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Metaverse in Gaming Market by Component Hardware (AR Devices, VR Devices, MR Devices, Displays), Software (Extended Reality Software, Gaming Engines, Metaverse Platforms, Financial Platforms), Game Genre and Region - Global Forecast to 2028

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    Report

  • 247 Pages
  • May 2023
  • Region: Global
  • Markets and Markets
  • ID: 5805835

The global metaverse in gaming market size is estimated at USD 22.7 billion in 2023 and is projected to reach USD 119.2 billion by 2028 at a CAGR of 39.3%. Major factors expected to fuel the growth of the metaverse in the gaming market include robust and transforming growth landscape in the adjacent technology markets such as the extended reality which includes VR, AR, MR. Blockchain technology, financial model for rewarding gamers in the gaming metaverse market such as cryptocurrency, virtualization, 5G, Internet of Things (IoT), and few others are also the major boosting factors which as a catalyst drive the reach, penetration and eventually the demand in the gaming metaverse market. Further, the shift from traditional gaming to VR-based gaming, the advent of mixed reality, and the demand for decentralization in multiplayer games have provided ample opportunities for vendors in this market.

By Component, the services segment to showcase rising growth in the gaming metaverse development sector during the forecast period 

Services are an important part of any solution’s deployment life cycle. Hence, various vendors offer services associated with the metaverse to help companies effectively implement their metaverse-based business practices and strategies. The metaverse services involve application development, system integration, and strategy and business consulting services. These services are required at various stages, from pre-sales requirement assessment to post-sales product deployment and execution, thus enabling the client to get maximum Return on Investment (RoI). Development services help in delivering world-class web and mobile applications that can release features faster, are scalable, and provide a delightful customer experience. The metaverse development services include Metaverse Game Development, Metaverse NFT Marketplace Development, Metaverse Real Estate Platform Development, Metaverse App Development, Metaverse Social Media Platform Development, Metaverse Education Platform Development, Metaverse Event Platform Development, among others. Components in the services segment include gaming metaverse marketplace, games launchpad development, NFT game development, and play-to-earn model game development, among others.   

Europe to record the second-highest CAGR during the forecast period

The UK, Germany, and France are a few countries in Western Europe that invest heavily in developing new technologies. Russia and Spain are slowly gaining traction by adopting new display technologies for use in various applications. The substantial growth of the virtual world immersive interactive gaming industry in Europe is a crucial driver for the gaming metaverse market in this region. The AR/VR/MR technologies are expected to witness significant demand from the entertainment (gaming metaverse) sector in the region. 

The European Association for Virtual Reality and Augmented Reality (EuroVR) in the region helps bring new developments related to extended reality for use in various applications. This is projected to help the metaverse in the gaming market grow in this region. The European Union has taken up projects such as Augmented Heritage and International Augmented Med (I AM), which are anticipated to contribute to the market's growth. The International Augmented Med project involves countries' participation in promoting tourism in the Mediterranean region using extended reality technologies. Spain, Portugal, Malta, Cyprus, France, Greece, and Italy are involved in this project. There is an increase in the number of startups related to extended reality in Sweden; as a result, the metaverse in gaming market is expected to witness higher growth in Europe by 2026. 

In the process of evaluating, validating, and verifying the market size for several segments and subsegments collected/figured out through extensive secondary research, primary interviews were conducted with the Chief Executive Officers (CEOs), Chief Marketing Officers (CMO), Vice Presidents (VPs), Managing Directors (MDs), Chief Technology Officer [CTO], technology and innovation directors, and related key executives from various vendor companies and organizations operating in the metaverse in the gaming market.  

  • By Company Type: Tier 1 - 30%, Tier 2 - 45%, and Tier 3 - 25%
  • By Designation: C-level executives- 40%, Director Level - 25%, and Others - 35%
  • By Region: North America - 45%, Europe - 30%, Asia Pacific - 20%, Rest of World (RoW) - 5%

Note: Others include sales managers, marketing managers, and product managers
Note: Rest of the World includes the Middle East & Africa and Latin America
Note: Tier 1 companies have revenues more than USD 100 million; tier 2 companies’ revenue ranges from USD 10 million to USD 100 million; and tier 3 companies’ revenue is less than 10 million
Source: Secondary Literature, Expert Interviews, and the Publisher's Analysis

Research Coverage

The metaverse in the gaming market is segmented by component, hardware, software, game genre, and region. A detailed analysis of the key industry players has been undertaken to provide insights into their business overviews; solutions and services; key strategies; new product launches and product enhancements; partnerships, acquisitions, and collaborations; agreements and business expansions; and competitive landscape associated within the market.

