Here’s the most comprehensive list of the latest metaverse statistics in 2023. Get answers on: What is the metaverse market size? What’s the biggest metaverse? Metaverse platform rankings by users How many people are in the metaverse? How many metaverse are there & their development Metaverse demographics P.S. There’s even a list of new jobs the metaverse will bring, and more. Little-Known Metaverse Statistics & Facts (Top picks) Metaverse Market Size & Industry Predictions The Biggest Metaverse & Metaverse Platform Rankings Metaverse Users: How Many People Use the Metaverse? Development: How Many Metaverse Are There? Metaverse Demographics: Who Uses The Metaverse? Use of Metaverse Statistics Little-Known Metaverse Statistics & Facts (Top picks) The global metaverse market stood at an estimated $38.85 billion in 2021 and is expected to grow to $47.48 billion in 2022. Worldwide metaverse market value will reach $1.607 trillion by 2030 and record a 43.3% CAGR growth, according to Emergen Research. Roblox is considered the biggest metaverse world with over 200 million monthly active users. It’s estimated there are over 470 million people who use the metaverse platforms monthly. Web 3.0 metaverse virtual worlds have over 50,000 all-time users. Over 160 companies are actively working on metaverse, according to XRToday. Males, the young, and people in urban areas show the most interest in the metaverse. But first let’s start with the basics: What is metaverse? The metaverse is a computer-generated, persistent, real-time, virtual world (often in 3D) where people socialize, play games, trade, own virtual real estate and items, date, work, and interact in new and unique ways. As a well-known example, it’s similar to Word of Warcraft but more advanced and decentralized. Where does the name metaverse come from? The word “metaverse” was first used in the science fiction novel Snow Crash in 1992. The novel was written by an American writer, Neal Stephenson, known for sci-fi, cyberpunk, and futuristic works (Data Driven Investor). The word metaverse represents a “universe beyond,” a world separated from our physical universe yet still a part of it. The word “meta” in Greek means “beyond” or “after.” It’s an artificial, virtual universe that mimics real life and adds its own supernatural features. Today, the metaverse is rather rudimentary. But developers already know what the future metaverse will look like. Most imagine it as an immersive 3D online world where you enter as a unique avatar that can socialize, entertain, play, work, trade with virtual currency to buy digital assets, build, and do anything else. Basically, merging virtual and real worlds. Metaverse versus Web 3.0: What’s the difference? The metaverse is a virtual world that focuses on how people use it to create new and never before seen experiences. Web 3.0 is the next step forward from Web 2.0. Web 2.0 is a centralized internet controlled and owned by big corporations like Facebook and Google. Web 3.0 will bring forth decentralized, user-owned, and controlled internet assets. For example: Fortnite is a centralized web 2.0 metaverse owned and controlled by one company. Decentraland is a decentralized, web 3.0 metaverse where everybody can own and control their own piece. Metaverse Market Size & Industry Predictions Here’s the data on: The metaverse market size & revenue Future predictions of the market size How fast is the metaverse industry growing? How much are people spending on metaverse? Let’s start with the main question: What is the metaverse market size? We found multiple sources with different estimates: The global metaverse market stood at an estimated $38.85 billion in 2021 and is expected to grow to $47.48 billion in 2022. According to a report from Statista, the future is bright for the market as it’s expected to grow fast (Source: Statista 3). Here’s a table of the metaverse market size per year: YearMetaverse market size (USD)2022$47.48 billion2021$38.85 billion202041.9 billionSource: (ReportsAndData, Statista 3) Grayscale predicts the metaverse revenue could soon reach $1 trillion. Experts in crypto management from Grayscale expect the metaverse to soon reach $1 trillion in revenue in a 2021 study (Grayscale). Some predictions are less optimistic. Worldwide metaverse market value will reach $1.607 trillion by 2030 and record a 43.3% CAGR growth, according to Emergen Research. Many estimates predict a multitrillion-dollar market for the metaverse. The only question is how soon we’ll see it. Emergen Research thinks it will take longer than other analysts (Emergen Research). According to Bloomberg, the market size could reach $783.3 billion in 