Metaverse Market: Global Market Estimation, Dynamics, Regional Share, Trends, Competitor Analysis 2017-2021 and Forecast 2022-2028

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Metaverse Market: By Component (Hardware (Displays, Extended Hardware Smart Glasses, Sensors, and Others) Software (Asset Creation Tools, Programming Engines and Others), and Services) By Technology (Virtual-Reality, Augmented Reality, Mixed Reality and Others) By Application (Gaming, Online Shopping, Content Creation, Digital Marketing, Social Media, and Others) By  Platform (Desktop, Mobile, Laptops, Wearables and Others) By End User (Retail, Health Care, Automotive, Aerospace, Financial services, Media & Entertainment, Education, and Others) By Geography

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Report

Description

Metaverse Market size was valued at USD 39,524.7 million in 2021 and is expected to grow at a CAGR of 35.2% from 2022-2028. Metaverse is a network of 3D worlds programmed through the virtual connections which include the mixture of artificial technologies. For instance, virtual – reality, augmented reality. The metaverse helps people live, work, shop and interact from the comfort of their couch in this physical world. The important factor which drives the global metaverse market is the increasing demand for technologically advanced products in every region globally. Further, the adoption of integrated technologies and acceptance of the AI-based machines in every developed and developing country is another fuelling factor for the market. The metaverse is a trending factor itself through which got to be operated on various platforms and it also attracts various social influencers and technology leaders. In addition, few more factors like high-speed internet, internet advertising, gaming, music growth, consumers adoption, and stakeholder readiness, are going to drive the market and at the same time these factors are expected to increase the demand and market value for the global metaverse market in upcoming years. The main activities like shopping, interactions, huge opportunities for branding and impressive ad experiences in virtual worlds due to the mass users active on the internet platforms. Furthermore, it also adds huge value for business-to-business enterprises. For instance, the metaverse technology is used to impact strategic business innovations, which assist in the development of new products and transform the business. It is also necessary in identifying, examining and to track upcoming technologies. The metaverse may be in its early development stage, but in the coming days it is expected to be as significant as the changes took place from analog to digital. One of the metaverse’s promising prospects is that it is vastly increasing access to the marketplace for consumers in emerging economies. The IoT has already opened access to previously unavailable goods and services. For instance, virtual reality environments will help enhance educational options, as they are a low-cost and effective way of learning. Therefore, the factors mentioned clearly show that the global metaverse market is going to experience a higher growth during the forecast period.

Critical Developments in Metaverse Market:

In June 2022, Microsoft and Meta partnered together to form a metaverse standard forum.

In April 2022, the LEGO Group and Epic Games partnered together to create a digital experience for family and children.

Metaverse Market

MARKET SUMMARY
-
35.2%
  • Study Period– 2022 – 2028
  • Base Year– 2021
  • CAGR– 35.2%
  • Largest Market– Asia Pacific
  • Fastest Growing Market–  North America

Metaverse Market

  • The report on global metaverse market gives historical, current and future market sizes (US$ Bn) on the basis of component, technology, application, platform, end user and geography.
  • The metaverse market report gives comprehensive outlook across the region with special emphasis on key regions such as North America, Europe, Asia Pacific, Latin America and Middle East and Africa.
Key Players
  • Epic Games, Inc
  • Tencent Holdings Ltd
  • Microsoft Corporation
  • Roblox Corporations
  • ByteDance Ltd
Metaverse Market Dynamics

The global metaverse market is rapidly increasing at a faster pace compared with a few other leading markets. The market has a very fast growing demand because of the increasing focus on converging digital devices and physical worlds efficiently using the internet. Moreover, the effective use of the internet and IoT devices made up of VR and AR technologies are the prominent factors that affect the market growth. In addition, during the COVID-19 outbreak many markets faced losses, but the metaverse market registered a significant increase in its demand. For instance, they are considering few media reports, stating that despite the pandemic the metaverse and other related technologies registered considerable development in many regions. Perhaps this can be considered an utmost benefit for the market, as the society is becoming technology driven. The restraining factors which affect the growth of the market are High cost for implementation, cyber threats in view of protection of data.


North-America Got Significant Share

Metaverse Market

North America is expected to be the leading region in the overall global metaverse market, due to the established high and reputed companies in its region, for instance Microsoft, and others. The highly developing technologies and making new innovations are the main reasons for this region growth. The Asia Pacific region is recording a significant growth rate in the market due to the presence of the countries like India, China as they are adopting new technologies and eventually the public is ready to accept the new trending technologies.