Key Benefits of Buying the Report

The report would help the market leaders and new entrants in the following ways:

  • The report comprehensively and exhaustively segments the metaverse in gaming market and provides the closest approximations of the revenue numbers for the overall market and its subsegments across different regions. 
  • It provides impact of recession on the market, among top vendors worldwide along with figures which are the closest approximations, estimated and projected. 
  • It would help stakeholders understand the pulse of the market as analyzed information is provided basis the key market drivers, restraints, challenges, and opportunities in the market.
  • It would help stakeholders understand the market dynamics better, their competitors better and gain more insights to uplift their positions in the market. The competitive landscape section includes a competitor ecosystem, market diversification parameters such as new product launch, product enhancement, partnerships, agreement, integration, collaborations, and acquisitions. 
  • Market quadrant of metaverse in gaming vendors have been precisely incorporated as a figure which helps readers understand market players categorization and their performance. 
  • In-depth exhaustive assessment of market shares, growth strategies and service offerings of leading players in the metaverse in gaming market strategies. 
  • The report also helps stakeholders understand the competitive analysis by these market players via competitive benchmarking, heat map.

Table of Contents

1 Introduction
1.1 Study Objectives
1.2 Market Definition
1.2.1 Inclusions and Exclusions
1.3 Market Scope
1.3.1 Market Segmentation
1.3.2 Regions Covered
1.3.3 Years Considered
1.4 Currency Considered
Table 1 USD Exchange Rates, 2019-2022
1.5 Stakeholders

2 Research Methodology
2.1 Research Data
Figure 1 Metaverse in Gaming Market: Research Design
2.1.1 Secondary Data
Table 2 List of Key Secondary Sources
2.1.2 Primary Data
2.1.2.1 Breakup of Primaries
2.1.2.2 Primary Respondents
Table 3 Primary Respondents: Market
2.1.2.3 Key Industry Insights
2.2 Data Triangulation
2.3 Market Size Estimation
Figure 2 Metaverse in Gaming Market: Top-Down and Bottom-Up Approach
2.3.1 Supply-Side Approach
Figure 3 Market Size Estimation Methodology - Approach 1 (Supply Side): Revenue of Metaverse in Gaming from Vendors
Figure 4 Bottom-Up Approach (Supply Side): Collective Revenue of Metaverse in Gaming Vendors
Figure 5 Market Projections from Supply Side
2.3.2 Demand-Side Approach
Figure 6 Market Size Estimation Methodology? Approach 2 (Demand Side): Revenue of Vendors from Various Game Players
Figure 7 Market Projections from Demand Side
2.4 Market Forecast
Table 4 Factor Analysis
2.4.1 Recession Impact Analysis
2.5 Research Assumptions
Table 5 Assumptions
2.6 Limitations

3 Executive Summary
Figure 8 Global Metaverse in Gaming Market, 2020-2028 (USD Million)
Figure 9 Fastest-Growing Segments in Market, 2023-2028
Figure 10 Hardware Segment to Grow at Highest CAGR During Forecast Period
Figure 11 Ar Devices Segment to Grow at Highest CAGR During Forecast Period
Figure 12 Financial Platforms Segment to Grow at Highest CAGR by 2028
Figure 13 Strategy Segment to Grow at Highest CAGR Till 2028
Figure 14 Market: Regional Snapshot

4 Premium Insights
4.1 Attractive Opportunities for Companies in Metaverse in Gaming Market
Figure 15 Strong Vr, Mr Livestreaming, and Interactive Gaming Interest Among Youth to Drive Market
4.2 Market, by Component, 2023 vs. 2028
Figure 16 Software Segment to Hold Largest Market Share During Forecast Period
4.3 Market, by Hardware, 2023 vs. 2028
Figure 17 Ar Devices Segment to Hold Largest Market Share During Forecast Period
4.4 Market, by Software, 2023 vs. 2028
Figure 18 Extended Reality Software Segment to Hold Largest Share During Forecast Period
4.5 Market, by Game Genre, 2023 vs. 2028
Figure 19 Adventure Segment to Hold Largest Market Share During Forecast Period
4.6 Market: Regional Scenario, 2023-2028
Figure 20 Asia-Pacific to Emerge as Best Market for Investments in the Next Five Years
Figure 21 Metaverse in Gaming Market in South Korea to Grow at Highest Rate During Forecast Period