2024. Bloomberg industry analysts Matthew Kanterman and Nathan Naidu used their own, Newzoo, IDC, PWC, Statista, and Two Circles data. They came up with a close to $800 billion prediction (Bloomberg). ReportsAndData prediction forecasts the global metaverse revenue at $872.35 billion in 2028. According to Reports And Data prediction, the market will grow at over 40% CAGR (ReportsAndData). Grand View Research estimates the metaverse market will be worth $678.8 billion by 2030. A more modest Grand View Research prediction from March 2022 report (Grand View Research). Here’s the table that summarizes the metaverse market size predictions from different sources: Value (USD)YearSource$783.3 billion2024Bloomberg$872.35 billion2028ReportsAndData$678.8 billion2030Grand View Research$1.607 trillion2030Emergen Research One of the key metaverse statistics is the future value of the market. While estimates are slightly different depending on who’s data you take into account, all analysts agree the future is bright. JPMorgan expects the metaverse to infiltrate every sector in a couple of years. JPMorgan agrees with the Grayscale Investments estimate metaverse industry could be worth over $1 trillion soon (Bitcoin.com 1). The metaverse could become an $8 trillion business opportunity in the future. The Goldman Sachs investment bank sees metaverses as a massive multi trillion-dollar opportunity in the future. They’re even more optimistic than other estimates. Cathie Wood, the CEO of Ark Investment Management, predicts the same multi trillion-dollar market for metaverse (Bitcoin.com 2). How much money are Americans spending on metaverse & related items? Americans are spending an estimated $8.3 trillion on the metaverse and related items. More specifically, the potential total consumer expenditure of the US metaverse market for 2022 is estimated at $8.3 trillion. In other words, the number estimates how much money Americans would spend on metaverse-related products. 30.4% of the money is expected to be spent on virtual real estate, 8.5% on vehicles, and 8.44% on home-related products (Statista). Related: Want to know what’s the average Christmas spending? How will the metaverse impact advertising? The metaverse could be a $586 billion global disruptor for the advertisement industry. According to Global X, metaverse platforms will offer their services for free but make revenue via ads and in-platform purchases (Global X). How much are metaverse companies worth combined? According to Grayscale, the Web 2.0 metaverse companies combined were valued at $14.8 trillion in October 2021. The combined market value of metaverse companies is already in multi-trillion numbers, according to Grayscale (Grayscale). Chinese tech giants like Alibaba, Tencent, and ByteDance (owner of TikTok) are heavily investing in the metaverse. The Chinese companies aren’t far behind, they’re investing large sums of money in the metaverse. Metaverse revenue The revenue from virtual gaming worlds is predicted to grow from $180 billion in 2020 to $400 billion in 2025. In-game purchases and cosmetic gear are making a lot of money for companies. YearVirtual gaming world revenue2025$400 billion (prediction)2020$180 billionSource: Grayscale By Grayscale estimate, the revenue generated by selling virtual items in gaming worlds will reach new records (Grayscale). Virtual platforms were responsible for most revenue in the worldwide metaverse market in 2021. Virtual platforms like Decentraland, The Sandbox, Roblox, etc., created the most money in the global metaverse. in 2021. NFT marketplaces, financial services, and avatar creators are growing but lagging behind (EmergenResearch). The greatest monetization opportunities in the metaverse are in: Launching NFTs Games (P2E) Crypto casinos Art galleries Advertising Billboards in digital worlds Music venues and events Many opportunities will transfer to meta worlds, primarily in entertainment and advertising (Grayscale). The Biggest Metaverse & Metaverse Platform Rankings Find answers on: What’s the biggest metaverse? What are the top ranking metaverse platforms? What are the biggest Web 3.0 metaverse projects? What’s the biggest metaverse? Roblox is considered the biggest metaverse world with over 200 million monthly active users. The number is slowly growing. It had around 180 million monthly active users in January 2021 and reached a record of over 225 million in December. After that the numbers hover around 200 million as per Activeplayer.io data. Roblox servers accept only 100 players per game, but overall, it has the highest number of active users. What are the top metaverse platform rankings? Here are the metaverse