Metaverse In Gaming Market Size and Share

Metaverse In Gaming Market (2025 - 2030)
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Metaverse In Gaming Market Analysis by Mordor Intelligence

The Metaverse in gaming market stands at USD 25.67 billion in 2025 and is projected to climb to USD 137.96 billion by 2030, registering a vigorous 40.02% CAGR. Surging adoption of VR and AR headsets, the roll-out of high-speed 5G, tokenized economies, and multibillion-dollar alliances between entertainment IP owners and game platforms are powering this ascent. Hardware still brings in most revenue, yet software and services now outpace it as creators monetize avatars, live events, and play-to-earn loops. Regionally, North America commands the largest slice while Asia-Pacific records the fastest gains as China, India, Japan, and South Korea scale infrastructure and mobile penetration. Competitive intensity is sharpening as console giants, Web3 start-ups, and lifestyle brands rush to secure persistent virtual engagement. Meanwhile, cost-down optics, generative-AI authoring, and real-time voice translation are broadening the addressable base and sustaining the Metaverse in gaming market’s momentum.

Key Report Takeaways

  • By component, hardware contributed 62.1% of the Metaverse in gaming market share in 2024, while software is forecast to expand at a 22.6% CAGR through 2030. 
  • By technology, AR & VR held 48.5% revenue in 2024; blockchain is projected to accelerate at a 66.8% CAGR through 2030. 
  • By game genre, action titles led with 23.6% of the Metaverse in gaming market size in 2024, whereas role-playing games are set to grow at a 14.3% CAGR to 2030. 
  • By platform, mobile accounted for 50.7% share of the Metaverse in gaming market size in 2024, while cloud/streaming platforms are advancing at a 16.7% CAGR over the forecast horizon. 
  • By geography, North America generated 38.6% revenue in 2024; Asia-Pacific is expected to post a 12.5% CAGR through 2030.

Segment Analysis

By Component: Hardware Foundation Drives Adoption

Hardware contributed 62.1% of the Metaverse in gaming market share in 2024, anchoring immersion with headsets, haptic controllers, and spatial-tracking cameras. Quest models shipped 9.6 million units and retained 73% of the global volume. Apple’s mixed-reality Vision Pro extends premium appeal, while Sony refines PS VR2 for high-fidelity console experiences. Parallel advances in pancake lenses, inside-out tracking, and lightweight battery packs widen comfort and affordability.

Software, though smaller in 2024, grows at 22.6% CAGR through subscriptions, virtual-item royalties, and live-event ticketing. Unity and Unreal deliver no-code authoring that accelerates indie releases. Roblox’s new commerce API integrates physical retail without leaving gameplay. This synergy ensures each hardware leap amplifies software monetization, weaving dense network effects throughout the Metaverse in gaming market.

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By Technology: Blockchain Disruption Reshapes Economics

AR and VR technologies held 48.5% revenue in 2024, providing the sensory bedrock of Metaverse in the gaming market. Hi-res micro-OLED panels, foveated rendering, and spatial audio deepen presence, while machine-learning super-sampling sustains 90 fps on mid-range GPUs. Blockchain is the fastest climber at a 66.8% CAGR, recasting digital commodities into tradable assets.

The Six Dragons lets players mint swords as NFTs and port them across chains. Inworld AI supplies conversational non-player characters that recall prior chats and evolve storylines. Together these forces blend to expand Metaverse in gaming market size for tokenized worlds while enriching immersion.

By Game Genre: RPG Narratives Drive Deeper Engagement

Action shooters dominated revenue with 23.6% share in 2024 through fast loops and franchise loyalty. Yet role-playing games grow at 14.3% CAGR as players chase evolving story arcs and cross-platform progression. 

Love and Deepspace passed USD 500 million via romance-fused boss fights, with some users spending over USD 10,000 to augment virtual relationships. Metamon couples’ governance tokens with character levelling, marrying game design and decentralized finance. Simulation, sports, and strategy keep niche appeal, profiting from modular engine templates that shorten build times.

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By Platform: Mobile Accessibility Leads, Cloud Streaming Surges

Smartphones delivered 50.7% revenue in 2024, making mobile the prime on-ramp to the Metaverse in gaming market. Integrated cameras and LiDAR enable AR quests without extra gear. HypeHype lets users remix levels on phones in minutes. Cloud streaming leaps ahead at 16.7% CAGR as server-side rendering frees players from GPU upgrades; cross-progression then lets a hero levelled on mobile resume a 4K PC dungeon that night.

PC maintains high-fidelity leadership via modding communities and esports, while consoles offer curated exclusives with tactile controllers. Mixed reality’s see-through overlays will fuse physical and digital play, expanding the Metaverse in gaming industry’s reach beyond core gamers.

