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게임 분야 메타버스 시장 규모, 점유율, 성장 분석 : 구성요소별, 기술별, 게임 장르별, 지역별 - 산업 예측(2025-2032년)

Metaverse in Gaming Market Size, Share, and Growth Analysis, By Component (Hardware, Software), By Technology (Augmented Reality (AR), Virtual Reality (VR)), By Game Genre, By Region - Industry Forecast 2025-2032

발행일: | 리서치사: SkyQuest | 페이지 정보: 영문 197 Pages | 배송안내 : 3-5일 (영업일 기준)

    
    
    



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

세계의 게임 분야 메타버스 시장 규모는 2023년에 227억 달러로 평가되었으며, 2024년 316억 2,000만 달러에서 2032년에는 4,483억 2,000만 달러로 성장하여 예측 기간(2025-2032년) 동안 CAGR 39.3%로 성장할 전망입니다.

게임 분야에서의 메타버스의 성장은 최첨단 기술, 막대한 투자, 디지털과 물리적 영역의 융합이 원동력이 되고 있으며, 이 모든 것이 탄탄한 인터넷 연결에 의해 촉진되고 있습니다. 혼합현실(MR), 증강현실(AR), 증강현실(XR), 가상현실(VR)의 혁신은 몰입형 게임 플레이 경험을 재구성하고 있습니다. 개발자와 기술 리더들의 막대한 자금 지원은 기술 혁신을 촉진하고, 인터랙티브하고 현실적인 가상 세계를 구현하고 있습니다. 대체 불가능 토큰(NFT)은 디지털 소유와 수익 창출의 새로운 패러다임을 구축함으로써 게임 내 경제를 변화시키고 있습니다. 플레이어는 가상 자산을 사고 팔 수 있고, 그 가치가 다양한 플랫폼에서 지속되면서 참여도를 높이고, 개발자와 게이머 모두에게 새로운 수익원을 창출하고 있습니다.

목차

소개

  • 조사 목적
  • 조사 범위
  • 정의

조사 방법

  • 정보 조달
  • 2차와 1차 데이터 방법
  • 시장 규모 예측
  • 시장 가정과 제한

주요 요약

  • 세계 시장 전망
  • 공급과 수요 동향 분석
  • 부문별 기회 분석

시장 역학과 전망

  • 시장 개요
  • 시장 규모
  • 시장 역학
    • 성장 촉진요인과 기회
    • 성장 억제요인과 과제
  • Porters 분석

주요 시장 인사이트

  • 핵심성공요인
  • 경쟁 정도
  • 주요 투자 기회
  • 시장 생태계
  • 시장 매력 지수(2024년)
  • PESTEL 분석
  • 거시경제 지표
  • 밸류체인 분석
  • 가격 분석
  • 규제 상황
  • 사례 연구
  • 기술 분석

게임 분야 메타버스 시장 규모 : 구성요소별 & CAGR(2025-2032년)

  • 시장 개요
  • 하드웨어
    • AR 디바이스
    • VR 디바이스
    • MR 디바이스
    • 디스플레이
  • 소프트웨어
    • 증강현실 소프트웨어
    • 게임 엔진
    • 메타버스 플랫폼
    • 금융 플랫폼
  • 서비스
    • 클라우드 게임 서비스
    • 가상 세계와 게임 호스팅
    • 게임 분석 서비스
    • 개발 및 설계 서비스
    • 메타버스 플랫폼 통합 서비스
    • 보수 및 서포트 서비스
    • 지불과 거래

게임 분야 메타버스 시장 규모 : 기술별 & CAGR(2025-2032년)

  • 시장 개요
  • 증강현실(AR)
  • 가상현실(VR)
  • 혼합현실(MR)
  • 블록체인
  • 인공지능(AI)
  • 대체 불가능 토큰(NFT)
  • 증강현실(XR)

게임 분야 메타버스 시장 규모 : 게임 장르별 & CAGR(2025-2032년)

  • 시장 개요
  • 액션
  • 어드벤처
  • 롤플레잉 게임(RPG)
  • 시뮬레이션
  • 스포츠와 레이스
  • 전략
  • 샌드박스
  • 카드 게임과 카지노 게임
  • 기타

게임 분야 메타버스 시장 규모 & CAGR(2025-2032년)

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

경쟁 정보

  • 상위 5개사의 비교
  • 주요 기업의 시장 포지셔닝(2024년)
  • 주요 시장 기업이 채용한 전략
  • 최근의 시장 동향
  • 기업의 시장 점유율 분석(2024년)
  • 주요 기업 개요
    • 기업 상세
    • 제품 포트폴리오 분석
    • 기업 부문별 점유율 분석
    • 매출 전년비 비교(2022-2024년)

주요 기업 개요

  • Meta Platforms Inc.(U.S.)
  • Microsoft Corporation(U.S.)
  • Epic Games Inc.(U.S.)
  • Roblox Corporation(U.S.)
  • Unity Technologies(U.S.)
  • Tencent Holdings Ltd.(China)
  • NVIDIA Corporation(U.S.)
  • Sony Group Corporation(Japan)
  • Google LLC(U.S.)
  • Apple Inc.(U.S.)
  • Samsung Electronics Co., Ltd.(South Korea)
  • HTC Corporation(Taiwan)
  • Valve Corporation(U.S.)
  • Niantic Inc.(U.S.)
  • Decentraland Foundation(Estonia)
  • The Sandbox(Hong Kong)
  • Animoca Brands(Hong Kong)
  • ByteDance Ltd.(China)
  • Electronic Arts Inc.(U.S.)
  • Ubisoft Entertainment SA(France)

결론과 제안

KSM 25.06.20

Global Metaverse in Gaming Market size was valued at USD 22.7 billion in 2023 and is poised to grow from USD 31.62 billion in 2024 to USD 448.32 billion by 2032, growing at a CAGR of 39.3% during the forecast period (2025-2032).