platform rankings according to monthly active users: RankMetaverse nameMonthly active users#1Roblox200 million#2Minecraft170 million#3Fortnite80 million#4Second Life1 million#5Axie Infinity548,030#6Horizon Worlds300,000#7The sandbox9,640#8Decentraland604Source: Activeplayer.io, Dappradar data Crypto-based metaverse worlds have seen a massive decrease of active users after the markets crashed. What are the biggest crypto metaverse projects? The top 5 crypto metaverse projects in February 2023, according to CoinGecko (order can change): Internet Computer The Sandbox Decentraland Axie Infinity Render The rankings change week by week, but we can expect them to stabilize over time. You can check the current order on CoinGecko here. Crypto metaverse projects are developing and changing fast. And since the technology is still new, their market caps fluctuate quickly. Metaverse Users: How Many People Use the Metaverse? Here are key metaverse statistics on: How many people are in the metaverse? What people think of it? Who is interested in the metaverse the most? What are the dangers and benefits of the metaverse? How many people are in the metaverse? It’s estimated there are over 470 million people who use the metaverse platforms monthly. YearMonthly active users in metaverse2022450 million2021470 millionEstimate based on top 10 metaverse projects This includes the Web 3.0 crypto-based projects as well as Web 2.0 non-crypto virtual worlds like Roblox (210 million), Minecraft (140 million), and Fortnite (80 million). The numbers for Web 3.0 worlds alone are different. Decentraland supposedly has only 38 daily active users. The system is in development and isn’t attractive to users yet. How many people use Web 3.0 metaverse? While there is no data on monthly active users for the Web 3.0 metaverse platforms, it’s estimated that: Web 3.0 metaverse virtual worlds have over 50,000 all-time users. According to Grayscale, the number is 10 times bigger than in 2020, when it was only around 5000 users. Web 2.0 metaverse projects have more users since the technology is in its infancy (Grayscale). How many people want to join a metaverse? 74% of adults in the US are considering joining the metaverse. According to a NordVPN survey, most Americans would join or are considering joining one of the metaverses (NordVPN). People in the metaverse choose the same type of friends they have in the real world. A study found making friends online isn’t much different. People choose the same qualities they like in the offline world (Forbes). How many people use VR and AR in the US? 58.9 million Americans used VR (virtual reality), and 93.3 million used AR (augmented reality) at least once per month in 2021. The number of users is predicted to grow as the adoption continues. And the numbers today aren’t negligible, representing almost a third of Americans who’ve used augmented reality (eMarketer). 1.73 billion people are estimated to use augmented reality (AR) by 2024. AR is the fastest-growing segment of the metaverse with a low price to entry, as most people own a smartphone (ARInsider). Active users who use AR monthly in America are predicted to grow from 83,7 million in 2020 to over 110 million by 2023. The content that uses AR (augmented reality) is growing and attracting more users every year (Statista 6). What do people think of metaverse? 66% of the people believe the metaverse can replace the social media we use today. People think Facebook, Instagram, and TikTok could be replaced once the metaverses fully develop and become mainstream (NordVPN). According to Forrester Research, about a third of people have no need for the metaverse and don’t understand it. In a 2021 survey, 27% of people in the US and 36% in the U.K. said they have no need for the metaverse. 29% in the US and 33% in the U.K. said they still don’t understand the metaverse. (Forrester) 68% of Americans said they’re not interested in Meta’s metaverse concept. A 2021 survey of 2200 US adults showed more than two-thirds of those asked aren’t interested in the metaverse concept of the Meta company (MorningConsult 2). 30% of adult Americans think the metaverse isn’t as good as real life. The most common view of the metaverse among US adults is that it’s not yet as good as real life. The second most common view, 26%, thinks it’s the future of technology. And 23% think it’s a new way for tech corporations trying to earn more money (Ipsos). 