Market Overview
The global metaverse for social networking market is projected to grow from USD 143.3 billion in 2025 to USD 1,817.8 billion by 2034, expanding at a robust CAGR of 32.6%. This growth is driven by the adoption of virtual reality platforms, immersive social experiences, avatar-based interactions, and the rising demand for 3D digital environments in online communication.
The metaverse for social networking refers to immersive, interconnected virtual environments where users engage in social interactions through digital avatars. Unlike traditional social media platforms, the metaverse facilitates real-time, three-dimensional communication, allowing people to interact in shared virtual spaces that replicate aspects of the physical world or create entirely new digital experiences.
These environments integrate technologies like virtual reality, augmented reality, blockchain, and AI to offer users a sense of presence and shared experience. Participants can socialize, collaborate, attend events, create content, and explore digital identities, forming communities that transcend geographical boundaries. This evolution of online interaction aims to create more engaging, lifelike, and participatory networks that redefine how people connect, communicate, and form relationships online.
The global metaverse for social networking market is rapidly emerging as a transformative force in digital interaction. Driven by the convergence of immersive technologies and the growing demand for deeper online engagement, the sector is attracting significant investments from tech giants, startups, and virtual world developers alike.
This market encompasses a wide range of applications, from avatar-based communication platforms and 3D chatrooms to virtual concerts and digital meetups. It is fueled by rising consumer interest in experiential connectivity and by the proliferation of head-mounted displays, mobile AR applications, and 5G networks. Additionally, user-generated content, gamification, and AI-driven personalization are enhancing the appeal and stickiness of these platforms, contributing to an evolving digital ecosystem where social interaction is no longer confined to static profiles and comment threads.
From a business and revenue perspective, the metaverse for social networking offers new monetization avenues including virtual goods, NFT-based digital assets, branded virtual environments, and immersive advertising. Brands are actively experimenting with direct-to-avatar commerce and virtual storefronts to tap into the attention economy within these digital realms.
The emergence of Web3 and decentralized identities is also empowering users with greater control over their data, while simultaneously enabling creators to earn from virtual interactions and digital real estate. The growth of DAOs and tokenized economies within metaverse platforms is shaping a new kind of social economy, where community engagement directly contributes to platform value and innovation.
The US Metaverse for Social Networking Market
The U.S. Metaverse for Social Networking Market size is projected to be valued at USD 42.7 billion in 2025. It is further expected to witness subsequent growth in the upcoming period, holding USD 469.3 billion in 2034 at a CAGR of 30.5%.
The U.S. metaverse for social networking market is at the forefront of global innovation, fueled by a mature digital ecosystem, high penetration of advanced technologies, and early adoption by consumers and enterprises alike. With a strong presence of leading tech giants like Meta, Microsoft, Snap, and Apple, the country is pioneering immersive virtual social experiences that redefine how people connect and interact online.
The proliferation of virtual reality headsets, spatial computing platforms, and AI-powered avatars has contributed to the rise of virtual communities that offer richer, more engaging alternatives to traditional social media. From interactive virtual spaces for casual meetups to digital arenas hosting real-time events and social gaming, the U.S. market is setting new standards in immersive communication.
In addition to consumer-driven growth, the U.S. market is also shaped by a wave of enterprise and creator-driven innovation. Content creators are leveraging 3D avatars, user-generated environments, and NFT-backed assets to monetize virtual presence, while businesses explore brand engagement through virtual storefronts, digital product launches, and branded metaverse experiences. The integration of augmented reality into everyday applications and the advancement of haptic technologies are further enhancing user immersion.
Regulatory clarity around data privacy, digital identity, and online safety is also evolving, enabling the development of secure, decentralized platforms that support personalized and inclusive social networking experiences. As social engagement continues to transition into virtual realms, the U.S. remains a key hub for the evolution of next-generation digital interaction.
The European Metaverse for Social Networking Market
Europe's metaverse for social networking market is projected to reach a value of USD 40.1 billion in 2025, showcasing the region’s growing appetite for immersive digital experiences and virtual social connectivity. This surge is being fueled by a highly digital-savvy population, widespread availability of high-speed internet and 5G infrastructure, and rising interest in AR/VR technologies among both users and developers. Countries like Germany, France, and the UK are leading innovation with investments in virtual spaces that blend social media, gaming, and entertainment, forming a fertile ground for the metaverse's social layer to evolve.
