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Global Metaverse Market Size study, by Platform (Hardware, Software) by Platform (Desktop, Mobile, Headsets) by Technology (Blockchain, Virtual Reality (VR) & Augmented Reality (AR), Mixed Reality (MR), Others) by Offering (Virtual Platforms, Asset Marketplaces, Avatars, Financial Services) by Application (Gaming, Online Shopping, Content Creation & Social Media, Events & Conference, Digital Marketing (Advertising), Testing and Inspection, Others) by End-use (BFSI, Retail, Media & Entertainment, Education, Aerospace and Defence, Automotive, Others) and Regional Forecasts 2022-2028

  • Category: Internet & Telecom
  • Published Date: Aug 2022
  • Publisher: Bizwit Research
  • Pages: 200

Global Metaverse Market is valued approximately USD 38.88 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 39.5% over the forecast period 2022-2028 Metaverse is an online world of shared 3D virtual worlds created by the merging of physical and digital worlds. These virtual worlds are made possible by combining cutting-edge technology like augmented reality (AR), virtual reality (VR), real-time 3D, and interactive video. Devices such as AR/VR headsets, cellphones, and PCs are used to access the Metaverse. In social networking, online video games, and live entertainment, the metaverse is rising in popularity. Market players from the social media sector, online gaming marketspace, and other technology areas are already foreseeing a great potential in the metaverse market, with investments soaring up for real-time 3D technology development. Activision Blizzard (US), Electronic Arts (US), Microsoft (US), NetEase, Inc. (China), Nexon Co. Ltd. (Japan), Roblox (US), Take-Two (US), and Tencent (China) are among the online game companies that may contribute to the metaverse market's growth through in-game 3D virtual worlds. Consider the following scenario: The Sandbox announced a partnership with Warner Music Group in January 2022 to develop The Sandbox metaverse's first music-themed realm. With this agreement, Warner Music Group (WMG) will take its first steps into the metaverse and NFT sector. Epic Games, Inc purchased Harmonix Music Systems, Inc in November 2021. The Harmonix team will collaborate closely with Epic Games, Inc to build musical adventures and gameplay for Fortnite, while continuing to support existing platforms such as Rock Band 4. Furthermore, it was anticipated in October 2021 that Facebook Reality Labs invested at least USD 10 billion on the development of Augmented Reality (AR) and Virtual Reality (VR) hardware, software, and content. Meta Platforms, Inc, formerly known as Facebook, Inc, has a section called Facebook Reality Labs. Vendors in the metaverse industry can benefit from opportunities in adjacent areas such as virtual reality, augmented reality, extended reality, cloud gaming, AI in social media, and AR/VR gear and peripherals.
However, the potential of cyber-based attacks targeting the metaverse is a major concern that will stifle market growth between 2022 and 2028.

The key regions considered for the Global Metaverse Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. Because of the region's clients and users who are adopting new and more complex technologies, North America is expected to account for the greatest revenue share. Another factor expected to boost the regional market's revenue growth is the growing number of start-ups working on the construction of metaverse platforms for commercialization. Over the projected period, the Asia Pacific region is expected to grow at a very fast rate. A growing number of start-ups and organisations in the Asia Pacific region are expected to drive market expansion, including The Sandbox (Hong Kong), Bolly Heroes (India), Axie Infinity (Singapore), NextMeet (India), GuildFi (Thailand), and Shenzhen Zhongqingbaowang Interaction Network Co., Ltd. (ZQGame Global), and miHoYo Co., Ltd. in China. These virtual metaverse markets and gaming platforms provide an immersive experience in which users can engage in live and simultaneous activities supported by third-party apps.

Major market player included in this report are:
Meta Platforms, Inc.
Tencent Holdings Ltd.
ByteDance Ltd.
NetEase, Inc.
Nvidia Corporation
Epic Games, Inc.
Roblox Corporation
Unity Technologies, Inc.
Lilith Games
Nextech AR Solutions Corp.
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and Platform offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Platform:
Hardware
Software
By Platform:
Desktop
Mobile
Headsets
By Technology:
Blockchain
Virtual Reality (VR) & Augmented Reality (AR)
Mixed Reality (MR)
Others
By Offering:
Virtual Platforms
Asset Marketplaces
Avatars
Financial Services
By Application:
Gaming
Online Shopping
Content Creation & Social Media
Events & Conference
Digital Marketing (Advertising)
Testing and Inspection
Others
By End-use:
BFSI
Retail
Media & Entertainment
Education
Aerospace and Defence
Automotive
Others
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2018, 2019, 2020
Base year – 2021
Forecast period – 2022 to 2028

