시장보고서
상품코드
1184198

메타버스 : 세계 시장 규모, 동향, 예측(2022-2027년)

Metaverse: Global Market Size, Trends and Forecast (2022-2027)

발행일: | 리서치사: BCC Research | 페이지 정보: 영문 254 Pages | 배송안내 : 즉시배송

※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

세계의 메타버스 시장 규모는 2022년 529억 달러에서 2027년 2,310억 달러로 성장했으며, 2022년부터 2027년까지의 CAGR은 34.3%로 예측되고 있습니다.

북미 지역은 2022년 332억 달러에서 2027년 1,390억 달러로 성장했으며, 2022년부터 2027년까지의 CAGR은 33.2%로 예측됩니다. 아시아태평양 지역은 2022년 103억 달러에서 2027년 508억 달러로 성장했으며 CAGR은 37.7%로 예측됩니다.

세계의 메타버스 시장을 조사했으며, 시장 개요/시장 성장에 대한 각종 영향 요인 분석/시장 규모 추이·예측/각종 구분·지역 및 주요 국가별 상세 분석/경쟁 환경/주요 기업 개요 등 정보를 정리했습니다.

목차

제1장 서론

제2장 요약 하이라이트

제3장 시장 개요

  • 메타버스의 역사와 진화
  • 앞으로의 기대
    • 1단계 : 출현
    • 2단계 : 고급
    • 3단계 : 성숙
  • 가치사슬 분석
  • 매크로 분석
  • Porter’s Five Forces
  • 규제 분석
  • 향후의 규제 계획
  • 최근 및 향후 주요 메타버스 관련 회의

제4장 기술 분석

  • 네트워크 및 컴퓨팅 기술
    • 5G/6G 기술
    • IoT
    • 클라우드 컴퓨팅
    • 엣지 컴퓨팅
  • 설계·개발·콘텐츠 제작 레벨
    • 블록체인
    • 실시간 렌더링·3D 모델링/재구성
    • AI
    • 컴퓨터 비전
    • 스마트 음성
    • 디지털 트윈
    • 게임 엔진
  • 휴먼/시뮬레이션 인터랙티브 레벨
    • VR
    • AR
    • MR

제5장 시장 역학

  • 시장 촉진 및 억제 요인/과제·기회
    • 시장 촉진 요인
    • 시장 억제 요인·과제
    • 시장 기회
  • 시장 역학의 영향 분석

제6장 시장 내역 : 구성 요소별

  • 개요
  • 하드웨어
    • VR 디바이스
    • AR 디바이스
    • MR 디바이스
  • 소프트웨어
    • 3D 매핑, 모델링, 재구성
    • 게임 엔진
    • 기타
  • 서비스

제7장 시장 내역 : 플랫폼별

  • 개요
  • 데스크탑
  • 모바일
  • 헤드셋

제8장 시장 내역 : 제공 내용별

  • 개요
  • 가상 플랫폼
    • Decentraland
    • Sandbox
    • Illuvium
    • Roblox
    • Roblox
    • Axie Infinity
  • 자산 시장
  • 아바타
    • 2D 아바타
    • 3D 아바타
    • 레그리스(Leg-Less) 아바타
    • VR 아바타
    • 전신 아바타
  • 금융 서비스

제9장 시장 내역 : 용도별

  • 개요
  • 게임
  • 소셜 미디어
  • 콘텐츠 제작
  • 온라인 쇼핑
  • 이벤트·회의
  • 기타

제10장 시장 내역 : 최종 사용자별

  • 개요
  • 소매
  • 은행·금융 서비스·보험(BFSI)
  • 미디어·엔터테인먼트
  • 교육
  • 항공우주·방위
    • 모집
    • 교육
    • 커맨드·제어
    • 조달·공급 체인
  • 자동차
  • 기타

제11장 시장 내역 : 지역별

  • 개요
  • 북미
  • 유럽
  • 아시아태평양
  • 기타 지역

제12장 경쟁 상황

  • 메타버스 기업 : 지역 번호
  • 메타버스 벤처 캐피탈 시나리오
  • 메타버스 투자자
  • 주요 기업/메타버스 에코시스템
  • 주요 전개

