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TechRT  /  Technology

Metaverse Statistics 2025: Users, Enterprise, & Sustainability

Avatar of Tushar Thakur Tushar Thakur
Last updated on: June 30, 2025

In 2003, Second Life captured imaginations with a digital frontier that felt almost unreal. Fast forward to 2025, and that concept has transformed into a global ecosystem known as the metaverse, a decentralized, persistent, and immersive digital universe. As more users log in, brands expand presence, and institutions adopt immersive technologies, understanding the metaverse isn’t optional; it’s essential. This article explores the current landscape of the metaverse using verified, data-rich insights to help you grasp the trends, platforms, and numbers defining this expansive domain.

  • Editor’s Choice
  • Age Breakdown of Metaverse Gamers
  • Monthly Active Users Across Major Metaverse Platforms
  • Revenue Generated from Metaverse-Based Services
  • UK vs. US Perceptions of the Metaverse
  • Growth in Enterprise Adoption of Metaverse Technologies
  • Impact of 5G and Network Infrastructure on Metaverse Access
  • Biggest Worries About the Metaverse
  • Metaverse Usage in Healthcare and Therapy Applications
  • Creator Economy Within the Metaverse
  • Metaverse Market Growth Outlook
  • Metaverse Events and Attendance Metrics
  • AI Integration and Automation Within Metaverse Environments
  • Public Sentiment Toward the Metaverse
  • Environmental Impact and Energy Consumption of Metaverse Operations
  • Cross-Platform Interoperability and User Migration Trends
  • What Tech Experts Predict for the Metaverse
  • User Spending Behavior on Avatars, Skins, and Digital Assets
  • Recent Developments
  • Conclusion

Editor’s Choice

  • Over 600 million monthly active users now engage with metaverse platforms globally.
  • The metaverse economy is projected to exceed $940 billion by the end of 2025.
  • 38% of Fortune 500 companies have incorporated metaverse strategies into their business models.
  • Enterprise investment in metaverse infrastructure has reached $178 billion this year alone.
  • VR headset shipments surpassed 21 million units globally in 2025, signaling strong hardware adoption.
  • Average user time in virtual worlds is now 19 hours per week.
  • The metaverse’s job creation rate rose by 32% YoY, with over 1.2 million full-time roles attributed to the industry.

Age Breakdown of Metaverse Gamers

  • Gen Z leads the charge with 38% of metaverse gamers falling between the ages of 10 to 20, showing how strongly virtual platforms resonate with younger users.
  • Millennials aren’t far behind, the 21 to 35 age bracket represents 36% of users, underscoring their role as tech-savvy pioneers in immersive gaming.
  • Adults aged 36 to 50 make up 22%, proving that the metaverse isn’t just for the young; it’s catching on with older gamers who often have greater spending power.
  • Just 4% of users are aged 51 to 60, highlighting the slower adoption rate among older generations.
Age Distribution of Metaverse Gamers
(Reference: Demand Sage)

Monthly Active Users Across Major Metaverse Platforms

  • Roblox leads with over 238 million monthly active users globally in 2025.
  • Fortnite Creative has reached 108 million monthly active participants.
  • ZEPETO, particularly popular in South Korea and Southeast Asia, has grown to 27 million MAUs.
  • Meta Horizon Worlds trails with 4.8 million monthly users, showing modest growth in 2025.
  • VRChat maintains a niche but engaged community of around 6.5 million MAUs.
  • The Sandbox reports 5.1 million users interacting monthly, driven by creator-led experiences.
  • Decentraland’s monthly users sit at 4.2 million, supported by recent enterprise integrations.
  • Spatial.io saw a jump to 3.6 million MAUs due to increased adoption by virtual workspace users.
  • AltspaceVR, despite Microsoft’s exit, has been reborn via community-led initiatives with 2.1 million monthly users.
  • Somnium Space has seen slow but steady growth, now at 1.5 million MAUs in 2025.

Revenue Generated from Metaverse-Based Services

  • Total metaverse revenue is expected to close 2025 at $942 billion, up 29% YoY.
  • Virtual real estate transactions reached $4.3 billion, primarily on The Sandbox and Decentraland.
  • Metaverse advertising spend hit $79 billion, with fashion and automotive brands leading investments.
  • Virtual goods revenue surpassed $128 billion, fueled by in-game purchases and NFT-based assets.
  • Metaverse gaming generated over $410 billion, anchored by titles like Fortnite and Roblox.
  • B2B metaverse services, including architecture and product simulation, brought in $33 billion.
  • Live events and concerts in the metaverse raked in $7.2 billion in ticket sales and sponsorships.
  • Metaverse-based education platforms generated $12.6 billion, serving schools and corporate training.
  • Subscription-based VR experiences saw $5.9 billion in revenue globally.
  • Digital twin services for urban planning and manufacturing contributed $11.7 billion in earnings.

