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Metaverse Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2028

  • Report

  • 100 Pages
  • August 2022
  • Region: Global
  • Infinium Global Research
  • ID: 5698972
The report on the global metaverse market provides qualitative and quantitative analysis for the period from 2020 to 2028. The report predicts the global metaverse market to grow with a CAGR of around 43% over the forecast period from 2022-2028. The study on metaverse market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2020 to 2028.

The report on metaverse market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global metaverse market over the period of 2020 to 2028. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global metaverse market over the period of 2020 to 2028. Further, IGR- Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings

1) Drivers

  • Increased demand of entertainment and gaming industry will drive the market growth.
  • Enhanced demand of digital twins in developing countries will fuel the market growth.

2) Restraints

  • Threat of cyber attacks is expected to hamper the market growth.

3) Opportunities

  • Increasing use of metaverse in aerospace and defense industry will create growth opportunities.

Research Methodology

A) Primary Research

The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders associated with the publisher
2. Internal and External subject matter experts
3. Professionals and participants from the industry

The primary research respondents typically include

1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives

B) Secondary Research

Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. At the publisher, each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include

1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others
5. Websites and publications by research agencies

Segments Covered

The global metaverse market is segmented on the basis of component, technology, application, and industry vertical.

The Global Metaverse Market by Component

  • Hardware
  • Software
  • Service

The Global Metaverse Market by Technology

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

The Global Metaverse Market by Application

  • Gaming
  • Online Shopping
  • Content Creation and Social Media
  • Events and Conference
  • Digital Marketing

The Global Metaverse Market by Industry Vertical

  • BFSI
  • Retail Media and Entertainment
  • Education
  • Aerospace and Defense
  • Automotive
  • Others

Company Profiles

The companies covered in the report include:
  • Meta Platforms, Inc.
  • Tencent Holdings Ltd.
  • Nvidia Corporation
  • Epic Games, Inc.
  • Roblox Corporation
  • Nextech AR Solutions Corp.
  • Pixowl, Inc.
  • Facebook Reality Labs
  • Decentraland
  • Antier Solutions Pvt. Ltd.

What does this Report Deliver?

1. Comprehensive analysis of the global as well as regional markets of the metaverse market
2. Complete coverage of all the segments in the metaverse market to analyze the trends, developments in the global market and forecast of market size up to 2028
3. Comprehensive analysis of the companies operating in the global metaverse market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company
4. IGR- Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify

Table of Contents

Chapter 1. Preface
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
Chapter 2. Executive Summary
2.1. Metaverse Market Highlights
2.2. Metaverse Market Projection
2.3. Metaverse Market Regional Highlights
Chapter 3. Global Metaverse Market Overview
3.1. Introduction
3.2. Market Dynamics
3.2.1. Drivers
3.2.2. Restraints
3.2.3. Opportunities
3.3. Analysis of COVID-19 impact on the Metaverse Market
3.4. Porter's Five Forces Analysis
3.5. IGR-Growth Matrix Analysis
3.5.1. IGR-Growth Matrix Analysis by Component
3.5.2. IGR-Growth Matrix Analysis by Technology
3.5.3. IGR-Growth Matrix Analysis by Application
3.5.4. IGR-Growth Matrix Analysis by Industry Vertical
3.5.5. IGR-Growth Matrix Analysis by Region
3.6. Value Chain Analysis of Metaverse Market
Chapter 4. Metaverse Market Macro Indicator Analysis
Chapter 5. Global Metaverse Market by Component
5.1. Hardware
5.2. Software
5.3. Service
Chapter 6. Global Metaverse Market by Technology
6.1. Blockchain
6.2. Virtual Reality and Augmented Reality
6.3. Mixed Reality
6.4. Others
Chapter 7. Global Metaverse Market by Application
7.1. Gaming
7.2. Online Shopping
7.3. Content Creation And Social Media
7.4. Events and Conference
7.5. Digital Marketing
Chapter 8. Global Metaverse Market by Industry Vertical
8.1. BFSI
8.2. Retail Media and Entertainment
8.3. Education
8.4. Aerospace and Defense
8.5. Automotive
8.6. Others
Chapter 9. Global Metaverse Market by Region 2022-2028
9.1. North America
9.1.1. North America Metaverse Market by Component
9.1.2. North America Metaverse Market by Technology
9.1.3. North America Metaverse Market by Application
9.1.4. North America Metaverse Market by Industry Vertical
9.1.5. North America Metaverse Market by Country
9.2. Europe
9.2.1. Europe Metaverse Market by Component
9.2.2. Europe Metaverse Market by Technology
9.2.3. Europe Metaverse Market by Application
9.2.4. Europe Metaverse Market by Industry Vertical
9.2.5. Europe Metaverse Market by Country
9.3. Asia-Pacific
9.3.1. Asia-Pacific Metaverse Market by Component
9.3.2. Asia-Pacific Metaverse Market by Technology
9.3.3. Asia-Pacific Metaverse Market by Application
9.3.4. Asia-Pacific Metaverse Market by Industry Vertical
9.3.5. Asia-Pacific Metaverse Market by Country
9.4. RoW
9.4.1. RoW Metaverse Market by Component
9.4.2. RoW Metaverse Market by Technology
9.4.3. RoW Metaverse Market by Application
9.4.4. RoW Metaverse Market by Industry Vertical
9.4.5. RoW Metaverse Market by Sub-region
Chapter 10. Company Profiles and Competitive Landscape
10.1. Competitive Landscape in the Global Metaverse Market
10.2. Companies Profiles
10.2.1. Meta Platforms, Inc.
10.2.2. Tencent Holdings Ltd.
10.2.3. Nvidia Corporation
10.2.4. Epic Games, Inc.
10.2.5. Roblox Corporation
10.2.6. Nextech AR Solutions Corp.
10.2.7. Pixowl, Inc.
10.2.8. Facebook Reality Labs
10.2.9. Decentraland
10.2.10. Antier Solutions Pvt. Ltd.

Executive Summary

The report on metaverse market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global metaverse market over the period of 2020 to 2028. Moreover, the report is a collective presentation of primary and secondary research findings.

Companies Mentioned

  • Meta Platforms, Inc.
  • Tencent Holdings Ltd.
  • Nvidia Corporation
  • Epic Games, Inc.
  • Roblox Corporation
  • Nextech AR Solutions Corp.
  • Pixowl, Inc.
  • Facebook Reality Labs
  • Decentraland
  • Antier Solutions Pvt. Ltd.

Table Information