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市場調查報告書
商品編碼
1518387

元宇宙市場:依產品供應、依媒介、依應用、依最終用途行業、依地區 - 到2030年的全球預測

Metaverse Market by Offering (Hardware, Platforms), Medium (HoloLense, Headset, Others), Application (Virtual Learning, Virtual/Enhanced Gaming, Others), End-use Industry (Gaming, Marketing & Advertising, Others), Geography - Global Forecast to 2030

出版日期: | 出版商: Meticulous Research | 英文 250 Pages | 商品交期: 5-7個工作天內

價格

這份題為《元宇宙市場:提供的產品、媒體、應用程式、最終用途產業和地區- 預測》的研究報告對五個主要地區的元宇宙市場進行了深入分析,包括當前市場趨勢、市場規模、市場佔有率、近期趨勢以及2031年之前的預測。預計到2031年,元宇宙市場將達到 12,587 億美元,2024年至2031年年複合成長率為 49.7%。

該市場的成長因素,是元宇宙技術在娛樂和遊戲產業的日益整合,支持元宇宙市場發展的政府舉措和投資,以及公司為改善客戶體驗而加強元宇宙技術採用。

此外,企業和飯店領域對虛擬體驗的需求不斷成長,以及教育和培訓目的日益採用元宇宙技術,預計也將為市場成長創造機會。然而,有關網路安全、隱私保護和使用標準的嚴格法規是影響市場成長的一些挑戰。

目錄

第1章 簡介

第2章 研究方法

  • 調查的先決條件

第3章 執行概述

第4章 市場洞察

  • 摘要
  • 影響市場成長的因素
    • 促進因素
      • 娛樂和遊戲產業對元宇宙的需求不斷增加
      • 政府對元宇宙的承諾與投資增加
      • 更加採用元宇宙以改善客戶體驗
    • 抑制因素
      • 安裝維護成本高
      • 過度使用所導致的健康問題
    • 機會
      • 企業和飯店業日益採用虛擬體驗
      • 教育和培訓領域對元宇宙的需求日益成長
    • 作業
      • 政府法規與環境影響
      • 網路安全、隱私權和使用標準的 元宇宙法規
  • 趨勢
  • 個案研究

第5章 元宇宙市場:依產品評估

  • 摘要
  • 硬體
    • 擴增實境設備
    • VR設備
    • MR設備
    • 顯示
  • 平台
    • 傳統
    • 區塊鏈
      • 集中式元宇宙
      • 分散式元宇宙

第6章 元宇宙市場:媒介評價

  • 摘要
  • 全像鏡頭
  • 桌面
  • 智慧型手機
  • 耳機

第7章 元宇宙市場:應用評估

  • 摘要
  • 虛擬學習
  • VR娛樂
  • 虛擬工作環境
  • 虛擬/擴增遊戲
  • 虛擬社交
  • 數位醫療資源
  • 其他

第8章 元宇宙市場:最終用途產業評估

  • 摘要
  • 遊戲
  • IT/通信
  • 教育
  • 財務
  • 行銷與廣告
  • 醫療
  • 旅遊/旅館業
  • 建築
  • 交通
  • 製造業
  • 零售/電子商務
  • 其他

第9章 元宇宙各地區市場評估

  • 摘要
  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 韓國
    • 亞太地區其他地區
  • 拉丁美洲
  • 中東、非洲

第10章 競爭態勢

  • 摘要
  • 主要成長策略
  • 競爭基準測試
  • 競爭對手儀表板
    • 行業領導者
    • 市場差異化因素
    • 領先企業
    • 新興公司
  • 供應商市場定位
  • 市佔率分析

第11章 公司簡介(公司概況、財務概況、產品組合、策略發展)

