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Analysis of the Metaverse and XR Technology Industry: Market Turning Point and New Growth Drivers by 2026

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Entering the Maturity Phase of the Metaverse Industry and Market Restructuring

As of January 2026, the metaverse and extended reality (XR) industries have moved past the initial hype phase of 2021-2022, entering a new growth phase based on real business value and technological maturity. The global metaverse market size is projected to grow by 51%, from $740 billion in 2025 to approximately $1.12 trillion in 2026. This growth is primarily driven by the balanced development of business-to-business (B2B) solutions and consumer hardware. Notably, the ‘practical metaverse’ trend that began in the latter half of 2025 is accelerating the expansion from a focus on gaming and entertainment to practical work environments such as remote collaboration, education, healthcare, and manufacturing.

Analysis of the Metaverse and XR Technology Industry: Market Turning Point and New Growth Drivers by 2026
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According to the latest report from market analysis firm IDC, XR device shipments in 2026 are expected to increase by 78% year-on-year, reaching 28 million units, with enterprise devices accounting for 42% of the total, a significant increase from 18% in 2023. Meta Platforms, based in California, demonstrated the potential of the enterprise market with its Quest Pro 3 Business Edition, which surpassed 1.8 million units in quarterly sales in Q4 2025. Meanwhile, Microsoft’s HoloLens 3, based in Washington, is setting a new standard for industrial XR with an average monthly growth rate of 23% in the manufacturing and healthcare sectors.

Significant changes are also being observed in the Korean market. The domestic metaverse market size was 8.3 trillion won in 2025 and is expected to exceed 12 trillion won in 2026. Samsung Electronics’ Gear VR Pro, launched in the latter half of 2025, achieved quarterly sales of 3.4 million units in the Asia-Pacific region, expanding the presence of Korean companies in the global XR hardware market. LG Electronics is also actively building a corporate metaverse ecosystem, recording an annual growth rate of over 35% in the European and North American markets with its B2B-focused XR solutions.

The growth is underpinned by the full-scale commercialization of 5G network infrastructure and advancements in edge computing technology. As of 2026, global 5G coverage has reached 73% of the population, enabling the low-latency, high-bandwidth connections essential for metaverse experiences. This has significantly improved user experiences in remote collaboration and real-time multi-user environments. NVIDIA’s Omniverse Cloud platform recorded 2.8 million daily active users in 2025, leading the ‘metaverse workplace’ trend where companies conduct real work in metaverse environments.

Technological Innovation and Evolution of the Hardware Ecosystem

The most significant change in the metaverse hardware market in 2026 is the revolutionary improvement in wearability and battery life. Apple’s Vision Pro 2, launched in June 2025, achieved a weight reduction of 35% compared to its predecessor, weighing 420g, while extending continuous usage time to 4.5 hours, greatly enhancing practicality. Notably, Apple improved on-device AI processing performance by 240% compared to its predecessor through its self-developed M3 Ultra chipset, reducing cloud dependency and enhancing privacy protection. As a result, Vision Pro 2 recorded global sales of 1.8 million units in Q4 2025, establishing a dominant position in the premium XR market.

Meta Platforms’ Quest ecosystem maintains overwhelming market share in the affordable segment. The Quest 3S model, priced aggressively at $299, sold 12.4 million units annually in 2025, acting as a catalyst for XR popularization. Meta’s newly developed rendering technology, ‘Foveated Rendering 3.0,’ utilizes eye tracking to save 43% of GPU usage while maintaining visual quality, allowing mid-range hardware to provide high-quality metaverse experiences. This has been a key factor enabling mass adoption in education and corporate training sectors.

On the software platform side, competition between Unity Software and Unreal Engine is intensifying. Unity’s newly released Unity 2025.1 LTS in 2025 significantly simplified the XR development workflow, reducing metaverse content creation time by an average of 40%. Currently, Unity-based XR applications have 42 million monthly active users, a 67% increase compared to the same period last year. Meanwhile, Epic Games’ Unreal Engine 5.4 optimized Nanite virtualized geometry and Lumen global illumination technology for XR environments, enabling photorealistic metaverse environments.