5 Market Overview and Industry Trends
5.1 Introduction
5.2 Market Dynamics
Figure 22 Drivers, Restraints, Opportunities, and Challenges: Metaverse in the Gaming Market
5.2.1 Drivers
5.2.1.1 Increasing Demand in Entertainment and Gaming Industries
5.2.1.2 Vr Gaming Becoming More Immersive, Interactive, and Real
5.2.1.3 Emerging Opportunities from Adjacent Markets
Table 6 Market Size and Growth Rates of Adjacent Markets
5.2.1.4 Brand Promotions Using Gamification and Virtual World Simulators
5.2.1.5 Availability of Affordable Hardware
5.2.2 Restraints
5.2.2.1 High Installation and Maintenance Costs of High-End Metaverse in Gaming Components
5.2.2.2 Health and Mental Issues from Excessive Use
5.2.2.3 Regulating Metaverse in Gaming with Respect to Cybersecurity, Privacy, and Usage Standards
5.2.3 Opportunities
5.2.3.1 Easier Hosting of Events and Better Engagement
5.2.3.2 Significant Growth Opportunities Despite Possible Economic Slowdown
5.2.4 Challenges
5.2.4.1 Regional Government Regulations, Coupled with Environmental Impact
5.3 Case Study Analysis
5.3.1 Case Study 1: Unity Engine Leveraged Launch of Multiplatform Gaming Service
5.3.2 Case Study 2: Tencent Cloud Amplified Mildom's Livestreaming User Experience
5.4 Ecosystem
Figure 23 Metaverse in Gaming Market: Ecosystem
Table 7 Metaverse in Gaming Market: Companies and Their Role in Ecosystem
5.5 Value Chain Analysis
Figure 24 Value Chain Analysis: Metaverse in Gaming Market
5.5.1 Suppliers
5.5.2 Hardware Manufacturers
5.5.3 Software Vendors
5.5.4 End-users
5.6 End-user Preferences and Trend Analysis, by Age Group
5.6.1 11 to 19 Years
5.6.2 20 to 35 Years
5.6.3 36 Years & Above
5.7 Technology Analysis
5.7.1 Technology Stack
Figure 25 Metaverse in Gaming Market: Technologies
5.7.2 Infrastructure Level
5.7.2.1 5G Network
5.7.2.2 Internet of Things
5.7.2.3 Cloud and Edge Computing
5.7.3 Design and Development Level
5.7.3.1 Blockchain
5.7.3.2 3D Modeling and Real-Time Rendering
5.7.3.3 Artificial Intelligence, Natural Language Processing, and Computer Vision
5.7.4 Human Interaction Level
5.7.4.1 Virtual Reality
5.7.4.2 Augmented Reality
5.7.4.2.1 Mobile Augmented Reality
5.7.4.2.2 Monitor-based Ar Technology
5.7.4.2.3 Near-Eye-based Ar Technology
5.7.4.2.4 Web Ar
5.7.4.3 Mixed Reality
5.8 Pricing Analysis
5.8.1 Average Selling Price Trend
5.9 Patent Analysis
Figure 26 Number of Patents Published, 2012-2022
Figure 27 Top Five Patent Owners (Global)
Table 8 Top Ten Patent Owners (US)
Table 9 Key Patents in Metaverse in Gaming Market
5.10 Porter's Five Forces Model
Figure 28 Market: Porter's Five Forces Analysis
Table 10 Market: Porter's Five Forces Analysis
5.10.1 Intensity of Competitive Rivalry
5.10.2 Bargaining Power of Suppliers
5.10.3 Bargaining Power of Buyers
5.10.4 Threat of New Entrants
5.10.5 Threat of Substitutes
5.11 Key Stakeholders and Buying Criteria
5.11.1 Key Stakeholders in Buying Process
Figure 29 Influence of Stakeholders on Buying Process for Top End-users
Table 11 Influence of Stakeholders on Buying Process for Top End-users (%)
5.11.2 Buying Criteria
Figure 30 Key Buying Criteria for Top End-users
Table 12 Key Buying Criteria for Top End-users
5.12 Regulatory Landscape
5.12.1 Regulatory Bodies, Government Agencies, and Other Organizations
Table 13 North America: List of Regulatory Bodies, Government Agencies, and Other Organizations
Table 14 Europe: List of Regulatory Bodies, Government Agencies, and Other Organizations
Table 15 Asia-Pacific: List of Regulatory Bodies, Government Agencies, and Other Organizations
Table 16 Rest of the World: List of Regulatory Bodies, Government Agencies, and Other Organizations
5.12.2 Regulatory Implications and Industry Standards
5.13 Key Conferences and Events in 2023-2024
Table 17 Market: Detailed List of Conferences and Events
5.14 Trends/Disruptions Impacting Buyers
Figure 31 Market: Trends/Disruptions Impacting Buyers