제13장 특허 분석

제14장 기업 개요

  • 주요 기업
  • ACTIVISION BLIZZARD
  • ANTIER SOLUTIONS PVT., LTD.
  • ELECTRONIC ARTS
  • EPIC GAMES INC.
  • META PLATFORMS INC.
  • MICROSOFT CORP.
  • NETEASE
  • NEXON CO., LTD.
  • NEXTECH AR SOLUTIONS
  • NVIDIA
  • ROBLOX
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • UNITY
  • VALVE CORP.
  • 스타트업/신흥기업
  • ACKNOLEDGER
  • ALLSEATED
  • ATIRATH GAMING TECHNOLOGY
  • AXIE INFINITY
  • BETTERVERSE
  • COLORVERSE
  • CRUCIBLE NETWORK
  • DEHIDDEN
  • DOSS GAMES
  • ENJIN
  • GUILDFI
  • HYPERLINK INFOSYSTEM
  • IKONZ
  • IMPROBABLE
  • INVACT
  • INWORLD AI
  • KUDO MONEY
  • LOKA(SOCIAL/PLPATFORM SOFTWARE)
  • METAMUNDO
  • NEXTMEET
  • ONERARE
  • PLAYERSONLY
  • POLKAWAR
  • REVIRT.SPACE
  • SIMULANIS
  • SOMNIUM SPACE
  • SUPERSOCIAL
  • THE SANDBOX
  • TRACE NETWORK LABS
  • UNION
  • WALL APP
  • ZASH
  • ZEPETO

제15장 부록 : 약어

LYJ 23.01.25

Highlights:

The global metaverse market is estimated to increase from $52.9 billion in 2022 to reach $231.0 billion by 2027, at a compound annual growth rate (CAGR) of 34.3% from 2022 through 2027.

The North American metaverse market is estimated to increase from $33.2 billion in 2022 to reach $139.0 billion by 2027, at a CAGR of 33.2% from 2022 through 2027.

The Asia-Pacific metaverse market is estimated to increase from $10.3 billion in 2022 to reach $50.8 billion by 2027, at a CAGR of 37.7% from 2022 through 2027.

Report Scope:

This report provides an overview and analysis of the global market for the metaverse. Using 2021 as the base year, the report provides estimated market data for the forecast period 2022 through 2027. This report also offers insights on drivers, restraints, and opportunities for the market, which were gathered through primary and secondary research. It also covers various market factors, including COVID-19 impact, Porter's five forces, use case analysis and the regulatory landscape.

This report has been prepared in a simple, easy-to-understand format, with some tables and charts/figures. The report's scope includes a detailed study of global and regional markets for components, platform, offering, application and end use. The qualitative and quantitative data of all segments are provided in the report. The report examines each segment, determines its current market size, and estimates its future market sizes with compound annual growth rates (CAGRs).

The report also provides detailed profiles of the significant metaverse players and their strategies to enhance their market presence. The report also includes a competitive landscape chapter that discusses the market ecosystem of top metaverse solution providers in 2021.

Report Includes:

  • 71 data tables and 37 additional tables
  • A brief general overview and up-to-date analysis of the global market for metaverse technologies
  • Analyses of the global market trends, with historic market revenue data for 2021, estimates for 2022 and 2023, and projections of compound annual growth rates (CAGRs) through 2027
  • Discussion of the technologies and platforms surrounding the metaverse environment, opportunities and growth driving factors, and areas of focus to forecast this innovation driven market into various segments and sub-segments
  • Estimation of the actual market size and revenue forecast for global metaverse market in USD million values, and corresponding market share analysis by component, platform, offering, application, end use, and geographic region
  • Coverage of the technological, economic, and business considerations of the metaverse market, with analyses, trends, and growth forecasts through 2027
  • In-depth information (facts and figures) concerning major market dynamics, challenges and restraints, technology advancements, industry value chain, and competitive environment of the leading market players
  • Identification of the companies best positioned to meet the demand owing to or in conjunction with their proprietary technologies, product launches, M&A deals, and other market strategic advantages
  • A relevant patent analysis with significant allotments of patent data on metaverse technology across each major category
  • Profile descriptions of the top metaverse companies, including Epic Games Inc., Meta Platforms Inc. (Facebook), Microsoft Corp., Inworld AI, NetEase Inc., Nvidia Corp., and Roblox Corp.