UK vs. US Perceptions of the Metaverse

  • More Americans (22%) believe brands should advertise in the metaverse, while only 15% of Brits feel the same.
  • Branded experiences get support from 19% of US consumers, but just 13% in the UK share that sentiment.
  • Exploration interest is higher in the US, with 23% expressing curiosity, slightly above the UK’s 17%.
  • A notable 36% of Brits say they don’t need the metaverse, compared to 27% in the US—signaling stronger resistance across the UK.
  • Confusion is common: 33% of UK respondents admit they don’t understand the metaverse, along with 29% of Americans.
Comparing UK vs. US Perceptions of the Metaverse
(Reference: Headphones Addict)

Growth in Enterprise Adoption of Metaverse Technologies

  • 38% of Fortune 500 companies now deploy metaverse technologies for training, marketing, or collaboration.
  • Accenture onboarded 170,000 employees using its virtual onboarding platform in 2025.
  • BMW and Siemens use industrial metaverse simulations across 12 global factories.
  • JPMorgan operates its metaverse branch, hosting over 22,000 client interactions monthly.
  • Nike’s digital product division reported $2.3 billion in revenue from virtual shoes and apparel.
  • Walmart is using the metaverse for supply chain visualization, reducing operational costs by 11%.
  • IKEA adopted immersive design tools to prototype over 4,000 products in virtual showrooms.
  • Pfizer and Johnson & Johnson use metaverse training simulations across 110 medical institutions.
  • Cisco’s hybrid workplace platform now integrates immersive metaverse rooms for global teams.
  • Microsoft Mesh recorded 400,000+ enterprise users monthly in 2025.

Impact of 5G and Network Infrastructure on Metaverse Access

  • 92% of urban US households now have access to 5G networks, enhancing real-time metaverse interactions.
  • Edge computing deployment grew by 41%, significantly reducing latency in immersive environments.
  • Starlink and similar satellite services expanded metaverse access to 2.3 million rural users globally.
  • Average latency in metaverse platforms has dropped to 26 milliseconds.
  • Global data traffic driven by metaverse usage has reached 11.8 exabytes per month in 2025.
  • Cloud VR rendering services now support over 38% of metaverse platforms, lowering hardware barriers.
  • 6G pilot networks, currently tested in Japan and Germany, report speeds enabling 10x faster avatar load times.
  • Telecom giants like Verizon and Vodafone invested $18 billion in metaverse-ready infrastructure this year.
  • Submarine cable upgrades now power metaverse traffic between Asia and North America with 60% faster throughput.
  • Mobile VR adoption grew by 27% YoY, largely due to improved network reliability in emerging markets.

Biggest Worries About the Metaverse

  • 28% are concerned about the environmental impact, especially the energy demands powering the metaverse’s infrastructure.
  • 55% of users are most concerned about data tracking and misuse, showing deep fears around privacy violations in virtual spaces.
  • 44% point to cyberbullying and online abuse as major threats, calling attention to the urgent need for stronger digital safeguards.
  • 39% feel anxious about personal safety, underscoring the importance of both physical and psychological protection.
  • 38% worry about sexual harassment, exposing the vulnerabilities that come with immersive environments.
  • 37% want better moderation of harmful behavior, emphasizing the need for responsible governance in these new digital realms.
  • 35% are uneasy about the mental health effects, especially with extended time spent in virtual worlds.
  • 29% raise issues with motion sickness from VR use, proof that hardware still needs refinement.
Top Concerns About the Metaverse
(Reference: Exploding Topics)

Metaverse Usage in Healthcare and Therapy Applications

  • Over 38 million therapy sessions were conducted in the metaverse in 2025, up 44% YoY.
  • Digital mental health clinics using VR expanded to serve 12.4 million patients this year.
  • VR-based cognitive therapy for PTSD is now FDA-approved and used in over 300 hospitals.
  • Surgical simulation training in immersive VR is used by 1 in 4 US medical schools.
  • Chronic pain management via VR saw 74% patient satisfaction in recent clinical trials.
  • Stroke rehab programs using metaverse environments have improved mobility outcomes by 26%.
  • Elder care communities are integrating metaverse visits, with over 85,000 users participating monthly.
  • Medical conferences in the metaverse saw 2.1 million attendees, reducing travel costs and emissions.
  • Digital twins of human organs are used in 39 research institutions for personalized treatment simulations.
  • Insurance firms in 2025 began reimbursing up to $1,400/year for certified VR therapy programs.

