[New] The New York Times says Meta will steer more spending toward AR wearables rather than a broad metaverse build in 2026.
Glass Almanac
If metaverse adoption remains minimal beyond 2027, investor pressure for a reality check will mount.
MEXC Blog
Key risks include regulation, execution in metaverse and AR or VR, cybersecurity and sensitivity of ad spending to global economic conditions.
Simply Wall St
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
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
By 2026, the NFT ecosystem will evolve past collectibles - it will merge with AI, gaming and metaverse economies.
Antier Solutions
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
By 2026, 25% of people will spend at least an hour a day in the metaverse for work, shopping, socializing, or entertainment.
SiliconSnark
Businesses expect metaverse platforms to include robust identity management, secure data handling, and compliance with global privacy regulations.
Deftsoft
In 2026, metaverse app development services will no longer be viewed as experimental or optional.
Deftsoft
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
The Metaverse economy will reach $5 trillion by 2030, with the emergence of entirely new jobs and digital markets alongside the real-world economy.
The Jerusalem Post | JPost.com
By 2026, a quarter of people worldwide will spend at least one hour on the Metaverse for personal use.
demandsage
Roblox alone is projected to reach over 150 million daily active users by late 2026, with nearly 45% of its user base now over the age of 17, signaling a move toward adult metaverse utility.
Developex - Custom Software Development Company
Last updated: 26 April 2026
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