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Metaverse: Global Market Size, Trends and Forecast (2022-2027)

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    Report

  • 254 Pages
  • January 2023
  • Region: Global
  • BCC Research
  • ID: 5715393

This report provides an overview and analysis of the global market for the metaverse. Using 2021 as the base year, the report provides estimated market data for the forecast period 2022 through 2027. This report also offers insights on drivers, restraints, and opportunities for the market, which were gathered through primary and secondary research. It also covers various market factors, including COVID-19 impact, Porter’s five forces, use case analysis and the regulatory landscape.

This report has been prepared in a simple, easy-to-understand format, with some tables and charts/figures. The report’s scope includes a detailed study of global and regional markets for components, platform, offering, application and end use. The qualitative and quantitative data of all segments are provided in the report. The report examines each segment, determines its current market size, and estimates its future market sizes with compound annual growth rates (CAGRs).

The report also provides detailed profiles of the significant metaverse players and their strategies to enhance their market presence. The report also includes a competitive landscape chapter that discusses the market ecosystem of top metaverse solution providers in 2021.

Report Includes

  • 71 data tables and 37 additional tables
  • A brief general overview and up-to-date analysis of the global market for metaverse technologies
  • Analyses of the global market trends, with historic market revenue data for 2021, estimates for 2022 and 2023, and projections of compound annual growth rates (CAGRs) through 2027
  • Discussion of the technologies and platforms surrounding the metaverse environment, opportunities and growth driving factors, and areas of focus to forecast this innovation driven market into various segments and sub-segments
  • Estimation of the actual market size and revenue forecast for global metaverse market in USD million values, and corresponding market share analysis by component, platform, offering, application, end use, and geographic region
  • Coverage of the technological, economic, and business considerations of the metaverse market, with analyses, trends, and growth forecasts through 2027
  • In-depth information (facts and figures) concerning major market dynamics, challenges and restraints, technology advancements, industry value chain, and competitive environment of the leading market players
  • Identification of the companies best positioned to meet the demand owing to or in conjunction with their proprietary technologies, product launches, M&A deals, and other market strategic advantages
  • A relevant patent analysis with significant allotments of patent data on metaverse technology across each major category
  • Profile descriptions of the top metaverse companies, including Epic Games Inc., Meta Platforms Inc. (Facebook), Microsoft Corp., Inworld AI, NetEase Inc., Nvidia Corp., and Roblox Corp.
Frequently Asked Questions about the Global Metaverse Market

What is the estimated value of the Global Metaverse Market?

The Global Metaverse Market was estimated to be valued at $52.9 Billion in 2022.

What is the growth rate of the Global Metaverse Market?

The growth rate of the Global Metaverse Market is 34.3%, with an estimated value of $231 Billion by 2027.

What is the forecasted size of the Global Metaverse Market?

The Global Metaverse Market is estimated to be worth $231 Billion by 2027.

Who are the key companies in the Global Metaverse Market?

Key companies in the Global Metaverse Market include Acknoledger, Activision Blizzard, Allseated, Antier Solutions Pvt. Ltd., Atirath Gaming Technology, Axie Infinity, Betterverse, Colorverse and Dehidden.

Table of Contents

Chapter 1 Introduction
1.1 Introduction
1.2 Study Goals and Objectives
1.3 Scope of Report
1.4 Reasons for Doing the Study
1.5 Intended Audiences
1.6 Information Sources
1.7 Methodology
1.8 Geographic Breakdown
1.9 Analyst's Credentials
1.10 Custom Research
1.11 Related Research Reports

