Metaverse Experience Platforms

Unfolding the internet's next chapter

Overview

The metaverse is an integrated network of interactive and persistent virtual worlds that is considered to be the next universal iteration of the internet. The concept is centered around delivering a greater immersive experience through additional dimensions (e.g., enhanced interactions via VR/AR and haptic solutions) to interact with information and other users. The metaverse experience platforms refer to interactive and persistent virtual worlds/environments that are hypothesized to integrate and form the user-experience layer of the metaverse, facilitating activities such as collaborative remote working, education/training simulations, gaming, and social interaction.

Although the metaverse concept calls for the interoperability of all platforms, until recently, they operated in relative isolation. The creation of open standards to solve the issues associated with the interoperability of digital assets and identities across platforms are still a work in progress. Metaverse experience platforms are enabled via core technologies such as extended reality, the blockchain, cloud/edge computing, and 5G. Furthermore, the growing share of Gen Z consumers and their income levels, monetization opportunities for creators, and significant enterprise interest are likely to drive the industry forward.

Industry Updates

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Market Sizing

The US Metaverse Experience Platforms market could reach USD 6.6 billion–12.6 billion by 2028

Conservative case

USD 0.0 Bn

Base case

USD 0.0 Bn

Expansion case

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Use cases


There was a notable surge in metaverse activity between 2020 and 2022 with brands from various industries, particularly consumer discretionary, consumer staples, and information technology, launching experiences on popular platforms. This included the textiles, apparel and luxury goods, personal products, and software subsegments for their respective industries. 

The primary use cases revolved around marketing and remote work, as the metaverse offered a unique opportunity for brands to engage younger demographics through immersive experiences and virtual spaces that facilitated remote collaboration, enhanced team cohesion, and streamlined communication efforts.

We have identified key MEP use cases below:

Market Mapping


Disruptors in the industry operate in six distinct segments, with a majority of the startups being concentrated in the social gaming and pure-play social platforms segments. They are also the two highest-funded segments (April 2024), as they have been growing for relatively longer, offering traditional gaming and virtual social experiences before becoming metaverse contenders. 

The social gaming platforms segment has significant incumbent activity, led by brand launches on Meta’s Horizon Worlds platform and Epic Games’ Fortnite Creative. Incumbents also have a notable presence in the Work platforms segment, which includes Meta’s Horizon Workrooms platform and Microsoft Mesh (offered through its Teams software).

The Disruptors


The metaverse experience platforms landscape is currently dominated by disruptors that offer social gaming experience s in terms of the number of players and users, as well as total funding. User-generated content (UGC) plays a major role in social gaming platforms as it enables them to feature new in-game assets and experiences at scale and incentivize users/creators through monetization opportunities. ​​

Roblox, with more than 68 million daily active users as of 2023, has grown organically as a gaming platform (since 2004) and is currently a leading metaverse platform. Other notable players in the space include Animoca Brands’ The Sandbox platform and Decentraland, although the platforms registered a decline in users as investor interest in the sector waned after the crypto winter.

Metaverse experience platforms for enterprise use cases primarily consist of companies that offer meeting and collaboration services (e.g., Gather, RemoteBridge and Mytaverse). Additionally, Wave remains prominent in the virtual events segment. Notable players in the digital avatar segment include Genies and Wolf3D (Ready Player Me creator).

Funding History

Competitive Analysis


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Incumbents


Meta is the leading player in the space, with its flagship Horizon Worlds platform offering social gaming experiences and virtual events. The company also has a presence in the work platforms segment via Horizon Workrooms and the digital avatars segment via the Meta Avatars Store. Other notable metaverse work platforms include Microsoft Mesh and Amazon’s AWS Cloud Quest. Additionally, NVIDIA offers its Avatar Cloud Engine (ACE) for the creation of digital avatars.

The vast majority of incumbent partnerships is related to the social gaming platforms segment, with brands partnering to launch virtual worlds in the metaverse. Acquisitions for the sector remain sparse, although this notably includes Microsoft’s acquisition of Mojang (September 2014) for USD 2.5 billion.

In House Development
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Investment
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Notable Investors


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Market Sizing

The US addressable market for Metaverse Experience Platforms is estimated to be USD 145 billion

The total addressable market (TAM) refers to the total revenue opportunity available for a product or service, while the actual market is the market size based on revenue projections.
We have calculated the TAM and actual market size for the metaverse experience platforms market in the US separately for the following two categories: 1) The B2C segment, which includes pure-play gaming platforms, pure-play social platforms, social gaming platforms, and digital avatar companies and 2) The B2B segment, which includes work platforms. We have excluded virtual event platforms, given that only a handful of players are active in the segment. The TAM for metaverse experience platforms in the US, covering B2C and B2B segments, is expected to be ~USD 145 billion (see Appendix for details). 
The B2C segment TAM consists only of potential spending by Millennials and employed Gen-Z individuals. Furthermore, we have excluded virtual events platforms, such as Wave that target entertainment-related use cases from our calculations. As a result, the inclusion of the other demographics (Gen-X, Baby Boomers, and unemployed Gen-Z individuals) and entertainment-related virtual events use cases will provide further upside to our estimates.
The total actual market for Metaverse Experience Platforms (MEPs) in the US was estimated to be USD 4.7 billion in 2023 and is expected to grow to USD 9.2 billion by 2028, at a compounded annual growth rate of 14.3%, reaching a penetration rate of 6.3%.

Summary

Overall, MEPs were significantly affected in 2023 in terms of funding interest, which we expect to have a slow recovery in the years that follow. This is driven by slow technological progress and limited uptake by consumers who failed to live up to the expectations of “an expansive, immersive vision of the internet.”
Our expansion case projects the market to grow at a five-year CAGR of 19.3%, reaching USD 11.4 billion by 2028 with a penetration rate of 7.8%. This scenario will most likely be driven by 1) the alleviation of most of the technological constraints (e.g., higher XR equipment costs, interoperability issues, and lack of computational power to host a large number of concurrent users) currently associated with MEPs due to innovation, 2) accelerated adoption of the metaverse in mass scale by younger generations, specifically by Gen-Z, resulting in these platforms becoming the primary platform for creators, and 3) rapid expansion of new enterprise metaverse use cases, which, at present, are mostly limited to virtual office and training use cases; however, industry-specific applications in certain areas, such as healthcare, marketing, design, public sector, banking, and education, are yet to emerge at scale.
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