시장보고서
상품코드
1518387

메타버스 시장 : 제공 제품별, 매체별, 용도별, 최종 이용 산업별, 지역별 - 세계 예측(-2030년)

Metaverse Market by Offering (Hardware, Platforms), Medium (HoloLense, Headset, Others), Application (Virtual Learning, Virtual/Enhanced Gaming, Others), End-use Industry (Gaming, Marketing & Advertising, Others), Geography - Global Forecast to 2030

발행일: | 리서치사: Meticulous Research | 페이지 정보: 영문 250 Pages | 배송안내 : 5-7일 (영업일 기준)

    
    
    




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

이 보고서는 "메타버스 시장 : 제공 제품, 매체, 용도, 최종 이용 산업, 지역별 - 예측"이라는 제목으로 주요 5개 지역의 메타버스 시장을 상세히 분석하여 현재 시장 동향, 시장 규모, 시장 점유율, 최근 동향, 2031년까지의 예측 등을 정리한 보고서입니다. 메타버스 시장은 2024-2031년 49.7%의 CAGR로 2031년까지 1조 2,587억 달러에 달할 것으로 예측됩니다.

이 시장의 성장은 엔터테인먼트 및 게임 산업에서 메타버스 기술의 통합 증가, 메타버스 시장 개척을 지원하기 위한 정부의 이니셔티브와 투자, 고객 경험을 개선하기 위한 기업의 메타버스 기술 채택 증가에 의해 이루어질 것으로 예상됩니다.

또한, 기업 및 접객업 부문의 가상 경험에 대한 수요 증가와 교육 및 훈련 목적의 메타버스 기술 채택 증가는 시장 성장의 기회를 창출할 것으로 예상됩니다. 그러나 사이버 보안, 프라이버시 보호 및 사용 표준에 대한 엄격한 규제는 시장 성장에 영향을 미치는 도전 과제 중 일부입니다.

목차

제1장 소개

제2장 조사 방법

  • 조사 가정

제3장 주요 요약

제4장 시장 인사이트

  • 개요
  • 시장 성장에 영향을 미치는 요인
    • 성장 촉진요인
      • 엔터테인먼트 및 게임 업계의 메타버스 수요 증가
      • 메타버스에 대한 정부 이니셔티브와 투자 증가
      • 고객 경험 향상을 위한 메타버스 채용 증가
    • 성장 억제요인
      • 높은 설치 비용과 유지보수 비용
      • 과잉 사용에 의한 건강 문제
    • 기회
      • 기업과 호스피탈리티 부문의 가상 경험 채용 증가
      • 교육과 트레이닝의 메타버스 요구 상승
    • 과제
      • 정부 규제와 환경에 대한 영향
      • 사이버 보안, 프라이버시, 이용 기준에 관한 메타버스 규제
  • 동향
  • 사례 연구

제5장 메타버스 시장 : 제공 제품별 평가

  • 개요
  • 하드웨어
    • AR 디바이스
    • VR 디바이스
    • MR 디바이스
    • 디스플레이
  • 플랫폼
    • 전통적
    • 블록체인
      • 중앙집권형 메타버스
      • 분산형 메타버스

제6장 메타버스 시장 : 매체별 평가

  • 개요
  • 홀로렌즈
  • 데스크톱
  • 스마트폰
  • 헤드셋

제7장 메타버스 시장 : 용도별 평가

  • 개요
  • 가상 러닝
  • VR 엔터테인먼트
  • 가상 작업 환경
  • 가상/확장 게임
  • 가상 소셜라이제이션
  • 디지털 헬스 자원
  • 기타

제8장 메타버스 시장 : 최종 이용 산업별 평가

  • 개요
  • 게임
  • IT·통신
  • 교육
  • 금융
  • 마케팅·광고
  • 의료
  • 여행·호스피탈리티
  • 건설
  • 운송
  • 제조업
  • 소매·E-Commerce
  • 기타

제9장 메타버스 시장 : 지역별 평가

  • 개요
  • 북미
    • 미국
    • 캐나다
  • 유럽
    • 독일
    • 영국
    • 프랑스
    • 이탈리아
    • 스페인
    • 기타 유럽
  • 아시아태평양
    • 일본
    • 중국
    • 인도
    • 한국
    • 기타 아시아태평양
  • 라틴아메리카
  • 중동 및 아프리카

