play games.

From virtual workplaces that are hotter than ever to users spending more time in VR games, the metaverse is shaking things up big time.

If you’re a tech fan, an investor, or just someone who’s curious about what’s next, knowing the latest stats is key. These numbers give you the lowdown on what’s making the metaverse tick and why it’s the place to be this year.

Keep reading to discover 10 fascinating Metaverse statistics that might surprise you!

The Metaverse has more than 400 million monthly active users around the world
80% of Metaverse users are under 16 years old
The Metaverse market is expected to be worth around $2,346.2 Billion By 2032
By 2026, 25% of people will spend 1 hour a day in the Metaverse
Only 1 in 10 US adults are familiar with the concept of the Metaverse
4 in 10 US adults associate the term ‘metaverse’ with Facebook or Instagram
The Global Virtual Reality Tourism market will grow at a compound annual growth rate of 33.0% from 2023 to 2030
Roblox is the most popular metaverse game with over 900 million downloads
60% of US adults are not interested in the Metaverse
The shift towards remote work has accelerated demand for metaverse technologies

Let’s take a closer look at some of the fascinating stats that I found during my research.

1. The Metaverse has more than 400 million monthly active users around the world

Every month, around 400 million people actively participate in the Metaverse. This includes playing metaverse games, using metaverse technologies and interacting with metaverse applications.

The majority of these people live in North America followed by China and Japan.

According to Statista, the number of people who use the metaverse is expected to increase to around 2633 million by 2030. This growth will be propelled by the gaming industry as well as the adoption of metaverse technologies in the healthcare and education industries.

For context, 2633 million is larger than the population of China!

2. 80% of Metaverse users are under 16 years old

It may come as a surprise but, the majority of Metaverse users are minors with 80% of users being under 16 years old.

This is mostly likely due to the prominence of metaverse gaming, which is currently one of the biggest markets within the metaverse space. Games such as Roblox appeal to younger users more so than older users.

We may see more adults choosing to use the metaverse when technologies are rolled out in mainstream workplaces.

3. The Metaverse market is expected to be worth around $2,346.2 Billion By 2032

By 2032, the Metaverse market could reach a staggering value of $2,346 billion. This would represent a compound annual growth rate of 44.4% from 2024 – 2033.

I say this makes the Metaverse a pretty promising investment! However, the growth potential of the market depends on the speed and success of adoption.

At the moment, VR and AR technologies are supporting the growth of the Metaverse space. However, the industry faces several challenges including high development costs, complex technologies, and security concerns.

4. By 2026, 25% of people will spend 1 hour a day in the Metaverse

In just 2 years time, 25% of people are expected to spend at least 1 hour a day in the Metaverse.

This would be a significant shift from current Metaverse usage.

This will include time spent using metaverse technologies for work and education, which are two of the fastest-growing sectors.

Another big opportunity lies within the commerce space. Metaverse technologies have the potential to boost sales and increase user engagement with digital stores which could have a significant positive impact. It is thought that more and more stores will begin to harness metaverse over the next few years to reap the benefits of the transformative technology.

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