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Metaverse in Entertainment Market By Component, By Technology, By Application: Global Opportunity Analysis and Industry Forecast, 2022-2031

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    Report

  • 245 Pages
  • September 2023
  • Region: Global
  • Allied Market Research
  • ID: 5725181
The metaverse services have the potential to transfigure the fundamental nature of digital media consumption and social interactions for anyone with an internet connection. It combines elements of social media, online games, and video communication tools to devise a neoteric and immersive experience, one that fuses disparate digital media experiences into a single, borderless meta-universe with persistent events, spaces, objects, and economies, all in real-time.

Furthermore, with the extensive growth and expansion of virtual events and digital innovations in the metaverse, the media & entertainment industry has undergone various transformations. Moreover, the additive value that metaverse services can create for entertainment businesses preeminently boils down to three core functionalities: unlocking fan creativity, immersive storytelling, and world-building. The inclusion of these features augments audience engagement and complements franchise-building, fulfilling the requisites of any new-age entertainment brand.

Increase in consumer spending across virtual concerts, events, and others drives the market growth of metaverse in entertainment market. In addition, the ability of metaverse to cater to the desire of users to connect with a community fuels the growth of the metaverse in entertainment market. Since, the social media connections are made possible by metaverse development technologies. The basics of integrating metaverse in the entertainment sector introduce a 3D plane that is not restricted to viewing people on mobile devices or computers and hearing their voices. Together, augmented reality and virtual reality allow for the intense creation of realistic experiences that surpass the capabilities of the most recent social media features.

However, for instance, one of the features of the metaverse is multi-sensor fusion and the metaverse's supporting technologies make extensive use of sensors. These sensors are essential as they allow users to experience an immersive version of the metaverse and gather a huge amount of information about the user, including social, physiological, physical, and biometric data. As a result, the main obstacles restricting the spread of the metaverse in the entertainment market are privacy and security concerns. Contrarily, the initiatives for the advancements of digital transformation of a metaverse in the entertainment industry such as using blocking technology in metaverse can contribute a lot to digital transformation. In addition, the use of blockchain applications in metaverse is anticipated to enable users to emerge in an immersive digital space to experience complete autonomy and trust within the metaverse. Therefore, these factors are expected to provide numerous opportunities for the expansion of the metaverse in entertainment market during the forecast period.

The metaverse in entertainment market is segmented on the basis of component, technology, application, and region. By component, it is categorized into hardware, software, and service. By technology, the market is divided into blockchain, virtual & augmented reality, mixed reality, and others. By application, it is classified into film production, music labels, OTT platforms, television broadcasters, and others. By region, it is analyzed across North America, Europe, Asia Pacific, and LAMEA.

The report analyzes the profiles of key players operating in the metaverse in entertainment market such as Epic Games, Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta, Niantic, Inc., Overactive Media Group, Qualcomm Technologies, Inc., QUEPPELIN, Roblox Corporation, Tencent, and Tetavi. These players have adopted various strategies to increase their market penetration and strengthen their position in the metaverse in entertainment industry.

Key Benefits For Stakeholders

The study provides an in-depth analysis of the global metaverse in entertainment market along with the current trends and future estimations to elucidate imminent investment pockets.

Information about key drivers, restrains, and opportunities and their impact analysis on the market size is provided in the report.

The Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the industry.

The quantitative analysis of the global metaverse in entertainment market for the period 2021-2031 is provided to determine the market potential.

Additional benefits you will get with this purchase are:

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  • Investment Opportunities
  • Technology Trend Analysis
  • Regulatory Guidelines
  • Strategic Recommedations
  • Additional company profiles with specific to client's interest
  • Additional country or region analysis- market size and forecast
  • Market share analysis of players at global/region/country level
  • SWOT Analysis

Key Market Segments

By Technology

  • Blockchain
  • Virtual Reality and Augmented Reality
  • Mixed Reality
  • Others

By Component

  • Hardware
  • Software
  • Service

By Application

  • Film Production
  • Music Labels
  • OTT Platforms
  • Television Broadcasters
  • Others

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa
  • Key Market Players
  • QUEPPELIN
  • Meta
  • Niantic, Inc.
  • Overactive Media Group
  • Tencent
  • Epic Games, Inc.
  • Qualcomm Technologies, Inc.
  • Tetavi
  • Roblox Corporation
  • Hungama Digital Media Entertainment Pvt. Ltd.

Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research methodology
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.3. Porter’s five forces analysis
3.4. Market dynamics
CHAPTER 4: METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT
4.1. Overview
4.2. Hardware
4.3. Software
4.4. Service
CHAPTER 5: METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY
5.1. Overview
5.2. Blockchain
5.3. Virtual Reality and Augmented Reality
5.4. Mixed Reality
5.5. Others
CHAPTER 6: METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION
6.1. Overview
6.2. Film Production
6.3. Music Labels
6.4. OTT Platforms
6.5. Television Broadcasters
6.6. Others
CHAPTER 7: METAVERSE IN ENTERTAINMENT MARKET, BY REGION
7.1. Overview
7.2. North America
7.3. Europe
7.4. Asia-Pacific
7.5. LAMEA
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product mapping of top 10 player
8.4. Competitive dashboard
8.5. Competitive heatmap
8.6. Top player positioning, 2021
CHAPTER 9: COMPANY PROFILES
9.1. Epic Games, Inc.
9.2. Hungama Digital Media Entertainment Pvt. Ltd.
9.3. Meta
9.4. Niantic, Inc.
9.5. Overactive Media Group
9.6. Qualcomm Technologies, Inc.
9.7. QUEPPELIN
9.8. Roblox Corporation
9.9. Tencent
9.10. Tetavi
List of Tables
Table 01. Global Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 02. Metaverse in Entertainment Market for Hardware, by Region, 2021-2031 ($ Million)
Table 03. Metaverse in Entertainment Market for Software, by Region, 2021-2031 ($ Million)
Table 04. Metaverse in Entertainment Market for Service, by Region, 2021-2031 ($ Million)
Table 05. Global Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 06. Metaverse in Entertainment Market for Blockchain, by Region, 2021-2031 ($ Million)
Table 07. Metaverse in Entertainment Market for Virtual Reality and Augmented Reality, by Region, 2021-2031 ($ Million)
Table 08. Metaverse in Entertainment Market for Mixed Reality, by Region, 2021-2031 ($ Million)
Table 09. Metaverse in Entertainment Market for Others, by Region, 2021-2031 ($ Million)
Table 10. Global Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 11. Metaverse in Entertainment Market for Film Production, by Region, 2021-2031 ($ Million)
Table 12. Metaverse in Entertainment Market for Music Labels, by Region, 2021-2031 ($ Million)
Table 13. Metaverse in Entertainment Market for Ott Platforms, by Region, 2021-2031 ($ Million)
Table 14. Metaverse in Entertainment Market for Television Broadcasters, by Region, 2021-2031 ($ Million)
Table 15. Metaverse in Entertainment Market for Others, by Region, 2021-2031 ($ Million)
Table 16. Metaverse in Entertainment Market, by Region, 2021-2031 ($ Million)
Table 17. North America Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 18. North America Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 19. North America Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 20. North America Metaverse in Entertainment Market, by Country, 2021-2031 ($ Million)
Table 21. U.S. Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 22. U.S. Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 23. U.S. Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 24. Canada Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 25. Canada Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 26. Canada Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 27. Europe Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 28. Europe Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 29. Europe Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 30. Europe Metaverse in Entertainment Market, by Country, 2021-2031 ($ Million)
Table 31. UK Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 32. UK Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 33. UK Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 34. Germany Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 35. Germany Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 36. Germany Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 37. France Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 38. France Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 39. France Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 40. Italy Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 41. Italy Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 42. Italy Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 43. Spain Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 44. Spain Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 45. Spain Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 46. Rest of Europe Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 47. Rest of Europe Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 48. Rest of Europe Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 49. Asia-Pacific Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 50. Asia-Pacific Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 51. Asia-Pacific Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 52. Asia-Pacific Metaverse in Entertainment Market, by Country, 2021-2031 ($ Million)