Creator Economy Within the Metaverse

  • Over 14 million creators are now earning through metaverse platforms like Roblox, The Sandbox, and ZEPETO.
  • User-generated content (UGC) contributed over $15.7 billion in economic activity this year.
  • The average income for full-time metaverse creators reached $42,500 in 2025.
  • Meta’s Creator Marketplace now hosts 600,000+ creators, up 22% YoY.
  • NFT resale royalties have generated $2.9 billion for creators across top platforms.
  • 88% of metaverse creators monetize through virtual items, events, or branded collaborations.
  • ZEPETO Studio paid out over $120 million to avatar fashion designers globally.
  • Unity and Unreal Engine usage among metaverse creators grew by 34%, powering more immersive UGC.
  • Micro-creators (earning <$10k/year) now account for 61% of active contributors.
  • Creator support tools like AI-assisted asset builders are used by 7 in 10 new designers.

Metaverse Market Growth Outlook

  • In 2024, the metaverse market is valued at $227.05 billion, setting a solid foundation for explosive growth.
  • By 2025, it’s projected to hit $316.34 billion, a clear sign of strong momentum.
  • The upward climb continues into 2026, with the market expected to outpace prior years significantly.
  • A powerful CAGR of 43.3% is forecasted from 2024 to 2029, underlining its accelerated expansion.
  • By 2028, the market is poised to approach the $1 trillion mark, a major milestone.
  • Come 2029, the global metaverse market could soar to $1,334.18 billion, revealing its staggering potential.
Metaverse Market Size Projections
(Reference: The Business Research Company)

Metaverse Events and Attendance Metrics

  • Virtual concerts in 2025 drew over 110 million attendees, led by artists like Ariana Grande and BTS.
  • The largest single event in the metaverse was a Fortnite concert with 31.2 million viewers.
  • Global sports leagues, including the NBA and FIFA, hosted over 720 virtual matches this year.
  • Virtual conferences recorded 54 million unique participants, saving an estimated $1.6 billion in logistics.
  • Fashion Week in Decentraland attracted over 2.8 million digital attendees in March 2025.
  • Graduation ceremonies and weddings in the metaverse totaled 68,000 events.
  • Enterprise expos, like CES VR, had 410,000 metaverse visitors from 38 countries.
  • Esports tournaments in VR platforms reached 36 million viewers, with prize pools topping $42 million.
  • Fan meetups in VRChat and ZEPETO crossed 5 million interactions for top influencers.
  • Political rallies and town halls held virtually now engage 9.3 million citizens annually.

AI Integration and Automation Within Metaverse Environments

  • AI-powered NPCs now account for 47% of interactive agents in popular metaverse worlds.
  • Procedural content generation tools are used in 61% of UGC development pipelines.
  • ChatGPT-style avatars host over 2.4 million virtual meetings per month across enterprise platforms.
  • AI-driven moderation systems now process over 880 million interactions daily, flagging toxicity and abuse.
  • Virtual real estate bots help users buy and design land, facilitating $1.2 billion in transactions.
  • AI assistants embedded in platforms like Spatial and Horizon support 75% faster onboarding for new users.
  • Emotion recognition AI is being piloted in therapeutic environments across 8 countries.
  • Generative AI tools help render assets and dialogue for over 50,000 new games in the metaverse each year.
  • Voice cloning and dynamic lip-syncing allow hyper-realistic avatars, adopted by 62% of corporate clients.
  • AI avatars now conduct 26% of onboarding and product demos in metaverse-based e-commerce.

Public Sentiment Toward the Metaverse

  • 33% of people feel curious about the metaverse, making it the most common reaction so far.
  • 27% are uninterested, pointing to a sizable group that currently sees little value in the concept.
  • 23% express suspicion, signaling ongoing trust and privacy concerns.
  • An equal 19% report feeling concerned or indifferent, reflecting a mix of emotional distance and quiet worry.
  • 18% are excited, showing a smaller but eager group ready to embrace what’s ahead.
  • 16% describe themselves as optimistic, suggesting some hopeful outlooks despite hesitation.
  • 12% feel confused, highlighting a real need for better public understanding.
  • Just 7% say none of these apply, proving that most people have formed an opinion, positive or not.
Public Opinions on the Metaverse_ What People Really Feel
(Reference: Blogging Wizard)

Environmental Impact and Energy Consumption of Metaverse Operations

  • Data centers supporting the metaverse now consume an estimated 910 terawatt-hours of electricity annually.
  • Carbon emissions from metaverse activities reached 98 million metric tons CO₂, up 14% YoY.
  • Green hosting providers now power 28% of metaverse platforms.
  • Blockchain-based metaverses have cut energy use by 36% with proof-of-stake adoption.
  • AI workload optimization has reduced VR rendering energy needs by 22% across top platforms.
  • Metaverse energy per user now averages 1.7 kWh per session, highlighting ongoing efficiency gaps.
  • Decentraland and The Sandbox report over 65% reliance on renewable data centers.
  • Environmental offset programs tied to VR platforms have invested $630 million in reforestation and renewables.
  • VR device recycling programs collected 11 million units globally in 2025.
  • Digital twin infrastructure simulations are helping reduce real-world construction emissions by 12%.

