The metaverse in gaming market size is expected to see exponential growth in the next few years. It will grow to $317.58 billion in 2030 at a compound annual growth rate (CAGR) of 34.9%. The growth in the forecast period can be attributed to increasing investment in metaverse platforms, rising demand for immersive social gaming, expansion of blockchain-based gaming assets, growing focus on interoperability across virtual worlds, increasing integration of ai-driven game environments. Major trends in the forecast period include increasing adoption of persistent virtual worlds, rising integration of nfts in gaming ecosystems, growing demand for cross-platform virtual experiences, expansion of social and multiplayer metaverse environments, enhanced focus on user-generated content.
The increasing popularity of augmented reality (AR) and virtual reality (VR) is expected to fuel the growth of the metaverse in the gaming market. AR enhances the real world by adding digital elements, while VR immerses users in fully digital environments through specialized headsets. The rising appeal of AR and VR is driven by their capacity to offer immersive, interactive experiences in fields like gaming, education, healthcare, and entertainment, reshaping how digital content is experienced and interacted with. In the gaming metaverse, AR and VR are used to create interconnected virtual worlds where players can engage with both each other and the environment, enhancing gameplay and social connections. For example, a report from Threekit, a U.S.-based visual commerce platform, in August 2023, predicted that by the end of 2024, 1.73 billion AR devices will be in use globally, reflecting a significant increase in the accessibility of AR technology. Additionally, 88% of medium-sized businesses are currently using or testing AR for various purposes like sales and product development, while 61% of consumers report that retailers are offering AR shopping experiences, highlighting the growing consumer interest in interactive shopping. As a result, the rising popularity of AR and VR is driving the expansion of the metaverse in the gaming market.
Prominent entities in the gaming metaverse domain are prioritizing the development of advanced platforms, such as community-driven gaming platforms, to enrich immersive experiences and cultivate user engagement. These platforms harness the collective creativity, passion, and expertise of players to shape gaming experiences and foster vibrant, thriving communities. For example, in January 2024, Nifty Island LLC, a US-based play-to-earn gaming platform, unveiled the open beta version of its metaverse games, offering players a distinctive gaming environment featuring avatars from renowned non-fungible token (NFT) collections such as Azuki, Bored Apes, CloneX, and CoolCats. Nifty Island's play-to-airdrop system further incentivizes player participation by rewarding them with tokens and NFTs, enhancing the integration between the game and the broader Web3 ecosystem, thereby aligning with the decentralized and interconnected ethos of the metaverse.
In April 2025, Futureverse Global Private Limited, a U.S.-based provider of metaverse platforms, digital collectibles, and NFT-driven social experiences, acquired Candy Digital Inc. for an undisclosed amount. Through this acquisition, Futureverse plans to integrate premium intellectual property from DC Comics and Netflix into its metaverse ecosystem, expand its portfolio of NFTs and digital collectibles, and boost user engagement through exclusive content and interactive experiences. Candy Digital Inc. is a U.S.-based provider of NFT collectibles, digital assets, and blockchain-based content, specializing in sports, entertainment, and pop culture intellectual property.
Major companies operating in the metaverse in gaming market are Microsoft Corporation, Meta Platforms Inc, Sony Corporation, Epic Games Inc, Roblox Corporation, Unity Software Inc, Electronic Arts Inc, NetEase Inc, Tencent Holdings Ltd, Nintendo Co Ltd, Valve Corporation, Take Two Interactive Software Inc, Ubisoft Entertainment SA, Square Enix Holdings Co Ltd, Bandai Namco Holdings Inc, Sega Corporation, Capcom Co Ltd, Nexon Company, NCSoft Corporation, Pearl Abyss Corp, The Sandbox, Decentraland.
North America was the largest region in the metaverse in gaming market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the metaverse in gaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the metaverse in gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The metaverse in gaming market consists of revenues earned by entities by providing services such as cloud gaming services, subscription-based access, personalization, and customization. The market value includes the value of related goods sold by the service provider or included within the service offering. The metaverse in the gaming market also includes sales of gaming consoles, motion controllers, haptic feedback devices, specialized input devices, and high-performance PCs. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Metaverse in Gaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses metaverse in gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for metaverse in gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The metaverse in gaming market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Component: Hardware; Software; Services2) By Technology: Non-Fungible Token (NFT); Blockchain; Virtual Reality; Augmented Reality; Mixed Reality; Extended Reality
3) By Genre: Action; Adventure; Role-Playing Games (RPGs); Simulation; Sports and Racing; Strategy; Sandbox; Other Genres
4) By Age Group: Below 21 Years; 21 - 35 Years; 36 - 50 Years; 51 Years and Above
Subsegments:
1) By Hardware: Virtual Reality (VR) Headsets; Augmented Reality (AR) Devices; Haptic Devices; Motion Capture Equipment; Wearable Devices (Gloves, Suits); Gaming Consoles; Computer Systems and Servers2) By Software: Game Development Software; Virtual Reality Software; Augmented Reality Software; Simulation Software; 3D Modeling and Animation Software; Cloud Gaming Software; User Interface (UI) and User Experience (UX) Design Software
3) By Services: Cloud Gaming Services; Virtual Worlds and Game Hosting; Gaming Analytics Services; Development and Design Services; Metaverse Platform Integration Services; Maintenance and Support Services; Payment and Transaction Services
Companies Mentioned: Microsoft Corporation; Meta Platforms Inc; Sony Corporation; Epic Games Inc; Roblox Corporation; Unity Software Inc; Electronic Arts Inc; NetEase Inc; Tencent Holdings Ltd; Nintendo Co Ltd; Valve Corporation; Take Two Interactive Software Inc; Ubisoft Entertainment SA; Square Enix Holdings Co Ltd; Bandai Namco Holdings Inc; Sega Corporation; Capcom Co Ltd; Nexon Company; NCSoft Corporation; Pearl Abyss Corp; the Sandbox; Decentraland
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Metaverse in Gaming market report include:- Microsoft Corporation
- Meta Platforms Inc
- Sony Corporation
- Epic Games Inc
- Roblox Corporation
- Unity Software Inc
- Electronic Arts Inc
- NetEase Inc
- Tencent Holdings Ltd
- Nintendo Co Ltd
- Valve Corporation
- Take Two Interactive Software Inc
- Ubisoft Entertainment SA
- Square Enix Holdings Co Ltd
- Bandai Namco Holdings Inc
- Sega Corporation
- Capcom Co Ltd
- Nexon Company
- NCSoft Corporation
- Pearl Abyss Corp
- The Sandbox
- Decentraland
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 95.85 Billion |
| Forecasted Market Value ( USD | $ 317.58 Billion |
| Compound Annual Growth Rate | 34.9% |
| Regions Covered | Global |
| No. of Companies Mentioned | 23 |