제10장 경쟁 상황

  • 개요
  • 주요 성장 전략
  • 경쟁 벤치마킹
  • 경쟁 대시보드
    • 업계 리더
    • 시장 차별화 요인
    • 선행 기업
    • 신흥 기업
  • 벤더 시장 포지셔닝
  • 시장 점유율 분석

제11장 기업 개요(기업 개요, 재무 개요, 제품 포트폴리오, 전략적 전개)

  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Google LLC
  • Unity Software Inc.
  • Accenture PLC
  • Adobe Inc.
  • Hewlett Packard Enterprise Company
  • Infosys Ltd.
  • TCS
  • Qualcomm Technologies, Inc.
  • Ansys
  • Autodesk
  • Intel Corporation
  • Tech Mahindra
  • Samsung
  • NetEase, Inc.
  • Electronic Arts Inc.
  • Epic games
  • Take-Two
  • Valve

(참고 : 상위 5개사 SWOT 분석을 제공 예정)

제12장 부록

ksm 24.07.30

Metaverse Market by Offering (Hardware, Platforms), Medium (HoloLens, Headset, Others), Application (Virtual Learning, Virtual/Enhanced Gaming, Others), End-use Industry (Gaming, Marketing & Advertising, Others), Geography-Forecast to 2031.

The research report titled, 'Metaverse Market by Offering (Hardware, Platforms), Medium (HoloLens, Headset, Others), Application (Virtual Learning, Virtual/Enhanced Gaming, Others), End-use Industry (Gaming, Marketing & Advertising, Others), Geography-Forecast to 2031, provides an in-depth analysis of the metaverse market across five major geographies and emphasizes on the current market trends, market sizes, market shares, recent developments, and forecasts till 2031. The metaverse market is projected to reach $1,258.7 billion by 2031, at a CAGR of 49.7% from 2024 to 2031.

The growth of this market is driven by the increasing integration of metaverse technologies in the entertainment & gaming industries, government initiatives & investments aimed at supporting metaverse development, and the rising adoption of metaverse technologies by businesses to enhance customer experiences.

Furthermore, the rising demand for virtual experiences in the corporate and hospitality sectors and the increasing adoption of metaverse technologies for educational & training purposes are expected to create market growth opportunities. However, stringent regulations on cybersecurity, privacy protection, and usage standards are some of the challenges impacting the market's growth.

The metaverse market is segmented by offering (hardware, platforms), medium (HoloLens, desktops, smartphones, and headsets), application (virtual learning, VR entertainment, virtual work settings, virtual/enhanced gaming, virtual socialization, digital health resources, and other applications), end-use industry (gaming, IT & telecommunications, education, finance, marketing & advertising, healthcare, travel & hospitality, construction, transportation, manufacturing, retail & e-commerce, and other end-use industries). This study also evaluates industry competitors and analyzes the market at the regional and country levels.

Based on offering, the metaverse market is segmented into hardware and platforms. In 2024, the hardware segment is expected to account for the larger share of the global metaverse market. The large market share of this segment is mainly attributed to the increasing development of advanced hardware, such as VR/AR headsets, haptic devices, and sensors, to improve the realism of virtual worlds. For instance, in June 2023, Meta Platforms, Inc. (U.S.) announced the company's next-generation mixed-reality headset. This new headset offers several upgrades compared to its predecessor, including a sleeker design with a reduced thickness of 40%.

However, the platforms segment is expected to record the highest CAGR during the forecast period. The growth of this segment is driven by the rising adoption of metaverse & other immersive technologies across various industries such as BFSI, retail, and media & entertainment. In addition, the rising focus of players on product development and enhancement is expected to drive the segment growth. For instance, in August 2021, NVIDIA Corporation (U.S.) announced a major expansion of NVIDIA Omniverse - the world's first simulation and collaboration platform to deliver the foundation of the metaverse through new integrations with Blender and Adobe that will open the platform to millions of users.

Based on medium, the metaverse market is segmented into HoloLens, desktops, smartphones, and headsets. In 2024, the desktop segment is expected to account for the largest share of the global metaverse market. Platforms like decentraland and many other metaverse applications can be accessed using a smartphone, desktop PC, or laptop. However, desktop computers often provide more enhanced capabilities, improving the overall user experience. This factor contributes to the large market share of this segment.