77% of people surveyed about the metaverse think it could create serious harm to society. Most people are aware of the negative changes to society metaverses can bring (Tidio). What do people think are the biggest dangers of metaverse? People see the following dangers in living in the metaverse: %Dangers of the metaverse47%Concerns about addiction to virtual reality (neglecting physical reality)41%Privacy concerns (a 3rd party knowing everything about you)41%Worry about mental health problems (depression, bad self-image, anxiety)35%Believe it will cause obesity (by promoting unhealthy lifestyles) The main concerns are related to the expectation that people will spend more time in a digital world and spend less time having real-life interactions and neglect their health (Tidio). Related: See the latest technology addiction data. What are the main reasons for joining the metaverse? Most people would join a metaverse for a job. 52% of people would join the metaverse for job opportunities (networking, digital workspaces, etc.) 48% for entertainment and art (live virtual concerts, exhibitions, movies) 44% for investment opportunities (crypto investing, staking, NFT trading, etc.) 40% for education (online courses, virtual classes) 32% for dating and socializing (meetups, dating rooms, etc.) 29% for gaming (playing games with friends in the metaverse, competitive tournaments, etc.) 18% for adult entertainment (adult movies, games, etc.) (source:Tidio) What are the largest benefits of the metaverse? The largest benefits of the metaverse are: 39% of people believe overcoming real-life obstacles and disabilities 37% think improving creativity and imagination 37% think traveling without moving Apart from those survey respondents also think learning new skills and technology, making new connections with people, having new work opportunities, dating, getting education opportunities, and having the freedom to self-express as the benefits of the metaverse (Tidio). 88% of people believe they can create meaningful relationships in digital space. Online dating is as popular as ever. Dating in a metaverse is just one step forward, and most people believe it will happen (Tidio). Pretending to be someone else is the 3rd most popular answer (24%) to the question: What would you do in the metaverse you’d never do in real life? Living your life through an alter ego is an attractive proposition for many people who’d like to live out their fantasies they can’t experience in the real world (Tidio). Meta has sold around 8 million VR Oculus Quest 2 headsets globally. About 4 million units were sold in the US alone, according to an estimate from the Consumer Product Safety Commission report (Protocol). Development: How Many Metaverse Are There? Here are the metaverse statistics on: How many metaverse are there? How much money are companies investing in the metaverse? What are the biggest investors in the field? What are the trends in the AR and VR markets? How much processing power we’ll need to run a metaverse? How many metaverse are there? How many metaverse platforms exist? It’s impossible to say, but we do know that: Over 160 companies are actively working on metaverse, according to XRToday. By the end of 2021, XRToday claimed over 160 companies are working on developing a metaverse. This number is expected to increase with time (XRToday). So, that’s the minimal number of metaverse projects in production. And it’s reasonable to assume there are more than that. How much is being invested in the metaverse? Investment in the metaverse can be counted in tens of billions of dollars and growing. Below are some of the numbers: Meta’s Reality Labs division invested over $10 billion in 2021, and they expect to invest even more. Mark Zuckerberg is willing to invest large amounts of money to realize his concept of the metaverse (CNBC 2) Sony invested $200 million into Epic’s metaverse, which got around $1 billion of funding in 2021. The developer of Fortnite isn’t scared of bigger companies and is actively investing new resources in their metaverse projects (Epic Games). Microsoft bought Activision Blizzard for $68.7 billion to enter the metaverse. One of the biggest acquisitions in the gaming world has been spurred by Microsoft’s desire to compete in the metaverse (Microsoft). Hiro Capital created a €300 million metaverse technology fund to invest in smaller projects in Europe. Small projects need funding too, and venture capitalists are already investing large amounts in startups (Hiro Capital). Meta alone plans to hire 10,000 new people in the E.U. over 5 years to develop their metaverse. We can expect many new jobs thanks to the development of the metaverse. One of the biggest companies, Meta (previously Facebook), plans to hire thousands in Europe (Reuters). In Q3 2021, $1.8 billion of crypto fundraising went to the Web 3.0 & NFT sector. Out of the $1.8 billion, the biggest share of $1 billion went to blockchain-based gaming across 14 deals (Grayscale). Before releasing in February 2020, Decentraland fundraised $24 million with their ICO (initial coin offering). Decentraland ranks highly among crypto metaverse projects as it was one of the first that had a successful launch into virtual space (Analytics Insight) SoftBank invested $93 million into The Sandbox in 2021. The Sandbox is a Hong Kong-based platform, and this is also where it gets most of its funding (Channel News Asia). Shiba Inu meme-coin crypto project is launching its own metaverse with 100,595 plots of land. It will be called Shib: The Metaverse as it was announced in April 2022. People will be able to buy their own plots of land for 0.2 ETH (Bitcoin.com 3). What are the biggest companies working on metaverse? Some of the biggest players in developing the metaverse are: Meta (Facebook) Qualcomm NetEase NVIDIA Corporation Epic Games Microsoft Roblox Corporation Apple Google Unity Technologies Amazon Lilith Games Nextech AR Solutions Corp. Social media and gaming companies see themselves as pioneers in the metaverse. These companies likely already have the employees and knowledge to push the technology further (Analytics Insight 2). North America is predicted to hold the biggest share of the metaverse. Companies like Meta, NVIDIA, Roblox, and Microsoft represent a large part of the market (Fortune Business Insights). What kind of new jobs will be created in the metaverse? Here are 10 new jobs created by metaverse: Metaverse research scientist Metaverse ecosystem developer Metaverse hardware builder Virtual storyteller Metaverse tour guide Metaverse world builders Digital fashion designers Metaverse event planner Smart contract lawyers Metaverse security manager Most of these jobs are hard to imagine today but the first people who’ll hold jobs like that are probably already alive (Honeypot). Metaverse impact on augmented reality, virtual reality, and mixed reality Augmented reality (AR), virtual reality (VR), and mixed reality (M.R.) global market size is forecast for $30.7 billion in 2021 and increasing up to $300 billion by 2024. To enter the metaverse, people will need special gear. The AR, VR, MR headsets, and controllers are a growing tech category that companies expect to sell more of in the future (Statista 4). 29 million VR headsets and 21 million AR headsets are estimated to be sold in 2025. VR (virtual reality) and AR (augmented reality) headsets will become much more widespread and available in the next few years (eMarketer). AR and VR device shipments will reach 76 million units worldwide by 2024, of which 35 million (55%) will be AR devices. AR (augmented reality) devices are expected to sell more units than VR in the future (Yahoo). AR (augmented reality) is predicted to surpass the VR (virtual reality) market due to ease of access, price, and safety. Most people have a smartphone, and AR can be accessed with a smartphone, while VR requires special VR headsets that cost hundreds of dollars (Statista 2). Virtual reality (VR) content had the largest growth in the media segment in 2020. Virtual concerts in the metaverse attract large crowds that far surpass any other non-virtual event (IBC.org) How much more processing power will be required to support the metaverse as intended? According to Intel, we’ll need 1,000 times more processing power to run the metaverse with billions of people uninterrupted. Intel is one of the main chip-makers with decades of chip-making experience. And from what they say, we’ll need quite some time to increase our computing capacity 1000-fold. And physically realistic virtual universe will need even more processing power than that (Medium). Metaverse Demographics: Who Uses The Metaverse? Find data on: Who uses the metaverse the most? What generation/age groups have the most interest? How much money are people willing to spend on VR gear? Metaverse demographics Males, the young, and people in urban areas show the most interest in the metaverse. As it’s expected with new technology, younger people are more accepting of visiting virtual worlds. See the data to backup this claim below. 