Chapter 2 Summary and Highlights

Chapter 3 Market Overview
3.1 Introduction
3.2 History and Evolution of the Metaverse
3.3 Future Expectations
3.3.1 Phase 1: Emerging
3.3.2 Phase 2: Advanced
3.3.3 Phase 3: Mature
3.4 Value Chain Analysis
3.4.1 Layer 1: Experience (Games, Social, Theatre, E-Sports, Shopping)
3.4.2 Layer 2: Discovery (Social Curation, Ad Networks, Ratings, Stores, Agents)
3.4.3 Layer 3: Creator Economy (Asset Markets, Workflow, Commerce, Design Tools)
3.4.4 Layer 4: Spatial Computing (Vr/Ar/Xr, Multitasking Ui, 3D Engines, Geospatial Mapping)
3.4.5 Layer 5: Decentralization (Ai Agents, Edge Computing, Microservices, Blockchain)
3.4.6 Layer 6: Human Interface (Smartglasses, Wearables, Mobile, Haptic, Gestures, Neural, Voice)
3.4.7 Layer 7: Infrastructure (Wifi6, 5G, Cloud, Mems Gpus Materials)
3.5 Macroanalysis
3.5.1 Impact of Covid-19 on the Market
3.5.2 Metaverse in the Post-Pandemic World
3.5.3 Impact of the Russia-Ukraine War on the Market
3.6 Porter's Five Forces Analysis of the Market for Metaverse
3.6.1 Threat from New Entrants
3.6.2 Competitive Rivalry
3.6.3 Bargaining Power of Buyers
3.6.4 Bargaining Power of Suppliers
3.6.5 Threat of Substitutes
3.7 Regulatory Analysis
3.7.1 Copyright Laws
3.7.2 Intellectual Property Laws
3.7.3 Contract Law
3.7.4 Tort Law
3.7.5 Defamation Law
3.7.6 Regulation of Nfts and Tax
3.8 Upcoming Regulatory Plans
3.8.1 European Union
3.8.2 U.S.
3.8.3 China
3.8.4 Japan
3.8.5 South Korea
3.9 Recent and Upcoming Key Metaverse-Related Conferences

Chapter 4 Technology Analysis
4.1 Network and Computing Technology
4.1.1 5G/6G Technology
4.1.2 Internet of Things
4.1.3 Cloud Computing
4.1.4 Edge Computing
4.2 Design, Development and Content Production Level
4.2.1 Blockchain
4.2.2 Real-Time Rendering and 3D Modeling/Reconstruction
4.2.3 Artificial Intelligence (Ai)
4.2.4 Computer Vision
4.2.5 Smart Voice
4.2.6 Digital Twin
4.2.7 Gaming Engines
4.3 Human/Simulation Interactive Level
4.3.1 Virtual Reality
4.3.2 Augmented Reality
4.3.3 Mixed Reality (Mr)

Chapter 5 Market Dynamics
5.1 Market Drivers, Restraints/Challenges, and Opportunities
5.1.1 Market Drivers
5.1.1 Market Restraints/Challenges
5.1.1 Market Opportunities
5.2 Analysis of the Impact of the Market Dynamics

Chapter 6 Market Breakdown by Component
6.1 Overview
6.2 Hardware
6.2.1 Vr Devices
6.2.2 Ar Devices
6.2.3 Mr Devices
6.3 Software
6.3.1 3D Mapping, Modeling and Reconstruction
6.3.2 Gaming Engines
6.3.3 Others
6.4 Services

Chapter 7 Market Breakdown by Platform
7.1 Overview
7.2 Desktop
7.3 Mobile
7.4 Headsets

Chapter 8 Market Breakdown by Offering
8.1 Overview
8.2 Virtual Platforms
8.2.1 Decentraland
8.2.2 Sandbox
8.2.3 Illuvium
8.2.4 Roblox
8.2.5 Roblox
8.2.6 Axie Infinity
8.3 Asset Marketplaces
8.4 Avatars
8.4.1 2D Avatar
8.4.2 3D Avatar
8.4.3 Leg-Less Avatar
8.4.4 Vr Avatar
8.4.5 Full-Body Avatar
8.5 Financial Services

Chapter 9 Market Breakdown by Application
9.1 Overview
9.2 Gaming
9.3 Social Media
9.4 Content Creation
9.5 Online Shopping
9.6 Events and Conferences
9.7 Other Applications