  • Meta Platforms, Inc.
  • Microsoft Corporation
  • Google LLC
  • Unity Software Inc.
  • Accenture PLC
  • Adobe Inc.
  • Hewlett Packard Enterprise Company
  • Infosys Ltd.
  • TCS
  • Qualcomm Technologies, Inc.
  • Ansys
  • Autodesk
  • Intel Corporation
  • Tech Mahindra
  • Samsung
  • NetEase, Inc.
  • Electronic Arts Inc.
  • Epic games
  • Take-Two
  • Valve

(註:將提供前5名公司的SWOT分析)

第12章 附錄

Product Code: MRICT - 104929

Metaverse Market by Offering (Hardware, Platforms), Medium (HoloLens, Headset, Others), Application (Virtual Learning, Virtual/Enhanced Gaming, Others), End-use Industry (Gaming, Marketing & Advertising, Others), Geography-Forecast to 2031.

The research report titled, 'Metaverse Market by Offering (Hardware, Platforms), Medium (HoloLens, Headset, Others), Application (Virtual Learning, Virtual/Enhanced Gaming, Others), End-use Industry (Gaming, Marketing & Advertising, Others), Geography-Forecast to 2031, provides an in-depth analysis of the metaverse market across five major geographies and emphasizes on the current market trends, market sizes, market shares, recent developments, and forecasts till 2031. The metaverse market is projected to reach $1,258.7 billion by 2031, at a CAGR of 49.7% from 2024 to 2031.

The growth of this market is driven by the increasing integration of metaverse technologies in the entertainment & gaming industries, government initiatives & investments aimed at supporting metaverse development, and the rising adoption of metaverse technologies by businesses to enhance customer experiences.

Furthermore, the rising demand for virtual experiences in the corporate and hospitality sectors and the increasing adoption of metaverse technologies for educational & training purposes are expected to create market growth opportunities. However, stringent regulations on cybersecurity, privacy protection, and usage standards are some of the challenges impacting the market's growth.

The metaverse market is segmented by offering (hardware, platforms), medium (HoloLens, desktops, smartphones, and headsets), application (virtual learning, VR entertainment, virtual work settings, virtual/enhanced gaming, virtual socialization, digital health resources, and other applications), end-use industry (gaming, IT & telecommunications, education, finance, marketing & advertising, healthcare, travel & hospitality, construction, transportation, manufacturing, retail & e-commerce, and other end-use industries). This study also evaluates industry competitors and analyzes the market at the regional and country levels.

Based on offering, the metaverse market is segmented into hardware and platforms. In 2024, the hardware segment is expected to account for the larger share of the global metaverse market. The large market share of this segment is mainly attributed to the increasing development of advanced hardware, such as VR/AR headsets, haptic devices, and sensors, to improve the realism of virtual worlds. For instance, in June 2023, Meta Platforms, Inc. (U.S.) announced the company's next-generation mixed-reality headset. This new headset offers several upgrades compared to its predecessor, including a sleeker design with a reduced thickness of 40%.

However, the platforms segment is expected to record the highest CAGR during the forecast period. The growth of this segment is driven by the rising adoption of metaverse & other immersive technologies across various industries such as BFSI, retail, and media & entertainment. In addition, the rising focus of players on product development and enhancement is expected to drive the segment growth. For instance, in August 2021, NVIDIA Corporation (U.S.) announced a major expansion of NVIDIA Omniverse - the world's first simulation and collaboration platform to deliver the foundation of the metaverse through new integrations with Blender and Adobe that will open the platform to millions of users.

Based on medium, the metaverse market is segmented into HoloLens, desktops, smartphones, and headsets. In 2024, the desktop segment is expected to account for the largest share of the global metaverse market. Platforms like decentraland and many other metaverse applications can be accessed using a smartphone, desktop PC, or laptop. However, desktop computers often provide more enhanced capabilities, improving the overall user experience. This factor contributes to the large market share of this segment.

However, the mobile segment is expected to record the highest CAGR during the forecast period. This growth is driven by the growing popularity of smartphones, significant revenue growth in mobile gaming, and the convenience & accessibility these devices provide. Additionally, technological advancements and the emergence of web3 have led to the increased adoption of smart devices. Many metaverse applications are now accessible on Android devices, allowing users to download apps and access virtual environments directly through their phones. For instance, in November 2021, Baidu, Inc. (China) launched a metaverse app enabling the exploration of virtual worlds via smartphones, PCs, or VR goggles.

