The Metaverse Isn't Dead—It's Simply Becoming Something Else Entirely

The question haunting the industry at the start of 2026 is blunt: “Is the metaverse dead?” The answer, however, defies simple yes-or-no responses. What appeared to be a unified metaverse boom in the early 2020s has fractured into divergent realities, where some segments experience explosive growth while others languish in obscurity. The notion of the metaverse as originally marketed—a singular, immersive digital universe—has largely evaporated from mainstream discourse. Yet this doesn’t signal failure; rather, it marks a fundamental recalibration of what the metaverse actually is and where real value resides.

Gaming Ecosystems Flourish While Rejecting the ‘Metaverse’ Brand

The irony defining 2025’s metaverse landscape became immediately apparent: the most commercially successful platforms explicitly distanced themselves from the term. Roblox epitomizes this phenomenon. By Q3 2025, the platform reached 151.5 million daily active users—a staggering 70% year-over-year surge—with quarterly revenue climbing 48% to $1.36 billion. These numbers represent an undeniable success story in immersive virtual spaces. Yet Roblox’s corporate messaging conspicuously avoids the “metaverse” framing. Instead, leadership emphasizes narratives around “global gaming platforms,” “creator ecosystems,” and “virtual commerce,” treating the metaverse terminology as baggage from a discredited hype cycle.

Fortnite presents a contrasting approach. Epic Games remains philosophically committed to the metaverse vision, framing its ecosystem as the infrastructure for an open, interoperable digital realm. The platform’s music festival events—featuring collaborations with Hatsune Miku, Sabrina Carpenter, Bruno Mars, and BLACKPINK’s Lisa—demonstrate how immersive platforms function as new “digital third spaces,” where entertainment converges with social interaction. Remarkably, 40% of Fortnite’s engagement now occurs within third-party content, suggesting the metaverse concept retains utility even as the terminology becomes stigmatized.

Minecraft, once considered a metaverse flagship, revealed the limits of hardware-dependent strategies in 2025. The platform discontinued VR and MR support, signaling that mainstream gaming success no longer depends on immersive hardware adoption. This shift suggests that metaverse viability—at least in the consumer space—has decoupled from specialized equipment requirements.

Virtual Socializing Lost Its Novelty Appeal

Meta’s experiment with dedicated metaverse social platforms exposed a fundamental market reality: virtual-only socializing lacks sustainable appeal. Horizon Worlds, the company’s flagship metaverse social application, stalled at fewer than 200,000 monthly active users—trivial against Facebook’s billions. Even after expanding to mobile and web platforms in late 2024 and reporting quadrupled mobile adoption within a year, the platform remains marginal. At Meta Connect 2025, the company’s chief technology officer acknowledged the uncomfortable truth: Horizon must prove it can generate meaningful user retention and profitability, or Meta faces difficult questions about continuing its massive metaverse investments.

The divergent fates of competing social VR platforms tell a cautionary tale. VRChat defied the downturn, achieving record concurrent users exceeding 130,000 during New Year 2025, propelled by organic community growth and user-generated content creation particularly in Japanese markets. The platform’s growth between 2024 and 2025 exceeded 30%, demonstrating that community-driven social VR can sustain momentum. Conversely, Rec Room—once valued at $3.5 billion—announced layoffs exceeding 50% of its workforce in August 2025. The platform’s pivot toward mobile and console gaming backfired; its user base generated predominantly low-quality content that failed to drive engagement or revenue growth. Rec Room’s co-founder conceded that casual players lack creation capabilities competitive with dedicated users, and AI-assisted content generation proved insufficient to bridge this gap.

The underlying issue transcends platform execution: the novelty of pure virtual socialization has exhausted itself. Users now demand either utility-based applications integrated with real-world networks or exceptionally high-quality, community-driven content experiences. Platforms attempting to exist as standalone virtual societies face an uphill battle for mainstream adoption.

Hardware Markets Reveal an ‘Extremes vs. Middle’ Pattern

The XR hardware landscape of 2025 exhibited a peculiar distribution: high-end premium devices and mass-market budget options thrived, while mid-tier solutions stagnated. Apple’s Vision Pro remained aspirational rather than accessible, priced at $3,499 and explicitly positioned as a “non-mainstream” product targeting early adopters. Apple CEO Tim Cook acknowledged the device’s limited immediate market potential while doubling down on ecosystem development—releasing OS updates and rumors of forthcoming hardware revisions with upgraded processors and redesigned components.