Table 53. China Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 54. China Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 55. China Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 56. Japan Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 57. Japan Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 58. Japan Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 59. India Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 60. India Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 61. India Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 62. Australia Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 63. Australia Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 64. Australia Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 65. South Korea Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 66. South Korea Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 67. South Korea Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 68. Rest of Asia-Pacific Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 69. Rest of Asia-Pacific Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 70. Rest of Asia-Pacific Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 71. LAMEA Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 72. LAMEA Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 73. LAMEA Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 74. LAMEA Metaverse in Entertainment Market, by Country, 2021-2031 ($ Million)
Table 75. Latin America Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 76. Latin America Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 77. Latin America Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 78. Middle East Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 79. Middle East Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 80. Middle East Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 81. Africa Metaverse in Entertainment Market, by Component, 2021-2031 ($ Million)
Table 82. Africa Metaverse in Entertainment Market, by Technology, 2021-2031 ($ Million)
Table 83. Africa Metaverse in Entertainment Market, by Application, 2021-2031 ($ Million)
Table 84. Epic Games, Inc.: Key Executives
Table 85. Epic Games, Inc.: Company Snapshot
Table 86. Epic Games, Inc.: Service Segments
Table 87. Epic Games, Inc.: Product Portfolio
Table 88. Epic Games, Inc.: Key Stratergies
Table 89. Hungama Digital Media Entertainment Pvt. Ltd.: Key Executives
Table 90. Hungama Digital Media Entertainment Pvt. Ltd.: Company Snapshot
Table 91. Hungama Digital Media Entertainment Pvt. Ltd.: Service Segments
Table 92. Hungama Digital Media Entertainment Pvt. Ltd.: Product Portfolio
Table 93. Hungama Digital Media Entertainment Pvt. Ltd.: Key Stratergies
Table 94. Meta: Key Executives
Table 95. Meta: Company Snapshot
Table 96. Meta: Service Segments
Table 97. Meta: Product Portfolio
Table 98. Meta: Key Stratergies
Table 99. Niantic, Inc.: Key Executives
Table 100. Niantic, Inc.: Company Snapshot
Table 101. Niantic, Inc.: Product Portfolio
Table 102. Niantic, Inc.: Key Stratergies
Table 103. Overactive Media Group: Key Executives
Table 104. Overactive Media Group: Company Snapshot
Table 105. Overactive Media Group: Service Segments
Table 106. Overactive Media Group: Product Portfolio
Table 107. Overactive Media Group: Key Stratergies
Table 108. Qualcomm Technologies, Inc. : Key Executives
Table 109. Qualcomm Technologies, Inc. : Company Snapshot
Table 110. Qualcomm Technologies, Inc. : Service Segments
Table 111. Qualcomm Technologies, Inc. : Product Portfolio
Table 112. Qualcomm Technologies, Inc. : Key Stratergies
Table 113. Queppelin: Key Executives
Table 114. Queppelin: Company Snapshot
Table 115. Queppelin: Service Segments
Table 116. Queppelin: Product Portfolio
Table 117. Queppelin: Key Stratergies
Table 118. Roblox Corporation: Key Executives
Table 119. Roblox Corporation: Company Snapshot
Table 120. Roblox Corporation: Service Segments
Table 121. Roblox Corporation: Product Portfolio
Table 122. Roblox Corporation: Key Stratergies
Table 123. Tencent: Key Executives
Table 124. Tencent: Company Snapshot
Table 125. Tencent: Service Segments
Table 126. Tencent: Product Portfolio
Table 127. Tencent: Key Stratergies
Table 128. Tetavi: Key Executives
Table 129. Tetavi: Company Snapshot