Based on application, the metaverse market is segmented into virtual learning, entertainment in VR, virtual work settings, virtual/enhanced gaming, virtual socialization, digital health resources, and other applications. In 2024, the virtual/enhanced gaming segment is expected to account for the largest share of the global Metaverse market. This segment's large market share can be attributed to the continuous innovations and advancements by developers aimed at enhancing immersion and realism in games. Additionally, the increasing accessibility to high-speed internet and the rising adoption of VR and AR technologies are further driving the growth of this segment.

However, the virtual learning segment is expected to record the highest CAGR during the forecast period. This segment's growth is driven by the increasing adoption of the metaverse by educational institutes aimed at enhancing interactive and engaging learning experiences, facilitating faster learning, and improving student performance through immersive educational environments. For instance, in December 2022, Edverse (India), an education metaverse company, launched Edverse Meta Classroom. The platform is the world's first virtual classroom designed to be conducted inside the Metaverse. It provides educators and learners with 3D visualizing and storytelling, creating an immersive environment for an enhanced learning experience.

Based on end-use industry, the metaverse market is segmented into gaming, IT & telecom, education, finance, marketing & advertising, healthcare, travel & hospitality, construction, transportation, manufacturing, retail & ecommerce, and other end-use industries. In 2024, the gaming segment is expected to account for the largest share of the global metaverse market. This segment's large market share is attributed to the rising integration of the metaverse platform with gaming to provide players with immersive and interactive experiences, unlock new monetization opportunities, foster long-term player engagement, and enable seamless cross-platform interactions, allowing players to connect and engage with games and experiences regardless of the hardware or console they are using. Furthermore, initiatives aimed at integrating immersive technologies with games are driving the growth of this segment. For instance, in February 2022, Sony (Japan) launched VR2 and VR2 Sense Controllers for the PlayStation 5, aiming to provide users with high-quality virtual reality experiences that immerse them deeply in gaming environments.

However, the marketing & advertising segment is expected to record the highest CAGR during the forecast period. This segment's growth is driven by the rising need to create immersive and engaging experiences that can help increase brand awareness, enhance user engagement, generate new revenue streams, and gain valuable insights into user behavior and preferences.

Based on geography, the metaverse market is segmented into North America, Asia-Pacific, Europe, Latin America, and the Middle East & Africa. In 2024, North America is expected to account for the largest share of the Metaverse market. North America's significant market share can be attributed to its well-developed and advanced technological infrastructure, substantial investments in digital innovation by companies and individuals, a thriving gaming industry, and collaborative efforts between technology firms, content creators, and platform developers to integrate metaverse technologies across various sectors.

Some of the recent developments in this market are as follows:

  • In January 2022, Microsoft Corporation (U.S.) acquired Activision Blizzard, Inc. (U.S.) to foster the metaverse industry's development and accelerate Microsoft's gaming business growth across mobile, PC, cloud, and console platforms.
  • In January 2023, the International Organization for Public-Private Cooperation in Geneva, also known as the World Economic Forum (WEF), collaborated with Microsoft Corporation (U.S.) and Accenture PLC (Ireland) to build a Global Collaboration Village. This metaverse platform focuses on promoting virtual multi-stakeholder cooperation.

However, the market in Asia-Pacific is expected to register the highest CAGR during the forecast period. The growth of this regional market is driven by the increasing integration of metaverse technologies in the media & entertainment and gaming industries, government initiatives & policies supporting digital transformation & innovation, and digitalization across art, fashion, and retail sectors.