44% of US adults are moderately interested in visiting a travel destination in a metaverse virtual world. And here’s data on which generations are very interested: Generation% of very interestedMillennials23%Generation Z22%Generation X16%Baby boomers8%Source: (MorningConsult) Who is interested in Meta’s metaverse? Male are more interested in the metaverse than women. Percentage of people interested in a 2021 poll by Morning Consult: What gender is more interested? GenderInterested in metaverseNot interestedMale39%61%Female27%73%Source: (MorningConsult 2) Generation/age group interest in Meta’s metaverse: GenerationInterested in metaverseMillennials46%Generation Z44%Generation X36%Baby boomers16%Source: (MorningConsult 2) Less than half the US population is interested in Meta’s metaverse, but this is still a considerable number of people. Interest by location: Location% of interestedUrban43%Suburban28%Rural28%Source: (MorningConsult 2) Urban communities are more perceptive to new technologies and escaping from the real world into fantasy. More than half of the respondents (54%) would create a different-looking avatar than how they look in reality. Pretending to be someone else, or role-playing is a big part of the metaverse experience. We can conclude from this data that people like the idea of experiencing life through the lens of a different person, even if only digital (Tidio). How much money are people willing to spend on a basic VR headset and controllers? Most people (39%) are willing to spend $350 – $700 for basic VR gear. We’ve charted how much people are willing to spend on VR gear: Here’s a table of how much people are willing to spend on VR gear: Money willing to spend% of askedMore than $10003%From $700 – $100011%Up to $70039%Up to $30035%Don’t want to spend money12%Source: (Tidio). Most people, almost 40%, would spend up to $700, which is less than the $399 price of Oculus Quest 2, which is a decent VR headset. Use of Metaverse Statistics Here you’ll find: What was the most popular metaverse event? How people use the metaverse How much money is spent in the metaverse How much time people spend in it And other interesting use cases What was the biggest metaverse event? 12.3 million people have seen Travis Scott’s Fortnite concert. Now, the truth is not all 12 million were present in one session. Instead, there were 50 people in each session with hundreds of thousands of sessions. The processing power to support such large numbers in one session isn’t available yet (IBC.org) $501 million has been spent on the metaverse real estate in 2021, it’s expected to double in 2022. The number is quite significant considering the technology is in its infancy and will take decades longer to reach its full potential. Most of the virtual land sales have been concentrated in The Sandbox world with a 62% share, followed by Decentraland, Cryptovoxels, and Somnium (CNBC 3). The most expensive virtual plots of land in the metaverse sell for millions of dollars per plot. If you’re an investor and want a prime location inside one of the popular digital worlds, get ready to pay a 7 million figure. Virtual space with lots of visitors goes for similar prices are prime real estate in the real world (CNBC). A plot of digital real estate in Decentraland metaverse sold for $2.4 million The plot of digital land was purchased in November 2021 and is located in the “Fashion Street” of Decentraland. It will be used for fashion events and virtual clothing exhibits (Reuters 2). Republic Realm company paid $4.3 million for a plot of virtual land in The Sandbox metaverse. Republic Realm is a developer of virtual land who plans to create play-to-earn games where players play to win cryptocurrency (TheRealDeal). Someone forked over $450,000 to buy a plot of land next to Snoop Dogg in The Sandbox metaverse. Snoop Dogg – House I Built (Official Music Video) Here’s Snoop Dogg’s music video produced in The Sandbox. For $450,000, you can buy an actual plot of land in a nice location and, in some cases, a real house built on top of it. But then again, it’s nowhere near enough to become the Snoop Dogg’s neighbour (CNBC). Famous artists like Justin Bieber, Lil Nas X, DJ Marshmello, Ariana Grade, and even Paris Hilton performed with their own avatars (CNBC). Many people go to concerts to see artists in person, but music is still the main attraction. Companies are increasingly using the metaverse-based platform to engage their employees. It’s hard to motivate your employees through a video call far away from any real-life situation. 3D worlds better represent reality and are better at motivating staff (HBR.com) Coca-Cola launched its Zero Sugar Byte flavor in Fortnite Creative before launching it in the real world. Coca-Cola doesn’t want to skip on the opportunity to solidify its brand name inside simulated worlds (The Sun). Hyundai is showcasing their cars inside Roblox metaverse. Real car dealership locations are expensive to run. Why not show your product inside a virtual world. Hyundai aims to attract younger audiences with popular vehicles and future mobility solutions (Hyundai). Scott Travis’s Astronomical tour in Fortnite Creative metaverse had an average minute audience of 2.3 million. If you include replays, the virtual concert has been seen by 45.8 million people in the game. The event allegedly netted Scott Travis a $0.5 million fee. Virtual events are already a big thing and have a massive earning potential for artists (Nielsen SuperData) Lil Nas X’s Roblox concert was seen by 33 million people. It was much bigger than any live concert; Lil Nas X’s performance made new records for the Roblox metaverse. They have big plans for virtual music events (Verge). How much times are people spending in metaverse? 