In 2026, it is estimated that 25 percent of people worldwide will spend at least one hour a day in the metaverse for digital activities including work, shopping, education, social interaction or entertainment. Additionally, almost a third of global businesses are projected to have products and services ready for the metaverse by then.
Profit from the additional features of your individual account
Currently, you are using a shared account. To use individual functions (e.g., mark statistics as favourites, set
statistic alerts) please log in with your personal account.
If you are an admin, please authenticate by logging in again.
Learn more about how ÌÇÐÄÆÆ½â°æ can support your business.
Gartner. (February 7, 2022). Estimated metaverse use case among consumers and businesses worldwide in 2026 [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 27, 2026, from /statistics/1290160/projected-metaverse-use-reach-global-consumers-businesses/
Gartner. "Estimated metaverse use case among consumers and businesses worldwide in 2026." Chart. February 7, 2022. ÌÇÐÄÆÆ½â°æ. Accessed July 27, 2026. /statistics/1290160/projected-metaverse-use-reach-global-consumers-businesses/
Gartner. (2022). Estimated metaverse use case among consumers and businesses worldwide in 2026. ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 27, 2026. /statistics/1290160/projected-metaverse-use-reach-global-consumers-businesses/
Gartner. "Estimated Metaverse Use Case among Consumers and Businesses Worldwide in 2026." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 7 Feb 2022, /statistics/1290160/projected-metaverse-use-reach-global-consumers-businesses/
Gartner, Estimated metaverse use case among consumers and businesses worldwide in 2026 ÌÇÐÄÆÆ½â°æ, /statistics/1290160/projected-metaverse-use-reach-global-consumers-businesses/ (last visited July 27, 2026)
Estimated metaverse use case among consumers and businesses worldwide in 2026 [Graph], Gartner, February 7, 2022. [Online]. Available: /statistics/1290160/projected-metaverse-use-reach-global-consumers-businesses/