Latin America
Latin-America
North-America
North-America
Europe
Europe
Asia Pacific
Asia-Pacific
Middle East
Middle East

Key

Features of the Report

  • The  metaverse market report provides granular level information about the market size, regional market share, historic market (2017-2021), and forecast (2022-2028)
  • The report covers in-detail insights about the competitor’s overview, company share analysis, key market developments, and their key strategies
  • The report outlines drivers, restraints, unmet needs, and trends that are currently affecting the market
  • The report tracks recent innovations, key developments, and start-up details that are actively working in the market
  • The report provides a plethora of information about market entry strategies, regulatory framework, and reimbursement scenario
Metaverse Market Segmentation


Location

GEOGRAPHY

Frequently Asked Questions

Metaverse is a network of 3D worlds programmed through the virtual connections which include the mixture of artificial technologies. For instance, virtual – reality, augmented reality.

The emergence of AI, 3D technologies and real time setup for end users are the tends in the global metaverse market.

Work from home, online shopping and online learning through visual platforms are few factors which can lead the market.

The increasing adoption of new technologies and growing demand for metaverse users for making transactions using crypto currencies.

Gaming is expected to be the largest industrial vertical in the global metaverse market.


Report

Table Of Content

1. Executive Summary
2. Global Metaverse Market Introduction
2.1. Global Metaverse Market – Taxonomy
2.2. Global Metaverse Market –Definitions
2.2.1. By Component
2.2.2. By Technology
2.2.3. By Application
2.2.4. By Platform
2.2.5. By End User
2.2.6. By Region
3. Global Metaverse Market Dynamics
3.1. Drivers
3.2. Restraints
3.3. Opportunities/Unmet Needs of the Market
3.4. Trends
3.5. Global Metaverse Market Dynamic Factors – Impact Analysis
3.6. Global Metaverse Market – Competition Landscape
4. Global Metaverse Market Analysis,2017 – 2021 and Forecast, 2022 – 2028
4.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
4.2. Year-over-Year (Y-o-Y) Growth Analysis (%)
4.3. Market Opportunity Analysis
5. Global Metaverse Market, By Component, 2017–2021 and Forecast, 2022–2028 (Revenue, USD Mn)
5.1. Hardware
5.1.1. Display
5.1.1.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.1.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
5.1.1.3. Market Opportunity Analysis
5.1.2. Extended Hardware
5.1.2.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.1.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
5.1.2.3. Market Opportunity Analysis
5.1.3. Smart Glasses
5.1.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.1.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
5.1.3.3. Market Opportunity Analysis
5.1.4. Sensors
5.1.4.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.1.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
5.1.4.3. Market Opportunity Analysis
5.1.5. Others
5.1.5.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.1.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
5.1.5.3. Market Opportunity Analysis
5.2. Software
5.2.1. Asset Creation Tool
5.2.1.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.2.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
5.2.1.3. Market Opportunity Analysis
5.2.2. Programming Engines
5.2.2.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.2.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
5.2.2.3. Market Opportunity Analysis
5.2.3. Others
5.2.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.2.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
5.2.3.3. Market Opportunity Analysis
5.3. Services
5.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
5.3.3. Market Opportunity Analysis
6. Global Metaverse Market, By Technology, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
6.1. Virtual Reality
6.1.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
6.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
6.1.3. Market Opportunity Analysis
6.2. Augmented Reality
6.2.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
6.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
6.2.3. Market Opportunity Analysis
6.3. Mixed Reality
6.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
6.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
6.3.3. Market Opportunity Analysis
6.4. Others
6.4.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
6.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
6.4.3. Market Opportunity Analysis
7. Global Metaverse Market Forecast, By Application,2017–2021 and Forecast, 2022–2028 (Revenue, USD Mn)
7.1. Gaming
7.1.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
7.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
7.1.3. Market Opportunity Analysis
7.2. Online Shopping
7.2.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
7.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
7.2.3. Market Opportunity Analysis
7.3. Content Creation
7.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
7.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
7.3.3. Market Opportunity Analysis
7.4. Digital Marketing
7.4.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
7.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
7.4.3. Market Opportunity Analysis
7.5. Social Media
7.5.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
7.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
7.5.3. Market Opportunity Analysis
7.6. Others
7.6.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
7.6.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
7.6.3. Market Opportunity Analysis
8. Global Metaverse Market Forecast, By Platform, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