Driven by advancements in extended reality, avatar-based interaction, and government-backed digital transformation initiatives, Europe’s metaverse for social networking market is set to expand at a CAGR of 31.4% from 2025 to 2034. Increasing adoption of decentralized platforms, integration of AI in social avatars, and the emergence of virtual co-working and events are expected to further deepen market penetration. Europe’s regulatory push for user data protection and digital sovereignty is also creating an environment of trust, encouraging more users to engage in socially immersive virtual environments.
The Japanese Metaverse for Social Networking Market
Japan’s metaverse for social networking market is expected to reach USD 10.0 billion in 2025, underpinned by the country’s deep-rooted digital culture and affinity for virtual avatars, anime-based interactions, and immersive online communities. The widespread popularity of VTubers, gamified social platforms, and virtual concerts reflects Japan’s early adoption of social virtual spaces. This momentum is further supported by advancements in XR hardware, seamless mobile connectivity, and a strong user base among Gen Z and Millennial audiences who are actively engaging in avatar-based communication and virtual world-building.
Forecast to grow at a CAGR of 30.2% from 2025 to 2034, Japan’s market expansion is being driven by cross-sector collaboration between tech companies, entertainment giants, and public agencies promoting Society 5.0. The integration of metaverse experiences into education, remote collaboration, and pop culture events continues to strengthen user engagement. Government incentives, combined with a rising number of startups focused on virtual interaction tools, are positioning Japan as a key regional hub for social networking in the metaverse, blending innovation with culturally embedded digital behaviors.
Global Metaverse for Social Networking Market: Key Takeaways
- Market Value: The global metaverse for social networking market size is expected to reach a value of USD 1,817.8 billion by 2034 from a base value of USD 143.3 billion in 2025 at a CAGR of 32.6%.
- By Platform Type Segment Analysis: Virtual Reality (VR) platforms are poised to consolidate their dominance in the platform type segment, capturing 35.0% of the total market share in 2025.
- By User Segment Analysis: Gen Z users are anticipated to maintain their dominance in the user segment, capturing 45.0% of the total market share in 2025.
- By Purpose of Use Segment Analysis: Social Interaction & Networking use purpose types are expected to dominate the purpose of use segment, capturing 40.0% of the total market share in 2025.
- By Device Access Segment Analysis: Smartphones and tablets are projected to lead the device access segment, capturing 44.0% of the total market share in 2025.
- By Revenue Model Segment Analysis: Freemium revenue model will dominate the revenue model segment, capturing 47.8% of the market share in 2025.
- Regional Analysis: North America is anticipated to lead the global metaverse for social networking market landscape with 35.4% of total global market revenue in 2025.
- Key Players: Some key players in the global metaverse for social networking market are Meta (formerly Facebook), Roblox Corporation, Microsoft, Tencent, Epic Games, Snap Inc., Unity Technologies, NVIDIA, Decentraland, The Sandbox, Animoca Brands, Niantic, and other key players.
Global Metaverse for Social Networking Market: Use Cases
- Digital NSW (Government of New South Wales, Australia)
- As of April-May 2022, 46% of Australians surveyed were familiar with the term 'metaverse', compared to a global average of 52%.
- In Australia, 80% of respondents were familiar with virtual reality (VR), aligning with the global average, while 51% were familiar with augmented reality (AR), below the global average of 61%.
- 36% of Australians expressed positive feelings about engaging with extended reality (XR) in daily life, compared to the global average of 50%.
- Among Australian participants, 65% agreed that virtual learning via XR would significantly change the way people live over the next 10 years.
- 61% believed digital health resources like virtual consultations would have a significant impact.
- 60% anticipated digital entertainment in virtual reality (e.g., movies, concerts) would significantly change lifestyles.
- 59% agreed that virtual socialisation (e.g., chats with friends/family, dates, meetups) would significantly alter daily life.
