The metaverse in entertainment market size is expected to see exponential growth in the next few years. It will grow to $90.93 billion in 2030 at a compound annual growth rate (CAGR) of 26.4%. The growth in the forecast period can be attributed to increasing consumer adoption of virtual reality, expansion of virtual live events, growth of creator-led virtual spaces, increasing brand presence within the metaverse, and development of new virtual monetization models. Major trends in the forecast period include immersive virtual concert platforms, interactive virtual social worlds, avatar-based fan engagement, virtual event ticketing models, and integration of digital assets and collectibles.
The rising popularity of online gaming and virtual worlds is expected to propel the growth of the metaverse in entertainment market going forward. Online gaming and virtual worlds are persistent digital environments where users participate in real-time interactions through games, social platforms, and immersive digital experiences, making them an important driver of modern entertainment consumption. The growing popularity of online gaming and virtual worlds is supported by increasing weekly participation, with engagement extending across diverse age groups and genders. The metaverse enhances online gaming and virtual worlds by providing immersive, persistent environments where users interact in real time through avatars using virtual reality, augmented reality, and blockchain technologies that support social experiences, virtual economies, and user-generated content, thereby creating deeper engagement and more interactive gameplay experiences. For instance, in January 2025, according to the Entertainment Software Association, a US-based trade association, spending on video game content was $49.8 billion in 2023 and increased to $50.6 billion in 2024, with mobile games accounting for about half of total spending and increasing to $26 billion in 2024 from $24 billion in 2023, before app store fees. Therefore, the rising popularity of online gaming and virtual worlds is driving the growth of the metaverse in entertainment market.
Leading companies operating in the metaverse in entertainment market are focusing on advancing artificial intelligence-driven personalization technologies, such as AI-agent creation platforms, to strengthen user engagement and enhance immersive interaction within virtual environments. AI-agent creation platforms refer to technologies that allow users to design autonomous digital characters with personalized appearances, behaviors, and interactive capabilities tailored for virtual entertainment experiences. For example, in February 2025, MEET48, a Hong Kong-based entertainment technology company, launched MEET48.ai, a virtual entertainment, social, music, and dance artificial intelligence-generated content creator platform. The platform enables users to customize 3D idol artificial intelligence agents featuring human-like expressions, autonomous interaction, and live-streaming capabilities, thereby enhancing immersive participation and collaborative content creation within metaverse-based entertainment ecosystems.
In July 2025, JP 3E Holdings Inc., a US-based provider of financial and commodity trading solutions, acquired MetaRock for an undisclosed amount. Through this acquisition, JP 3E Holdings aims to strengthen its position in the metaverse entertainment industry by utilizing MetaRock’s patented decentralized trading platform and immersive metaverse technologies to support virtual commerce, digital experiences, and interactive entertainment applications. MetaRock is a US-based technology company that provides metaverse-related services, including entertainment and gaming, through its metaverse platform.
Major companies operating in the metaverse in entertainment market are Apple Inc., Samsung Electronics Co. Ltd., ByteDance Ltd., Meta Platforms Inc., Sony Group Corporation, NVIDIA Corporation, Qualcomm Incorporated, NetEase Inc., Roblox Corporation, Epic Games Inc., Niantic Inc., HTC Corporation, Farcana Studio FZ LLC, Highstreet VR Ltd., Decentraland Foundation, Hungama Digital Media Entertainment Private Limited, Gala Games Inc., AmazeVR Inc., VRChat Inc., Spatial Systems Inc., Sandbox VR Inc., Somnium Space Ltd., and Vulcan Forged Ltd.
North America was the largest region in the metaverse in entertainment market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the metaverse in entertainment market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the metaverse in entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
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Table of Contents
Executive Summary
Metaverse In Entertainment Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses metaverse in entertainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for metaverse in entertainment? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The metaverse in entertainment market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Scope
Markets Covered:
1) By Component: Hardware; Software; Services2) By Technology: Augmented Reality And Virtual Reality; Blockchain; Artificial Intelligence; Mixed Reality; Other Technologies
3) By Application: Film And Television; Music Concerts; Live Events; Gaming; Virtual Theme Parks; Social Media; Other Applications
4) By End-User: Individuals; Enterprises
Subsegments:
1) By Hardware: Head Mounted Displays; Motion Tracking Sensors; Haptic Feedback Devices; Wearable Input Devices; Spatial Audio Systems2) By Software: Virtual World Platforms; Game Development Engines; Digital Content Creation Tools; Simulation And Visualization Software; Avatar Creation And Customization Software
3) By Services: Content Development Services; Platform Integration Services; Maintenance And Support Services; Consulting And Strategy Services; Training And Experience Design Services
Companies Mentioned: Apple Inc.; Samsung Electronics Co. Ltd.; ByteDance Ltd.; Meta Platforms Inc.; Sony Group Corporation; NVIDIA Corporation; Qualcomm Incorporated; NetEase Inc.; Roblox Corporation; Epic Games Inc.; Niantic Inc.; HTC Corporation; Farcana Studio FZ LLC; Highstreet VR Ltd.; Decentraland Foundation; Hungama Digital Media Entertainment Private Limited; Gala Games Inc.; AmazeVR Inc.; VRChat Inc.; Spatial Systems Inc.; Sandbox VR Inc.; Somnium Space Ltd.; and Vulcan Forged Ltd.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentations: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
- Apple Inc.
- Samsung Electronics Co. Ltd.
- ByteDance Ltd.
- Meta Platforms Inc.
- Sony Group Corporation
- NVIDIA Corporation
- Qualcomm Incorporated
- NetEase Inc.
- Roblox Corporation
- Epic Games Inc.
- Niantic Inc.
- HTC Corporation
- Farcana Studio FZ LLC
- Highstreet VR Ltd.
- Decentraland Foundation
- Hungama Digital Media Entertainment Private Limited
- Gala Games Inc.
- AmazeVR Inc.
- VRChat Inc.
- Spatial Systems Inc.
- Sandbox VR Inc.
- Somnium Space Ltd.
- and Vulcan Forged Ltd.