6 Metaverse in Gaming Market, by Component
6.1 Introduction
6.1.1 Component: Market Drivers
Figure 32 Software Segment to Hold Largest Share During Forecast Period
Table 18 Market, by Component, 2019-2022 (USD Million)
Table 19 Market, by Component, 2023-2028 (USD Million)
6.2 Hardware
6.2.1 Rising Youth Interest to Fuel Demand for Gaming Hardware Devices
Table 20 Hardware: Market, by Region, 2019-2022 (USD Million)
Table 21 Hardware: Market, by Region, 2023-2028 (USD Million)
6.3 Software
6.3.1 Requirement of Gaming Engine and Rt3D Software Among Gamers to Fuel Market Growth
Table 22 Software: Market, by Region, 2019-2022 (USD Million)
Table 23 Software: Market, by Region, 2023-2028 (USD Million)
6.4 Services
6.4.1 Integration of Online Gaming, Social Networking, Ar, and Vr Technologies to Boost Market Growth
Table 24 Services: Market, by Region, 2019-2022 (USD Million)
Table 25 Services: Market, by Region, 2023-2028 (USD Million)

7 Metaverse in Gaming Market, by Hardware
7.1 Introduction
7.1.1 Hardware: Market Drivers
Figure 33 Ar Devices Segment to Hold Largest Share During Forecast Period
Table 26 Market, by Hardware, 2019-2022 (USD Million)
Table 27 Market, by Hardware, 2023-2028 (USD Million)
7.2 Ar Devices
7.2.1 Livestream Gaming and Entertainment to Fuel Demand for Ar Device Production and Technology Advancements
Table 28 Ar Devices: Market, by Region, 2019-2022 (USD Million)
Table 29 Ar Devices: Market, by Region, 2023-2028 (USD Million)
7.3 Vr Devices
7.3.1 Significant Improvements Vis-A-Vis Mass, Cost, Volume, Simplicity, and Optical Performance to Fuel Vr Device Adoption
Table 30 Vr Devices: Metaverse in Gaming Market, by Region, 2019-2022 (USD Million)
Table 31 Vr Devices: Market, by Region, 2023-2028 (USD Million)
7.4 Mr Devices
7.4.1 Rise in Body Gesture Sensing in Gaming Metaverse to Support Growing Adoption of Mr Devices
Table 32 Mr Devices: Market, by Region, 2019-2022 (USD Million)
Table 33 Mr Devices: Market, by Region, 2023-2028 (USD Million)
7.5 Displays
7.5.1 Enhanced Screen Resolution, Real-Time Ambience Experience, and Higher Quality Video to Push Vendors to Manufacture State-Of-The-Art Displays
Table 34 Displays: Market, by Region, 2019-2022 (USD Million)
Table 35 Displays: Market, by Region, 2023-2028 (USD Million)

8 Metaverse in Gaming Market, by Software
8.1 Introduction
8.1.1 Software: Market Drivers
Figure 34 Extended Reality Software Segment to Hold Largest Share During Forecast Period
Table 36 Market, by Software, 2019-2022 (USD Million)
Table 37 Market, by Software, 2023-2028 (USD Million)
8.1.2 Extended Reality Software
8.1.2.1 Sdk Development to Become Need of Hour
Table 38 Extended Reality Software: Market, by Region, 2019-2022 (USD Million)
Table 39 Extended Reality Software: Market, by Region, 2023-2028 (USD Million)
8.1.3 Gaming Engines
8.1.3.1 Transforming Gamers’ Ecosystem to Fuel Demand for Innovation and R&D for Gaming Engine Vendors
Table 40 Gaming Engines: Metaverse in Gaming Market, by Region, 2019-2022 (USD Million)
Table 41 Gaming Engines: Market, by Region, 2023-2028 (USD Million)
8.1.4 3D Mapping, Modeling, and Reconstruction
8.1.4.1 Emerging Use of 3D Software for Expressive Avatar Creation and 3D World Design to Drive Market
Table 42 3D Mapping, Modeling, and Reconstruction: Market, by Region, 2019-2022 (USD Million)
Table 43 3D Mapping, Modeling, and Reconstruction: Market, by Region, 2023-2028 (USD Million)
8.1.5 Financial Platforms
8.1.5.1 Nft and Cryptocurrency Rewards, Along with Tokenization Model, to Attract Gamers in Metaverse
Table 44 Financial Platforms: Market, by Region, 2019-2022 (USD Million)
Table 45 Financial Platforms: Market, by Region, 2023-2028 (USD Million)
8.1.6 Metaverse Platforms
8.1.6.1 Building Effective and Desired Avatars to Create Interest Among Gamers in Rt3D Ecosystem
Table 46 Metaverse Platforms: Market, by Region, 2019-2022 (USD Million)
Table 47 Metaverse Platforms: Market, by Region, 2023-2028 (USD Million)