Some of the recent developments in this market are as follows:

  • In March 2023, South Korea announced an investment of USD 21 million (27.7 billion KRW) into local services looking to utilize the metaverse
  • In September 2022, Meta Platforms, Inc. (U.S.) collaborated with the IT Ministry of India to release the XR Startup Program to develop advancements in evolving technologies such as virtual and augmented reality. This initiative focused on encouraging technological improvement in smaller towns and cities.
  • In September 2022, Animoca Brands Corporation Ltd (China) secured USD 110 million in a strategic funding round. The round included investments from new investors Temasek (Singapore), Boyu Capital (Hong Kong), and GGV Capital (U.S.), alongside existing investors Mirae Asset Management (India) and True Global Ventures (TGV) (Singapore). The company plans to utilize the capital to fund strategic acquisitions, develop products, secure licenses for popular intellectual properties, and drive advancements within the open metaverse.
  • In February 2022, i-City Malaysia announced an investment of USD 2.17 million (RM 10 million) to enhance a theme park with 3D metaverse.

Key Players:

The key players operating in the metaverse market are Meta Platforms, Inc. (U.S.), Microsoft Corporation(U.S.), Google LLC (U.S.), Unity Software Inc. (U.S.), Accenture PLC (Ireland), Adobe Inc. (U.S.), Hewlett Packard Enterprise Company (U.S.), Infosys Ltd. (India), TCS (India), Qualcomm Technologies, Inc. (U.S.), Ansys (U.S.), Autodesk (U.S.), Intel Corporation (U.S.), Tech Mahindra (India), Samsung (South Korea), NetEase, Inc. (China), Electronic Arts Inc. (U.S.), Epic Games (U.S.), Take-Two (U.S.), and Valve (U.S.)

Key questions answered in the report-

  • Which high-growth market segments are based on offering, medium, application, and end-use industry?
  • What was the historical market size for the metaverse?
  • What are the market forecasts and estimates for the period 2024-2031?
  • What are the major drivers, restraints, and opportunities in the metaverse market?
  • Who are the major players in the metaverse market, and what are their market shares?
  • What is the competitive landscape like?
  • What are the recent developments in the metaverse market?
  • What strategies are adopted by the major players in the metaverse market?
  • What are the key geographic trends, and which are the high-growth countries?
  • Who are the emerging players in the global metaverse market, and how do they compete with the other players?

Scope of the Report:

Metaverse Market Assessment-by Offering

  • Hardware
  • AR Devices
  • VR Devices
  • MR Devices
  • Displays
  • Platforms
  • Traditional
  • Blockchain
    • Centralized Metaverse
    • Decentralized Metaverse

Metaverse Market Assessment-by Medium

  • HoloLens
  • Desktops
  • Smartphones
  • Headsets

Metaverse Market Assessment-by Application

  • Virtual Learning
  • VR Entertainment
  • Virtual Work Settings
  • Virtual/Enhanced Gaming
  • Virtual Socialization
  • Digital Health Resources
  • Other Applications

Metaverse Market Assessment-by End-use Industry

  • Gaming
  • IT & Telecommunications
  • Education
  • Finance
  • Marketing & Advertising
  • Healthcare
  • Travel & Hospitality
  • Construction
  • Transportation
  • Manufacturing
  • Retail & E-commerce
  • Other End-use Industries

Metaverse Market Assessment-by Geography

  • North America
    • U.S.
    • Canada
  • Europe
    • U.K.
    • Germany
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America
  • Middle East & Africa

TABLE OF CONTENTS

1. Introduction

  • 1.1 Market Definition & Scope
  • 1.2 Market Ecosystem
  • 1.3 Currency & Limitations
  • 1.4 Key Stakeholders

2. Research Methodology

  • 2.1 Research Approach
  • 2.2 Process of Data Collection and Validation
    • 2.2.1 Secondary Research
    • 2.2.2 Primary Research/Interviews with Key Opinion Leaders of the Industry
  • 2.3 Market Sizing and Forecast
    • 2.3.1 Market Size Estimation Approach
      • 2.3.1.1 Bottom-up Approach
      • 2.3.1.2 Top-down Approach
    • 2.3.2 Growth Forecast Approach
  • 2.4 Assumption for the Study