Chapter 10 Market Breakdown by End-Use Industry
10.1 Overview
10.2 Retail
10.2.1 Various Uses of the Metaverse in Retail
10.3 Banking, Financial Services and Insurance (Bfsi)
10.3.1 Various Benefits of the Metaverse in Banking
10.3.1 Uses of the Metaverse in Banking
10.4 Media and Entertainment
10.4.1 Uses of the Metaverse in the Entertainment Industry
10.5 Education
10.5.1 Various Benefits of the Metaverse in Education
10.5.2 Metaverse Application and Use Cases in Education
10.6 Aerospace and Defense
10.6.1 Recruitment
10.6.2 Education
10.6.3 Command and Control
10.6.4 Procurement and Supply Chain
10.7 Automotive
10.7.1 Benefits of the Metaverse in the Automotive Industry
10.7.2 Uses of the Metaverse in the Automotive Industry
10.8 Others

Chapter 11 Market Breakdown by Region
11.1 Overview
11.2 North America
11.2.1 United States
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 United Kingdom
11.3.2 Germany
11.3.3 Rest of Europe
11.4 Asia-Pacific
11.4.1 China
11.4.2 Japan
11.4.3 South Korea
11.4.4 Rest of Asia-Pacific
11.5 Rest of the World (Row)

Chapter 12 Competitive Landscape
12.1 Metaverse Companies: Regional Number
12.2 Metaverse Venture Capital Scenario
12.3 Metaverse Investors
12.4 Top Companies/Metaverse Ecosystem
12.5 Notable Key Developments in the Market

Chapter 13 Patent Analysis
13.1 Patent Analysis
13.1.1 Key Market Patents

Chapter 14 Company Profiles
14.1 Key Players

  • Activision Blizzard
  • Antier Solutions Pvt. Ltd.
  • Electronic Arts
  • Epic Games Inc.
  • Meta Platforms Inc.
  • Microsoft Corp.
  • Netease
  • Nexon Co. Ltd.
  • Nextech Ar Solutions
  • Nvidia
  • Roblox
  • Take-Two Interactive Software Inc.
  • Unity
  • Valve Corp.

14.2 Start-Ups/Emerging Players

  • Acknoledger
  • Allseated
  • Atirath Gaming Technology
  • Axie Infinity
  • Betterverse
  • Colorverse
  • Crucible Network
  • Dehidden
  • Doss Games
  • Enjin
  • Guildfi
  • Hyperlink Infosystem
  • Ikonz
  • Improbable
  • Invact
  • Inworld Ai
  • Kudo Money
  • Loka (Social/Plpatform Software)
  • Metamundo
  • Nextmeet
  • Onerare
  • Playersonly
  • Polkawar
  • Revirt.Space
  • Simulanis
  • Somnium Space
  • Supersocial
  • The Sandbox
  • Trace Network Labs
  • Union
  • Wall App
  • Zash
  • Zepeto