Target Audience of the Global Metaverse Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2028 (USD Billion)
1.2.1. Metaverse Market, by Region, 2020-2028 (USD Billion)
1.2.2. Metaverse Market, by Product, 2020-2028 (USD Billion)
1.2.3. Metaverse Market, by Platform, 2020-2028 (USD Billion)
1.2.4. Metaverse Market, by Technology, 2020-2028 (USD Billion)
1.2.5. Metaverse Market, by Offering, 2020-2028 (USD Billion)
1.2.6. Metaverse Market, by Application, 2020-2028 (USD Billion)
1.2.7. Metaverse Market, by End-use, 2020-2028 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Metaverse Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Metaverse Market Dynamics
3.1. Metaverse Market Impact Analysis (2020-2028)
3.1.1. Market Drivers
3.1.1.1. Growing focus on integrating digital and physical worlds using the Internet
3.1.1.2. Increasing momentum and popularity of Mixed Reality (MR), Augmented Reality (AR) and Virtual Reality (VR),
3.1.2. Market Challenges
3.1.2.1. The threat of cyber-based attacks targeting the metaverse is a primary concern
3.1.3. Market Opportunities
3.1.3.1. Growing demand for metaverse to purchase digital assets using cryptocurrencies
3.1.3.2. Expanded opportunities for Business-to-Consumer (B2C) and Business-to-Business (B2B) enterprises
Chapter 4. Global Metaverse Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2018-2028)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
4.5. Top investment opportunity
4.6. Top winning strategies
Chapter 5. Risk Assessment: COVID-19 Impact
5.1.1. Assessment of the overall impact of COVID-19 on the industry
5.1.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Metaverse Market, by Product
6.1. Market Snapshot
6.2. Global Metaverse Market by Product, Performance - Potential Analysis
6.3. Global Metaverse Market Estimates & Forecasts by Product 2018-2028 (USD Billion)
6.4. Metaverse Market, Sub Segment Analysis
6.4.1. Hardware
6.4.2. Software
Chapter 7. Global Metaverse Market, by Platform
7.1. Market Snapshot
7.2. Global Metaverse Market by Platform, Performance - Potential Analysis
7.3. Global Metaverse Market Estimates & Forecasts by Platform 2018-2028 (USD Billion)
7.4. Metaverse Market, Sub Segment Analysis
7.4.1. Desktop
7.4.2. Mobile
7.4.3. Headsets
Chapter 8. Global Metaverse Market, by Technology
8.1. Market Snapshot
8.2. Global Metaverse Market by Technology, Performance - Potential Analysis
8.3. Global Metaverse Market Estimates & Forecasts by Technology 2018-2028 (USD Billion)
8.4. Metaverse Market, Sub Segment Analysis
8.4.1. Blockchain
8.4.2. Virtual Reality (VR) & Augmented Reality (AR)
8.4.3. Mixed Reality (MR)
8.4.4. Others
Chapter 9. Global Metaverse Market, by Offering
9.1. Market Snapshot
9.2. Global Metaverse Market by Offering, Performance - Potential Analysis
9.3. Global Metaverse Market Estimates & Forecasts by Offering 2018-2028 (USD Billion)
9.4. Metaverse Market, Sub Segment Analysis
9.4.1. Virtual Platforms
9.4.2. Asset Marketplaces
9.4.3. Avatars
9.4.4. Financial Services
Chapter 10. Global Metaverse Market, by Application
10.1. Market Snapshot
10.2. Global Metaverse Market by Application, Performance - Potential Analysis
10.3. Global Metaverse Market Estimates & Forecasts by Application 2018-2028 (USD Billion)
10.4. Metaverse Market, Sub Segment Analysis
10.4.1. Gaming
10.4.2. Online Shopping
10.4.3. Content Creation & Social Media
10.4.4. Events & Conference
10.4.5. Digital Marketing (Advertising)
10.4.6. Testing and Inspection
10.4.7. Others
Chapter 11. Global Metaverse Market, by End-use
11.1. Market Snapshot
11.2. Global Metaverse Market by End-use, Performance - Potential Analysis
11.3. Global Metaverse Market Estimates & Forecasts by End-use 2018-2028 (USD Billion)
11.4. Metaverse Market, Sub Segment Analysis
11.4.1. BFSI
11.4.2. Retail
11.4.3. Media & Entertainment
11.4.4. Education
11.4.5. Aerospace and Defence
11.4.6. Automotive
11.4.7. Others
Chapter 12. Global Metaverse Market, Regional Analysis
12.1. Metaverse Market, Regional Market Snapshot
12.2. North America Metaverse Market
12.2.1. U.S. Metaverse Market
12.2.1.1. Product breakdown estimates & forecasts, 2018-2028
12.2.1.2. Platform breakdown estimates & forecasts, 2018-2028
12.2.1.3. Technology breakdown estimates & forecasts, 2018-2028
12.2.1.4. Offering breakdown estimates & forecasts, 2018-2028
12.2.1.5. Application breakdown estimates & forecasts, 2018-2028
12.2.1.6. End-use breakdown estimates & forecasts, 2018-2028
12.2.2. Canada Metaverse Market
12.3. Europe Metaverse Market Snapshot
12.3.1. U.K. Metaverse Market
12.3.2. Germany Metaverse Market
12.3.3. France Metaverse Market
12.3.4. Spain Metaverse Market
12.3.5. Italy Metaverse Market
12.3.6. Rest of Europe Metaverse Market
12.4. Asia-Pacific Metaverse Market Snapshot
12.4.1. China Metaverse Market
12.4.2. India Metaverse Market
12.4.3. Japan Metaverse Market
12.4.4. Australia Metaverse Market
12.4.5. South Korea Metaverse Market
12.4.6. Rest of Asia Pacific Metaverse Market
12.5. Latin America Metaverse Market Snapshot
12.5.1. Brazil Metaverse Market
12.5.2. Mexico Metaverse Market
12.6. Rest of The World Metaverse Market

Chapter 13. Competitive Intelligence
13.1. Top Market Strategies
13.2. Company Profiles
13.2.1. Meta Platforms, Inc.
13.2.1.1. Key Information
13.2.1.2. Overview
13.2.1.3. Financial (Subject to Data Availability)
13.2.1.4. Platform Summary
13.2.1.5. Recent Developments
13.2.2. Tencent Holdings Ltd.
13.2.3. ByteDance Ltd.
13.2.4. NetEase, Inc.
13.2.5. Nvidia Corporation
13.2.6. Epic Games, Inc.
13.2.7. Roblox Corporation
13.2.8. Unity Technologies, Inc.
13.2.9. Lilith Games
13.2.10. Nextech AR Solutions Corp.
Chapter 14. Research Process
14.1. Research Process
14.1.1. Data Mining
14.1.2. Analysis
14.1.3. Market Estimation
14.1.4. Validation
14.1.5. Publishing
14.2. Research Attributes
14.3. Research Assumption

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