9 Metaverse in Gaming Market, by Game Genre
9.1 Introduction
9.1.1 Game Genre: Market Drivers
Figure 35 Strategy Segment to Grow at Highest CAGR During Forecast Period
Table 48 Market, by Game Genre, 2019-2022 (USD Million)
Table 49 Market, by Game Genre, 2023-2028 (USD Million)
9.2 Action
9.2.1 Popularity of Livestreaming and Esports Game Tournaments to Fuel Demand for this Genre
Table 50 Action: Market, by Region, 2019-2022 (USD Million)
Table 51 Action: Market, by Region, 2023-2028 (USD Million)
9.3 Adventure
9.3.1 Metaverse to Provide Enhancements in Combat, Exploration, and Survival Games
Table 52 Adventure: Market, by Region, 2019-2022 (USD Million)
Table 53 Adventure: Market, by Region, 2023-2028 (USD Million)
9.4 Casual
9.4.1 Increasing Use of Vr in Collaborative Family and Children Games to Drive Market
Table 54 Casual: Market, by Region, 2019-2022 (USD Million)
Table 55 Casual: Market, by Region, 2023-2028 (USD Million)
9.5 Role-Playing
9.5.1 Metaverse to Provide Highly Detailed and Visually Stunning Experience in Role-Playing Games
Table 56 Role-Playing: Metaverse in Gaming Market, by Region, 2019-2022 (USD Million)
Table 57 Role-Playing: Market, by Region, 2023-2028 (USD Million)
9.6 Simulation
9.6.1 Emerging Use of Extended Reality in Flight and Truck Simulation Games to Drive Market
Table 58 Simulation: Market, by Region, 2019-2022 (USD Million)
Table 59 Simulation: Market, by Region, 2023-2028 (USD Million)
9.7 Sports & Racing
9.7.1 Rising Popularity of Metaverse in Multiplayer Sports & Racing Games to Drive Market
Table 60 Sports & Racing: Market, by Region, 2019-2022 (USD Million)
Table 61 Sports & Racing: Market, by Region, 2023-2028 (USD Million)
9.8 Strategy
9.8.1 Increasing Popularity of User-Generated Content in Multiplayer Strategy Games to Drive Market
Table 62 Strategy: Market, by Region, 2019-2022 (USD Million)
Table 63 Strategy: Market, by Region, 2023-2028 (USD Million)