However, the mobile segment is expected to record the highest CAGR during the forecast period. This growth is driven by the growing popularity of smartphones, significant revenue growth in mobile gaming, and the convenience & accessibility these devices provide. Additionally, technological advancements and the emergence of web3 have led to the increased adoption of smart devices. Many metaverse applications are now accessible on Android devices, allowing users to download apps and access virtual environments directly through their phones. For instance, in November 2021, Baidu, Inc. (China) launched a metaverse app enabling the exploration of virtual worlds via smartphones, PCs, or VR goggles.

Based on application, the metaverse market is segmented into virtual learning, entertainment in VR, virtual work settings, virtual/enhanced gaming, virtual socialization, digital health resources, and other applications. In 2024, the virtual/enhanced gaming segment is expected to account for the largest share of the global Metaverse market. This segment's large market share can be attributed to the continuous innovations and advancements by developers aimed at enhancing immersion and realism in games. Additionally, the increasing accessibility to high-speed internet and the rising adoption of VR and AR technologies are further driving the growth of this segment.

However, the virtual learning segment is expected to record the highest CAGR during the forecast period. This segment's growth is driven by the increasing adoption of the metaverse by educational institutes aimed at enhancing interactive and engaging learning experiences, facilitating faster learning, and improving student performance through immersive educational environments. For instance, in December 2022, Edverse (India), an education metaverse company, launched Edverse Meta Classroom. The platform is the world's first virtual classroom designed to be conducted inside the Metaverse. It provides educators and learners with 3D visualizing and storytelling, creating an immersive environment for an enhanced learning experience.

Based on end-use industry, the metaverse market is segmented into gaming, IT & telecom, education, finance, marketing & advertising, healthcare, travel & hospitality, construction, transportation, manufacturing, retail & ecommerce, and other end-use industries. In 2024, the gaming segment is expected to account for the largest share of the global metaverse market. This segment's large market share is attributed to the rising integration of the metaverse platform with gaming to provide players with immersive and interactive experiences, unlock new monetization opportunities, foster long-term player engagement, and enable seamless cross-platform interactions, allowing players to connect and engage with games and experiences regardless of the hardware or console they are using. Furthermore, initiatives aimed at integrating immersive technologies with games are driving the growth of this segment. For instance, in February 2022, Sony (Japan) launched VR2 and VR2 Sense Controllers for the PlayStation 5, aiming to provide users with high-quality virtual reality experiences that immerse them deeply in gaming environments.

However, the marketing & advertising segment is expected to record the highest CAGR during the forecast period. This segment's growth is driven by the rising need to create immersive and engaging experiences that can help increase brand awareness, enhance user engagement, generate new revenue streams, and gain valuable insights into user behavior and preferences.

Based on geography, the metaverse market is segmented into North America, Asia-Pacific, Europe, Latin America, and the Middle East & Africa. In 2024, North America is expected to account for the largest share of the Metaverse market. North America's significant market share can be attributed to its well-developed and advanced technological infrastructure, substantial investments in digital innovation by companies and individuals, a thriving gaming industry, and collaborative efforts between technology firms, content creators, and platform developers to integrate metaverse technologies across various sectors.

Some of the recent developments in this market are as follows:

  • In January 2022, Microsoft Corporation (U.S.) acquired Activision Blizzard, Inc. (U.S.) to foster the metaverse industry's development and accelerate Microsoft's gaming business growth across mobile, PC, cloud, and console platforms.
  • In January 2023, the International Organization for Public-Private Cooperation in Geneva, also known as the World Economic Forum (WEF), collaborated with Microsoft Corporation (U.S.) and Accenture PLC (Ireland) to build a Global Collaboration Village. This metaverse platform focuses on promoting virtual multi-stakeholder cooperation.

However, the market in Asia-Pacific is expected to register the highest CAGR during the forecast period. The growth of this regional market is driven by the increasing integration of metaverse technologies in the media & entertainment and gaming industries, government initiatives & policies supporting digital transformation & innovation, and digitalization across art, fashion, and retail sectors.