3. Executive Summary

4. Market Insights

  • 4.1 Overview
  • 4.2 Factors Affecting Market Growth
    • 4.2.1 Drivers
      • 4.2.1.1 Increasing Demand for Metaverse in the Entertainment & Gaming Industry
      • 4.2.1.2 Rising Government Initiatives and Investment in Metaverse
      • 4.2.1.3 Growing Adoption of Metaverse to Enhance Customer Experience
    • 4.2.2 Restraints
      • 4.2.2.1 High Installation and Maintenance Costs
      • 4.2.2.2 Health Issues from Excessive Use
    • 4.2.3 Opportunities
      • 4.2.3.1 Rising Adoption of Virtual Experiences In the Corporate and Hospitality Sector
      • 4.2.3.2 Growing Need for Metaverse in Education and Training
    • 4.2.4 Challenges
      • 4.2.4.1 Government Restrictions Coupled With the Environmental Impact
      • 4.2.4.2 Regulating the Metaverse With Respect to Cybersecurity, Privacy, and Usage Standards
  • 4.3 Trends
  • 4.4 Case Studies

5. Metaverse Market Assessment-by Offering

  • 5.1 Overview
  • 5.2 Hardware
    • 5.2.1 AR Devices
    • 5.2.2 VR Devices
    • 5.2.3 MR Devices
    • 5.2.4 Displays
  • 5.3 Platform
    • 5.3.1 Traditional
    • 5.3.2 Blockchain
      • 5.3.2.1 Centralized Metaverse
      • 5.3.2.2 Decentralized Metaverse

6. Metaverse Market Assessment-by Medium

  • 6.1 Overview
  • 6.2 HoloLense
  • 6.3 Desktops
  • 6.4 Smartphones
  • 6.5 Headsets

7. Metaverse Market Assessment-by Application

  • 7.1 Overview
  • 7.2 Virtual Learning
  • 7.3 VR Entertainment
  • 7.4 Virtual Work Settings
  • 7.5 Virtual/Enhanced Gaming
  • 7.6 Virtual Socialization
  • 7.7 Digital Health Resources
  • 7.8 Other Applications

8. Metaverse Market Assessment-by End-use Industry

  • 8.1 Overview
  • 8.2 Gaming
  • 8.3 IT & Telecommunications
  • 8.4 Education
  • 8.5 Finance
  • 8.6 Marketing & Advertising
  • 8.7 Healthcare
  • 8.8 Travel & Hospitality
  • 8.9 Construction
  • 8.10 Transportation
  • 8.11 Manufacturing
  • 8.12 Retail & Ecommerce
  • 8.13 Other End-use Industries

9. Metaverse Market Assessment-by Geography

  • 9.1 Overview
  • 9.2 North America
    • 9.2.1 U.S.
    • 9.2.2 Canada
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 U.K.
    • 9.3.3 France
    • 9.3.4 Italy
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia-Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 South Korea
    • 9.4.5 Rest of Asia-Pacific
  • 9.5 Latin America
  • 9.6 Middle East & Africa

10. Competitive Landscape

  • 10.1 Overview
  • 10.2 Key Growth Strategies
  • 10.3 Competitive Benchmarking
  • 10.4 Competitive Dashboard
    • 10.4.1 Industry Leaders
    • 10.4.2 Market Differentiators
    • 10.4.3 Vanguards
    • 10.4.4 Emerging Companies
  • 10.5 Vendor Market Positioning
  • 10.6 Market Share Analysis