8.1. Desktop
8.1.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
8.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
8.1.3. Market Opportunity Analysis
8.2. Mobiles
8.2.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
8.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
8.2.3. Market Opportunity Analysis
8.3. Laptops
8.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
8.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
8.3.3. Market Opportunity Analysis
8.4. Wearables
8.4.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
8.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
8.4.3. Market Opportunity Analysis
8.5. Others
8.5.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
8.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
8.5.3. Market Opportunity Analysis
9. Global Metaverse Market, By End User, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
9.1. Retail
9.1.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
9.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
9.1.3. Market Opportunity Analysis
9.2. Healthcare
9.2.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
9.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
9.2.3. Market Opportunity Analysis
9.3. Automotive
9.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
9.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
9.3.3. Market Opportunity Analysis
9.4. Aerospace
9.4.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
9.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
9.4.3. Market Opportunity Analysis
9.5. Financial Services
9.5.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
9.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
9.5.3. Market Opportunity Analysis
9.6. Media & Entertainment
9.6.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
9.6.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
9.6.3. Market Opportunity Analysis
9.7. Education
9.7.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
9.7.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
9.7.3. Market Opportunity Analysis
9.8. Others
9.8.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
9.8.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
9.8.3. Market Opportunity Analysis
10. Global Metaverse Market Forecast, By Region, 2017–2021 and Forecast, 2022–2028(Revenue, USD Mn)
10.1. North America
10.1.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
10.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
10.1.3. Market Opportunity Analysis
10.2. Europe
10.2.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
10.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
10.2.3. Market Opportunity Analysis
10.3. Asia-Pacific
10.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
10.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
10.3.3. Market Opportunity Analysis
10.4. Latin America
10.4.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
10.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
10.4.3. Market Opportunity Analysis
10.5. Middle East and Africa
10.5.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
10.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
10.5.3. Market Opportunity Analysis
10.6. Global Metaverse Market – Opportunity Analysis Index, By Component, Technology, Application, Platform, End User, and Region, 2022 – 2028
11. North America Metaverse Market Analysis,2017–2021and Forecast, 2022–2028(Revenue, USD Mn)
11.1. Component Analysis 2017–2021and Forecast 2022 – 2028by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
11.1.1. Hardware
11.1.1.1. Display
11.1.1.2. Extended Hardware
11.1.1.3. Smart Glasses
11.1.1.4. Sensors
11.1.1.5. Others
11.1.2. Software
11.1.2.1. Asset Creation Tools
11.1.2.2. Programming Engines
11.1.2.3. Others
11.1.3. Services
11.2. Technology Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
11.2.1. Virtual Reality
11.2.2. Augmented Reality
11.2.3. Mixed Reality
11.2.4. Others
11.3. Application Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
11.3.1. Gaming
11.3.2. Online Shopping
11.3.3. Content Creation
11.3.4. Digital Marketing
11.3.5. Social Media
11.3.6. Others
11.4. Platform Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
11.4.1. Desktops
11.4.2. Mobiles
11.4.3. Laptops
11.4.4. Weareables
11.4.5. Others
11.5. End User Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
11.5.1. Retail
11.5.2. Healthcare
11.5.3. Automotive
11.5.4. Aerospace
11.5.5. Financial Services
11.5.6. Media & Entertainment
11.5.7. Education
11.5.8. Others
11.6. Country Analysis 2017 – 2021 and Forecast 2022 – 2028by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%)
11.6.1. USA
11.6.2. Canada
11.7. North America Metaverse Market – Opportunity Analysis Index, By Component, Technology, Application, Platform, End User, and Country, 2022 – 2028
11.8. North America Metaverse Market Dynamics – Trends
12. Europe Metaverse Market Analysis, 2017–2021 and Forecast, 2022–2028(Revenue, USD Mn)
12.1. Component Analysis 2017–2021and Forecast 2022 – 2028by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
12.1.1. Hardware
12.1.1.1. Display
12.1.1.2. Extended Hardware
12.1.1.3. Smart Glasses
12.1.1.4. Sensors
12.1.1.5. Others
12.1.2. Software
12.1.2.1. Asset Creation Tools
12.1.2.2. Programming Engines
12.1.2.3. Others
12.1.3. Services
12.2. Technology Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
12.2.1. Virtual Reality
12.2.2. Augmented Reality
12.2.3. Mixed Reality
12.2.4. Others
12.3. Application Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
12.3.1. Gaming
12.3.2. Online Shopping
12.3.3. Content Creation
12.3.4. Digital Marketing
12.3.5. Social Media
12.3.6. Others
12.4. Platform Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
12.4.1. Desktops
12.4.2. Mobiles
12.4.3. Laptops
12.4.4. Weareables
12.4.5. Others
12.5. End User Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
