Market analysts estimate that the Metaverse could be worth several trillion USD by 2030, based on its current development trends. Universal appeal across demographics and nations is at the base of its exponential growth, a new report concludes.
Tech Market Study Highlights Web3 Potential
Global management consultants McKinsey & Company have recently released a study called “Road to change value creation in the metaverse”, Indian media outlets report. The market analysts have estimated the value of metaverse environments and applications to rise to around $5 trillion by 2030.
Beyond the perceivable popularity of this new tech dimension, online searches for “metaverse” have increased 72-fold over a single year, the study notes. Leading gaming platforms extensively push the metaverse as their prime operating environment and have tens of millions of daily active users. Notably, Roblox was cited with 55 million in early 2022.
In fact, tech-based sectors like gaming and online cricket betting in India can exploit the metaverse in a major generational change of industry growth. The market potential is practically limitless, especially for casual gaming, esports, sportsbook and online casinos.
Among the main factors driving the expansion of the metaverse market is its wide appeal across demographic segments, national markets and globalized cultural demand. Many users who are already spending on in-app purchases and digital assets would continue to do so and increase their involvement with decentralized online platforms.
Mobile gaming and online sports betting communities already represent an important worldwide market, experts point out. One of the prominent multiverse platforms, AnamXR, had its CEO Irene-Marie Seelig go on record describing the future of brand experiences that empower consumers as creators. The “interoperability” of users and brands can be put in practice most efficiently and easily in virtual settings.
Global sports franchises already host their press conferences in the metaverse, offering fans a chance to get in touch with their idols. Music superstars have begun to hold worldwide shows and events there, as well.
Most non-tech based brands do not have the capacity to provide instant solutions to the shifting consumer demand. However, the major online gaming operators and studios have the necessary experience and resources to provide metaverse settings, including digital personas. Collaborations with businesses outside the immediate gaming niche are likely to increase exponentially, the study concludes.
The metaverse is appreciated by over 80 percent of those who have used it and most have shared those experiences with family and friends. Virtual office meetings are already the norm, partly due to Covid-related restrictions but mostly due to a new generation of decentralized work models. Nearly two-thirds of learners also prefer virtual education sessions and shared resources.
This makes market experts play up the importance of cross-sector opportunities for all kinds of brands and consumer markets, realistically possible mostly through virtual experiences at this point. The collaborative nature of Web3 is best expressed in the metaverse environments and applications as the successor of the traditional internet paradigm.