11. Company Profiles (Company Overview, Financial Overview, Product Portfolio, and Strategic Developments)

  • 11.1 Meta Platforms, Inc.
  • 11.2 Microsoft Corporation
  • 11.3 Google LLC
  • 11.4 Unity Software Inc.
  • 11.5 Accenture PLC
  • 11.6 Adobe Inc.
  • 11.7 Hewlett Packard Enterprise Company
  • 11.8 Infosys Ltd.
  • 11.9 TCS
  • 11.10 Qualcomm Technologies, Inc.
  • 11.11 Ansys
  • 11.12 Autodesk
  • 11.13 Intel Corporation
  • 11.14 Tech Mahindra
  • 11.15 Samsung
  • 11.16 NetEase, Inc.
  • 11.17 Electronic Arts Inc.
  • 11.18 Epic games
  • 11.19 Take-Two
  • 11.20 Valve

(Note: SWOT Analysis of Top 5 Companies Will be Provided)

12. Appendix

  • 12.1 Available Customization
  • 12.2 Related Reports

LIST OF TABLES

  • Table 1 Currency Conversion Rates (2019-2022)
  • Table 2 Global Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 3 Global Metaverse Hardware Market, by Country/Region, 2021-2030 (USD Million)
  • Table 4 Global Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 5 Global Metaverse Hardware Market for AR Devices, by Country/Region, 2021-2030 (USD Million)
  • Table 6 Global Metaverse Hardware Market for VR Devices, by Country/Region, 2021-2030 (USD Million)
  • Table 7 Global Metaverse Hardware Market for MR Devices, by Country/Region, 2021-2030 (USD Million)
  • Table 8 Global Metaverse Hardware Market for Displays, by Country/Region, 2021-2030 (USD Million)
  • Table 9 Global Metaverse Platforms Market, by Country/Region, 2021-2030 (USD Million)
  • Table 10 Global Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 11 Global Traditional Metaverse Platforms Market, by Country/Region, 2021-2030 (USD Million)
  • Table 12 Global Blockchain Metaverse Platforms Market, by Country/Region, 2021-2030 (USD Million)
  • Table 13 Global Blockchain Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 14 Global Centralized Metaverse Platforms Market, by Country/Region, 2021-2030 (USD Million)
  • Table 15 Global Decentralized Metaverse Platforms Market, by Country/Region, 2021-2030 (USD Million)
  • Table 16 Global Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 17 Global Metaverse Market for HoloLense, by Country/Region, 2021-2030 (USD Million)
  • Table 18 Global Metaverse Market for Desktops, by Country/Region, 2021-2030 (USD Million
  • Table 19 Global Metaverse Market for Smartphones, by Country/Region, 2021-2030 (USD Million)
  • Table 20 Global Metaverse Market for Headsets, by Country/Region, 2021-2030 (USD Million
  • Table 21 Global Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 22 Global Metaverse Market for Virtual Learning, by Country/Region, 2021-2030 (USD Million)
  • Table 23 Global Metaverse Market for Entertainment in VR, by Country/Region, 2021-2030 (USD Million)
  • Table 24 Global Metaverse Market for Virtual Work Settings, by Country/Region, 2021-2030 (USD Million)
  • Table 25 Global Metaverse Market for Virtual/Enhanced Gaming, by Country/Region, 2021-2030 (USD Million)
  • Table 26 Global Metaverse Market for Virtual Socialization, by Country/Region, 2021-2030 (USD Million)
  • Table 27 Global Metaverse Market for Digital Health Resources, by Country/Region, 2021-2030 (USD Million)
  • Table 28 Global Metaverse Market for Other Applications, by Country/Region, 2021-2030 (USD Million)
  • Table 29 Global Metaverse Market for HoloLense, by Country/Region, 2021-2030 (USD Million)
  • Table 30 Global Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 31 Global Metaverse Market for Gaming, by Country/Region, 2021-2030 (USD Million
  • Table 32 Global Metaverse Market for IT & Telecommunications, by Country/Region, 2021-2030 (USD Million)
  • Table 33 Global Metaverse Market for Education, by Country/Region, 2021-2030 (USD Million)
  • Table 34 Global Metaverse Market for Finance, by Country/Region, 2021-2030 (USD Million)
  • Table 35 Global Metaverse Market for Marketing & Advertising, by Country/Region, 2021-2030 (USD Million)
  • Table 36 Global Metaverse Market for Healthcare, by Country/Region, 2021-2030 (USD Million)
  • Table 37 Global Metaverse Market for Travel & Hospitality, by Country/Region, 2021-2030 (USD Million)
  • Table 38 Global Metaverse Market for Construction, by Country/Region, 2021-2030 (USD Million)
  • Table 39 Global Metaverse Market for Transportation, by Country/Region, 2021-2030 (USD Million)
  • Table 40 Global Metaverse Market for Manufacturing, by Country/Region, 2021-2030 (USD Million)
  • Table 41 Global Metaverse Market for Retail & Ecommerce, by Country/Region, 2021-2030 (USD Million)
  • Table 42 Global Metaverse Market for Other End-use Industries, by Country/Region, 2021-2030 (USD Million)
  • Table 43 North America: Metaverse Market, by Country, 2021-2030 (USD Million)
  • Table 44 North America: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 45 North America: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 46 North America: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 47 North America: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 48 North America: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 49 North America: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 50 North America: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 51 U.S.: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 52 U.S.: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 53 U.S.: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 54 U.S.: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 55 U.S.: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 56 U.S.: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 57 U.S.: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 58 Canada: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 59 Canada: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 60 Canada: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 61 Canada: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 62 Canada: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 63 Canada: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 64 Canada: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 65 Europe: Metaverse Market, by Country/Region, 2021-2030 (USD Million)