10 Metaverse in Gaming Market, by Region
10.1 Introduction
Figure 36 Asia-Pacific to Grow at Highest Rate During Forecast Period
Table 64 Market, by Region, 2019-2022 (USD Million)
Table 65 Market, by Region, 2023-2028 (USD Million)
10.2 North America
10.2.1 North America: Market Drivers
10.2.2 North America: Recession Impact
Figure 37 North America: Metaverse in Gaming Market Snapshot
Table 66 North America: Market, by Country, 2019-2022 (USD Million)
Table 67 North America: Market, by Country, 2023-2028 (USD Million)
Table 68 North America: Market, by Component, 2019-2022 (USD Million)
Table 69 North America: Market, by Component, 2023-2028 (USD Million)
Table 70 North America: Market, by Hardware, 2019-2022 (USD Million)
Table 71 North America: Market, by Hardware, 2023-2028 (USD Million)
Table 72 North America: Market, by Software, 2019-2022 (USD Million)
Table 73 North America: Market, by Software, 2023-2028 (USD Million)
Table 74 North America: Market, by Game Genre, 2019-2022 (USD Million)
Table 75 North America: Market, by Game Genre, 2023-2028 (USD Million)
10.2.3 US
Table 76 US: Market, by Component, 2019-2022 (USD Million)
Table 77 US: Market, by Component, 2023-2028 (USD Million)
10.2.4 Canada
Table 78 Canada: Market, by Component, 2019-2022 (USD Million)
Table 79 Canada: Market, by Component, 2023-2028 (USD Million)
10.3 Europe
10.3.1 Europe: Market Drivers
10.3.2 Europe: Recession Impact
Table 80 Europe: Metaverse in Gaming Market, by Country, 2019-2022 (USD Million)
Table 81 Europe: Market, by Country, 2023-2028 (USD Million)
Table 82 Europe: Market, by Component, 2019-2022 (USD Million)
Table 83 Europe: Market, by Component, 2023-2028 (USD Million)
Table 84 Europe: Market, by Hardware, 2019-2022 (USD Million)
Table 85 Europe: Market, by Hardware, 2023-2028 (USD Million)
Table 86 Europe: Market, by Software, 2019-2022 (USD Million)
Table 87 Europe: Market, by Software, 2023-2028 (USD Million)
Table 88 Europe: Market, by Game Genre, 2019-2022 (USD Million)
Table 89 Europe: Market, by Game Genre, 2023-2028 (USD Million)
10.3.3 UK
Table 90 UK: Metaverse in Gaming Market, by Component, 2019-2022 (USD Million)
Table 91 UK: Market, by Component, 2023-2028 (USD Million)
10.3.4 Germany
Table 92 Germany: Market, by Component, 2019-2022 (USD Million)
Table 93 Germany: Market, by Component, 2023-2028 (USD Million)
10.3.5 France
Table 94 France: Market, by Component, 2019-2022 (USD Million)
Table 95 France: Market, by Component, 2023-2028 (USD Million)
10.3.6 Rest of Europe
Table 96 Rest of Europe: Market, by Component, 2019-2022 (USD Million)
Table 97 Rest of Europe: Market, by Component, 2023-2028 (USD Million)
10.4 Asia-Pacific
10.4.1 Asia-Pacific: Market Drivers
10.4.2 Asia-Pacific: Recession Impact
Figure 38 Asia-Pacific: Regional Snapshot
Table 98 Asia-Pacific: Metaverse in Gaming Market, by Country, 2019-2022 (USD Million)
Table 99 Asia-Pacific: Market, by Country, 2023-2028 (USD Million)
Table 100 Asia-Pacific: Market, by Component, 2019-2022 (USD Million)
Table 101 Asia-Pacific: Market, by Component, 2023-2028 (USD Million)
Table 102 Asia-Pacific: Market, by Hardware, 2019-2022 (USD Million)
Table 103 Asia-Pacific: Market, by Hardware, 2023-2028 (USD Million)
Table 104 Asia-Pacific: Market, by Software, 2019-2022 (USD Million)
Table 105 Asia-Pacific: Market, by Software, 2023-2028 (USD Million)
Table 106 Asia-Pacific: Market, by Game Genre, 2019-2022 (USD Million)
Table 107 Asia-Pacific: Market, by Game Genre, 2023-2028 (USD Million)
10.4.3 China
Table 108 China: Metaverse in Gaming Market, by Component, 2019-2022 (USD Million)
Table 109 China: Market, by Component, 2023-2028 (USD Million)
10.4.4 Japan
Table 110 Japan: Market, by Component, 2019-2022 (USD Million)
Table 111 Japan: Market, by Component, 2023-2028 (USD Million)
10.4.5 South Korea
Table 112 South Korea: Market, by Component, 2019-2022 (USD Million)
Table 113 South Korea: Market, by Component, 2023-2028 (USD Million)
10.4.6 Rest of Asia-Pacific
Table 114 Rest of Asia-Pacific: Market, by Component, 2019-2022 (USD Million)
Table 115 Rest of Asia-Pacific: Market, by Component, 2023-2028 (USD Million)
10.5 Middle East & Africa
10.5.1 Middle East & Africa: Market Drivers
10.5.2 Middle East & Africa: Recession Impact
Table 116 Middle East & Africa: Metaverse in Gaming Market, by Country, 2019-2022 (USD Million)
Table 117 Middle East & Africa: Market, by Country, 2023-2028 (USD Million)
Table 118 Middle East & Africa: Market, by Component, 2019-2022 (USD Million)
Table 119 Middle East & Africa: Market, by Component, 2023-2028 (USD Million)
Table 120 Middle East & Africa: Market, by Hardware, 2019-2022 (USD Million)
Table 121 Middle East & Africa: Market, by Hardware, 2023-2028 (USD Million)
Table 122 Middle East & Africa: Market, by Software, 2019-2022 (USD Million)
Table 123 Middle East & Africa: Market, by Software, 2023-2028 (USD Million)
Table 124 Middle East & Africa: Market, by Game Genre, 2019-2022 (USD Million)
Table 125 Middle East & Africa: Market, by Game Genre, 2023-2028 (USD Million)
10.5.3 Kingdom of Saudi Arabia
Table 126 Kingdom of Saudi Arabia: Market, by Component, 2019-2022 (USD Million)
Table 127 Kingdom of Saudi Arabia: Market, by Component, 2023-2028 (USD Million)
10.5.4 Rest of Middle East & Africa
Table 128 Rest of Middle East & Africa: Market, by Component, 2019-2022 (USD Million)
Table 129 Rest of Middle East & Africa: Market, by Component, 2023-2028 (USD Million)
10.6 Latin America
10.6.1 Latin America: Market Drivers
10.6.2 Latin America: Recession Impact
Table 130 Latin America: Metaverse in Gaming Market, by Country, 2019-2022 (USD Million)
Table 131 Latin America: Market, by Country, 2023-2028 (USD Million)
Table 132 Latin America: Market, by Component, 2019-2022 (USD Million)
Table 133 Latin America: Market, by Component, 2023-2028 (USD Million)
Table 134 Latin America: Market, by Hardware, 2019-2022 (USD Million)
Table 135 Latin America: Market, by Hardware, 2023-2028 (USD Million)
Table 136 Latin America: Market, by Software, 2019-2022 (USD Million)
Table 137 Latin America: Market, by Software, 2023-2028 (USD Million)
Table 138 Latin America: Market, by Game Genre, 2019-2022 (USD Million)
Table 139 Latin America: Market, by Game Genre, 2023-2028 (USD Million)
10.6.3 Brazil
Table 140 Brazil: Market, by Component, 2019-2022 (USD Million)
Table 141 Brazil: Market, by Component, 2023-2028 (USD Million)
10.6.4 Rest of Latin America
Table 142 Rest of Latin America: Market, by Component, 2019-2022 (USD Million)
Table 143 Rest of Latin America: Market, by Component, 2023-2028 (USD Million)