- 58% believed virtual work settings (e.g., virtual collaboration, networking) would have a significant impact.
- 56% anticipated virtual/enhanced gaming would significantly change lifestyles.
- 48% agreed that trading of digital assets (e.g., NFTs, collectibles, cryptocurrency) would significantly impact daily life.
- 44% believed virtual travel and tourism would significantly change the way people live.
- Congressional Research Service (CRS), United States
- As of 2021, an estimated 91% of the U.S. population used the internet.
- Globally, 59% of the population used the internet in 2021.
- Internet users aged 16 to 64 in the U.S. reportedly spent an average of seven hours per day online.
- The internet enables computer-simulated environments that users can interact with via interfaces, often referred to as virtual worlds or virtual reality.
- There has been sustained congressional interest in technologies for users to access and interact with computer-simulated environments and participate in virtual activities on the internet.
- These technologies include augmented, mixed, and virtual reality technologies, showing potential for innovation in various application areas such as entertainment, healthcare, engineering, real estate, retail, military, and education.
- In a survey, 47% of participants believed that the metaverse could reduce physical human interactions.
- Approximately 38.2% felt it may be possible for the metaverse to harm human interactions.
- 65.3% agreed that the metaverse would reduce physical activity in humans.
- 36.3% of people agreed that the metaverse would increase abuse and harassment over the internet.
- 41.4% felt that the metaverse may aggravate online crimes.
- 22.3% denied the idea that the metaverse would increase abuse and harassment.
- MDPI (Multidisciplinary Digital Publishing Institute)
- A study focusing on Generation Z in the United Arab Emirates found that metaverse technology significantly impacts social development and psychological well-being.
- The effect of metaverse technology on social development remained positive, with strong statistical support.
- Metaverse technology also has a significant positive effect on psychological well-being, indicating its constructive role in society.
- Reddit Science Community (peer-reviewed study shared)
- A study highlighted that 32.6% of U.S. youth own a VR headset, with 41% of boys and 25.1% of girls reporting ownership.
- Over 44% of youth reported receiving hate speech or slurs in the metaverse.
- 37.6% experienced bullying, and 35% faced harassment.
- Almost 19% experienced sexual harassment; 43.3% dealt with trolling.
- 31.6% were maliciously obstructed; 29.5% experienced threats.
- More than 18% were doxed; 22.8% were catfished.
- Nearly 21% faced unwanted violent or sexual content; 18.1% experienced grooming or predatory behavior.
- 30% were targeted for factors like weight, sexual preference, sexual orientation, or political affiliation.
- Girls experienced sexual harassment and grooming/predatory behavior more frequently than boys.
Global Metaverse for Social Networking Market: Stats & Facts
- Virtual Hangouts and Avatar-Based Socializing: One of the core use cases of the metaverse for social networking is creating immersive virtual hangouts where users interact using customizable digital avatars. These 3D social environments enable real-time communication through voice, gestures, and movement, offering a more engaging alternative to text-based or video chats. Platforms like Horizon Worlds, VRChat, and Zepeto allow friends or strangers to gather in themed virtual spaces such as cafes, nightclubs, or fantasy worlds, blurring the lines between gaming and social interaction. This form of immersive communication enhances emotional expression and user presence, fostering deeper, more human connections in the digital realm.
- Virtual Events and Concerts: Metaverse-based social networking has revolutionized event participation by hosting virtual concerts, meetups, and festivals in shared digital spaces. Global artists and brands now organize performances in platforms like Fortnite, Roblox, or Decentraland, drawing millions of avatar-attending users in real time. These metaverse events allow for interactive features such as digital merchandise, live chat with attendees, and gamified experiences, enhancing user engagement and community building. Virtual venues break down geographic barriers and create scalable social experiences, making them a popular channel for entertainment and brand storytelling in the digital age.
- Digital Identity and Virtual Self-Expression: In the metaverse, users construct and express their digital identity through avatars, skins, NFTs, and personalized environments. Social networking platforms are leveraging blockchain and Web3 technologies to enable ownership of digital assets and persistent online personas. This fosters a new kind of social economy where identity is not only a form of self-expression but also a tradable and monetizable asset. Users in platforms like The Sandbox and Spatial can showcase unique virtual clothing, artwork, or collectibles, often tied to exclusive events or communities. This transformation empowers creators, enhances personalization, and supports a sense of belonging within virtual communities.