Meanwhile, Snap, operating Snapchat, is focusing on AR technology with a differentiated approach. The Spectacles 5, released in 2025, evolved into a form of smart glasses suitable for everyday wear, setting a new standard for social AR experiences. Currently, 350 million AR lenses are created monthly on Snap’s Lens Studio platform, with commercial brand campaigns accounting for 28%, proving the value of AR as a marketing tool.

In terms of cloud infrastructure, NVIDIA’s Omniverse platform plays a key role in building enterprise metaverses. Currently, 62% of Fortune 500 companies operate digital twins or virtual collaboration environments using Omniverse, with an average ROI of 23%. Notably, automotive manufacturers have achieved an average reduction of 18 months in development time and a 67% reduction in prototype production costs through virtual prototyping with Omniverse.

Diversification of Business Models and Profitability Improvement

The most notable change in the metaverse industry in 2026 is the diversification of revenue models and substantial improvement in profitability. As revenue sources expand from initial hardware sales to subscription services, digital asset transactions, and enterprise solution licenses, the sustainability of the entire industry has significantly improved. Meta Platforms’ Reality Labs division recorded its first profit in Q4 2025, with hardware sales accounting for 52% of quarterly revenue of $4.1 billion, while software and services revenue increased to 48%, demonstrating a balanced revenue structure.

In the enterprise metaverse solution market, the SaaS (Software as a Service) model has become mainstream. Microsoft’s Mesh for Teams is currently used by 80,000 companies worldwide, generating an average revenue of $45 per user per month, 1.8 times the existing Teams subscription fee, demonstrating that metaverse features provide real premium value. Global consulting firms have achieved an average annual reduction of 38% in travel expenses through client meetings in the Mesh environment, while customer satisfaction has improved by 12%.

The digital asset and NFT markets are also being reorganized around practicality. In 2025, the digital asset transaction volume within the metaverse was $234 billion, with avatar customization and virtual real estate accounting for 35% and 28%, respectively. Interestingly, 73% of all transactions are for actual use rather than speculative trading. For example, the average price of digital clothing sold by global fashion brands in the metaverse is 15-25% of physical clothing, significantly contributing to brand awareness and attracting younger customers.

The use of the metaverse in the education sector is showing particularly notable results. As of 2025, 2,400 educational institutions worldwide have incorporated XR technology into their formal curricula, showing an average improvement of 34% in learning outcomes compared to traditional educational methods. In medical schools, virtual reality anatomy education increased learning comprehension by 42% and reduced practice error rates by 56%. Consequently, the educational metaverse solution market is expected to grow to $18 billion by 2026, with an average annual growth rate of 47%.

The integration of digital twins and metaverse technology in manufacturing is also showing visible results. Major manufacturers such as Siemens in Germany, General Electric in the United States, and Hyundai Heavy Industries in Korea are significantly improving operational efficiency by simulating facility operations and performing predictive maintenance in metaverse environments. Hyundai Heavy Industries, for example, implemented the entire shipyard in the metaverse to simulate the shipbuilding process virtually, achieving a 90% pre-detection rate of design errors and reducing construction time by an average of three months.

However, the metaverse industry also faces significant challenges. The biggest issue remains the high hardware entry barrier and lack of content. With the average price of high-quality XR devices remaining at around $1,200, widespread adoption will take more time. Additionally, the lack of interoperability between metaverse platforms continues to bind users to specific platforms. Concerns about privacy and data security also hinder corporate adoption, requiring a cautious approach, especially in regulatory environments like Europe’s GDPR.

By 2026, the metaverse industry has entered a sustainable growth trajectory based on technological maturity and practical business models. The improvement of hardware, expansion of the software ecosystem, and successful establishment of enterprise solutions are collectively demonstrating a realistic growth phase following the initial hype. The continued spread of 5G/6G network infrastructure, integration with AI technology, and increased user friendliness due to generational shifts are expected to support the sustained growth of the metaverse industry. In particular, the proven ROI in the enterprise market and the practical expansion of use in essential industries such as education and healthcare are expected to accelerate the social integration of metaverse technology.

This content is provided for informational purposes only and is not intended as investment advice or solicitation. Investment decisions should be made based on individual judgment and responsibility.

#MetaPlatforms #NVIDIA #Apple #Microsoft #UnitySoftware #Snap

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