Table 130. Tetavi: Product Portfolio
Table 131. Tetavi: Key Stratergies
List of Figures
Figure 01. Metaverse in Entertainment Market, 2021-2031
Figure 02. Segmentation of Metaverse in Entertainment Market, 2021-2031
Figure 03. Top Impacting Factors in Metaverse in Entertainment Market (2021 to 2031)
Figure 04. Top Investment Pockets in Metaverse in Entertainment Market (2022-2031)
Figure 05. High Bargaining Power of Suppliers
Figure 06. Moderate Threat of New Entrants
Figure 07. High Threat of Substitutes
Figure 08. Moderate Intensity of Rivalry
Figure 09. Moderate Bargaining Power of Buyers
Figure 10. Global Metaverse in Entertainment Market: Drivers, Restraints and Opportunities
Figure 11. Metaverse in Entertainment Market, by Component, 2021 and 2031 (%)
Figure 12. Comparative Share Analysis of Metaverse in Entertainment Market for Hardware, by Country 2021 and 2031 (%)
Figure 13. Comparative Share Analysis of Metaverse in Entertainment Market for Software, by Country 2021 and 2031 (%)
Figure 14. Comparative Share Analysis of Metaverse in Entertainment Market for Service, by Country 2021 and 2031 (%)
Figure 15. Metaverse in Entertainment Market, by Technology, 2021 and 2031 (%)
Figure 16. Comparative Share Analysis of Metaverse in Entertainment Market for Blockchain, by Country 2021 and 2031 (%)
Figure 17. Comparative Share Analysis of Metaverse in Entertainment Market for Virtual Reality and Augmented Reality, by Country 2021 and 2031 (%)
Figure 18. Comparative Share Analysis of Metaverse in Entertainment Market for Mixed Reality, by Country 2021 and 2031 (%)
Figure 19. Comparative Share Analysis of Metaverse in Entertainment Market for Others, by Country 2021 and 2031 (%)
Figure 20. Metaverse in Entertainment Market, by Application, 2021 and 2031 (%)
Figure 21. Comparative Share Analysis of Metaverse in Entertainment Market for Film Production, by Country 2021 and 2031 (%)
Figure 22. Comparative Share Analysis of Metaverse in Entertainment Market for Music Labels, by Country 2021 and 2031 (%)
Figure 23. Comparative Share Analysis of Metaverse in Entertainment Market for Ott Platforms, by Country 2021 and 2031 (%)
Figure 24. Comparative Share Analysis of Metaverse in Entertainment Market for Television Broadcasters, by Country 2021 and 2031 (%)
Figure 25. Comparative Share Analysis of Metaverse in Entertainment Market for Others, by Country 2021 and 2031 (%)
Figure 26. Metaverse in Entertainment Market by Region, 2021 and 2031 (%)
Figure 27. U.S. Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 28. Canada Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 29. UK Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 30. Germany Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 31. France Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 32. Italy Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 33. Spain Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 34. Rest of Europe Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 35. China Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 36. Japan Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 37. India Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 38. Australia Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 39. South Korea Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 40. Rest of Asia-Pacific Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 41. Latin America Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 42. Middle East Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 43. Africa Metaverse in Entertainment Market, 2021-2031 ($ Million)
Figure 44. Top Winning Strategies, by Year (2020-2022)
Figure 45. Top Winning Strategies, by Development (2020-2022)
Figure 46. Top Winning Strategies, by Company (2020-2022)
Figure 47. Product Mapping of Top 10 Players
Figure 48. Competitive Dashboard
Figure 49. Competitive Heatmap: Metaverse in Entertainment Market
Figure 50. Top Player Positioning, 2021
Figure 51. Meta: Net Revenue, 2019-2021 ($ Million)
Figure 52. Meta: Revenue Share by Segment, 2021 (%)
Figure 53. Meta: Revenue Share by Region, 2021 (%)
Figure 54. Overactive Media Group: Net Revenue, 2019-2021 ($ Million)
Figure 55. Overactive Media Group: Revenue Share by Segment, 2021 (%)
Figure 56. Overactive Media Group: Revenue Share by Region, 2021 (%)
Figure 57. Qualcomm Technologies, Inc. : Net Revenue, 2020-2022 ($ Million)
Figure 58. Qualcomm Technologies, Inc. : Revenue Share by Segment, 2022 (%)
Figure 59. Qualcomm Technologies, Inc. : Revenue Share by Region, 2022 (%)
Figure 60. Tencent: Net Revenue, 2019-2021 ($ Million)
Figure 61. Tencent: Revenue Share by Segment, 2021 (%)
Figure 62. Tencent: Revenue Share by Region, 2021 (%)