- Decentralized Social Communities and DAOs: The rise of decentralized social networking in the metaverse is enabling users to form communities governed by decentralized autonomous organizations (DAOs). These communities operate on principles of collective ownership and participatory decision-making, redefining how people organize, collaborate, and govern social interactions. In platforms like Discord-integrated DAOs or blockchain-based virtual worlds, members can vote on community rules, content moderation, and event planning. This use case aligns closely with the values of digital sovereignty, transparency, and user empowerment. It marks a significant shift from centralized platforms to a more equitable and participatory digital social structure.
Global Metaverse for Social Networking Market: Market Dynamics
Global Metaverse for Social Networking Market: Driving Factors
Increasing Demand for Immersive Social Experiences
The growing appetite for more engaging and lifelike online interactions is propelling the adoption of metaverse-based social networking. Users, particularly Gen Z and Millennials, are shifting away from passive content consumption toward active participation in 3D social environments. These immersive platforms enable avatar-based interaction, spatial audio, and shared experiences, transforming virtual communication into a more emotional and human-centric experience. The integration of VR headsets, AR overlays, and motion tracking technologies supports this evolution, offering a richer digital presence and deeper user engagement.
Rise of Creator Economies and Digital Asset Ownership
The emergence of user-generated content and blockchain-based ownership models is driving growth in the metaverse social networking ecosystem. Digital creators now monetize virtual goods, environments, and NFT-based assets that fuel social interaction and community engagement. Platforms are enabling decentralized commerce and direct-to-avatar sales, allowing users to buy, sell, and trade digital fashion, artwork, and accessories. This evolution supports a new kind of digital economy, where creators and influencers play a central role in shaping the user experience and driving platform stickiness.
Global Metaverse for Social Networking Market: Restraints
High Cost and Limited Accessibility of VR/AR Devices
Despite growing interest, widespread adoption of the metaverse for social networking is hindered by the high entry cost of immersive hardware such as VR headsets and AR glasses. Many users in emerging markets lack access to the devices or high-speed internet required for seamless 3D interaction. This digital divide restricts the scalability of virtual platforms and creates disparities in user experience, particularly when compared to the broad accessibility of traditional social media apps.
Privacy Concerns and Data Security Challenges
As users engage more deeply in virtual spaces, concerns around digital identity protection, data privacy, and surveillance are intensifying. Metaverse platforms often collect granular biometric and behavioral data to enhance personalization and immersion. Without robust regulatory frameworks and ethical safeguards, this data can be misused, undermining user trust. Additionally, decentralized environments and peer-to-peer interactions make it difficult to monitor harmful behavior or enforce community guidelines, posing risks to user safety and brand reputation.
Global Metaverse for Social Networking Market: Opportunities
Integration with Web3 and Decentralized Platforms
The convergence of metaverse platforms with Web3 technologies offers promising opportunities to build decentralized social ecosystems. These networks empower users to own their data, control their virtual identities, and participate in governance through DAOs. Decentralized social networking allows for transparent content moderation, community-driven development, and token-based incentives, opening the door for next-gen platforms that prioritize user autonomy, interoperability, and inclusivity.
Expansion into Education and Virtual Workspaces
Beyond casual interaction, the metaverse is finding new applications in remote collaboration, virtual learning, and professional networking. Enterprises and educational institutions are investing in spatial computing solutions and virtual meeting spaces to foster real-time collaboration across distances. Social features like breakout zones, avatar interaction, and immersive whiteboarding enhance productivity while maintaining the social aspects of in-person environments. This cross-sector adoption significantly broadens the addressable market for metaverse-based social platforms.
Global Metaverse for Social Networking Market: Trends
Hyper-Personalization of Avatars and Virtual Identities
There is a fueling trend toward hyper-personalized digital avatars that reflect users' real-world or aspirational selves. Innovations in AI, motion capture, and 3D rendering are enabling the creation of highly expressive avatars that support nuanced gestures, facial expressions, and voice modulation. These enhanced digital identities are central to how users navigate virtual communities and present themselves in social metaverse platforms, from dating to professional networking.
