The metaverse market would grow at a CAGR of 44.5% over the predicted time frame. The market is expected to increase in value from US$ 68.49 Bn in 2022 to US$ 1.3 Trn in 2030.
The on metaverse
Market, which provides a business strategy, research & development
activities, concise outline of the market valuation, valuable insights
pertaining to market share, size, supply chain analysis, competitive landscape
and regional proliferation of this industry.
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Report Scope of the Metaverse Market
Report Coverage | Details |
Market Size by 2030 | USD 1.3 Trillion |
Growth Rate from 2022 to 2030 | CAGR of 44.5% |
Largest Market | North America |
Fastest Growing Region | Asia Pacific |
Base Year | 2021 |
Forecast Period | 2022 to 2030 |
Segments Covered | Components, Offering's, Platform, Technology, Application, End User, Geography |
A recent
report provides crucial insights along with application based and forecast
information in the Global Metaverse Market. The report provides a comprehensive
analysis of key factors that are expected to drive the growth of this market.
This study also provides a detailed overview of the opportunities along with
the current trends observed in the Metaverse market.
A
quantitative analysis of the industry is compiled for a period of 10 years in
order to assist players to grow in the market. Insights on specific revenue
figures generated are also given in the report, along with projected revenue at
the end of the forecast period.
Companies
and Manufacturers Covered
The study
covers key players operating in the market along with prime schemes and
strategies implemented by each player to hold high positions in the industry.
Such a tough vendor landscape provides a competitive outlook of the industry,
consequently existing as a key insight. These insights were thoroughly analysed
and prime business strategies and products that offer high revenue generation
capacities were identified. Key players of the global Metaverse market are
included as given below:
Metaverse Market Key Players
- META
- NVIDIA Corporation
- Epic Games
- Microsoft
- Snap Inc.
- Nextech AR Solutions Inc.
- The Sandbox
- Decentraland
- Roblox Corporation
- Qualcomm Technologies, Inc.
Market Segments
- Software
- Asset Creation Tools
- Programming Engines
- Hardware
- Haptic Sensors & Devices
- Smart Glasses
- Omni Treadmills
- Displays
- eXtended Reality (XR) Hardware
- AR/VR Headsets
- Others
By Platform
- Mobile
- Desktop
By Offering's
- Avatars
- Virtual platforms
- Asset marketplace
- Financial services
By Technology
- AR & VR
- Mixed Reality
- Blockchain
- Others
By Application
- Aircraft maintenance
- Gaming
- Online shopping
- Social media
- Virtual runway shows
- Content creation
- Others
By End User
- Media and Entertainment
- BFSI
- Retail
- Aerospace and defense
- Education
- Automotive
- Others
By Geography
- North America
- U.S.
- Canada
- Europe
- U.K.
- Germany
- France
- Asia-Pacific
- China
- India
- Japan
- South Korea
- Malaysia
- Philippines
- Latin America
- Brazil
- Rest of Latin America
- Middle East & Africa (MEA)
- GCC
- North Africa
- South Africa
- Rest of the Middle East & Africa
Report Objectives
- To define, describe, and forecast the global metaverse
market based on product, and region
- To provide detailed information regarding the major
factors influencing the growth of the market (drivers, opportunities, and
industry-specific challenges)
- To strategically analyze micromarkets1 with respect to
individual growth trends, future prospects, and contributions to the total
market
- To analyze opportunities in the market for stakeholders
and provide details of the competitive landscape for market leaders
- To forecast the size of market segments with respect to
four main regions—North America,
Europe, Asia Pacific and the Rest of the World (RoW)2
- To strategically profile key players and comprehensively
analyze their product portfolios, market shares, and core competencies3
- To track and analyze competitive developments such as
acquisitions, expansions, new product launches, and partnerships in the metaverse
market
Table of Content
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. End User Procurement Analysis
4.3.2. Sales and Distribution Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Metaverse Market
5.1. COVID-19 Landscape: Metaverse Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Metaverse Market, By Components