Table of Contents

Chapter 1 Introduction

  • 1.1 Introduction
  • 1.2 Study Goals and Objectives
  • 1.3 Scope of Report
  • 1.4 Reasons for Doing the Study
  • 1.5 Intended Audiences
  • 1.6 Information Sources
  • 1.7 Methodology
  • 1.8 Geographic Breakdown
  • 1.9 Analyst's Credentials
  • 1.10 BCC Custom Research
  • 1.11 Related BCC Research Reports

Chapter 2 Summary and Highlights

Chapter 3 Market Overview

  • 3.1 Introduction
  • 3.2 History and Evolution of the Metaverse
  • 3.3 Future Expectations
    • 3.3.1 Phase 1: Emerging
    • 3.3.2 Phase 2: Advanced
    • 3.3.3 Phase 3: Mature
  • 3.4 Value Chain Analysis
    • 3.4.1 Layer 1: Experience (Games, Social, Theatre, E-Sports, Shopping)
    • 3.4.2 Layer 2: Discovery (Social Curation, Ad Networks, Ratings, Stores, Agents)
    • 3.4.3 Layer 3: Creator Economy (Asset Markets, Workflow, Commerce, Design Tools)
    • 3.4.4 Layer 4: Spatial Computing (VR/AR/XR, Multitasking UI, 3D Engines, Geospatial Mapping)
    • 3.4.5 Layer 5: Decentralization (AI Agents, Edge Computing, Microservices, Blockchain)
    • 3.4.6 Layer 6: Human Interface (Smartglasses, Wearables, Mobile, Haptic, Gestures, Neural, Voice)
    • 3.4.7 Layer 7: Infrastructure (WiFi6, 5G, Cloud, MEMS GPUs Materials)
  • 3.5 Macroanalysis
    • 3.5.1 Impact of COVID-19 on the Market
    • 3.5.2 Metaverse in the Post-Pandemic World
    • 3.5.3 Impact of the Russia-Ukraine War on the Market
  • 3.6 Porter's Five Forces Analysis of the Market for Metaverse
    • 3.6.1 Threat from New Entrants
    • 3.6.2 Competitive Rivalry
    • 3.6.3 Bargaining Power of Buyers
    • 3.6.4 Bargaining Power of Suppliers
    • 3.6.5 Threat of Substitutes
  • 3.7 Regulatory Analysis
    • 3.7.1 Copyright Laws
    • 3.7.2 Intellectual Property Laws
    • 3.7.3 Contract Law
    • 3.7.4 Tort Law
    • 3.7.5 Defamation Law
    • 3.7.6 Regulation of NFTs and Tax
  • 3.8 Upcoming Regulatory Plans
    • 3.8.1 European Union
    • 3.8.2 U.S.
    • 3.8.3 China
    • 3.8.4 Japan
    • 3.8.5 South Korea
  • 3.9 Recent and Upcoming Key Metaverse-Related Conferences

Chapter 4 Technology Analysis

  • 4.1 Network and Computing Technology
    • 4.1.1 5G/6G Technology
    • 4.1.2 Internet of Things
    • 4.1.3 Cloud Computing
    • 4.1.4 Edge Computing
  • 4.2 Design, Development and Content Production Level
    • 4.2.1 Blockchain
    • 4.2.2 Real-Time Rendering and 3D Modeling/Reconstruction
    • 4.2.3 Artificial Intelligence (AI)
    • 4.2.4 Computer Vision
    • 4.2.5 Smart Voice
    • 4.2.6 Digital Twin
    • 4.2.7 Gaming Engines
  • 4.3 Human/Simulation Interactive Level
    • 4.3.1 Virtual Reality
    • 4.3.2 Augmented Reality
    • 4.3.3 Mixed Reality (MR)

Chapter 5 Market Dynamics

  • 5.1 Market Drivers, Restraints/Challenges, and Opportunities
    • 5.1.1 Market Drivers
    • 5.1.1 Market Restraints/Challenges
    • 5.1.1 Market Opportunities
  • 5.2 Analysis of the Impact of the Market Dynamics

Chapter 6 Market Breakdown by Component

  • 6.1 Overview
  • 6.2 Hardware
    • 6.2.1 VR Devices
    • 6.2.2 AR Devices
    • 6.2.3 MR Devices
  • 6.3 Software
    • 6.3.1 3D Mapping, Modeling and Reconstruction
    • 6.3.2 Gaming Engines
    • 6.3.3 Others
  • 6.4 Services

