Overview:
This report assesses the market opportunity for Metaverse vendors and ancillary services providers including infrastructure, devices, software, and supporting services. The report includes qualitative and quantitative analysis of the Metaverse market and related segments from 2023 to 2028.
Select Report Findings:
- Metaverse digital asset marketplaces will be a $298.6 billion opportunity by 2028
- Blockchain solutions in support of Metaverse solutions will reach $161.9 billion by 2028
- Virtual reality in Metaverse solutions will represent a $315.3 billion opportunity by 2028
- User-generated content and social media within the Metaverse will reach $95.7 billion by 2028
- Financial services in support of various forms of Metaverse commerce will reach nearly $58 billion by 2028
The Metaverse will represent an interchange between the physical and virtual worlds to create an entire new universe in which digital consumers and businesses will engage in communications, applications, content, and commerce.
Accordingly, many companies have already committed billions of dollars to the Metaverse. Even governmental organizations are getting involved as evidenced by some countries thinking about opening ambassador relations within the Metaverse. In general, the dominant trend is for cyber-to-physical interchange as a means of enriching society and providing the next boom to the digital economy.
More than a consumer virtual reality solution, Metaverse will transform a substantial number of functional elements within enterprise and industrial segments including sales, marketing, and business operations.
It will affect virtually every industry vertical in many ways including enhancing social media experience, improvising business communication and optimizing overall productivity, creating immersive experience across sales and marketing, revolutionizing online education, creating futuristic blockchain applications, and ultimately becoming the future of the Internet.
Metaverse solutions will leverage many technologies such as digital twins, which among other things, will be used for monitoring, simulation, and remote control of physical assets with virtual objects. The notion of "Smart Objects" will come to the fore as the following becomes increasingly more commonplace:
- Virtual-to-Real (V2R): Virtual objects that can be provisioned and administered to interface with real objects for many purposes including monitoring and control.
- Real-to-Virtual (R2V): Real-objects provide feedback, alerts, and even control of virtual objects (software programs via Software Defined Networks) and platforms (hardware and software put in place to orchestrate IoT networks and assets).
- Virtual-to-Virtual (V2V): This represents simulation and testing for IoT networks, including end-nodes and assets. IoT is new, and potentially dangerous (e.g. control and security issues), necessitating platforms for IoT V2V.
Mixed Reality (MR) will provide opportunities for teleoperation and tele-robotics using the advanced user interfaces enabled through a truly immersive experience. This means that both V2R and R2V will become a commonplace experience as MR matures and as VR becomes more commonplace.
This will start in business and industrial sectors but will also lead to more consumer applications and services, especially as cloud robotics (a new paradigm where robots and automation systems share data and code and perform computation via networks) becomes more commonplace. The combination of robotics, teleoperation, and cloud technologies is poised to transform Industrial Processes. MR and VR will be a big part of this by way of advanced UI and user experiences.
Companies in Report:
- Active Theory
- Adidas
- Alibaba Cloud
- Apple Inc.
- Atari Inc.
- Baidu
- Binance
- Bloktopia
- Bolly Heroes
- ByteDance Ltd.
- Cope Studio
- Cryptovoxels
- Decentraland
- Epic Games Inc.
- Gap Inc
- Globant
- GoMeta
- Google
- HoYoverse (miHoYo)
- Hulu LLC
- HyperVerse
- Larva Labs (Yuga Labs)
- LeewayHertz
- Lilith Games
- LOKA
- Magic Leap Inc.
- Meta Platforms Inc.
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- Metahero
- Microsoft Corporation
- Nakamoto Games
- NetEase Inc.
- Netflix
- Nextech AR Solution Corp.
- NextMeet
- Niantic
- Nike Inc
- Nvidia Corporation
- OneRare
- Queppelin
- Rarible
- Roblox Corporation
- Sky Mavis
- Somnium Space
- Sony Corporation
- Sorare
- Star Atlas
- Tencent Holdings
- The Sandbox
- Unity Technologies Inc.