12.5.1. Retail
12.5.2. Healthcare
12.5.3. Automotive
12.5.4. Aerospace
12.5.5. Financial Services
12.5.6. Media & Entertainment
12.5.7. Education
12.5.8. Others
12.6. Country Analysis 2017–2021and Forecast 2022 – 2028 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%)
12.6.1. Germany
12.6.2. UK
12.6.3. France
12.6.4. Spain
12.6.5. Italy
12.6.6. Rest of Europe
12.7. Europe Metaverse Market – Opportunity Analysis Index, By Component, Technology, Application, Platform, End User, and Country, 2022 – 2028
12.8. Europe Metaverse Market Dynamics – Trends
13. Asia-Pacific Metaverse Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
13.1. Component Analysis 2017–2021and Forecast 2022 – 2028by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
13.1.1. Hardware
13.1.1.1. Display
13.1.1.2. Extended Hardware
13.1.1.3. Smart Glasses
13.1.1.4. Sensors
13.1.1.5. Others
13.1.2. Software
13.1.2.1. Asset Creation Tools
13.1.2.2. Programming Engines
13.1.2.3. Others
13.1.3. Services
13.2. Technology Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
13.2.1. Virtual Reality
13.2.2. Augmented Reality
13.2.3. Mixed Reality
13.2.4. Others
13.3. Application Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
13.3.1. Gaming
13.3.2. Online Shopping
13.3.3. Content Creation
13.3.4. Digital Marketing
13.3.5. Social Media
13.3.6. Others
13.4. Platform Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
13.4.1. Desktops
13.4.2. Mobiles
13.4.3. Laptops
13.4.4. Weareables
13.4.5. Others
13.5. End User Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
13.5.1. Retail
13.5.2. Healthcare
13.5.3. Automotive
13.5.4. Aerospace
13.5.5. Financial Services
13.5.6. Media & Entertainment
13.5.7. Education
13.5.8. Others
13.6. Country Analysis2017–2021and Forecast 2022 – 2028 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%)
13.6.1. Japan
13.6.2. China
13.6.3. India
13.6.4. ASEAN
13.6.5. Australia & New Zealand
13.6.6. Rest of Asia-Pacific
13.7. Asia-Pacific Metaverse Market – Opportunity Analysis Index, By Component, Technology, Application, Platform, End User, and Country,2022 – 2028
13.8. Asia-Pacific Metaverse Market Dynamics – Trends
14. Latin America Metaverse Market Analysis,2017 – 2021 and Forecast, 2022–2028(Revenue, USD Mn)
14.1. Component Analysis 2017–2021and Forecast 2022 – 2028by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
14.1.1. Hardware
14.1.1.1. Display
14.1.1.2. Extended Hardware
14.1.1.3. Smart Glasses
14.1.1.4. Sensors
14.1.1.5. Others
14.1.2. Software
14.1.2.1. Asset Creation Tools
14.1.2.2. Programming Engines
14.1.2.3. Others
14.1.3. Services
14.2. Technology Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
14.2.1. Virtual Reality
14.2.2. Augmented Reality
14.2.3. Mixed Reality
14.2.4. Others
14.3. Application Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
14.3.1. Gaming
14.3.2. Online Shopping
14.3.3. Content Creation
14.3.4. Digital Marketing
14.3.5. Social Media
14.3.6. Others
14.4. Platform Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
14.4.1. Desktops
14.4.2. Mobiles
14.4.3. Laptops
14.4.4. Weareables
14.4.5. Others
14.5. End User Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
14.5.1. Retail
14.5.2. Healthcare
14.5.3. Automotive
14.5.4. Aerospace
14.5.5. Financial Services
14.5.6. Media & Entertainment
14.5.7. Education
14.5.8. Others
14.6. Country Analysis 2017–2021and Forecast 2022 – 2028 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%)
14.6.1. Brazil
14.6.2. Mexico
14.6.3. Argentina
14.6.4. Rest of Latin America
14.7. Latin America Metaverse Market – Opportunity Analysis Index, By Component, Technology, Application, Platform, End User, and Country, 2022 – 2028
14.8. Latin America Metaverse Market Dynamics – Trends
15. Middle East and Africa Metaverse Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
15.1. Component Analysis 2017–2021and Forecast 2022 – 2028by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
15.1.1. Hardware
15.1.1.1. Display
15.1.1.2. Extended Hardware
15.1.1.3. Smart Glasses
15.1.1.4. Sensors
15.1.1.5. Others
15.1.2. Software
15.1.2.1. Asset Creation Tools
15.1.2.2. Programming Engines
15.1.2.3. Others
15.1.3. Services
15.2. Technology Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
15.2.1. Virtual Reality
15.2.2. Augmented Reality
15.2.3. Mixed Reality
15.2.4. Others
15.3. Application Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
15.3.1. Gaming
15.3.2. Online Shopping
15.3.3. Content Creation
15.3.4. Digital Marketing
15.3.5. Social Media
15.3.6. Others
15.4. Platform Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
15.4.1. Desktops
15.4.2. Mobiles
15.4.3. Laptops
15.4.4. Weareables
15.4.5. Others
15.5. End User Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
15.5.1. Retail
15.5.2. Healthcare
15.5.3. Automotive
15.5.4. Aerospace
15.5.5. Financial Services
15.5.6. Media & Entertainment
15.5.7. Education
15.5.8. Others
15.6. Country Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%)
15.6.1. Gulf Cooperation Council (GCC) Countries
15.6.2. Israel
15.6.3. South Africa
15.6.4. Rest of MEA
15.7. MEA Metaverse Market – Opportunity Analysis Index, By Component, Technology, Application, , End User, and Country, 2022 – 2028
15.8. MEA Metaverse Market Dynamics – Trends
16. Competition Landscape
16.1. Strategic Dashboard of Top Market Players
16.2. Company Profiles (Introduction, Financial Analysis, Component& Service Technology, Key Developments, Strategies, and SWOT Analysis)
16.2.1. Epic Games, Inc
16.2.2. Tencent Holdings Ltd
16.2.3. Microsoft Corporation
16.2.4. Roblox Corporations
16.2.5. ByteDance Ltd
16.2.6. Lilith Games
16.2.7. Unity Software Inc
16.2.8. Nextech AR Solutions Inc
16.2.9. Nivida corporation
16.2.10. Disney
16.2.11. Nike
16.2.12. Amazon
16.2.13. Balenciaga and Gucci
17. Research Methodology
18. Key Assumptions and Acronyms

