Mobile applications using the “metaverse” in their description have quintupled in 3 months

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Mobile applications using the “metaverse” in their description have quintupled in 3 months

Posted on February 8, 2022

After Facebook renamed its business to Meta, the move sparked a buzz around the metaverse concept. Different entities are now adopting the concept although it is in its infancy.

Data presented by Burga indicates that between November 2021 and January 2022, a monthly average of 28 mobile applications added a metaverse to their description, a five-fold growth or a peak of 460% compared to the average of five recorded between June 2021 and October 2021.

The spike in apps adopting the word metaverse increased from October when Facebook moved to Meta. Between October and November, the number of applications increased from 11 to 29, underlining the role of Meta in the concept.

December 2021 saw the highest number of metaverse-aligned apps at 30.

Elsewhere, games with 107 apps lead the number of app categories referencing the “metaverse” keyword. Finance ranks second with 101, followed by social with 70, while entertainment is fourth at 57. The books close out the top five category with 33.

Other top categories that reference “metaverse” in their description include lifestyle (33), tools (26), business (25), art and design (13) and education (11) .

Why Apps Align with the Metaverse

The report highlights the relevance of partnering with the metaverse when the concept is still in its infancy. According to the research report:

“Although the metaverse is still gaining momentum, app developers are using the concept as an essential marketing tool as different industries await the actual technical requirements for the metaverse to emerge. It can be said that apps are striving to have an advantage once the full potential of the technology is realized.”

Additionally, Metaverse players still have a long way to go to ensure the concept is embraced by the mainstream. To be successful, aspects such as the cost of virtual and augmented reality headsets will have to be taken into account.

Casey J. Nelson