Chapter 15 Appendix: Acronyms

List of Tables
Summary Table: Global Metaverse Market, by Region, Through 2027
Table 1: List of Companies Exiting Russia
Table 2: Recent and Upcoming Conferences/Events List
Table 3: 5G for Metaverse
Table 4: Impact of Market Drivers
Table 5: Impact of Market Opportunities
Table 6: Impact of Market Restraints/Challenges
Table 7: Overall Dynamics of Growth Contribution
Table 8: Global Metaverse Market, by Component, Through 2027
Table 9: Global Market for Metaverse Hardware, by Region, Through 2027
Table 10: Global Market for Metaverse Software, by Region, Through 2027
Table 11: Global Market for Metaverse Services, by Region, Through 2027
Table 12: Global Metaverse Market, by Platform, Through 2027
Table 13: Global Market for the Metaverse on Desktops, by Region, Through 2027
Table 14: Global Market for the Metaverse on Mobile Devices, by Region, Through 2027
Table 15: Global Market for Metaverse Headsets, by Region, Through 2027
Table 16: Global Metaverse Market, by Offering, Through 2027
Table 17: Global Market for Virtual Platforms in the Metaverse, by Region, Through 2027
Table 18: Global Market for Asset Marketplaces in the Metaverse, by Region, Through 2027
Table 19: Global Market for Avatars in the Metaverse, by Region, Through 2027
Table 20: Global Market for the Metaverse in Financial Services, by Region, Through 2027
Table 21: Global Metaverse Market, by Application, Through 2027
Table 22: Global Market for Gaming Applications in the Metaverse, by Region, Through 2027
Table 23: Global Market for Social Media Applications in the Metaverse, by Region, Through 2027
Table 24: Global Market for Content Creation in the Metaverse, by Region, Through 2027
Table 25: Global Market for Online Shopping in the Metaverse, by Region, Through 2027
Table 26: Global Market for the Metaverse in Events and Conferences, by Region, Through 2027
Table 27: Global Market for the Metaverse in Other Applications, by Region, Through 2027
Table 28: Global Metaverse Market, by End-Use Industry, Through 2027
Table 29: Global Market for the Metaverse in Retail, by Region, Through 2027
Table 30: Global Market for the Metaverse in BFSl, by Region, Through 2027
Table 31: Global Market for the Metaverse in Media and Entertainment, by Region, Through 2027
Table 32: Selected List of Education Metaverse Start-ups
Table 33: Global Market for the Metaverse in Education, by Region, Through 2027
Table 34: Global Market for the Metaverse in Aerospace and Defense, by Region, Through 2027
Table 35: Global Market for the Metaverse in Automotive, by Region, Through 2027
Table 36: Global Market for the Metaverse in Other End-Use Industries, by Region, Through 2027
Table 37: Global Metaverse Market, by Region, Through 2027
Table 38: North American Metaverse Market, by Component, Through 2027
Table 39: North American Metaverse Market, by Platform, Through 2027
Table 40: North American Metaverse Market, by Offering, Through 2027
Table 41: North American Metaverse Market, by Application, Through 2027
Table 42: North American Metaverse Market, by End-Use Industry, Through 2027
Table 43: North American Metaverse Market, by Country, Through 2027
Table 44: European Metaverse Market, by Component, Through 2027
Table 45: European Metaverse Market, by Platform, Through 2027
Table 46: European Metaverse Market, by Offering, Through 2027
Table 47: European Metaverse Market, by Application, Through 2027
Table 48: European Metaverse Market, by End-Use Industry, Through 2027
Table 49: European Metaverse Market, by Country, Through 2027
Table 50: Asia-Pacific Metaverse Market, by Component, Through 2027
Table 51: Asia-Pacific Metaverse Market, by Platform, Through 2027
Table 52: Asia-Pacific Metaverse Market, by Offering, Through 2027
Table 53: Asia-Pacific Metaverse Market, by Application, Through 2027
Table 54: Asia-Pacific Metaverse Market, by End-Use Industry, Through 2027
Table 55: Asia-Pacific Metaverse Market, by Country, Through 2027
Table 56: RoW Metaverse Market, by Component, Through 2027
Table 57: RoW Metaverse Market, by Platform, Through 2027
Table 58: RoW Metaverse Market, by Offering, Through 2027
Table 59: RoW Metaverse Market, by Application, Through 2027
Table 60: RoW Metaverse Market, by End-Use Industry, Through 2027
Table 61: Recent Notable Metaverse Venture Capital Deals
Table 62: Top Notable Metaverse Investors
Table 63: Global Metaverse Market: Recent Key Developments, July 2021-October 2022
Table 64: Share of Metaverse-Relate Patents, by Applicant, 2021
Table 65: Activision Blizzard: Net Revenue, 2019-2021
Table 66: Activision Blizzard: Channel Partners
Table 67: Activision Blizzard: Key Management
Table 68: Activision Blizzard: Patent Portfolio, 2022
Table 69: Electronic Arts: Net Revenue, 2019-2021
Table 70: Electronic Arts: Key Management
Table 71: Electronic Arts: Patent Portfolio, 2022
Table 72: Epic Games: Key Management
Table 73: Epic Games: Patent Portfolio, 2022
Table 74: Epic Games: Recent Developments, 2022
Table 75: Meta Platforms Inc.: Products and Services
Table 76: Meta Platforms Inc.: Net Revenue, 2019-2021
Table 77: Meta Platforms Inc.: Service Providers
Table 78: Meta Platforms Inc.: Key Management
Table 79: Meta Platforms Inc.: Patent Portfolio, 2022
Table 80: Meta Platforms Inc.: Recent Key Developments, 2020-2022
Table 81: Microsoft: Products and Services
Table 82: Microsoft: Net Revenue, 2019-2021
Table 83: Microsoft: Key Management
Table 84: Microsoft: Patent Portfolio, 2022
Table 85: Microsoft: Recent Key Developments, 2021-2022
Table 86: NetEase: Products and Services
Table 87: NetEase: Net Revenue, 2019-2021
Table 88: NetEase: Key Management
Table 89: Nexon Co., Ltd.: Net Revenue, 2019-2021
Table 90: Nexon Co., Ltd.: Key Management
Table 91: NexTech AR Solutions: Products and Services
Table 92: Nextech AR Solutions: Net Revenue, 2020 and 2021
Table 93: Nextech AR Solutions: Key Management
Table 94: Nextech AR Solutions: Recent Key Developments, 2021 and 2022
Table 95: Nvidia: Net Revenue, 2019-2021
Table 96: Nvidia: Products and Services
Table 97: Roblox: Products and Services
Table 98: Roblox: Net Revenue, 2019-2021
Table 99: Roblox: Service Providers
Table 100: Roblox: Key Management
Table 101: Roblox: Recent Key Developments, 2021 and 2022
Table 102: Take-Two Interactive Software Inc.: Net Revenue, 2019-2021
Table 103: Take-Two Interactive Software Inc: Key Management
Table 104: Unity: Net Revenue, 2019-2021
Table 105: Unity: Key Management
Table 106: Unity: Patent Portfolio, 2022
Table 107: Acronyms Used in the Report