Report

Company Profile

  • Epic Games, Inc
  • Tencent Holdings Ltd
  • Microsoft Corporation
  • Roblox Corporations
  • ByteDance Ltd
  • Lilith Games
  • Unity Software Inc
  • Nextech AR Solutions Inc
  • Nivida corporation
  • Disney
  • Nike
  • Amazon
  • Balenciaga and Gucci

Description

Metaverse Market size was valued at USD 39,524.7 million in 2021 and is expected to grow at a CAGR of 35.2% from 2022-2028. Metaverse is a network of 3D worlds programmed through the virtual connections which include the mixture of artificial technologies. For instance, virtual – reality, augmented reality. The metaverse helps people live, work, shop and interact from the comfort of their couch in this physical world. The important factor which drives the global metaverse market is the increasing demand for technologically advanced products in every region globally. Further, the adoption of integrated technologies and acceptance of the AI-based machines in every developed and developing country is another fuelling factor for the market. The metaverse is a trending factor itself through which got to be operated on various platforms and it also attracts various social influencers and technology leaders. In addition, few more factors like high-speed internet, internet advertising, gaming, music growth, consumers adoption, and stakeholder readiness, are going to drive the market and at the same time these factors are expected to increase the demand and market value for the global metaverse market in upcoming years. The main activities like shopping, interactions, huge opportunities for branding and impressive ad experiences in virtual worlds due to the mass users active on the internet platforms. Furthermore, it also adds huge value for business-to-business enterprises. For instance, the metaverse technology is used to impact strategic business innovations, which assist in the development of new products and transform the business. It is also necessary in identifying, examining and to track upcoming technologies. The metaverse may be in its early development stage, but in the coming days it is expected to be as significant as the changes took place from analog to digital. One of the metaverse’s promising prospects is that it is vastly increasing access to the marketplace for consumers in emerging economies. The IoT has already opened access to previously unavailable goods and services. For instance, virtual reality environments will help enhance educational options, as they are a low-cost and effective way of learning. Therefore, the factors mentioned clearly show that the global metaverse market is going to experience a higher growth during the forecast period.

Critical Developments in Metaverse Market:

In June 2022, Microsoft and Meta partnered together to form a metaverse standard forum.

In April 2022, the LEGO Group and Epic Games partnered together to create a digital experience for family and children.

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