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Metaverse Market, By Technology, Component, Application, Platforms, Region: Global Forecast to 2028

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    Report

  • 220 Pages
  • November 2022
  • Region: Global
  • MarketDigits
  • ID: 5701907
This report covers sub-market in this field - the Metaverse Market by Technology in detail, segmenting the market as (Blockchain, VR & AR, Mixed Reality, Others), Component (Software, Hardware), Component (Software, Hardware), Application (Gaming, , Social Media, Online Shopping, Others) Region: Global Forecast To 2028. The segment deployment mode segregated intocloud and on-premises. The scope of the report covers Metaverse applications which include chatbots and assistants, accessibility, digital games, interactive games and others (announcement systems, text reader and talking avatars). Moreover, it provides in-sights on vertical that segregates intoBFSI, Education, Telecom, Media and Entertainment, Travel and Hospitality, Healthcare & Life Sciences, Others (government & defense and energy & utilities). Lastly, the Metaverse Market is segmented by geography across North America, Europe, Asia-Pacific (APAC), and ROW (Rest of the World) and further sub-segmented by countries.

The report deals with all the driving factors, opportunities, and challenges with respect to the global Metaverse Market, which are helpful in identifying trends and key success factors for the industry. Impact analysis of the market dynamics with factors currently driving and restraining the growth of the market, along with their impact in the short, medium, and long term landscapes. The report also includes qualitative analysis on the market, by incorporating complete analysis of industry value chain, funding and investments, Porter’s analysis and PEST (Political, Economic, Social & Technological factor) analysis of the market. The report also profiles all major companies active in this field. This report provides the competitive landscape of the key players, which covers all key growth strategies. The report also formulates the entire value chain of the market, along with industry trends of sports analytics with emphasis on market timelines & technology roadmaps, market and product life cycle analysis.

Major players in Metaverse Market include Meta, Microsoft, NetEase, Electronics Art, Take-Two, Tencent, Nexon, Epic Games, Unity, Valve, Accenture, Adobe, HPE, Delloite, Ansyas, Autodesk, Intel, Tech Mahindra, ByteDance, Nivindia, Activision Blizzard, Samsung, Google, Sony, HTC, Seiko Epson, Apple, Qualcomn, Panasonic, Econ Reality, Roblox, Lenovo, Razer.

The objective of this study is to identify the market opportunities and estimate market size by segments and countries for last few years and to forecast the values to the next five years. The report incorporates both the qualitative and quantitative aspects of the industry with respect to each of the regions and countries involved in the study.

Market Analysis and Insights: Metaverse Market Analysis & Insights

Metaverse Market Scope and Market Size

The key deliverables of this report are Market statistics with detailed classifications and splits by revenue. Metaverse Market0020revenues segmented by component, deployment mode, application,verticaland region. Players, stakeholders, and other participants in the global Metaverse Market will be able to gain a strong position as this report will surely benefit their marketing strategies. The market analysis focuses on revenue and forecast by region/countries and by application in terms of revenue and forecast for the period 2016-2027.Detailed competitive landscape with identification of the key players with respect to each type of market, in-depth market share analysis with individual revenue, market shares, and company rankings.

Report further studies the market development status and future and Metaverse Market trend across the world. Also, it splits Metaverse Market segmentation by component, deployment mode, application, vertical andregionto deep dive research and reveals market profile and prospects.

Major Classifications are as follows:

By Technology

  • Blockchain
  • VR & AR
  • Mixed Reality
  • Others

By Component

  • Software
  • Hardware

By Application

  • Gaming
  • Social Media
  • Online Shopping
  • Others

By Platforms

  • Mobile
  • Desktop/Laptops

By Region

  • North America
  • US
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Rest of Europe
  • Asia-Pacific (APAC)
  • China
  • Japan
  • India
  • Rest of APAC
  • Rest of the World (RoW)
  • Middle East
  • Africa
  • South America

Reason to purchase this Metaverse MarketReport:

  • Determine prospective investment areas based on a detailed trend analysis of the global Market over the next years.
  • Gain an in-depth understanding of the underlying factors driving demand for different and Metaverse Market segments in the top spending countries across the world and identify the opportunities offered by each of them.
  • Strengthen your understanding of the market in terms of demand drivers, industry trends, and the latest technological developments, among others.
  • Identify the major channels that are driving the global Metaverse Market, providing a clear picture of future opportunities that can be tapped, resulting in revenue expansion.
  • Channelize resources by focusing on the ongoing programs that are being undertaken by the different countries within the global Metaverse Market.
  • Make correct business decisions based on a thorough analysis of the total competitive landscape of the sector with detailed profiles of the top Metaverse Market providers around the world which include information about their products, alliances, recent contract wins and financial analysis wherever available.


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Companies Mentioned

  • Meta
  • Microsoft
  • NetEase
  • Electronics Art
  • Take-Two
  • Tencent
  • Nexon
  • Epic Games
  • Unity
  • Valve
  • Accenture
  • Adobe
  • HPE
  • Delloite
  • Ansyas
  • Autodesk
  • Intel
  • Tech Mahindra
  • ByteDance
  • Nivindia
  • Activision Blizzard
  • Samsung
  • Google
  • Sony
  • HTC
  • Seiko Epson
  • Apple
  • Qualcomn
  • Panasonic
  • Econ Reality
  • Roblox
  • Lenovo
  • Razer.