11 Competitive Landscape
11.1 Introduction
11.2 Market Share of Top Vendors
Table 144 Intensity of Competitive Rivalry
Figure 39 Market Share Analysis, 2022
11.3 Revenue Analysis of Top Five Vendors
Figure 40 Revenue Analysis of Top Five Vendors, 2018-2022 (USD Billion)
11.4 Company Evaluation Quadrant, 2022
11.4.1 Definitions and Methodology
Figure 41 Key Player Evaluation Quadrant: Criteria Weightage
11.4.2 Stars
11.4.3 Emerging Leaders
11.4.4 Pervasive Players
11.4.5 Participants
Figure 42 Company Evaluation Quadrant, 2022
Table 145 Company Footprint (Top 10 Players)
11.5 Company Evaluation Quadrant for Startups/SMEs, 2022
11.5.1 Definition and Methodology
Figure 43 Company Evaluation Quadrant for Startups/SMEs: Criteria Weightage
11.5.2 Progressive Companies
11.5.3 Responsive Companies
11.5.4 Dynamic Companies
11.5.5 Starting Blocks
Figure 44 Company Evaluation Quadrant for Startups/SMEs, 2022
11.6 Competitive Benchmarking for Startups/SMEs
Table 146 Competitive Benchmarking for Startups/SMEs
Table 147 Analysis of Key Startups/SMEs
11.7 Company Financial Metrics
Figure 45 Company Financial Metrics, 2022
11.8 Global Snapshot of Key Market Participants
Figure 46 Metaverse in Gaming: Global Snapshot of Key Market Participants, 2022
11.9 Competitive Scenario
11.9.1 Product Launches and Enhancements
Table 148 Market: Product Launches and Enhancements, January 2020-April 2023
11.9.2 Deals
Table 149 Metaverse in Gaming Market: Deals, January 2020-April 2023