Brand Activation and Experiential Marketing in Virtual Spaces
Brands are expanding, entering the metaverse to create interactive marketing campaigns and branded experiences that drive user engagement. From virtual pop-up shops and gamified product launches to sponsored events and limited-edition digital collectibles, marketers are leveraging the immersive nature of the metaverse to build emotional connections with consumers. These activations blend storytelling with interactivity, redefining how brands approach digital advertising and consumer loyalty.
Global Metaverse for Social Networking Market: Research Scope and Analysis
By Platform Type Analysis
In the global metaverse for social networking market, Virtual Reality (VR) platforms are set to dominate the platform type segment, accounting for 35.0% of the total market share in 2025. This leadership is driven by the immersive nature of VR, which offers users a sense of physical presence and real-time interaction within 3D virtual environments. Through VR headsets like Meta Quest, HTC Vive, and PlayStation VR, users can engage in rich social experiences, from attending virtual concerts and events to participating in shared digital spaces for casual meetups or collaborative projects.
The ability to use customized avatars, interact with spatial audio, and explore highly detailed virtual worlds makes VR a popular choice for deeper and more lifelike social networking. Continuous advancements in VR hardware, such as improved resolution, lighter headsets, and enhanced motion tracking, are further enhancing user comfort and realism, helping to drive adoption among both casual users and professionals. Additionally, the integration of AI-driven personalization and haptic feedback technologies is enriching the social experience, making virtual interactions more natural and emotionally engaging.
On the other hand, desktop and web-based platforms also play a vital role in the market, especially due to their accessibility and ease of use. These platforms allow users to access virtual environments directly through browsers or standard computers, eliminating the need for expensive VR or AR hardware. Although less immersive, they support a wide range of interactive features, such as avatar customization, real-time chat, and community engagement, which are essential for casual users and content creators.
Platforms like IMVU, Roblox, and Spatial’s browser version cater to large user bases that prefer convenience and familiarity over full immersion. Their cross-device compatibility makes them attractive to users who want quick and easy access to social metaverse experiences without significant technical investment. Furthermore, these platforms often act as incubators for new social features, user-generated content, and virtual economy experiments, laying the groundwork for more complex VR environments. By lowering the entry barrier, desktop and web-based platforms are critical in expanding the overall user base and driving steady growth across various regions and demographics.
By User Analysis
In the global metaverse for social networking market, Gen Z users are expected to maintain their dominance in the user segment, capturing 45.0% of the total market share in 2025. This generation, born roughly between the mid-1990s and early 2010s, is highly digital-native, having grown up with social media, mobile technology, and gaming. Their familiarity with immersive digital environments, combined with a strong preference for interactive and visually rich social experiences, makes them the primary drivers of metaverse adoption.
Gen Z values self-expression through customizable avatars, virtual hangouts, and participatory events, often blending entertainment with socialization. Their engagement with 3D worlds, virtual concerts, and gamified social platforms fuels demand for continuous innovation in immersive technology. Moreover, Gen Z’s inclination towards digital communities and peer-to-peer content creation supports the expansion of decentralized and user-driven social metaverse ecosystems.
In contrast, Millennials, born between the early 1980s and mid-1990s, represent another significant user segment within the metaverse social networking market. While slightly less native to immersive technologies than Gen Z, Millennials are adopting metaverse platforms as they seek novel ways to connect, collaborate, and consume digital content. This generation tends to focus on combining utility with entertainment, often using metaverse environments for virtual events, professional networking, and branded experiences.
Millennials are also active participants in digital economies, showing strong interest in NFTs, virtual real estate, and avatar customization, blending their social interactions with investment and ownership opportunities. Their higher disposable income compared to Gen Z often translates into greater spending power within virtual marketplaces. As both a consumer and creator base, Millennials play a crucial role in expanding the social metaverse beyond casual interaction, integrating it into lifestyle, work, and commerce.