List of Figures
Figure A: Top-down and Bottom-up Approaches to the Global Metaverse Market
Summary Figure: Global Market Shares of the Metaverse, by Region, 2021
Figure 1: Important Events in Metaverse Evolution
Figure 2: Layers of the Metaverse
Figure 3: Porter's Five Forces Analysis: Global Metaverse Market
Figure 4: Laws to Regulate the Metaverse Sector
Figure 5: Gen Z vs. Millenials
Figure 6: Global Market Shares of the Metaverse, by Component, 2021
Figure 7: Global Market Shares of the Metaverse, by Component, 2027
Figure 8: Global Market Shares of Metaverse Hardware, by Region, 2021
Figure 9: Global Market Shares of Metaverse Hardware, by Region, 2027
Figure 10: Global Market Shares of Metaverse Software, by Region, 2021
Figure 11: Global Market Shares of Metaverse Software, by Region, 2027
Figure 12: Global Market Shares of Metaverse Services, by Region, 2021
Figure 13: Global Market Shares of Metaverse Services, by Region, 2027
Figure 14: Global Market Shares of the Metaverse, by Platform, 2021
Figure 15: Global Market Shares of the Metaverse, by Platform, 2027
Figure 16: Global Market Shares of the Metaverse on Desktops, by Region, 2021
Figure 17: Global Market Shares of the Metaverse on Desktops, by Region, 2027
Figure 18: Global Market Shares of the Metaverse on Mobile Devices, by Region, 2021
Figure 19: Global Market Shares of the Metaverse on Mobile Devices, by Region, 2027
Figure 20: Global Market Shares of Metaverse Headsets, by Region, 2021
Figure 21: Global Market Shares of Metaverse Headsets, by Region, 2027
Figure 22: Global Market Shares of the Metaverse, by Offering, 2021
Figure 23: Global Market Shares of the Metaverse, by Offering, 2027
Figure 24: Global Market Shares of Virtual Platforms in the Metaverse, by Region, 2021
Figure 25: Global Market Shares of Virtual Platforms in the Metaverse, by Region, 2027
Figure 26: Global Market Shares of Asset Marketplaces in the Metaverse, by Region, 2021
Figure 27: Global Market Shares of Asset Marketplaces in the Metaverse, by Region, 2027
Figure 28: Global Market Shares of Avatars in the Metaverse, by Region, 2021
Figure 29: Global Market Shares of Avatars in the Metaverse, by Region, 2027
Figure 30: Global Market Shares of the Metaverse in Financial Services, by Region, 2021
Figure 31: Global Market Shares of the Metaverse in Financial Services, by Region, 2027
Figure 32: Global Market Shares of the Metaverse, by Application, 2021
Figure 33: Global Market Shares of the Metaverse, by Application, 2027
Figure 34: Global Market Shares of Gaming Applications in the Metaverse, by Region, 2021
Figure 35: Global Market Shares of Gaming Applications in the Metaverse, by Region, 2027
Figure 36: Global Market Shares of Social Media Applications in the Metaverse, by Region, 2021
Figure 37: Global Market Shares of Social Media Applications in the Metaverse, by Region, 2027
Figure 38: Global Market Shares of Content Creation in the Metaverse, by Region, 2021
Figure 39: Global Market Shares of Content Creation in the Metaverse, by Region, 2027
Figure 40: Global Market Shares of Online Shopping in the Metaverse, by Region, 2021
Figure 41: Global Market Shares of Online Shopping in the Metaverse, by Region, 2027
Figure 42: Global Market Shares of the Metaverse in Events and Conferences, by Region, 2021
Figure 43: Global Market Shares of the Metaverse in Events and Conferences, by Region, 2027
Figure 44: Global Market Shares of the Metaverse in Other Applications, by Region, 2021
Figure 45: Global Market Shares of the Metaverse in Other Applications, by Region, 2027
Figure 46: Global Market Shares of the Metaverse, by End-Use Industry, 2021
Figure 47: Global Market Shares of the Metaverse, by End-Use Industry, 2027
Figure 48: Global Market Shares of the Metaverse in Retail, by Region, 2021