12 Company Profiles
12.1 Introduction
12.2 Key Players
Business Overview, Products/Solutions/Services Offered, Recent Developments, Analyst's View
12.2.1 Meta (Formerly Facebook)
Table 150 Meta: Business Overview
Figure 47 Meta: Company Snapshot
Table 151 Meta: Solutions/Services/Platforms Offered
Table 152 Meta: Product Launches and Enhancements
Table 153 Meta: Deals
12.2.2 Activision Blizzard
Table 154 Activision Blizzard: Business Overview
Figure 48 Activision Blizzard: Company Snapshot
Table 155 Activision Blizzard: Solutions/Services/Platforms Offered
Table 156 Activision Blizzard: Product Launches and Enhancements
Table 157 Activision Blizzard: Deals
12.2.3 Netease
Table 158 Netease: Business Overview
Figure 49 Netease: Company Snapshot
Table 159 Netease: Solutions/Services/Platforms Offered
Table 160 Netease: Product Launches and Enhancements
Table 161 Netease: Deals
Table 162 Netease: Others
12.2.4 Electronic Arts
Table 163 Electronic Arts: Business Overview
Figure 50 Electronic Arts: Company Snapshot
Table 164 Electronic Arts: Solutions/Services/Platforms Offered
Table 165 Electronic Arts: Product Launches and Enhancements
Table 166 Electronic Arts: Deals
12.2.5 Take-Two
Table 167 Take-Two: Business Overview
Figure 51 Take-Two: Company Snapshot
Table 168 Take-Two: Solutions/Services/Platforms Offered
Table 169 Take-Two: Deals
12.2.6 Tencent
Table 170 Tencent: Business Overview
Figure 52 Tencent: Company Snapshot
Table 171 Tencent: Solutions/Services/Platforms Offered
Table 172 Tencent: Deals
12.2.7 Nexon
Table 173 Nexon: Business Overview
Figure 53 Nexon: Company Snapshot
Table 174 Nexon: Solutions/Services/Platforms Offered
Table 175 Nexon: Product Launches and Enhancements
Table 176 Nexon: Deals
12.2.8 Epic Games
Table 177 Epic Games: Business Overview
Table 178 Epic Games: Solutions/Services/Platforms Offered
Table 179 Epic Games: Product Launches and Enhancements
Table 180 Epic Games: Deals
12.2.9 Unity
Table 181 Unity: Business Overview
Figure 54 Unity: Company Snapshot
Table 182 Unity: Solutions/Services/Platforms Offered
Table 183 Unity: Product Launches and Enhancements
Table 184 Unity: Deals
12.2.10 Valve
Table 185 Valve: Business Overview
Table 186 Valve: Solutions/Services/Platforms Offered
Details on Business Overview, Products/Solutions/Services Offered, Recent Developments, and Analyst's View Might Not be Captured in the Case of Unlisted Companies.
12.3 Other Companies
12.3.1 Accenture
12.3.2 Adobe
12.3.3 Hpe
12.3.4 Deloitte
12.3.5 Ansys
12.3.6 Autodesk Inc.
12.3.7 Intel
12.3.8 Tech Mahindra
12.3.9 Bytedance
12.3.10 Nvidia
12.3.11 Microsoft
12.3.12 Samsung
12.3.13 Google
12.3.14 Sony
12.3.15 Htc
12.3.16 Seiko Epson
12.3.17 Apple
12.3.18 Qualcomm
12.3.19 Panasonic
12.3.20 Eon Reality
12.3.21 Roblox
12.3.22 Lenovo
12.3.23 Razer
12.3.24 Nextech Ar Solutions
12.3.25 Zqgame
12.3.26 Talecraft
12.3.27 Vr Chat
12.3.28 Decentraland
12.3.29 Somnium Space
12.3.30 Sandbox Vr

13 Adjacent & Related Markets
13.1 Introduction
13.1.1 Related Markets
Table 187 Related Markets
13.2 Limitations
13.3 Metaverse Market
13.3.1 Introduction
13.3.2 Metaverse Market, by Component
Table 188 Metaverse Market, by Component, 2018-2021 (USD Billion)
Table 189 Metaverse Market, by Component, 2022-2027 (USD Billion)
13.3.3 Metaverse Market, by Vertical
Table 190 Metaverse Market, by Vertical, 2018-2021 (USD Billion)
Table 191 Metaverse Market, by Vertical, 2022-2027 (USD Billion)
13.3.4 Metaverse Market, by Region
Table 192 Metaverse Market, by Region, 2018-2021 (USD Billion)
Table 193 Metaverse Market, by Region, 2022-2027 (USD Billion)
13.4 Augmented Reality Market
13.4.1 Introduction
13.4.2 Augmented Reality Market, by Device Type
Table 194 Augmented Reality Market, by Device Type, 2021-2026 (USD Million)
13.4.3 Augmented Reality Market, by Offering
Table 195 Augmented Reality Market, by Offering, 2021-2026 (USD Million)
13.4.4 Augmented Reality Market, by Region
Table 196 Augmented Reality Market, by Region, 2021-2026 (USD Million)
13.5 Virtual Reality Market
13.5.1 Introduction
13.5.2 Virtual Reality Market, by Offering
Table 197 Vr Market, by Offering, 2016-2019 (USD Million)
Table 198 Vr Market, by Offering, 2020-2025 (USD Million)
13.5.3 Virtual Reality Market, by Region
Table 199 Vr Market, by Region, 2016-2019 (USD Million)
Table 200 Vr Market, by Region, 2020-2025 (USD Million)

14 Appendix
14.1 Discussion Guide
14.2 Knowledgestore: The Subscription Portal
14.3 Customization Options

Companies Mentioned

  • Accenture
  • Activision Blizzard
  • Adobe
  • Ansys
  • Apple
  • Autodesk Inc.
  • Bytedance
  • Decentraland
  • Deloitte
  • Electronic Arts
  • Eon Reality
  • Epic Games
  • Google
  • Hpe
  • Htc
  • Intel
  • Lenovo
  • Meta (Formerly Facebook)
  • Microsoft
  • Netease
  • Nexon
  • Nextech Ar Solutions
  • Nvidia
  • Panasonic
  • Qualcomm
  • Razer
  • Roblox
  • Samsung
  • Sandbox Vr
  • Seiko Epson
  • Somnium Space
  • Sony
  • Take-Two
  • Talecraft
  • Tech Mahindra
  • Tencent
  • Unity
  • Valve
  • Vr Chat
  • Zqgame

Methodology

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