By Purpose of Use Analysis
In the global metaverse for social networking market, Social Interaction & Networking as a purpose of use is expected to dominate the segment, capturing 40.0% of the total market share in 2025. This reflects the core appeal of the metaverse as a platform where users can connect, communicate, and build relationships in immersive virtual spaces. Unlike traditional social media, metaverse platforms enable more dynamic and engaging social interactions through 3D avatars, spatial audio, and real-time activities.
Users can gather for virtual meetups, attend live events, or simply hang out in customizable digital environments that foster authentic social presence. This purpose is particularly driven by themdesire for more meaningful and expressive online connections, where users are not just passive consumers but active participants in shared experiences. The blend of entertainment, community building, and personalized interaction makes social networking within the metaverse a foundational use case that attracts a broad user base across various demographics.
On the other hand, Gaming-based Socializing represents a closely related but distinct segment where social interaction is embedded within gameplay and virtual worlds designed primarily for entertainment. The purpose of use leverages the metaverse’s ability to combine social networking with interactive gaming experiences, allowing players to form friendships, compete, and collaborate in multiplayer environments. Popular platforms like Roblox, Fortnite, and Minecraft exemplify this trend by creating social hubs where gaming and socializing happen simultaneously.
Users engage through voice chat, in-game gestures, and cooperative missions, turning gameplay into a social event. Gaming-based socializing appeals especially to younger audiences who value the integration of fun and community. This segment also drives innovation in avatar customization, virtual economies, and event hosting, making it a significant contributor to the growth and diversification of social experiences within the metaverse.
By Device Access Analysis
In the global metaverse for social networking market, smartphones and tablets are projected to lead the device access segment, capturing 44.0% of the total market share in 2025. This dominance is largely due to the widespread availability, affordability, and convenience of mobile devices, which allow users to access metaverse platforms anytime and anywhere. Smartphones and tablets serve as the primary entry points for millions of users who prefer quick, on-the-go social interactions without the need for specialized hardware.
Mobile-optimized metaverse applications provide features such as avatar customization, 2D or lightweight 3D environments, and social networking tools that cater to casual users and those new to immersive virtual worlds. Additionally, the integration of AR capabilities into mobile devices enhances user engagement by blending digital content with the real world, making smartphones and tablets critical for broadening metaverse adoption across diverse demographics and geographic regions.
In contrast, VR headsets offer a more immersive and engaging device access option within the metaverse for the social networking market. Although capturing a smaller share compared to mobile devices, VR headsets are vital for users seeking deep, interactive experiences with full 3D spatial presence. Devices like Meta Quest, HTC Vive, and PlayStation VR enable users to enter richly detailed virtual worlds, interact with others through lifelike avatars, and participate in activities that require precise motion tracking and spatial audio.
VR headsets cater especially to enthusiasts, gamers, and professionals who prioritize high levels of immersion and realism in their social networking experiences. Despite higher costs and hardware requirements, advancements in VR technology and decreasing prices are gradually expanding the user base, positioning VR headsets as a key growth driver for next-generation social metaverse platforms.
By Revenue Model Analysis
In the global metaverse for social networking market, the freemium revenue model is expected to dominate the segment, capturing 47.8% of the market share in 2025. This model allows users to access the core features of metaverse platforms for free, lowering the entry barrier and attracting a broad user base. The freemium approach generates revenue by offering premium features, virtual goods, exclusive content, and enhanced customization options as paid upgrades.
Users often purchase digital assets like avatar skins, virtual real estate, or event access, which creates a vibrant virtual economy within these platforms. This model balances user acquisition with monetization, encouraging engagement through free access while driving revenue through optional, value-added services. The success of freemium is supported by the growing popularity of in-app purchases and microtransactions, which incentivize creators and platforms to continually develop new content and experiences to keep users invested.
On the other hand, the ad-based revenue model plays a significant role in monetizing metaverse social networking platforms by integrating advertising content into virtual environments. Brands and marketers leverage immersive advertising formats such as virtual billboards, sponsored events, branded digital goods, and interactive product placements within the metaverse. This model allows platforms to generate income by providing advertisers with direct access to highly engaged and targeted audiences.
