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How the Metaverse is Making Money

This is a syndicated repost published with the permission of Statista | Infographics. To view original, click here. Opinions herein are not those of the Wall Street Examiner or Lee Adler. Reposting does not imply endorsement. The information presented is for educational or entertainment purposes and is not individual investment advice.

Statista’s Advertising & Media Markets Insights estimates that worldwide metaverse revenue will stand at $490 billion in 2030. This is a comparatively conservative forecast. Other analyst companies assume a market volume of between approximately 750 and 1,700 billion U.S. dollars.

For the Statista outlook, the term metaverse is defined as a virtual world or a collection of virtual worlds that exist in a common digital space and that users can access over the internet. Metaverses include applications of virtual reality, augmented reality and other immersive technologies. The biggest revenue drivers for metaverses are e-commerce and gaming. In addition, metaverses also offer new opportunities for revenue creation in the segments of education, entertainment, health and fitness and even telecommuting.

Metaverse e-commerce sales alone could grow to more than $200 billion by 2030 from currently just around $20 billion. Gaming is expected to grow even more, from just around $10 billion as of now to around $163 billion in 2030. The next biggest applications for metaverse revenue are health & fitness, workplace and education. Statista’s Metaverse Market Report provides more information and data on the subject.

This chart shows estimated revenue in the Metaverse market (in billion U.S. dollars).

metaverse revenue

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