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Number of Metaverse Users in 2024

by Fabio Duarte
February 2, 2024

The multi-billion dollar metaverse market is set to explode.

For the most part, metaverse applications are focused on gaming, but several other industries are exploring possibilities.

With the user base expanding, we’ll take a look at how many metaverse users there are and other related statistics.

Contents

Top Metaverse User Stats (Editor’s Choice)

  • There are roughly 400 million monthly metaverse users
  • By 2030, there could be as many as 5 billion metaverse users
  • Around 7 in 10 US adults are aware of the metaverse
  • Men are almost 3x more likely to be interested in the metaverse than women
  • 80% of metaverse users are under 16
  • 33% of adults are curious about the metaverse

How Many Metaverse Users Are There in 2024?

According to metaverse consulting company Metaversed, there are approximately 400 million monthly metaverse users.

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Source: Metaversed

Metaverse Growth Projections

The metaverse market is expected to explode over the coming years, growing at a CAGR of 47.2%.

The industry’s 2022 valuation of $61.8 billion is set to grow by around 7x in the space of just five years, reaching $426.9 billion by 2027.

With that, the number of metaverse users is also likely to rocket.

A 2022 Citi report claims that by 2030, there could be as many as 5 billion metaverse users (including the mobile phone user base) worldwide.

However, when using a more zeroed-in definition of the metaverse (VR/AR device user base), this figure is likely to be closer to 1 billion.

Sources: MarketsandMarkets, Citi

Metaverse Familiarity and Reach

As of January 2022, 69% of US adults had heard of the metaverse.

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Yet, only 38% are at least somewhat familiar. And just 14% are very familiar.

Here’s the full breakdown of metaverse familiarity:

Metaverse Familiarity

Proportion of Respondents

Very Familiar

14%

Somewhat Familiar

24%

Heard of But Not Familiar

31%

Never Heard of

31%

By 2026, it’s predicted that 1 in 4 people worldwide will spend upwards of one hour a day in the metaverse.

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Activities are likely to include: 

  • Work
  • Shopping
  • Education
  • Social interaction
  • Entertainment

In fact, a 2021 survey revealed that 66% of US adults believe that the metaverse can at least partially replace social media.

And nearly 1 in 4 of those surveyed (24%) think the metaverse will completely replace social media.

Sources: Ipsos, Gartner, MSN

Metaverse Users Demographics

Gender

According to 2022 research, men are considerably more interested in the metaverse than women.

Of those surveyed, 18% of men are very interested in the metaverse - 11% more than women.

Here’s a breakdown of metaverse interest by gender:

Gender

Very Interested

Somewhat Interested

Not That Interested

Not Interested At All

All Adults

12%

24%

20%

43%

Men

18%

28%

19%

35%

Women

7%

21%

21%

50%

Age

In total, 4 in 5 metaverse users are under 16 years old. 

Millennials are the most likely generation to attend a live sporting event or live music event in the metaverse. In total, 41% of millennials are at least somewhat interested in a live metaverse sporting event. And 61% are somewhat interested in a metaverse live music event.

Here’s how generations compare in terms of live metaverse event interest:

Live Metaverse Sporting Event Interest

Generation

Very Interested

Somewhat Interested

Not That Interested

Not Interested At All

All Adults

15%

23%

14%

48%

Gen Z

16%

31%

15%

38%

Millennial

27%

29%

14%

30%

Gen X

13%

24%

16%

47%

Baby Boomers

4%

15%

14%

67%

Live Metaverse Music Event Interest

Generation

Very Interested

Somewhat Interested

Not That Interested

Not Interested At All

All Adults

18%

27%

14%

41%

Gen Z

24%

32%

14%

30%

Millennial

29%

32%

13%

27%

Gen X

16%

29%

17%

38%

Baby Boomers

7%

18%

14%

61%

Sources: Morning Consult, Metaversed, Morning Consult (2)

Feelings Towards the Metaverse

It’s fair to say that current metaverse perceptions are mixed. 

The top response in a recent survey indicated that 30% of US adults think the metaverse is “not as good as real life”.

While 26% believe the metaverse is “the future of technology”.