Figure 49: Global Market Shares of the Metaverse in Retail, by Region, 2027
Figure 50: Evolution Phase of Metaverse Banking and Issues
Figure 51: Global Market Shares of the Metaverse in BFSl, by Region, 2021
Figure 52: Global Market Shares of the Metaverse in BFSl, by Region, 2027
Figure 53: Global Market Shares of the Metaverse in Media and Entertainment, by Region, 2021
Figure 54: Global Market Shares of the Metaverse in Media and Entertainment, by Region, 2027
Figure 55: Metaverse Applications in Education
Figure 56: Global Market Shares of the Metaverse in Education, by Region, 2021
Figure 57: Global Market Shares of the Metaverse in Education, by Region, 2027
Figure 58: Global Market Shares of the Metaverse in Aerospace and Defense, by Region, 2021
Figure 59: Global Market Shares of the Metaverse in Aerospace and Defense, by Region, 2027
Figure 60: Global Market Shares of the Metaverse in Automotive, by Region, 2021
Figure 61: Global Market Shares of the Metaverse in Automotive, by Region, 2027
Figure 62: Global Market Shares of the Metaverse in Other End-Use Industries, by Region, 2021
Figure 63: Global Market Shares of Metaverse in Other End-Use Industries, by Region, 2027
Figure 64: Global Metaverse Market, by Region
Figure 65: Global Market Shares of the Metaverse, by Region, 2021
Figure 66: Global Market Shares of the Metaverse, by Region, 2027
Figure 67: U.S. Metaverse Market, 2021-2027
Figure 68: Canadian Metaverse Market, 2021-2027
Figure 69: Mexican Metaverse Market, 2021-2027
Figure 70: U.K. Metaverse Market, 2021-2027
Figure 71: German Metaverse Market, 2021-2027
Figure 72: Rest of the European Metaverse Market, 2021-2027
Figure 73: Chinese Metaverse Market, 2021-2027
Figure 74: Japanese Metaverse Market, 2021-2027
Figure 75: South Korean Metaverse Market, 2021-2027
Figure 76: Rest of APAC Metaverse Market, 2021-2027
Figure 77: Metaverse Company Count, by Geography
Figure 78: Metaverse Ecosystem of Hardware Vendors
Figure 79: Metaverse Ecosystem of Software Vendors
Figure 80: Metaverse Ecosystem of Online Game Makers
Figure 81: Metaverse Ecosystem of Social Networking Companies
Figure 82: Metaverse Ecosystem of Service Providers
Figure 83: Metaverse Ecosystem of Centralized Platforms
Figure 84: Metaverse Ecosystem of Decentralized Platforms
Figure 85: Metaverse Ecosystem of Financial Platforms
Figure 86: Metaverse Ecosystem of Asset Marketplaces
Figure 87: Patents Issued on Metaverse Technologies, by Year, 2017-2022
Figure 88: Share of Metaverse-Related Patents, by Region, 1998-2022
Figure 89: Activision Blizzard: Sales Share, by Business Segment, 2021
Figure 90: Activision Blizzard: Sales Share, by Region, 2021
Figure 91: Electronic Arts: Sales Share, by Business Segment, 2021
Figure 92: Electronic Arts: Sales Share, by Region, 2021
Figure 93: Meta Platforms Inc.: Sales Share, by Business Segment, 2021
Figure 94: Meta Platforms Inc.: Sales Share, by Region, 2021
Figure 95: Microsoft: Sales Share, by Business Segment, 2021
Figure 96: Microsoft: Sales Share, by Region, 2021
Figure 97: NetEase: Sales Share, by Business Segment, 2021
Figure 98: NetEase: Sales Share, by Region, 2021
Figure 99: Nexon Co., Ltd.: Sales Share, by Region, 2021
Figure 100: Nextech AR Solutions: Sales Share, by Business Segment, 2021
Figure 101: Nextech AR Solutions: Sales Share, by Region, 2021
Figure 102: Nvidia: Sales Share, by Business Segment, 2021
Figure 103: Nvidia: Sales Share, by Region/Country Segment, 2021
Figure 104: Roblox: Sales Share, by Region, 2021
Figure 105: Take-Two Interactive Software Inc.: Sales Share, by Business Segment, 2021
Figure 106: Take-Two Interactive Software Inc.: Sales Share, by Region, 2021
Figure 107: Unity: Sales Share, by Business Segment, 2021
Figure 108: Unity: Sales Share, by Region, 2021