  • Table 66 Europe: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 67 Europe: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 68 Europe: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 69 Europe: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 70 Europe: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 71 Europe: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 72 Europe: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 73 Germany: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 74 Germany: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 75 Germany: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 76 Germany: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 77 Germany: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 78 Germany: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 79 Germany: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 80 U.K.: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 81 U.K.: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 82 U.K.: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 83 U.K.: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 84 U.K.: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 85 U.K.: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 86 U.K.: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 87 France: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 88 France: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 89 France: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 90 France: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 91 France: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 92 France: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 93 France: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 94 Italy: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 95 Italy: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 96 Italy: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 97 Italy: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 98 Italy: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 99 Italy: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 100 Italy: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 101 Spain: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 102 Spain: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 103 Spain: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 104 Spain: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 105 Spain: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 106 Spain: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 107 Spain: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 108 Rest of Europe: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 109 Rest of Europe: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 110 Rest of Europe: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 111 Rest of Europe: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 112 Rest of Europe: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 113 Rest of Europe: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 114 Rest of Europe: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 115 Asia-Pacific: Metaverse Market, by Country/Region, 2021-2030 (USD Million)
  • Table 116 Asia-Pacific: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 117 Asia-Pacific: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 118 Asia-Pacific: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 119 Asia-Pacific: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 120 Asia-Pacific: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 121 Asia-Pacific: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 122 Asia-Pacific: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 123 China: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 124 China: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 125 China: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 126 China: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 127 China: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 128 China: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 129 China: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 130 Japan: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 131 Japan: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 132 Japan: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 133 Japan: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 134 Japan: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 135 Japan: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 136 Japan: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 137 India: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 138 India: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 139 India: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 140 India: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 141 India: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 142 India: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 143 India: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 144 South Korea: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 145 South Korea: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 146 South Korea: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 147 South Korea: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 148 South Korea: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 149 South Korea: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 150 South Korea: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 151 Rest of Asia-Pacific: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 152 Rest of Asia-Pacific: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 153 Rest of Asia-Pacific: Metaverse Platforms Market, by Type, 2021-2030 (USD Million
  • Table 154 Rest of Asia-Pacific: Blockchain Platforms Market, by Type, 2021-2030 (USD Million
  • Table 155 Rest of Asia-Pacific: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 156 Rest of Asia-Pacific: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 157 Rest of Asia-Pacific: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 158 Latin America: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 159 Latin America: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 160 Latin America: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 161 Latin America: Blockchain Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 162 Latin America: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 163 Latin America: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 164 Latin America: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 165 Middle East & Africa: Metaverse Market, by Offering, 2021-2030 (USD Million)
  • Table 166 Middle East & Africa: Metaverse Hardware Market, by Type, 2021-2030 (USD Million)
  • Table 167 Middle East & Africa: Metaverse Platforms Market, by Type, 2021-2030 (USD Million)
  • Table 168 Middle East & Africa: Blockchain Platforms Market, by Type, 2021-2030 (USD Million
  • Table 169 Middle East & Africa: Metaverse Market, by Medium, 2021-2030 (USD Million)
  • Table 170 Middle East & Africa: Metaverse Market, by Application, 2021-2030 (USD Million)
  • Table 171 Middle East & Africa: Metaverse Market, by End-use Industry, 2021-2030 (USD Million)
  • Table 172 Recent Developments by Major Market Players (2020-2024)

