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Consumer Metaverse: Digital Content, Services, and Advertising

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ksm 23.10.26

Actionable Benefits:

  • Evaluate the market transition to the cloud and its impact on hardware and services.
  • Size the market opportunity for key Media & Entertainment (M&E) markets, the buildup to the metaverse (consumer), and digital advertising.
  • Assess the progress of the consumer metaverse and compare these developments to conventional M&E market segments.
  • Identify key players and types of digital services for bundling or value-added packaging.
  • Examine shifts in business models (Subscription Video on Demand (SVOD), Television on Demand (TVOD), and Ad-Based Video on Demand (AVOD)), and the distribution channels, including new market elements and revenue tied to the metaverse (virtual spaces).

Critical Questions Answered:

  • What is the overall size of the online video market today and through 2030?
  • How does the buildup to the metaverse impact the consumer marketplace for digital content and services?
  • What is the market opportunity for other M&E segments outside of video (e.g., social media, digital advertising, gaming, and virtual spaces)?
  • Who are the key players and services in these markets?
  • How many streaming SVOD subscriptions are there?

Research Highlights:

  • Market sizing (revenue), market shares, and forecast for social media.
  • Market sizing (revenue, users, SVOD subscriptions), market shares (revenue, SVOD subscriptions), and forecast for online video segmented by business model: SVOD, TVOD, Electronic Sell-Through (EST), and AVOD.
  • Market sizing (revenue), market shares, and forecast for search and display advertising.
  • Market sizing (revenue and users), market shares (revenue), and forecast for video game software and services.
  • Market sizing (revenue and cloud gaming users) and forecast for cloud gaming.
  • Market sizing for digital advertising by type
  • Market sizing for virtual spaces (revenue).

Who Should Read This?

  • Mobile network and pay TV operators looking to bundle services to reduce churn, differentiate services, add additional value, and reinforce new technologies or premium tiers of service.
  • Companies supporting cloud infrastructure, video workflows, and hardware manufacturers/suppliers in the M&E market.
  • Companies evaluating the impact and market potential of the metaverse in the consumer content and services markets.
  • Cloud and fixed/mobile/edge network companies evaluating the evolving digital content and services landscape to assess market needs and demands.

Table of Contents

Tables

  • Table 1: Cloud Content and Services Revenue
  • Table 2: Virtual Spaces Revenue
  • Table 3: Virtual Spaces Active Users
  • Table 4: Population by Region
  • Table 5: Total Streaming Video Viewers by Region
  • Table 6: Mobile Streaming Video Viewers by Region
  • Table 7: Connected TV (CTV) Streaming Video Viewers by Region
  • Table 8: Total Video Game Players by Region
  • Table 9: Mobile Game Players by Region
  • Table 10: Cloud Game Players by Region
  • Table 11: Social Networking Market Revenue by Region
  • Table 12: Social Networking Market Revenue by Revenue Source
  • Table 13: Social Networking Market Revenue by Vendor
  • Table 14: Search Market Revenue by Region
  • Table 15: Search Market Revenue by Vendor
  • Table 16: Digital Advertising Revenue by Region
  • Table 17: Digital Advertising Revenue by Market Segment
  • Table 18: Location-Based Advertising Revenue by Region
  • Table 19: Out of Home Advertising Revenue by Region
  • Table 20: Display Revenue by Vendor and Business Model
  • Table 21: Total Online Video Market Revenue by Region and Business Model
  • Table 22: "Online Video Market Subscriptions (Total), Revenue, and ARPU by Region"
  • Table 23: Subscription VOD (not live/linear) Subscriptions and Revenue by Region
  • Table 24: Subscription VOD (live/linear) Subscriptions and Revenue by Region
  • Table 25: Pay TV Subscriptions and Revenue by Region
  • Table 26: Total Online Video Revenue by Vendor
  • Table 27: Subscription VOD (not live/linear) Subscriptions by Vendor
  • Table 28: Subscription VOD (not live/linear) Revenue by Vendor
  • Table 29: Subscription VOD (live/linear) Subscriptions by Vendor
  • Table 30: Subscription VOD (live/linear) Revenue by Vendor
  • Table 31: Total Gaming Market Revenue by Category
  • Table 32: Total Gaming Market Revenue by Region
  • Table 33: Physical Media Revenue by Region
  • Table 34: Packaged Console Gaming Revenue by Region
  • Table 35: Packaged PC Gaming Revenue by Region
  • Table 36: Packaged Handheld Gaming Revenue by Region
  • Table 37: Digital Media Revenue by Region
  • Table 38: Digital Console Gaming Media Revenue by Region
  • Table 39: Digital PC Gaming Media Revenue by Region
  • Table 40: Digital Handheld Gaming Media Revenue by Region
  • Table 41: Digital Mobile Gaming Media Revenue by Region
  • Table 42: Cloud Gaming Revenue by Region
  • Table 43: Location-Based Gaming by Region
  • Table 44: Gaming Market Share by Vendor

Charts

  • Chart 1: Cloud Content and Services Revenue
  • Chart 2: Virtual Spaces Revenue
  • Chart 3: Virtual Spaces Active Users
  • Chart 4: Population by Region
  • Chart 5: Total Streaming Video Viewers by Region
  • Chart 6: Mobile Streaming Video Viewers by Region
  • Chart 7: Connected TV (CTV) Streaming Video Viewers by Region
  • Chart 8: Total Video Game Players by Region
  • Chart 9: Mobile Game Players by Region
  • Chart 10: Cloud Game Players by Region
  • Chart 11: Social Networking Market Revenue by Region
  • Chart 12: Social Networking Market Revenue by Revenue Source
  • Chart 13: Social Networking Market Share by Vendor
  • Chart 14: Search Revenue by Region
  • Chart 15: Search Revenue Market Share by Vendor
  • Chart 16: Digital Advertising Revenue by Region
  • Chart 17: Digital Advertising Revenue by Market Segment
  • Chart 18: Location-Based Advertising Revenue by Region
  • Chart 19: Out of Home Advertising Revenue by Region
  • Chart 20: Display Revenue Market Share by Vendor
  • Chart 21: "Market Shares, Total Online Video"
  • Chart 22: Subscription VOD (not live/linear) Subscriptions by Vendor
  • Chart 23: Subscription VOD (not live/linear) Revenue by Vendor
  • Chart 24: Subscription VOD (live/linear) Subscriptions by Vendor
  • Chart 25: Subscription VOD (live/linear) Revenue by Vendor
  • Chart 26: Total Gaming Market Revenue by Category
  • Chart 27: Total Gaming Market Revenue by Region
  • Chart 28: Physical Media Revenue by Region
  • Chart 29: Packaged Console Gaming Revenue by Region
  • Chart 30: Packaged PC Gaming Revenue by Region
  • Chart 31: Packaged Handheld Gaming Revenue by Region
  • Chart 32: Digital Media Revenue by Region
  • Chart 33: Digital Console Gaming Media Revenue by Region
  • Chart 34: Digital PC Gaming Media Revenue by Region
  • Chart 35: Digital Handheld Gaming Media Revenue by Region
  • Chart 36: Digital Mobile Gaming Media Revenue by Region
  • Chart 37: Cloud Gaming Revenue by Region
  • Chart 38: Location-Based Gaming by Region
  • Chart 39: Gaming Market Share by Vendor
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