Ad-based revenue benefits from the metaverse’s ability to deliver personalized and contextually relevant ads that blend seamlessly with the virtual world, enhancing user engagement without disrupting the experience. As metaverse platforms continue to attract larger audiences, especially among younger demographics, advertising becomes a scalable and lucrative revenue stream that complements other monetization strategies like freemium and subscriptions.
The Metaverse for Social Networking Market Report is segmented on the basis of the following:
By Platform Type
- Virtual Reality (VR)
- Augmented Reality (AR)
- Desktop/Web-Based Platforms
- Mobile-Based Metaverse Apps
By User
- Gen Z
- Millennials
- Gen Alpha
- Gen X & Boomers
By Purpose of Use
- Social Interaction & Networking
- Gaming-based Socializing
- Professional Networking & Collaboration
- Dating & Relationship Building
- Event Participation
By Device Access
- VR Headsets
- Smartphones/ Tablets
- PCs/ Laptops
- Smart Glasses/ Wearables
By Revenue Model
- Freemium
- Ad-Based
- Subscription-Bases
- NFT/ Blockchain-based Economy
- Brand Collaborations/ Sponsorships
Global Metaverse for Social Networking Market: Regional Analysis
Region with the Largest Revenue Share
North America is anticipated to lead the global metaverse for social networking market landscape, capturing 35.4% of the total global market revenue in 2025. This dominance is driven by the region’s advanced technology infrastructure, high adoption rates of immersive devices like VR headsets, and the presence of major technology companies pioneering metaverse development. The strong digital culture in North America, combined with high internet penetration and widespread smartphone usage, supports extensive user engagement across various metaverse platforms.
Additionally, significant investments by both startups and established enterprises in virtual reality, augmented reality, and spatial computing technologies fuel innovation and market expansion. The region’s robust ecosystem of content creators, developers, and brands also accelerates the commercialization of metaverse social networking, driving demand for immersive social experiences and virtual economies. Overall, North America’s leadership is anchored in its technological capabilities, consumer readiness, and a thriving digital economy that fosters continuous growth in the metaverse sector.
Region with significant growth
The Asia-Pacific region is expected to register the highest CAGR in the global metaverse for social networking market, driven by rapid digital transformation, smartphone penetration, and rising investments in immersive technologies across countries like China, Japan, South Korea, and India. A young, tech-savvy population eager to adopt next-generation social platforms fuels demand, while governments and private players actively support the development of virtual reality and augmented reality infrastructure. Additionally, expanding internet accessibility and rising interest in gaming and social entertainment further accelerate market growth in this region, positioning Asia-Pacific as the fastest-growing market segment in the metaverse social networking landscape.
By Region
North America
Europe
- Germany
- The U.K.
- France
- Italy
- Russia
- Spain
- Benelux
- Nordic
- Rest of Europe
Asia-Pacific
- China
- Japan
- South Korea
- India
- ANZ
- ASEAN
- Rest of Asia-Pacific
Latin America
- Brazil
- Mexico
- Argentina
- Colombia
- Rest of Latin America
Middle East & Africa
- Saudi Arabia
- UAE
- South Africa
- Israel
- Egypt
- Rest of MEA
Global Metaverse for Social Networking Market: Competitive Landscape
The global competitive landscape of the metaverse for the social networking market is highly dynamic and fragmented, with a mix of tech giants, gaming leaders, and emerging startups competing to capture user attention and platform dominance. Major players like Meta, Microsoft, Tencent, and Roblox are investing heavily in infrastructure, content ecosystems, and hardware integration to build comprehensive metaverse environments that combine social interaction, entertainment, and commerce. These companies leverage their existing user bases and technological expertise to gain an early-mover advantage.
At the same time, innovative platforms such as Decentraland, The Sandbox, and Zepeto are driving decentralization and user-generated content, appealing to niche audiences with immersive, creator-centric experiences. Strategic partnerships, acquisitions, and the development of cross-platform interoperability are intensifying competition, as companies race to establish scalable, monetizable metaverse ecosystems that support personalized avatars, virtual economies, and seamless social networking across devices.
Some of the prominent players in the global metaverse for social networking market are:
- Meta
- Roblox Corporation
- Microsoft
- Tencent
- Epic Games
- Snap Inc.