Some of the recent developments in this market are as follows:

  • In March 2023, South Korea announced an investment of USD 21 million (27.7 billion KRW) into local services looking to utilize the metaverse
  • In September 2022, Meta Platforms, Inc. (U.S.) collaborated with the IT Ministry of India to release the XR Startup Program to develop advancements in evolving technologies such as virtual and augmented reality. This initiative focused on encouraging technological improvement in smaller towns and cities.
  • In September 2022, Animoca Brands Corporation Ltd (China) secured USD 110 million in a strategic funding round. The round included investments from new investors Temasek (Singapore), Boyu Capital (Hong Kong), and GGV Capital (U.S.), alongside existing investors Mirae Asset Management (India) and True Global Ventures (TGV) (Singapore). The company plans to utilize the capital to fund strategic acquisitions, develop products, secure licenses for popular intellectual properties, and drive advancements within the open metaverse.
  • In February 2022, i-City Malaysia announced an investment of USD 2.17 million (RM 10 million) to enhance a theme park with 3D metaverse.

Key Players:

The key players operating in the metaverse market are Meta Platforms, Inc. (U.S.), Microsoft Corporation(U.S.), Google LLC (U.S.), Unity Software Inc. (U.S.), Accenture PLC (Ireland), Adobe Inc. (U.S.), Hewlett Packard Enterprise Company (U.S.), Infosys Ltd. (India), TCS (India), Qualcomm Technologies, Inc. (U.S.), Ansys (U.S.), Autodesk (U.S.), Intel Corporation (U.S.), Tech Mahindra (India), Samsung (South Korea), NetEase, Inc. (China), Electronic Arts Inc. (U.S.), Epic Games (U.S.), Take-Two (U.S.), and Valve (U.S.)

Key questions answered in the report-

  • Which high-growth market segments are based on offering, medium, application, and end-use industry?
  • What was the historical market size for the metaverse?
  • What are the market forecasts and estimates for the period 2024-2031?
  • What are the major drivers, restraints, and opportunities in the metaverse market?
  • Who are the major players in the metaverse market, and what are their market shares?
  • What is the competitive landscape like?
  • What are the recent developments in the metaverse market?
  • What strategies are adopted by the major players in the metaverse market?
  • What are the key geographic trends, and which are the high-growth countries?
  • Who are the emerging players in the global metaverse market, and how do they compete with the other players?

Scope of the Report:

Metaverse Market Assessment-by Offering

  • Hardware
  • AR Devices
  • VR Devices
  • MR Devices
  • Displays
  • Platforms
  • Traditional
  • Blockchain
    • Centralized Metaverse
    • Decentralized Metaverse

Metaverse Market Assessment-by Medium

  • HoloLens
  • Desktops
  • Smartphones
  • Headsets

Metaverse Market Assessment-by Application

  • Virtual Learning
  • VR Entertainment
  • Virtual Work Settings
  • Virtual/Enhanced Gaming
  • Virtual Socialization
  • Digital Health Resources
  • Other Applications

Metaverse Market Assessment-by End-use Industry

  • Gaming
  • IT & Telecommunications
  • Education
  • Finance
  • Marketing & Advertising
  • Healthcare
  • Travel & Hospitality
  • Construction
  • Transportation
  • Manufacturing
  • Retail & E-commerce
  • Other End-use Industries

Metaverse Market Assessment-by Geography

  • North America
    • U.S.
    • Canada
  • Europe
    • U.K.
    • Germany
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
  • Middle East & Africa

TABLE OF CONTENTS

1. Introduction

  • 1.1 Market Definition & Scope
  • 1.2 Market Ecosystem
  • 1.3 Currency & Limitations
  • 1.4 Key Stakeholders

2. Research Methodology

  • 2.1 Research Approach
  • 2.2 Process of Data Collection and Validation
    • 2.2.1 Secondary Research
    • 2.2.2 Primary Research/Interviews with Key Opinion Leaders of the Industry
  • 2.3 Market Sizing and Forecast
    • 2.3.1 Market Size Estimation Approach
      • 2.3.1.1 Bottom-up Approach
      • 2.3.1.2 Top-down Approach
    • 2.3.2 Growth Forecast Approach
  • 2.4 Assumption for the Study