The mass market, meanwhile, consolidated around Meta’s ecosystem. The Quest 3 dominated consumer VR for consecutive holiday seasons in 2024 and 2025, capturing approximately 60.6% of global AR/VR headset and smart glasses market share in the first half of 2025. Sony’s PlayStation VR2, which launched in early 2023 to disappointing sales totaling only a few million units, underwent significant repositioning. The company reduced official pricing by $150-200 starting March 2025, lowering the headset to $399.99. This aggressive pricing strategy yielded holiday sales boosts, pushing cumulative PS VR2 sales toward 3 million units by year-end. However, the platform remains tethered to console gaming ecosystems, limiting content breadth.

The surprise breakout segment was consumer-grade smart glasses. Meta’s collaboration with Ray-Ban produced second-generation smart glasses featuring integrated AR displays, shipping in unprecedented volumes. IDC reported that combined AR/VR headset and smart glasses shipments reached 14.3 million units in 2025—a 39.2% year-over-year increase. The Ray-Ban model’s resemblance to ordinary eyewear and practical features (photography, AI integration) resonated powerfully with young urban consumers.

Looking ahead, the convergence of generative AI with XR hardware signaled the industry’s next frontier. Meta emphasized voice-activated scene and object generation within virtual spaces, while Apple explored deeper Siri integration with Vision Pro. This AI+XR synthesis likely becomes a primary innovation driver through 2026.

Digital Identity Infrastructure Attracts Enterprise Investment

The avatars and digital identity sector evolved from consumer novelty toward enterprise infrastructure. ZEPETO, operated by South Korea’s NAVER Z, accumulated over 400 million registered users by 2025, with approximately 20 million monthly active participants. The platform thrived on Gen Z user adoption—particularly female users engaging in avatar customization and virtual fashion experiences. Strategic collaborations with luxury brands (GUCCI, Dior) and K-pop idol groups generated sustained engagement, insulating ZEPETO from post-pandemic user decline affecting other platforms.

Ready Player Me’s acquisition by Netflix in late 2025 signaled mainstream technology companies recognizing avatar infrastructure’s strategic value. RPM had raised approximately $72 million in prior funding from investors including a16z, and had built a developer ecosystem exceeding 6,500 SDK integrations. Netflix’s acquisition strategy aims to leverage RPM’s cross-platform avatar technology across Netflix’s expanding gaming portfolio, enabling users to maintain consistent digital identities across diverse games.

Meta simultaneously invested in competing avatar infrastructure. The company introduced photorealistic “Codec Avatars” across Quest and social applications, designing them for seamless deployment across Facebook, Instagram, and Quest ecosystems. Meta additionally launched celebrity-endorsed AI avatars to facilitate user interactions within Messenger, attempting to construct a unified digital identity framework spanning its social and VR operations.

Snapchat, commanding over 300 million daily active users, enriched its Bitmoji avatar service with generative AI capabilities and virtual fashion commerce, signaling mainstream social platforms’ acceptance of avatar infrastructure as core functionality rather than peripheral feature.

Industrial Applications Where the ‘Metaverse’ Finally Delivers ROI

The paradox of 2025’s metaverse landscape crystallized in the industrial sector: the term itself receded from prominence, yet the underlying technologies and concepts delivered measurable business results. The industrial metaverse market reached approximately $48.2 billion in 2025, with research forecasting compound annual growth of 20.5% through 2032, potentially reaching $600 billion by decade’s end.

NVIDIA’s Omniverse platform exemplified this practical orientation. By 2025, manufacturing titans including Toyota, TSMC, and Foxconn deployed Omniverse infrastructure for digital twin construction and production line optimization. The ecosystem’s expansion reflected deep integration from industrial software vendors—Ansys, Siemens, and Cadence all established standardized data architectures and visualization protocols within the Omniverse framework.

Siemens’ 2025 industry survey, conducted jointly with S&P Global, revealed that 81% of companies worldwide either actively deployed, tested, or planned Industrial Metaverse solutions. BMW’s virtual factory expansion demonstrated tangible benefits: using digital twin simulations, the company reduced new model production line commissioning timelines by 30%. Boeing’s application of HoloLens and digital twin technology for aerospace component design and assembly reportedly reduced new aircraft design error rates by approximately 40%.

Beyond manufacturing, VR/AR applications in medical and training domains matured substantially. U.S. hospitals adopted VR therapy systems such as RelieVRx to accelerate patient recovery in 2025, with 84% of medical professionals anticipating AR/VR’s positive industry impact. A French nuclear power operator reported that VR training reduced new employee accident rates by over 20%. Logistics operators deployed AR smart glasses to optimize warehouse operations, while energy companies implemented immersive hazard training, both achieving documented return-on-investment.

Governments similarly embraced digital twin infrastructure: Singapore upgraded its national 3D urban model for city planning, while Saudi Arabia constructed an extensive metaverse simulation for the NEOM development. These initiatives represent practical digital transformation extensions rather than speculative experiments.

