Active and present users in the metaverse will exceed 700 million by 2030, generating expected revenues of $937 billion. The new, more immersive and personalised user experience offered by the metaverse is already leading to the emergence of new needs and markets, businesses and forms of e-commerce. By 2035, the economic impact of the metaverse on Italy’s GDP will be between EUR 28 and 52 billion per year: great opportunities for Italian companies, which must not be found unprepared.
This is what emerges from the report ‘E-commerce and the opportunities offered by the metaverse. The evolution of the costumer experience‘, edited by Francesco Amendola, Program Director of the Executive Master in Data Science, and Valerio Mancini, Director of the Rome Business School Research Centre.
“The metaverse today is a fertile ground for exploration, capable of profound implications not only in the technological context, but especially in the business environment, it represents a real revolution for e-commerce,” says Francesco Amendola.
The metaverse aims to make time spent connected more meaningful and make the most of it, creating sensory interaction modes that are almost similar to those experienced in the real world, more immersive experiences. The market segments with the highest profitability related to the use of the metaverse are e-commerce with $201 billion in revenue expected by 2030, and gaming with $163 billion (Statista 2023).
McKinsey predicts that by 2027 an average of about 3.7 hours per day will be spent on the metaverse. This is also a huge growth market in Europe: the European market for the metaverse will overtake the Chinese market in 2030 with an annual growth rate of 36.5% and USD 119.35 billion in sales. In first place will remain the United States with 158.09 billion. Virtual worlds in which to live a parallel experience to real life will reach a Total Addressable Market of $1.91 trillion in 2030 in the most conservative scenario, with the possibility of increasing to $4.44 trillion, according to Statista.
Today, the metaverse invests mainly in Retail and Entertainment, and allows not only to attract new targets, but to increase the visibility of companies and products, as well as to provide new touchpoints and shopping opportunities. “Immersivity is the basis and strength of these virtual spaces,” explains Mancini. What changes is mainly the online user-experience, which does not replace the real one but adds to it.
“The metaverse represents a new boundary beyond which business opportunities marry technologies,” explains Gennaro Calì of OpenMall, among the entrepreneurs interviewed as part of the research. “The area of greatest attention is related to virtual commerce and a new way of doing marketing and branding strategies: companies can create virtual stores and showrooms but also events, trade fairs to present products and services in a totally immersive environment to offer unique, engaging and customised experiences”.
In order to seize these opportunities, it will therefore be necessary for companies to equip themselves with new professional figures such as the virtual reality designer (who is in charge of creating immersive digital worlds through 3D tools such as augmented reality and holograms); the crypto artist (who creates digital works thanks to NFT technology); the virtual fashion expert (who designs and creates virtual clothing, accessories and for avatars in the metaverse). The opportunities that this new technology brings are not only limited to the employment context, but involve a little bit of all working sectors. According to data from the ITS Business Services Foundation (ITSSI, 2022), the metaverse could have a $180 billion to $270 billion impact on the academic virtual learning market, a $144 billion to $206 billion impact on the advertising market, and a $108 billion to $125 billion impact on the gaming market.
According to data compiled by Forbes (2022), customers are spending more and more time in virtual spaces than on traditional websites, resulting in an increase of up to 25 per cent in purchase rates and up to 20 per cent higher average order values. Not only that, the emergence of the metaverse has brought real opportunities for business expansion. In addition to the already existing B2B and B2C models, new models aimed at the avatar or metahuman such as B2A (Business-to-Avatar) and B2M (Business-to-Metahuman) are emerging to meet their needs and wants in the virtual world, such as the purchase of digital clothing and accessories, and the sale or rental of virtual land. Finally, it will involve more and more sectors: the market for homes in the metaverse, Virtual Real Estate, could touch over 3.5 billion in 2025, according to the research ‘La Casa nel Metaverso’ conducted by Scenari Immobiliari.
The evolution is continuous and the convergence between metaverse and e-commerce in full expansion. “Many points still remain open, from full technological maturity to a clear regulatory context, from the integration of the various virtual worlds to their interoperability, but the evolutionary path is clearly marked out, opening up new opportunities and business scenarios,” concludes Francesco Amendola.