Geography Analysis

North America generated 38.6% of the Metaverse gaming market revenue in 2024. Robust discretionary income, deep venture pools, and early headset launches underpin the region’s lead. Meta Reality Labs grew hardware sales 40% year-on-year, and Vision Pro installed half a million units at premium pricing. Disney’s Epic Games partnership embeds Marvel and Star Wars IP into open-ended worlds, while NVIDIA’s USD 3.34 trillion valuation highlights semiconductor leverage.

Asia-Pacific posts the fastest rise with a forecast 12.5% CAGR. China unveiled more than 100 provincial VR hubs that pair tourism IP with advanced tracking[3]Immersive Wire, “China Launches 100+ VR Mega-Projects,” immersivewire.com. Japan’s VRChat accounts for 2.5 million of its 10 million monthly users, confirming cultural resonance. India is on track to add 250 million new gamers by 2029 as low-cost 5G data unleashes mobile AR experiences. Regional publishers aggressively adapt local folklore into blockchain MMORPGs, giving the Metaverse in the gaming market an indigenous flavor.

Europe retains a significant slice thanks to premium console ownership and strong indie studios. The Digital Services Act enforces content safety, compelling platforms to invest in compliance engineering. A new virtual-worlds roadmap mandates sustainable development alignment, possibly slowing speed-to-market yet boosting consumer trust. Long-term, balanced regulation may underpin steady Metaverse in gaming market growth across the bloc.

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Competitive Landscape

The field is moderately concentrated. Meta, Sony, Apple, and HTC capture the bulk of headset volumes, with Meta alone holding 73% shipments. Epic Games and Unity dominate engine middleware with contrasting royalty and subscription models. Roblox and Decentral and lead creator ecosystems, while Animoca Brands bankrolls dozens of Web3 studios.

Strategic coalitions swell: Disney-Epic for entertainment crossovers; LVMH-Epic so luxury avatars can try couture; Walmart-Unity enabling in-world checkout. NVIDIA and Microsoft co-develop neural shading, slashing power demand for ray tracing. SharpLink Gaming spent USD 463 million on Ether to bankroll sports metaverse tokens, underlining capital intensity. Genies and Liminal Experiences raise fresh funds for AI avatar toolkits, challenging incumbents with user-first pipelines.

This contest of walled-garden ecosystems versus open-chain worlds drives continual feature leaps, keeping the Metaverse in the gaming market vibrant yet unpredictable.

Metaverse In Gaming Industry Leaders

  1. Meta Platforms Inc.

  2. Microsoft Corporation

  3. Sony Group Corporation

  4. Tencent Holdings Ltd.

  5. Roblox Corporation

  6. *Disclaimer: Major Players sorted in no particular order
Metaverse In Gaming Market Concentration
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Recent Industry Developments

  • June 2025: SharpLink Gaming acquires 176,271 ETH for USD 463 million to fuel sports metaverse expansion.
  • May 2025: Roblox rolls out Shopify checkout, bridging virtual play and physical retail.
  • April 2025: FTC files child-privacy complaint against Meta’s Horizon Worlds.
  • April 2025: Genies unveils AI avatar toolset, enabling granular customization.

Table of Contents for Metaverse In Gaming Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Rapid adoption of VR/AR hardware
    • 4.2.2 Expansion of high-speed internet and 5G
    • 4.2.3 Growth of blockchain-enabled NFTs
    • 4.2.4 Big-tech and AAA studio investments
    • 4.2.5 Generative-AI-driven UGC worlds
    • 4.2.6 Interoperability standards momentum
  • 4.3 Market Restraints
    • 4.3.1 High upfront hardware costs
    • 4.3.2 Data-privacy and safety concerns
    • 4.3.3 Blockchain energy footprint
    • 4.3.4 Content-moderation liabilities
  • 4.4 Evaluation of Critical Regulatory Framework
  • 4.5 Technological Outlook
  • 4.6 Porter's Five Forces
    • 4.6.1 Bargaining Power of Suppliers
    • 4.6.2 Bargaining Power of Buyers
    • 4.6.3 Threat of New Entrants
    • 4.6.4 Threat of Substitutes
    • 4.6.5 Competitive Rivalry
  • 4.7 Impact Assessment of Key Stakeholders
  • 4.8 Key Use Cases and Case Studies
  • 4.9 Impact on Macroeconomic Factors of the Market
  • 4.10 Investment Analysis