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Executive Summary

The metaverse is a perpetual and persistent multiuser environment that combines physical reality with digital virtuality. It is the post-reality world built on the convergence of technologies, such as VR and AR, that allows for multimodal interactions with digital objects, virtual surroundings, and people. As a result, the metaverse is a permanent multiuser platform that connects a network of socially interactive and networked immersive worlds.

Younger, digitally native generations are moving cultural expectations of the internet; increasing demand in the media, entertainment and gaming industry; augmented, virtual, and mixed reality (MR) technologies amplifying the metaverse capabilities are some of the key factors driving the growth of the current metaverse market. However, costly installation and maintenance of metaverse components and privacy and security concerns are hindering the market growth.

In this report, the global metaverse market has been segmented based on component, platform, offering, application, end use and geography. Based on component, the metaverse market has been categorized into hardware, software, and services.

Based on platform, the metaverse market has been segmented into desktop, mobile and headsets. Based on offering, the metaverse market has been segmented into virtual platforms, asset marketplaces, avatars, and financial services. Based on application, the metaverse market has been segmented into gaming; social media; content creation; online shopping; events and conferences; and others. Based on end use, the metaverse market has been segmented into retail; BFSI; media and entertainment; education; aerospace and defense; automotive; and others.

By geography, the metaverse market has been segmented into North America, Europe, Asia-Pacific, and RoW. The North American region currently dominates the global metaverse market.

Companies Mentioned

  • Acknoledger
  • Activision Blizzard
  • Allseated
  • Antier Solutions Pvt. Ltd.
  • Atirath Gaming Technology
  • Axie Infinity
  • Betterverse
  • Colorverse
  • Crucible Network
  • Dehidden
  • Doss Games
  • Electronic Arts
  • Enjin
  • Epic Games Inc.
  • Guildfi
  • Hyperlink Infosystem
  • Ikonz
  • Improbable
  • Invact
  • Inworld Ai
  • Kudo Money
  • Loka (Social/Plpatform Software)
  • Meta Platforms Inc.
  • Metamundo
  • Microsoft Corp.
  • Netease
  • Nexon Co. Ltd.
  • Nextech Ar Solutions
  • Nextmeet
  • Nvidia
  • Onerare
  • Playersonly
  • Polkawar
  • Revirt.Space
  • Roblox
  • Simulanis
  • Somnium Space
  • Supersocial
  • Take-Two Interactive Software Inc.
  • The Sandbox
  • Trace Network Labs
  • Union
  • Unity
  • Valve Corp.
  • Wall App
  • Zash
  • Zepeto