8.1. Metaverse Market, by Components, 2022-2030
8.1.1. Software
8.1.1.1. Market Revenue and Forecast (2017-2030)
8.1.2. Hardware
8.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 9. Global Metaverse Market, By Platform
9.1. Metaverse Market, by Platform, 2022-2030
9.1.1. Mobile
9.1.1.1. Market Revenue and Forecast (2017-2030)
9.1.2. Desktop
9.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 10. Global Metaverse Market, By Offering’s
10.1. Metaverse Market, by Offering’s, 2022-2030
10.1.1. Avatars
10.1.1.1. Market Revenue and Forecast (2017-2030)
10.1.2. Virtual platforms
10.1.2.1. Market Revenue and Forecast (2017-2030)
10.1.3. Asset marketplace
10.1.3.1. Market Revenue and Forecast (2017-2030)
10.1.4. Financial services
10.1.4.1. Market Revenue and Forecast (2017-2030)
Chapter 11. Global Metaverse Market, By Technology
11.1. Metaverse Market, by Technology, 2022-2030
11.1.1. Virtual reality and augmented reality
11.1.1.1. Market Revenue and Forecast (2017-2030)
11.1.2. Blockchain
11.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 12. Global Metaverse Market, By Application
12.1. Metaverse Market, by Application, 2022-2030
12.1.1. Aircraft maintenance
12.1.1.1. Market Revenue and Forecast (2017-2030)
12.1.2. Gaming
12.1.2.1. Market Revenue and Forecast (2017-2030)
12.1.3. Online shopping
12.1.3.1. Market Revenue and Forecast (2017-2030)
12.1.4. Social media
12.1.4.1. Market Revenue and Forecast (2017-2030)
12.1.5. Virtual runway shows
12.1.5.1. Market Revenue and Forecast (2017-2030)
12.1.6. Content creation
12.1.6.1. Market Revenue and Forecast (2017-2030)
12.1.7. Others
12.1.7.1. Market Revenue and Forecast (2017-2030)
Chapter 13. Global Metaverse Market, By End User
13.1. Metaverse Market, by End User, 2022-2030
13.1.1. Media and Entertainment
13.1.1.1. Market Revenue and Forecast (2017-2030)
13.1.2. BFSI
13.1.2.1. Market Revenue and Forecast (2017-2030)
13.1.3.Retail
13.1.3.1. Market Revenue and Forecast (2017-2030)
13.1.4. Aerospace and defense
13.1.4.1. Market Revenue and Forecast (2017-2030)
13.1.5. Education
13.1.5.1. Market Revenue and Forecast (2017-2030)
13.1.6. Automotive
13.1.6.1. Market Revenue and Forecast (2017-2030)
13.1.7. Others
13.1.7.1. Market Revenue and Forecast (2017-2030)
Chapter 14. Global Metaverse Market, Regional Estimates and Trend Forecast
14.1. North America
14.1.1. Market Revenue and Forecast, by Components (2017-2030)
14.1.2. Market Revenue and Forecast, by Platform (2017-2030)
14.1.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.1.4. Market Revenue and Forecast, by Technology (2017-2030)
14.1.5. Market Revenue and Forecast, by Application (2017-2030)
14.1.6. Market Revenue and Forecast, by End User (2017-2030)
14.1.7. U.S.
14.1.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.1.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.1.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.1.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.1.8. Market Revenue and Forecast, by Application (2017-2030)
14.1.8.1. Market Revenue and Forecast, by End User (2017-2030)
14.1.9. Rest of North America
14.1.9.1. Market Revenue and Forecast, by Components (2017-2030)
14.1.9.2. Market Revenue and Forecast, by Platform (2017-2030)
14.1.9.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.1.9.4. Market Revenue and Forecast, by Technology (2017-2030)
14.1.10. Market Revenue and Forecast, by Application (2017-2030)
14.1.11. Market Revenue and Forecast, by End User (2017-2030)
14.1.11.1.
14.2. Europe
14.2.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.4. Market Revenue and Forecast, by Technology (2017-2030)
14.2.5. Market Revenue and Forecast, by Application (2017-2030)
14.2.6. Market Revenue and Forecast, by End User (2017-2030)
14.2.7.
14.2.8. UK
14.2.8.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.8.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.8.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.9. Market Revenue and Forecast, by Technology (2017-2030)
14.2.10. Market Revenue and Forecast, by Application (2017-2030)
14.2.10.1. Market Revenue and Forecast, by End User (2017-2030)
14.2.11. Germany
14.2.11.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.11.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.11.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.12. Market Revenue and Forecast, by Technology (2017-2030)
14.2.13. Market Revenue and Forecast, by Application (2017-2030)
14.2.14. Market Revenue and Forecast, by End User (2017-2030)
14.2.14.1.