Executive Summary

According to the report, the metaverse in entertainment market was valued at $13.8 billion in 2021, and is estimated to reach $221.7 billion by 2031, growing at a CAGR of 32.3% from 2022 to 2031.

The Metaverse in Entertainment Market is likely to experience a significant growth rate of 32.3% from 2022-2031 owing to increasing market demand from film production and gaming sector.

Metaverse platforms are a network of three-dimensional (3D) virtual environments centered on social interaction and communication. These are frequently portrayed in futuristic and science fiction as a potential iteration of the Internet as a single, worldwide virtual environment made possible by the usage of virtual reality and augmented reality headgear. Such advancements in metaverse technology are expected to contribute toward development of the metaverse industry in the coming years.

Key factors driving the growth of the Metaverse in entertainment market include rise in demand for work from home and remote working tools during the COVID-19 pandemic and growth in consumer spending across virtual concerts, events, and others. The entertaining part of Metaverse is that users can experience a totally different world away from reality in an unfamiliar ecosystem. Metaverse platforms in theme parks as well as amusement parks will attract users from across the world without any additional cost. It is both cost-efficient and time efficient as tourists or visitors need not have to travel a very long distance to visit those places and have fun. Therefore, growing awareness regarding metaverse in entertainment propel demand for metaverse in entertainment. However, privacy and security concerns over the metaverse, legal challenges associated with the rights of digital collectibles, and the high cost of AR and VR devices limiting the growth of the market.

The market also offers growth opportunities to the key players in the market. Increasing consumer acceptance of online games is a trend in the market. Metaverse provides an immersive visual experience and supports emerging technologies such as the Internet of Things, blockchain, and 3D visualization. Increasing use of advanced gaming technology, increasing income levels, and changing consumer entertainment choices will drive market growth over the forecast period.

The metaverse in entertainment market is segmented on the basis of component, technology, application, and region. By component, it is segmented into hardware, software, and service. By technology, the market is divided into blockchain, virtual and augmented reality, mixed reality, and others. By application, it is bifurcated into film production, music labels, OTT platforms, television broadcasters, and others. Region wise, it is analyzed across North America (the U.S., and Canada), Europe (the UK, Germany, France, Italy, Spain, and rest of Europe), Asia-Pacific (China, India, Japan, Australia, South Korea and rest of Asia-Pacific), and LAMEA (Latin America, Middle East and Africa).

The key players profiled in the study include Epic Games, Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta, Niantic, Inc., Overactive Media Group, Qualcomm Technologies, Inc., QUEPPELIN, Roblox Corporation, Tencent, and Tetavi. The players in the market have been actively engaged in the adoption various strategies such as acquisition, product launch and expansion to remain competitive and gain advantage over the competitors in the market. For instance, in March 2022, American telecommunications giant Qualcomm announced a new cooperation deal with ByteDance, the Beijing-based parent company of TikTok, at Mobile World Congress (MWC) in Barcelona. Under this arrangement, the two sides cooperate in the development of hardware equipment, software platforms, and developer tools. Furthermore, the partnership mainly aimed at extended reality (XR) technology, with a goal of further developing the global XR ecosystem. In addition, in March 2022, Qualcomm announced the launch of the Snapdragon Metaverse Fund, established to invest up to $100 million in developers and companies building unique, immersive XR experiences, as well as associated core augmented reality (AR) and related artificial intelligence (AI) technologies. The fund plans to deploy capital through a combination of venture investments in leading XR companies by Qualcomm Ventures and a grant program by Qualcomm Technologies, Inc. for developer ecosystem funding in XR experiences such as gaming, health and wellness, media, entertainment, education, and enterprise.

Key Market Insights

By component, the hardware segment was the highest revenue contributor to the market, and is estimated to reach $93.34 billion by 2031, with a CAGR of 28.5%. However, the software segment is estimated to be the fastest growing segment with the CAGR of 36.7% during the forecast period.

By application, the virtual reality and augmented reality segment dominated the global market, and is estimated to reach $80.67 billion by 2031, with a CAGR of 30.0%. However, the blockchain segment is expected to be the fastest growing segment during the Metaverse in entertainment Market Forecast.

Based on region, North America was the highest revenue contributor, accounting for $5.31 billion in 2021, and is estimated to reach $63.57 billion by 2031, with a CAGR of 28.5%.

Companies Mentioned

  • QUEPPELIN
  • Meta
  • Niantic, Inc.
  • Overactive Media Group
  • Tencent
  • Epic Games, Inc.
  • Qualcomm Technologies, Inc.
  • Tetavi
  • Roblox Corporation
  • Hungama Digital Media Entertainment Pvt. Ltd.

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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