- Unity Technologies
- NVIDIA
- Decentraland
- The Sandbox
- Animoca Brands
- Niantic
- Zepeto (Naver Z)
- Google
- Apple
- ByteDance (TikTok)
- BUD Technologies
- IMVU (Together Labs)
- Second Life (Linden Lab)
- Spatial
- Other Key Players
Global Metaverse for Social Networking Market: Recent Developments
Product Launches
- March 2025: Peer Global Inc. launched "3D Personal Planets," a feature enabling users to create AI-powered, interactive virtual worlds. This initiative aims to transform social media by combining gaming and social interaction within a persistent 3D environment.
- September 2024: Meta unveiled upgraded metaverse avatars during its Connect conference, enhancing customization options such as eye size, nose shape, and body types. These avatars, available across Meta Horizon OS, Facebook, Instagram, and Messenger, will also feature generative AI capabilities in 2025, allowing users to create avatars from descriptive prompts.
Mergers and Acquisitions
- February 2025: CoStar Group completed its acquisition of Matterport, a leader in 3D digital twins, for approximately USD 1.6 billion. This move aims to enhance CoStar's capabilities in immersive 3D property visualization and AI-driven real estate solutions.
- June 2023: Tokens.com finalized its acquisition of Metaverse Group, integrating gaming unit Hulk Labs to enhance immersive experiences and expand services across various virtual platforms, including Roblox.
Funding Announcements
- March 2025: Peer Global Inc. raised USD 10.5 million in funding, bringing its total to USD 65.5 million. The funds will support hiring and accelerate AI product development for its metaverse game engine and the launch of 3D Personal Planets.
- April 2023: Social Future secured USD 6 million to develop its AI-driven social metaverse platform, MAY ("Meet Another You"). The platform enables users to create their own 3D virtual worlds with personalized avatars, aiming to revolutionize social interactions through immersive experiences.
Report Details
Report Characteristics |
Market Size (2025) |
USD 143.3 Bn |
Forecast Value (2034) |
USD 1,817.8 Bn |
CAGR (2025–2034) |
32.6% |
Historical Data |
2019 – 2024 |
The US Market Size (2025) |
USD 42.7 Bn |
Forecast Data |
2025 – 2033 |
Base Year |
2024 |
Estimate Year |
2025 |
Report Coverage |
Market Revenue Estimation, Market Dynamics, Competitive Landscape, Growth Factors, etc. |
Segments Covered |
By Platform Type (Virtual Reality, Augmented Reality, Desktop/Web-Based Platforms, Mobile-Based Metaverse Apps), By User (Gen Z, Millennials, Gen Alpha, Gen X & Boomers), By Purpose of Use (Social Interaction & Networking, Gaming-based Socializing, Professional Networking & Collaboration, Dating & Relationship Building, Event Participation), By Device Access (VR Headsets, Smartphones/Tablets, PCs/Laptops, Smart Glasses/Wearables), and By Revenue Model (Freemium, Ad-Based, Subscription-Based, NFT/Blockchain-based Economy, Brand Collaborations/Sponsorships). |
Regional Coverage |
North America – US, Canada; Europe – Germany, UK, France, Russia, Spain, Italy, Benelux, Nordic, Rest of Europe; Asia-Pacific – China, Japan, South Korea, India, ANZ, ASEAN, Rest of APAC; Latin America – Brazil, Mexico, Argentina, Colombia, Rest of Latin America; Middle East & Africa – Saudi Arabia, UAE, South Africa, Turkey, Egypt, Israel, Rest of MEA |
Prominent Players |
Meta (formerly Facebook), Roblox Corporation, Microsoft, Tencent, Epic Games, Snap Inc., Unity Technologies, NVIDIA, Decentraland, The Sandbox, Animoca Brands, Niantic, and other key players. |
Purchase Options |
We have three licenses to opt for: Single User License (Limited to 1 user), Multi-User License (Up to 5 Users), and Corporate Use License (Unlimited User) along with free report customization equivalent to 0 analyst working days, 3 analysts working days, and 5 analysts working days respectively. |