14.2.15. France
14.2.15.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.15.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.15.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.15.4. Market Revenue and Forecast, by Technology (2017-2030)
14.2.16. Market Revenue and Forecast, by Application (2017-2030)
14.2.16.1. Market Revenue and Forecast, by End User (2017-2030)
14.2.17. Rest of Europe
14.2.17.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.17.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.17.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.17.4. Market Revenue and Forecast, by Technology (2017-2030)
14.2.18. Market Revenue and Forecast, by Application (2017-2030)
14.2.18.1. Market Revenue and Forecast, by End User (2017-2030)
14.3. APAC
14.3.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.5. Market Revenue and Forecast, by Application (2017-2030)
14.3.6. Market Revenue and Forecast, by End User (2017-2030)
14.3.7. India
14.3.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.8. Market Revenue and Forecast, by Application (2017-2030)
14.3.9. Market Revenue and Forecast, by End User (2017-2030)
14.3.10. China
14.3.10.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.10.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.10.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.10.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.11. Market Revenue and Forecast, by Application (2017-2030)
14.3.11.1. Market Revenue and Forecast, by End User (2017-2030)
14.3.12. Japan
14.3.12.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.12.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.12.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.12.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.12.5. Market Revenue and Forecast, by Application (2017-2030)
14.3.12.6. Market Revenue and Forecast, by End User (2017-2030)
14.3.13. Rest of APAC
14.3.13.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.13.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.13.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.13.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.13.5. Market Revenue and Forecast, by Application (2017-2030)
14.3.13.6. Market Revenue and Forecast, by End User (2017-2030)
14.4. MEA
14.4.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.5. Market Revenue and Forecast, by Application (2017-2030)
14.4.6. Market Revenue and Forecast, by End User (2017-2030)
14.4.7. GCC
14.4.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.8. Market Revenue and Forecast, by Application (2017-2030)
14.4.9. Market Revenue and Forecast, by End User (2017-2030)
14.4.10. North Africa
14.4.10.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.10.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.10.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.10.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.11. Market Revenue and Forecast, by Application (2017-2030)
14.4.12. Market Revenue and Forecast, by End User (2017-2030)
14.4.13. South Africa
14.4.13.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.13.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.13.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.13.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.13.5. Market Revenue and Forecast, by Application (2017-2030)
14.4.13.6. Market Revenue and Forecast, by End User (2017-2030)
14.4.14. Rest of MEA
14.4.14.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.14.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.14.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.14.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.14.5. Market Revenue and Forecast, by Application (2017-2030)
14.4.14.6. Market Revenue and Forecast, by End User (2017-2030)
14.5. Latin America
14.5.1. Market Revenue and Forecast, by Components (2017-2030)
14.5.2. Market Revenue and Forecast, by Platform (2017-2030)
14.5.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.5.4. Market Revenue and Forecast, by Technology (2017-2030)
14.5.5. Market Revenue and Forecast, by Application (2017-2030)
14.5.6. Market Revenue and Forecast, by End User (2017-2030)
14.5.7. Brazil
14.5.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.5.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.5.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.5.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.5.8. Market Revenue and Forecast, by Application (2017-2030)
14.5.8.1. Market Revenue and Forecast, by End User (2017-2030)
14.5.9. Rest of LATAM
14.5.9.1. Market Revenue and Forecast, by Components (2017-2030)
14.5.9.2. Market Revenue and Forecast, by Platform (2017-2030)
14.5.9.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.5.9.4. Market Revenue and Forecast, by Technology (2017-2030)
14.5.9.5. Market Revenue and Forecast, by Application (2017-2030)
14.5.9.6. Market Revenue and Forecast, by End User (2017-2030)
Chapter 15. Company Profiles
15.1. Meta (Facebook,Inc.)
15.1.1. Company Overview
15.1.2. Product Offerings
15.1.3. Financial Performance
15.1.4. Recent Initiatives
15.2. Tencent holdings Ltd
15.2.1. Company Overview
15.2.2. ProductOfferings
15.2.3. Financial Performance
15.2.4. Recent Initiatives
15.3. Roblox corporation
15.3.1. Company Overview
15.3.2. Product Offerings
15.3.3. Financial Performance
15.3.4. Recent Initiatives
15.4. Nvidia corporation
15.4.1. Company Overview
15.4.2. Product Offerings
15.4.3. Financial Performance
15.4.4. Recent Initiatives
15.5. NetEase, Inc.
15.5.1. Company Overview
15.5.2. Product Offerings
15.5.3. Financial Performance
15.5.4. Recent Initiatives
Chapter 16. Research Methodology
16.1. Primary Research
16.2. Secondary Research
16.3. Assumptions
Chapter 17. Appendix
17.1. About Us
17.2. Glossary of Terms
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