And 23% cynically think that the metaverse is merely a means for tech companies to make money.

Here’s the full rundown of metaverse views:

View on the Metaverse

Respondents Who Agree

Positive/Negative

Not as good as real life

30%

Negative

The future of technology

26%

Positive

Tech companies trying to figure out a way to make money 

23%

Negative

A big risk to personal privacy

20%

Negative

A really exciting way to play and socialize

18%

Positive

A way to intensify enjoyable experiences

13%

Positive

A fad that will not last long

11%

Negative

Something for young people only

11%

Negative

A better alternative to real life

10%

Positive

How we will do most of our shopping in the future

9%

Positive

Will create more equality in society

9%

Positive

A scam or predatory financial scheme

6%

Negative

None of these

11%

Neutral

Feelings towards the metaverse are similarly mixed:

Feelings Towards the Metaverse

Respondents Who Agree

Positive/Negative

Curious

33%

Positive

Uninterested

27%

Negative

Suspicious

23%

Negative

Concerned

19%

Negative

Indifferent

19%

Neutral

Excited

18%

Positive

Optimistic

16%

Positive

Confused

12%

Negative

None of these

7%

Neutral

When it comes to metaverse adoption, the most important factor for many is lower-priced VR headsets. In fact, 50% of respondents claim that it is at least somewhat important to have lower-priced VR headsets available.

Other important considerations include larger amounts of content and family and friends using the metaverse.

Here’s how five key factors rank in terms of importance when deciding whether to use the metaverse:

Factor

Very important

Somewhat important

Not too important

Not important at all

Lower-priced VR headsets

24%

26%

14%

36%

Larger amounts of content

15%

25%

18%

42%

Family and friends using it

14%

25%

18%

43%

Government regulations

14%

22%

20%

45%

Workplace using it

11%

19%

16%

54%

Sources: Ipsos, Morning Consult

Metaverse Concerns

As alluded to above, internet users have several reservations about the metaverse.

For example, tracking and misuse of data is a concern for as many as 79% of people.

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While online abuse and cyberbullying on the metaverse worries 7 in 10 internet users.

Below is a breakdown of metaverse concerns:

Concern

Major Concern

Minor Concern

Not a Concern At All

Tracking and misuse of personal data

55%

24%

21%

Online abuse and cyberbullying

44%

26%

30%

Personal safety

39%

28%

33%

Sexual harassment

38%

23%

39%

Moderation of offensive or damaging behaviour

37%

29%

34%

Impacts on mental health

35%

27%

38%

Motion sickness from VR headsets

29%

31%

41%

The environmental impact from energy consumption 

28%

32%

40%

Some of these metaverse concerns are echoed in a 2021 survey. 

Almost half of all respondents (47%) expressed worries about addiction to a simulated reality. Privacy issues (41%) and mental health issues (41%) are also significant perceived threats.

Sources: Morning Consult, PC Magazine

Metaverse Benefits

Potential concerns notwithstanding, there are various reasons for joining the metaverse.

The most popular reason is for work possibilities (52%), followed by art and live entertainment (48%), and money investment (44%)

Other popular reasons include:

  • Education - 40%
  • Online dating and socializing - 32%
  • Gaming - 29%
  • Adult entertainment - 18%

Evidently, there are many benefits to the metaverse, too.

Approximately 2 in 5 people (39%) agree that overcoming obstacles such as disabilities is the no.1 benefit of the metaverse.

Here are the top metaverse benefits:

Leading Metaverse Benefits

Internet Users Who Agree

Overcoming obstacles

39%

Enhancing creativity and imagination

37%

Traveling the world without moving

37%

Increasing technological literacy and skills

34%

Connecting with new people without feeling awkward

34%

Creating completely new opportunities job opportunities 

30%

Meeting your loved ones whenever you want

30%

More possibilities in education

29%

Giving opportunities for self-expression

27%

Sources: PC Magazine, Tidio

Conclusion

Although the general public may not be totally on board with the metaverse just yet, the number of users speaks for itself.

This is undoubtedly a growing space with bags of potential.

If you enjoyed these metaverse-related stats, take a look at Top Technology Trends and Important Computer Science Trends.