Introduction: Five Stories about Five Core Metaverse Concepts
As I write this in early 2023, over 500 million monthly active users inhabit online platforms that fit the broadest outlines of the definition of the Metaverse at the start of this book. That's roughly one in ten of the entire global population connected to the Internet. (As to that definition's particulars, I'll tell that story in Chapter 1.)
Most of the leading metaverse platforms are outlined in the following table:
The Metaverse Platform Landscape, 2023—Market Leaders
Platform | Monthly Active Users | Accessible Devices | Notes |
---|---|---|---|
Roblox | 250 million | Windows, macOS, iOS, Android, Xbox One | See Chapter 4. |
Minecraft | 174 million | iOS/Android, Windows, Mac, consoles | See Chapter 4. |
Fortnite | 83 million (2021) | Windows, Mac, Android, consoles | See Chapter 5. |
ZEPETO | 20 million (2023) | iOS/Android | Company reports that 60% of users are in Asia; 15% in the Americas; 15% in Europe; and 9% in MENA. |
Rec Room | 10–12 million | Windows, Meta Quest, iOS/Android, consoles | In April 2022, company reported 3 million MAU accessing through VR, most via Meta's Quest 2. |
VRChat | 7–9 million | Windows, Quest, Steam VR, HTC Vive | See Chapter 7. |
Avakin Life | 7 million (2023) | iOS/Android | Developed by UK-based Lockwood Publishing, which in 2020 raised $25 million in Series A funding led by China tech giant Tencent. |
IMVU | 5 million (2023) | iOS/Android, Windows, Mac | Company reports 200,000 monthly active creators, $1 million paid out per month to creators ... |
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