5. MARKET SEGMENTATION

  • 5.1 By Component
    • 5.1.1 Hardware
    • 5.1.1.1 VR Headsets
    • 5.1.1.2 AR Headsets
    • 5.1.1.3 MR Headsets
    • 5.1.1.4 Other Hardware
    • 5.1.2 Software
  • 5.2 By Technology
    • 5.2.1 AR and VR
    • 5.2.2 Mixed Reality (MR)
    • 5.2.3 Blockchain
    • 5.2.4 Artificial Intelligence
    • 5.2.5 Other Technologies
  • 5.3 By Game Genre
    • 5.3.1 Action
    • 5.3.2 Adventure
    • 5.3.3 Role-Playing Games
    • 5.3.4 Simulation
    • 5.3.5 Sports and Racing
    • 5.3.6 Other Genres
  • 5.4 By Platform
    • 5.4.1 Mobile
    • 5.4.2 PC
    • 5.4.3 Console
    • 5.4.4 Cloud / Streaming
    • 5.4.5 North America
  • 5.5 By Geography
    • 5.5.1 North America
    • 5.5.1.1 United States
    • 5.5.1.2 Canada
    • 5.5.1.3 Mexico
    • 5.5.2 South America
    • 5.5.2.1 Brazil
    • 5.5.2.2 Argentina
    • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
    • 5.5.3.1 United Kingdom
    • 5.5.3.2 Germany
    • 5.5.3.3 France
    • 5.5.3.4 Italy
    • 5.5.3.5 Spain
    • 5.5.3.6 Nordics
    • 5.5.3.7 Rest of Europe
    • 5.5.4 Middle East and Africa
    • 5.5.4.1 Middle East
    • 5.5.4.1.1 Saudi Arabia
    • 5.5.4.1.2 United Arab Emirates
    • 5.5.4.1.3 Turkey
    • 5.5.4.1.4 Rest of Middle East
    • 5.5.4.2 Africa
    • 5.5.4.2.1 South Africa
    • 5.5.4.2.2 Egypt
    • 5.5.4.2.3 Nigeria
    • 5.5.4.2.4 Rest of Africa
    • 5.5.5 Asia-Pacific
    • 5.5.5.1 China
    • 5.5.5.2 India
    • 5.5.5.3 Japan
    • 5.5.5.4 South Korea
    • 5.5.5.5 ASEAN
    • 5.5.5.6 Australia
    • 5.5.5.7 New Zealand
    • 5.5.5.8 Rest of Asia-Pacific

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.4.1 Meta Platforms Inc.
    • 6.4.2 Microsoft Corporation
    • 6.4.3 NVIDIA Corporation
    • 6.4.4 Sony Group Corporation
    • 6.4.5 Epic Games Inc.
    • 6.4.6 Unity Technologies
    • 6.4.7 Electronic Arts Inc.
    • 6.4.8 Roblox Corporation
    • 6.4.9 Tencent Holdings Ltd.
    • 6.4.10 Niantic Inc.
    • 6.4.11 Apple Inc.
    • 6.4.12 Valve Corporation
    • 6.4.13 Decentraland Foundation
    • 6.4.14 Animoca Brands
    • 6.4.15 Sky Mavis (Axie Infinity)
    • 6.4.16 Immutable
    • 6.4.17 HTC VIVE
    • 6.4.18 Magic Leap
    • 6.4.19 Qualcomm Technologies
    • 6.4.20 Sansar Inc.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-need Assessment
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Research Methodology Framework and Report Scope

Market Definitions and Key Coverage

Our analysis defines the metaverse in gaming market as all value generated when interactive game worlds merge with persistent, networked 3-D spaces and players engage through connected hardware (VR, AR, MR headsets and ancillary gear) plus enabling software and services that let avatars socialize, trade, and compete in real time.

Scope Exclusions: Revenues from enterprise-only collaboration platforms and purely social virtual spaces that lack game mechanics are not included.

Segmentation Overview

  • By Component
    • Hardware
      • VR Headsets
      • AR Headsets
      • MR Headsets
      • Other Hardware
    • Software
  • By Technology
    • AR and VR
    • Mixed Reality (MR)
    • Blockchain
    • Artificial Intelligence
    • Other Technologies
  • By Game Genre
    • Action
    • Adventure
    • Role-Playing Games
    • Simulation
    • Sports and Racing
    • Other Genres
  • By Platform
    • Mobile
    • PC
    • Console
    • Cloud / Streaming
    • North America
  • By Geography
    • North America
      • United States
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Rest of South America
    • Europe
      • United Kingdom
      • Germany
      • France
      • Italy
      • Spain
      • Nordics
      • Rest of Europe
    • Middle East and Africa
      • Middle East
        • Saudi Arabia
        • United Arab Emirates
        • Turkey
        • Rest of Middle East
      • Africa
        • South Africa
        • Egypt
        • Nigeria
        • Rest of Africa
    • Asia-Pacific
      • China
      • India
      • Japan
      • South Korea
      • ASEAN
      • Australia
      • New Zealand
      • Rest of Asia-Pacific

Detailed Research Methodology and Data Validation

Primary Research

Mordor analysts interview hardware OEM product leads, blockchain-game founders, esports organizers, and immersive content studios across North America, Europe, and Asia-Pacific. These guided discussions validate volume assumptions, typical average selling prices, user-migration patterns, and monetization mechanics that rarely surface in public filings.