Cross-Platform Interoperability and User Migration Trends

  • 67% of active users access multiple metaverse platforms monthly, driven by avatar and asset portability.
  • Open avatar standards are now supported by 5 of the top 7 metaverse networks.
  • Interoperable wallet systems like MetaMask and WalletConnect are used by 74% of cross-platform players.
  • Migration rates between virtual platforms rose to 18%, often tied to event-based loyalty shifts.
  • Metaverse bridging protocols, like the Open Metaverse Alliance, saw 51% YoY adoption growth.
  • Portable NFT items are now accepted on over 120 platforms, promoting a unified digital identity.
  • Cross-world friend lists are now integrated across Roblox, VRChat, and Meta Horizons via third-party APIs.
  • Streaming platforms like Twitch and YouTube now support live-streamed metaverse sessions with user cross-functionality.
  • Universal asset repositories let users sync over 300,000 items across major metaverse brands.
  • Open standards groups such as the Khronos Group and the W3C are accelerating collaborative schema definitions.

What Tech Experts Predict for the Metaverse

  • Over 70% of tech experts are betting on a boom within 5 years, signaling strong faith in the metaverse’s near-term growth.
  • 15% anticipate the metaverse will hit its peak in the next decade, pointing to a more gradual rise.
  • Around 10% believe the metaverse is already at its peak, hinting at doubt over future potential.
  • A smaller 3% think it will take more than 10 years to truly take off, showing a long-view mindset.
  • Just 1% say it’s never going to boom, showing that true pessimism in the tech world is rare.
Tech-Experts Predictions on the Metaverses Future
(Reference: Exploding Topics)

User Spending Behavior on Avatars, Skins, and Digital Assets

  • The average user spends $684/year on digital avatars, wearables, and virtual identity assets in 2025.
  • Avatar customization tools account for $3.8 billion in platform earnings.
  • Top creators have earned over $7.5 million annually through avatar skin sales alone.
  • NFT-based avatar sales generated $2.4 billion across the Ethereum and Polygon ecosystems.
  • Digital collectibles, including badges, emotes, and status symbols, brought in $1.1 billion in microtransactions.
  • Gen Z users spend 34% more than millennials on avatar-related content.
  • Wearables in the metaverse, including fashion and accessories, saw a 21% YoY increase in purchases.
  • Platform-branded items like Meta or Roblox exclusive gear sold over 13.2 million units this year.
  • Dynamic skins (that evolve with user behavior) are used by 28% of metaverse participants.
  • Digital pets and companions were a $590 million market in 2025, often bundled with avatar ecosystems.

Recent Developments

  • Apple Vision Pro launch in late 2024 catalyzed a 40% spike in enterprise metaverse adoption by Q2 2025.
  • Meta’s AI-powered avatar update introduced photorealistic facial animations across Horizon Worlds.
  • Samsung’s XR headset went live in Q1 2025, expanding high-end VR options for Android ecosystems.
  • Unity 6.0 rolled out full support for decentralized asset networks, easing development barriers for indie creators.
  • Nike launched its cross-platform “Swoosh Universe,” enabling sneaker NFTs to be worn across 6 major platforms.
  • Epic Games partnered with LEGO to release a family-safe metaverse with strict child-safe AI moderation.
  • Zoom’s metaverse meetings plugin now supports avatar-based collaboration across 5 workplace platforms.
  • Walmart launched a shoppable VR store in Horizon and Spatial, drawing 12 million monthly users.
  • UNESCO opened a “Virtual Heritage” world that features digital replicas of 120 endangered landmarks.
  • Epic-Fortnite 2.0 Creative tools now allow monetization for creators in over 20 countries.

Conclusion

As we step deeper into 2025, the metaverse is no longer a hypothetical playground; it’s a functioning layer of digital society. From enterprise boardrooms to virtual dance floors, and from mental health clinics to retail showrooms, the lines between physical and digital are fading. This rapid evolution is not only reshaping how we connect and transact but also demanding new frameworks in interoperability, environmental responsibility, and economic participation. The data paints a clear picture: the metaverse is not a moment, it’s a movement.

References

  • GlobeNewswire
  • Cognitive Market Research
  • Statista
  • Tech Target
  • Statista
  • The Business Research Company
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Avatar of Tushar Thakur

Tushar Thakur

Tushar Thakur passionately explores the realms of technology, gaming, and electronics, providing expert guidance in an ever-evolving tech world. His full-time dedication to blogging and digital marketing solidifies his commitment to delivering well-researched, authoritative insights.

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