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Global Scans · Metaverse · Weekly Summary


  • [New] 82% of corporate executives expect metaverse technologies to be part of their standard business operations by 2027. Fortunly
  • [New] Metaverse in E-commerce is projected to reach a valuation of $1.15 trillion by 2034. Fortunly
  • [New] The global metaverse market, valued at $154.6 billion in 2025, is forecast to surge to $226.8 billion in 2026, with some analyses even pushing that 2026 figure to $263.75 billion. Kavout
  • [New] Virtual Worlds Inc. is uniquely positioned to capitalize on the surging metaverse market, projected to reach $226.8 billion in 2026 and $1.3 trillion by 2030. Kavout
  • [New] In 2026, we will see further evolution of the industrial metaverse, as virtual spaces and augmented vision interfaces enable manufacturers to reimagine human-machine collaboration. Forbes
  • While the full metaverse might still be evolving, the practical applications of augmented reality and virtual reality in marketing will be hitting their stride by 2026. Marketing & PR services | SongBird
  • If metaverse adoption remains minimal beyond 2027, investor pressure for a reality check will mount. MEXC Blog
  • At Hannover Messe 2026, the Fraunhofer Institute for Industrial Engineering IAO will be bringing the industrial metaverse to life - with immersive visualizations, photorealistic AI avatars and digital twins that already offer companies true added value today. Fraunhofer-Gesellschaft
  • 92% of manufacturing executives surveyed were already experimenting with or implementing at least one metaverse-related use case, and many expected 12 to 14% improvements in metrics such as throughput and quality. ETManufacturing
  • Metaverse gaming in 2026 will focus on persistent virtual worlds where players can socialize, attend digital concerts, and play games seamlessly. Hitem3D
  • The development of metaverse-based leisure platforms could allow global audiences to explore European landmarks remotely, creating new revenue channels through virtual ticket sales and digital merchandise. Market Data Forecast
  • Metaverse-based social experiences are predicted to attract over 100 million active users by 2027. NEWMEDIA.COM
  • The New York Times says Meta will steer more spending toward AR wearables rather than a broad metaverse build in 2026. Glass Almanac
  • By 2026, 25% of people will spend at least an hour a day in the metaverse for work, shopping, socializing, or entertainment. SiliconSnark
  • The 2026 playbook is one of prioritization: the AI engine must generate returns quickly to justify its cost, while the metaverse budget is being trimmed to a sustainable level, with losses expected to peak in 2026 before declining. Ainvest
  • In 2026 the landscape will keep evolving - new tech, new audience behaviours (maybe tomorrow's fans care more about metaverse concerts or something). Ticket Fairy

Last updated: 03 May 2026



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