The metaverse's growth in the gaming sector is driven by cutting-edge technology, significant investments, and the fusion of digital and physical realms, all facilitated by robust internet connectivity. Innovations in mixed reality (MR), augmented reality (AR), extended reality (XR), and virtual reality (VR) are reshaping immersive gameplay experiences. Substantial financial backing from developers and tech leaders is pushing innovation, resulting in interactive, lifelike virtual worlds. A key factor in this surge is the rise of non-fungible tokens (NFTs), which are transforming in-game economies by establishing new paradigms of digital ownership and monetization. Players can now buy, sell, and trade virtual assets, ensuring their value persists across various platforms, enhancing engagement, and unlocking fresh revenue streams for developers and gamers alike.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Metaverse in Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Metaverse in Gaming Market Segments Analysis

Global Metaverse in Gaming Market is segmented by Component, Technology, Game Genre and region. Based on Component, the market is segmented into Hardware, Software and Services. Based on Technology, the market is segmented into Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Blockchain, Artificial Intelligence (AI), Non-Fungible Tokens (NFTs) and Extended Reality (XR). Based on Game Genre, the market is segmented into Action, Adventure, Role-Playing Games (RPGs), Simulation, Sports and Racing, Strategy, Sandbox, Card and Casino Games and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Metaverse in Gaming Market

The Global Metaverse in Gaming market is being significantly driven by the integration of Artificial Intelligence, which is revolutionizing the gaming experience through hyper-personalization. AI algorithms meticulously analyze player behaviors, preferences, and interactions to customize game settings, NPC dialogues, and challenges. This level of dynamic personalization fosters greater player engagement, resulting in a more immersive and interactive gaming environment. Companies such as Roblox and Inworld AI are at the forefront of this transformation, utilizing AI to develop unique storylines and gameplay elements that adapt in real time, thereby boosting player retention and enhancing monetization opportunities within the metaverse.

Restraints in the Global Metaverse in Gaming Market

The Global Metaverse in Gaming market faces significant challenges due to the high costs associated with integrating artificial intelligence. The reliance on advanced computational resources, such as powerful GPUs and cloud-based AI frameworks necessary for deep learning, real-time AI processing, and generative algorithms, makes it financially burdensome for developers. This situation particularly affects smaller gaming studios, which may find it difficult to bear such expenses, ultimately hindering the broader implementation of AI-enhanced gaming experiences. Consequently, the financial barriers associated with these technologies may slow down innovation and limit access to cutting-edge gaming developments in the metaverse.

Market Trends of the Global Metaverse in Gaming Market

The global metaverse in gaming is witnessing a transformative trend marked by the rise of AI-powered virtual companions, which are redefining player interaction and engagement. Companies like Inworld AI are pioneering the creation of intelligent non-playable characters (NPCs) that possess memory, emotions, and adaptability, fostering deeper connections with players. This evolution not only enhances gameplay experiences but also allows for personalized companionship, making virtual worlds feel more immersive and lifelike. As the demand for innovative, emotionally responsive gaming experiences grows, this trend is expected to significantly shape the future of metaverse gaming, driving investment and development in this sector.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Regulatory Landscape
  • Case Studies
  • Technological Analysis

Global Metaverse in Gaming Market Size by Component & CAGR (2025-2032)

  • Market Overview
  • Hardware
    • AR Devices
    • VR Devices
    • MR Devices
    • Displays
  • Software
    • Extended Reality Software
    • Gaming Engines
    • Metaverse Platforms
    • Financial Platforms
  • Services
    • Cloud Gaming Services
    • Virtual Worlds and Game Hosting
    • Gaming Analytics Services
    • Development and Design Services
    • Metaverse Platform Integration Services
    • Maintenance and Support Services
    • Payment and Transaction

Global Metaverse in Gaming Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Augmented Reality (AR)
  • Virtual Reality (VR)
  • Mixed Reality (MR)
  • Blockchain
  • Artificial Intelligence (AI)
  • Non-Fungible Tokens (NFTs)
  • Extended Reality (XR)

Global Metaverse in Gaming Market Size by Game Genre & CAGR (2025-2032)

  • Market Overview
  • Action
  • Adventure
  • Role-Playing Games (RPGs)
  • Simulation
  • Sports and Racing
  • Strategy
  • Sandbox
  • Card and Casino Games
  • Others

Global Metaverse in Gaming Market Size & CAGR (2025-2032)

  • North America (Component, Technology, Game Genre)
    • US
    • Canada
  • Europe (Component, Technology, Game Genre)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Component, Technology, Game Genre)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Component, Technology, Game Genre)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Component, Technology, Game Genre)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Meta Platforms Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Roblox Corporation (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent Holdings Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google LLC (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Apple Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics Co., Ltd. (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Niantic Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Decentraland Foundation (Estonia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Sandbox (Hong Kong)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Animoca Brands (Hong Kong)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ByteDance Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft Entertainment SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations

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