3. Executive Summary

4. Market Insights

  • 4.1 Overview
  • 4.2 Factors Affecting Market Growth
    • 4.2.1 Drivers
      • 4.2.1.1 Increasing Demand for Metaverse in the Entertainment & Gaming Industry
      • 4.2.1.2 Rising Government Initiatives and Investment in Metaverse
      • 4.2.1.3 Growing Adoption of Metaverse to Enhance Customer Experience
    • 4.2.2 Restraints
      • 4.2.2.1 High Installation and Maintenance Costs
      • 4.2.2.2 Health Issues from Excessive Use
    • 4.2.3 Opportunities
      • 4.2.3.1 Rising Adoption of Virtual Experiences In the Corporate and Hospitality Sector
      • 4.2.3.2 Growing Need for Metaverse in Education and Training
    • 4.2.4 Challenges
      • 4.2.4.1 Government Restrictions Coupled With the Environmental Impact
      • 4.2.4.2 Regulating the Metaverse With Respect to Cybersecurity, Privacy, and Usage Standards
  • 4.3 Trends
  • 4.4 Case Studies

5. Metaverse Market Assessment-by Offering

  • 5.1 Overview
  • 5.2 Hardware
    • 5.2.1 AR Devices
    • 5.2.2 VR Devices
    • 5.2.3 MR Devices
    • 5.2.4 Displays
  • 5.3 Platform
    • 5.3.1 Traditional
    • 5.3.2 Blockchain
      • 5.3.2.1 Centralized Metaverse
      • 5.3.2.2 Decentralized Metaverse

6. Metaverse Market Assessment-by Medium

  • 6.1 Overview
  • 6.2 HoloLense
  • 6.3 Desktops
  • 6.4 Smartphones
  • 6.5 Headsets

7. Metaverse Market Assessment-by Application

  • 7.1 Overview
  • 7.2 Virtual Learning
  • 7.3 VR Entertainment
  • 7.4 Virtual Work Settings
  • 7.5 Virtual/Enhanced Gaming
  • 7.6 Virtual Socialization
  • 7.7 Digital Health Resources
  • 7.8 Other Applications

8. Metaverse Market Assessment-by End-use Industry

  • 8.1 Overview
  • 8.2 Gaming
  • 8.3 IT & Telecommunications
  • 8.4 Education
  • 8.5 Finance
  • 8.6 Marketing & Advertising
  • 8.7 Healthcare
  • 8.8 Travel & Hospitality
  • 8.9 Construction
  • 8.10 Transportation
  • 8.11 Manufacturing
  • 8.12 Retail & Ecommerce
  • 8.13 Other End-use Industries

9. Metaverse Market Assessment-by Geography

  • 9.1 Overview
  • 9.2 North America
    • 9.2.1 U.S.
    • 9.2.2 Canada
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 U.K.
    • 9.3.3 France
    • 9.3.4 Italy
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia-Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 South Korea
    • 9.4.5 Rest of Asia-Pacific
  • 9.5 Latin America
  • 9.6 Middle East & Africa

10. Competitive Landscape

  • 10.1 Overview
  • 10.2 Key Growth Strategies
  • 10.3 Competitive Benchmarking
  • 10.4 Competitive Dashboard
    • 10.4.1 Industry Leaders
    • 10.4.2 Market Differentiators
    • 10.4.3 Vanguards
    • 10.4.4 Emerging Companies
  • 10.5 Vendor Market Positioning
  • 10.6 Market Share Analysis

11. Company Profiles (Company Overview, Financial Overview, Product Portfolio, and Strategic Developments)

  • 11.1 Meta Platforms, Inc.
  • 11.2 Microsoft Corporation
  • 11.3 Google LLC
  • 11.4 Unity Software Inc.
  • 11.5 Accenture PLC
  • 11.6 Adobe Inc.
  • 11.7 Hewlett Packard Enterprise Company
  • 11.8 Infosys Ltd.
  • 11.9 TCS
  • 11.10 Qualcomm Technologies, Inc.
  • 11.11 Ansys
  • 11.12 Autodesk
  • 11.13 Intel Corporation
  • 11.14 Tech Mahindra
  • 11.15 Samsung
  • 11.16 NetEase, Inc.
  • 11.17 Electronic Arts Inc.
  • 11.18 Epic games
  • 11.19 Take-Two
  • 11.20 Valve

(Note: SWOT Analysis of Top 5 Companies Will be Provided)

12. Appendix

  • 12.1 Available Customization
  • 12.2 Related Reports
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