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Global Metaverse Market Size study, by Platform by Platform by Technology by Offering by Application by End-use and Regional Forecasts 2022-2028

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    • Tencent Holdings Ltd.
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LSH 22.07.06

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

Table of Contents

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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