Desk Research

We start by mapping the universe through widely accessible tier-1 sources such as GSMA Intelligence for 5G rollout statistics, UN Comtrade customs data for headset shipments, World Bank digital adoption indices, Entertainment Software Association gamer demographics, and patent counts extracted via Questel. Company filings, investor decks, and respected technology media enrich pricing and adoption cues. This mosaic lets our team flag structural parameters before any model build.

A secondary sweep then draws on interactive dashboards from D&B Hoovers, Dow Jones Factiva news archives, and regional trade associations to benchmark publisher revenues, wallet creation rates, and regulatory developments that may accelerate or restrain uptake. The sources cited here illustrate our approach; many additional references underpin the dataset compilation.

Market-Sizing & Forecasting

A top-down demand-pool reconstruction uses headset production and trade flows, active wallet counts, monthly active users for leading titles, 5G subscriber growth, and average in-game spend to size 2024 and 2025. Results are cross-checked through selective bottom-up supplier roll-ups and channel price scans to refine totals. Forecasts to 2030 rely on a multivariate regression blended with ARIMA trend extension where variables such as headset ASP shifts, NFT transaction velocity, and mobile cloud-streaming latency improvements carry weighted coefficients. When bottom-up gaps appear, proxy metrics like hours-played per user bridge the shortfall before final calibration.

Data Validation & Update Cycle

Outputs move through anomaly screens, senior-analyst peer review, and variance checks against independent benchmarks. Reports refresh each year, with interim revisions triggered by material events like a headset price shock or regulatory pivot. Right before delivery, an analyst reruns the model so clients always receive the latest perspective.

Why Our Metaverse In Gaming Baseline Is Dependable

Published estimates often diverge because firms frame the metaverse differently, apply varied device scopes, or refresh numbers on uneven cadences.

Key gap drivers include whether console GPU sales and speculative NFT resales are bundled into market revenue, how aggressively token inflation is projected, and the cadence at which new headset ASPs are rolled forward. By centering on playable game environments, validated hardware flow, and conservative monetization ratios, Mordor Intelligence provides a balanced, decision-ready baseline.

Benchmark comparison

Market Size Anonymized source Primary gap driver
USD 25.67 B (2025) Mordor Intelligence -
USD 34.71 B (2025) Regional Consultancy A Adds play-to-earn token trading and secondary NFT resale values
USD 67.53 B (2025) Global Consultancy B Bundles gaming PCs, standalone GPUs, and generic cloud-gaming subscriptions
USD 23.89 B (2024) Trade Journal C Counts only VR hardware revenue, excluding blockchain-enabled game economies

These contrasts show that scope breadth and input discipline meaningfully shift totals. By keeping definitions transparent, variables traceable, and refresh cadence tight, Mordor Intelligence delivers the most reliable compass for planners navigating the fast-moving metaverse gaming arena.

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Key Questions Answered in the Report

What is the size of the Metaverse in gaming market today?

The market is valued at USD 25.67 billion in 2025 and is projected to reach USD 137.96 billion by 2030 at a 40.02% CAGR.

Which region grows the fastest in the Metaverse in gaming market?

Asia-Pacific is forecast to expand at a 12.5% CAGR through 2030 thanks to large mobile-first gamer populations, affordable 5G access, and expansive government XR projects.

What fuels the rapid rise of the Metaverse in gaming market?

Lower-cost VR/AR hardware, ubiquitous 5G, tokenised asset ownership, and multibillion-dollar investments from brands such as Disney, NVIDIA, and LVMH are the primary growth engines.

How dominant is mobile within the Metaverse in gaming market?

Mobile platforms commanded 50.7% revenue in 2024, making smartphones the leading entry point for immersive experiences until standalone devices become broadly affordable.

Why is blockchain critical for the Metaverse in gaming industry?

Blockchain lets players truly own and trade in-game items across multiple titles, unlocking new revenue streams and sustaining persistent in-world economies.

What main challenges could slow adoption?

High headset prices in emerging markets and stricter data-privacy regulations in North America and Europe are the leading headwinds for near-term expansion.

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