Yet obstacles persist. Incompatible solutions from competing vendors perpetuate data silos, causing enterprises to adopt wait-and-see postures. Data security concerns regarding the integration of production systems with cloud simulation environments remain unresolved. Consequently, despite high deployment rates, most implementations remain at proof-of-concept or pilot phases rather than organization-wide standardization.

Crypto-Based Metaverses Wrestle With Profound Trust Deficits

The blockchain-integrated metaverse sector confronts its gravest challenge: recovering credibility following the speculative devastation of 2022-2023. Established virtual worlds including Decentraland and The Sandbox continued operating in 2025, though user activity bore no resemblance to historical peaks. DappRadar data for Q3 2025 showed total metaverse NFT transaction volume of approximately $17 million. Decentraland’s quarterly land transactions totaled merely $416,000 across 1,113 transactions—a stark deterioration from 2021’s millions-of-dollars-per-transaction frenzies.

Active user metrics conveyed the scope of decline. Decentraland attracted fewer than 1,000 daily active users as of 2022, with concurrent users fluctuating between hundreds and thousands, spiking to tens of thousands only during organized events. Comparable “ghost town” dynamics affected The Sandbox. Platform teams attempted sustaining communities through DAO governance and event sponsorships: Decentraland’s Metaverse Content Fund, launched in 2025 with DAO allocation of $8.2 million, funded experiences including Art Week and Career Fair, attempting to reattract creators and enterprises. The Sandbox pursued IP partnerships with Universal Pictures, launching themed attractions around properties such as “The Walking Dead.”

Yuga Labs’ Otherside launch represented 2025’s marquee crypto metaverse moment. Three years in development, Otherside opened to public web access in November 2025, eliminating NFT entry requirements and immediately attracting tens of thousands of participants to the “Koda Nexus” region. Yuga integrated generative AI world-building tools enabling users to create 3D scenes through natural language dialogue, enriching user-generated content possibilities.

Despite such efforts, the crypto metaverse sector inherits profound liabilities. Historical peak-era financialization, speculative narratives, and consequent user losses created entrenched skepticism. The ecosystem carries reputation damage that content and user experience improvements alone cannot quickly remedy. Escaping stereotypes of “speculative asset plays,” “disconnection from authentic user needs,” and “degraded user experiences” requires sustained effort. Mainstream user adoption faces formidable barriers in the near term; rebuilding institutional trust presents arguably the sector’s most daunting challenge.

The Verdict: Metaverse as Evolution Rather Than Extinction

The question “Is the metaverse dead?” presupposes a singular entity capable of living or dying. The reality proves more textured. What succumbed was a particular narrative—the notion of an inevitable, unified digital metaverse emerging imminently from speculative fervor and technological inevitability. That version encountered its mortality around 2022-2023.

What persists and grows encompasses immersive gaming platforms (though they deliberately abandon the metaverse label), industrial digital twins delivering measurable ROI, avatar infrastructure attracting enterprise investment, and localized virtual social communities with authentic engagement. The metaverse persists, that is, wherever genuine user value and business utility coexist; it withers wherever hype substituted for substance.

The defining characteristic of the metaverse’s 2025 evolution was disaggregation. Rather than converging toward a singular “the metaverse,” the technology stack fragmented into specialized applications: gaming ecosystems, industrial simulation, social networking integration, hardware ecosystems, and identity infrastructure. Each segment charts independent trajectories governed by distinct value propositions and user constituencies. This fragmentation resembles the internet’s own maturation—the infrastructure persists, but the narrative frame dissolved into thousands of specific use cases.

For would-be metaverse participants in 2026, the implications are clear: success requires abandoning universalist pretensions. Builders thrive by identifying specific, defensible user cohorts where immersive technology solves genuine problems or delivers authentic entertainment. Meta’s simultaneous investments across gaming, social, hardware, and AI integration illustrate the opposite approach—pursuing metaverse omniscience while excelling at none—a cautionary example of strategic overextension.

The metaverse, then, isn’t dead. It’s simply becoming too real, too specialized, and too useful to require a unifying mythological label anymore. That may represent the most profound evolution the concept could undergo.

This page may contain third-party content, which is provided for information purposes only (not representations/warranties) and should not be considered as an endorsement of its views by Gate, nor as financial or professional advice. See Disclaimer for details.
  • Reward
  • Comment
  • Repost
  • Share
Comment
0/400
No comments
  • Pin

Trade Crypto Anywhere Anytime
qrCode
Scan to download Gate App
Community
  • بالعربية
  • Português (Brasil)
  • 简体中文
  • English
  • Español
  • Français (Afrique)
  • Bahasa Indonesia
  • 日本語
  • Português (Portugal)
  • Русский
  • 繁體中文
  • Українська
  • Tiếng Việt