25% of people will spend at least 1 hour per day in the metaverse by 2026. This is much less than the average video game play time today. But it’s growing. Gartner predicts that a quarter of people will use the metaverse daily for shopping, work, entertainment, and social interaction. Additionally, 30% of companies will have products or services to sell in the virtual worlds (Gartner). Unexpected metaverse impact Insurance claims involving VR headsets on home items increased by 31% according to Aviva insurance company. Spending time in a fantasy world can be dangerous as people are finding out. There are many reports of accidents and funny videos involving VR headsets and people breaking things. (Guardian) What’s the most popular VR headset? Oculus VR is the most popular virtual reality headset on the market. Source:(Oculus) Oculus, a Meta brand, is the most used VR headset with around 80% market share. DPVR is second with 8% market share in Q4 2021. Here’s a table of worldwide VR & AR headset shipments market share: VR brand market shareQ4 2020Q4 2021Meta (Oculus)74%80%DPVR4%8%Pico3%5%Others19%7%Source: (Counterpointresearch) What brands already exist in metaverse? Gucci, Balenciaga, Nike, Louis Vuitton, and other fashion brands already exhibit their products in the metaverse. Digital versions of their real products, like the Gucci’s Dionysus handbag, sold for more than the price of a real one, are already present in metaverse worlds or sold in special virtual events. This way, the companies are trying to reach younger audiences and establish their brands further (HypeBeast). Nike has filed for 7 new trademarks that indicate they plan to sell digital apparel and shoes. The popular “Just Do It” company has big plans for future business in the metaverse and is already working on it (CNBC 2). Disney plans to create virtual world experiences in their Disneyland parks. They plan to combine physical and digital worlds to create a unique experience for all visitors (Gadgets360). Coca-Cola sold an NFT collectible for $575,883.61 in an OpenSea auction. The winner also received a real-life Coca-Cola refrigerator and the NFT digital asset collectible (Coca-Cola Company). Read more: How Much Do esports Gamers Make How Many Players Play Valorant Destiny 2 Player Count Conclusion This was the list of the latest metaverse statistics. Hopefully, you’ve found the answer you’ve been looking for. But if you still have some questions, let us know in the comments below. We’re curious what you think about this technology and its development. Frequently Asked Questions: Is there more than 1 metaverse? There are many metaverses with new being made as we speak. The biggest ones are The Sandbox, Decentraland, Fortnite Creative, and Roblox. Does Facebook (Meta) have its own metaverse? Facebook hasn’t fully developed its own metaverse yet but is investing large sums of money. They’ve released Horizon Worlds VR world to the US and Canada, which is a small part of what’s to come. Is Fortnite a metaverse? Fortnite is a game with a mode called Fortnite Creative, which is an always-online metaverse world. Sources: Expand sources Statista 1, Statista 2, Statista 3, Statista 4, Statista 6, Bloomberg, Grayscale, Bitcoin.com 1, Bitcoin.com 2, Bitcoin.com 3, Global X, ReportsAndData, EmergenResearch, CNBC 1, CNBC 2, CNBC 3, CNBC 4, CNBC 5, Epic Games, Microsoft, Data Driven Investor, Analytics Insight 1, Channel News Asia, Analytics Insight 2, XRToday, Fortune Business Insights, Honeypot, Yahoo, IBC.org, Medium, Hiro Capital, Reuters, Reuters 2, eMarketer, TheRealDeal, HBR.com, The Sun, Hyundai, Nielsen SuperData, Verge, Gartner, HypeBeast, Gadgets360, Coca-Cola Company, Forbes, NordVPN, eMarketer, ARInsider, Forrester, Protocol, MorningConsult, MorningConsult 2, Ipsos, Tidio, Guardian, Counterpointresearch Matija FerjanMatija Ferjan is a seasoned audio enthusiast reviewing headphones since 2015. He has personally tested hundreds of headphones and earbuds. He’s an active member of the Headphone Audio community and a true nitpicker, always looking for the “best-value-for-money” headphones.