LIST OF FIGURES

  • Figure 1 Research Process
  • Figure 2 Secondary Sources Referenced for this Study
  • Figure 3 Primary Research Techniques
  • Figure 4 Key Executives Interviewed
  • Figure 5 Breakdown of Primary Interviews (Supply Side & Demand Side)
  • Figure 6 Market Sizing and Growth Forecast Approach
  • Figure 7 Key Insights
  • Figure 8 Global Metaverse Market, by Offering, 2024 Vs. 2030 (USD Million)
  • Figure 9 Global Metaverse Market, by Medium, 2024 Vs. 2030 (USD Million)
  • Figure 10 Global Metaverse Market, by Application, 2024 Vs. 2030 (USD Million)
  • Figure 11 Global Metaverse Market, by End-use Industry, 2024 Vs. 2030 (USD Million)
  • Figure 12 Geographic Snapshot, Global Metaverse Market
  • Figure 13 Impact Analysis of Market Drivers, Restraints, Opportunities, and Challenges
  • Figure 14 Global Metaverse Market, by Offering, 2024 Vs. 2030 (USD Million)
  • Figure 15 Global Metaverse Market, by Medium, 2024 Vs. 2030 (USD Million)
  • Figure 16 Global Metaverse Market, by Application, 2024 Vs. 2030 (USD Million)
  • Figure 17 Global Metaverse Market, by End-use Industry, 2024 Vs. 2030 (USD Million)
  • Figure 18 Metaverse Market, by Geography, 2024 Vs. 2030 (USD Million)
  • Figure 19 Geographic Snapshot: North America Metaverse Market
  • Figure 20 Geographic Snapshot: Europe Metaverse Market
  • Figure 21 Geographic Snapshot: Asia-Pacific Metaverse Market
  • Figure 22 Growth Strategies Adopted by Leading Market Players (2020-2024)
  • Figure 23 Competitive Dashboard: Metaverse Market
  • Figure 24 Vendor Market Positioning Analysis (2019-2022)
  • Figure 25 Market Share Analysis: Metaverse Market (2022)
  • Figure 26 Meta Platforms, Inc.: Financial Overview
  • Figure 27 Microsoft Corporation: Financial Overview
  • Figure 28 Alphabet Inc.: Financial Overview
  • Figure 29 Unity Software Inc.: Financial Overview
  • Figure 30 Accenture PLC: Financial Overview
  • Figure 31 Adobe Inc: Financial Overview
  • Figure 32 Hewlett Packard Enterprise Company: Financial Overview
  • Figure 33 Infosys Ltd.: Financial Overview
  • Figure 34 TCS.: Financial Overview
  • Figure 35 Qualcomm Technologies, Inc.: Financial Overview
  • Figure 36 Ansys: Financial Overview
  • Figure 37 Autodesk: Financial Overview
  • Figure 38 Intel Corporation: Financial Overview
  • Figure 39 Tech Mahindra.: Financial Overview
  • Figure 40 Samsung: Financial Overview
  • Figure 41 NetEase, Inc: Financial Overview
  • Figure 42 Electronic Arts Inc.: Financial Overview
  • Figure 43 Take-Two: Financial Overview