Chapter 7 Market Breakdown by Platform

  • 7.1 Overview
  • 7.2 Desktop
  • 7.3 Mobile
  • 7.4 Headsets

Chapter 8 Market Breakdown by Offering

  • 8.1 Overview
  • 8.2 Virtual Platforms
    • 8.2.1 Decentraland
    • 8.2.2 Sandbox
    • 8.2.3 Illuvium
    • 8.2.4 Roblox
    • 8.2.5 Roblox
    • 8.2.6 Axie Infinity
  • 8.3 Asset Marketplaces
  • 8.4 Avatars
    • 8.4.1 2D Avatar
    • 8.4.2 3D Avatar
    • 8.4.3 Leg-Less Avatar
    • 8.4.4 VR Avatar
    • 8.4.5 Full-Body Avatar
  • 8.5 Financial Services

Chapter 9 Market Breakdown by Application

  • 9.1 Overview
  • 9.2 Gaming
  • 9.3 Social Media
  • 9.4 Content Creation
  • 9.5 Online Shopping
  • 9.6 Events and Conferences
  • 9.7 Other Applications

Chapter 10 Market Breakdown by End-Use Industry

  • 10.1 Overview
  • 10.2 Retail
    • 10.2.1 Various Uses of the Metaverse in Retail
  • 10.3 Banking, Financial Services and Insurance (BFSI)
    • 10.3.1 Various Benefits of the Metaverse in Banking
    • 10.3.1 Uses of the Metaverse in Banking
  • 10.4 Media and Entertainment
    • 10.4.1 Uses of the Metaverse in the Entertainment Industry
  • 10.5 Education
    • 10.5.1 Various Benefits of the Metaverse in Education
    • 10.5.2 Metaverse Application and Use Cases in Education
  • 10.6 Aerospace and Defense
    • 10.6.1 Recruitment
    • 10.6.2 Education
    • 10.6.3 Command and Control
    • 10.6.4 Procurement and Supply Chain
  • 10.7 Automotive
    • 10.7.1 Benefits of the Metaverse in the Automotive Industry
    • 10.7.2 Uses of the Metaverse in the Automotive Industry
  • 10.8 Others

Chapter 11 Market Breakdown by Region

  • 11.1 Overview
  • 11.2 North America
    • 11.2.1 United States
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 United Kingdom
    • 11.3.2 Germany
    • 11.3.3 Rest of Europe
  • 11.4 Asia-Pacific
    • 11.4.1 China
    • 11.4.2 Japan
    • 11.4.3 South Korea
    • 11.4.4 Rest of Asia-Pacific
  • 11.5 Rest of the World (RoW)

Chapter 12 Competitive Landscape

  • 12.1 Metaverse Companies: Regional Number
  • 12.2 Metaverse Venture Capital Scenario
  • 12.3 Metaverse Investors
  • 12.4 Top Companies/Metaverse Ecosystem
  • 12.5 Notable Key Developments in the Market

Chapter 13 Patent Analysis

  • 13.1 Patent Analysis
    • 13.1.1 Key Market Patents

Chapter 14 Company Profiles

  • 14.1 Key Players
  • ACTIVISION BLIZZARD
  • ANTIER SOLUTIONS PVT., LTD.
  • ELECTRONIC ARTS
  • EPIC GAMES INC.
  • META PLATFORMS INC.
  • MICROSOFT CORP.
  • NETEASE
  • NEXON CO., LTD.
  • NEXTECH AR SOLUTIONS
  • NVIDIA
  • ROBLOX
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • UNITY
  • VALVE CORP.
  • 14.2 Start-ups/Emerging Players
  • ACKNOLEDGER
  • ALLSEATED
  • ATIRATH GAMING TECHNOLOGY
  • AXIE INFINITY
  • BETTERVERSE
  • COLORVERSE
  • CRUCIBLE NETWORK
  • DEHIDDEN
  • DOSS GAMES
  • ENJIN
  • GUILDFI
  • HYPERLINK INFOSYSTEM
  • IKONZ
  • IMPROBABLE
  • INVACT
  • INWORLD AI
  • KUDO MONEY
  • LOKA (SOCIAL/PLPATFORM SOFTWARE)
  • METAMUNDO
  • NEXTMEET
  • ONERARE
  • PLAYERSONLY
  • POLKAWAR
  • REVIRT.SPACE
  • SIMULANIS
  • SOMNIUM SPACE
  • SUPERSOCIAL
  • THE SANDBOX
  • TRACE NETWORK LABS
  • UNION
  • WALL APP
  • ZASH
  • ZEPETO

Chapter 15 Appendix: Acronyms

비교리스트
0 건의 상품을 선택 중
상품 비교하기
전체삭제