- Valve
- Verizon
- Walmart
- Zippy
- ZQGame
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Table of Contents
1.0. Executive Summary
2.0. Introduction
- 2.1. Metaverse Defined
- 2.1.1. Conceptual Framework: Product/Service/Place/Moment
- 2.1.2. Technology Pillars/Layers
- 2.1.3. Key Features
- 2.2. Metaverse Building Blocks
- 2.2.1. Building Block 1: Infrastructure
- 2.2.2. Building Block 2: Virtualization Engine
- 2.2.3. Building Block 3: Interface and Access
- 2.2.4. Building Block 4: User Experience and Use Cases
- 2.2.5. Building Block 5: Tools and Standards
- 2.3. Metaverse Types
- 2.3.1. Augmented Reality
- 2.3.2. Virtual Reality
- 2.3.3. Lifelogging
- 2.3.4. Mirrored Worlds
- 2.4. Metaverse Development Timeline
- 2.4.1. Today: Virtual Reality as a Digital Escape
- 2.4.2. Near Term: AR to Enhance Human Experience
- 2.4.3. Longer Term: BCI as Final Platform
- 2.5. Metaverse Rational for Business
- 2.6. Web 3 and the Metaverse
- 2.7. Market Dynamic Analysis
- 2.7.1. Growth Driver Analysis
- 2.7.2. Market Challenge Analysis
- 2.7.3. Market Opportunity Analysis
- 2.8. Pandemic a Market Driver for the Metaverse
- 2.9. Value Chain Analysis
- 2.9.1. Hardware and Equipment Providers
- 2.9.2. Infrastructure Solution Providers
- 2.9.3. Software Solution Providers
- 2.9.4. Platform Providers
- 2.9.5. Content Providers
- 2.9.6. AI Companies
- 2.9.7. Enabling Technology Providers
- 2.10. Industry Development
- 2.10.1. Deal, Acquisition, Investment, and Alliance Analysis
- 2.10.2. Technology Collaboration Analysis
3.0. Metaverse Technology and Application Analysis
- 3.1. Metaverse Technology Analysis
- 3.1.1. Blockchain
- 3.1.2. Virtual and Augmented Reality
- 3.1.3. Mixed Reality
- 3.1.4. Brain-Computer Interfaces
- 3.2. Enabling Technology Analysis
- 3.2.1. NFTs
- 3.2.2. Artificial Intelligence
- 3.2.3. Internet and 5G Network
- 3.2.4. 3D Modelling
- 3.2.5. Edge Computing
- 3.2.6. Digital Twin Technology and Solutions
- 3.2.7. Cryptocurrency
- 3.3. Metaverse Hardware/Device Analysis
- 3.3.1. Displays
- 3.3.2. Extended Reality Hardware
- 3.3.2.1. Haptic Sensors and Devices
- 3.3.2.2. Omni Treadmills
- 3.3.2.3. Smart Glasses
- 3.3.3. AR/VR Headsets
- 3.4. Metaverse Software: Asset Creation Tool vs. Programming Engines
- 3.5. Metaverse Platform Analysis
- 3.5.1. Desktop Platform
- 3.5.2. Mobile Platform
- 3.5.3. Console Platform
- 3.5.4. Headsets/Wearables Platform
- 3.6. Metaverse Sales Channel: Direct vs. Distribution
- 3.7. Metaverse Application Analysis
- 3.7.1. Financial Institutes
- 3.7.2. Retail and Fashion
- 3.7.3. Media and Entertainment
- 3.7.4. Real Estate
- 3.7.5. Education
- 3.7.6. Aerospace
- 3.7.7. Automotive
- 3.7.8. Healthcare
- 3.7.9. Manufacturing
- 3.7.10. Military
- 3.8. Metaverse Ecosystem
4.0. Metaverse Company Analysis
- 4.1. Meta Platforms Inc.
- 4.2. Apple Inc.
- 4.3. Google
- 4.4. Tencent Holdings
- 4.5. ByteDance Ltd.
- 4.6. NetEase Inc.
- 4.7. Nvidia Corporation
- 4.8. Unity Technologies Inc.
- 4.9. Lilith Games
- 4.10. Nextech AR Solution Corp.
- 4.11. Active Theory
- 4.12. Decentraland
- 4.13. Microsoft Corporation
- 4.14. Globant
- 4.15. Alibaba Cloud
- 4.16. Magic Leap Inc.
- 4.17. Queppelin
- 4.18. HoYoverse (miHoYo)
- 4.19. ZQGame
- 4.20. Sony Corporation
- 4.21. GoMeta
- 4.22. Niantic
- 4.23. Valve
- 4.24. Baidu
- 4.25. Somnium Space
- 4.26. Binance
- 4.27. Walmart
- 4.28. Nike Inc
- 4.29. Gap Inc
- 4.30. Verizon
- 4.31. Hulu LLC
- 4.32. Netflix
- 4.33. Adidas
- 4.34. Atari Inc.
- 4.35. HyperVerse
- 4.36. Nakamoto Games
- 4.37. The Sandbox
- 4.38. Roblox Corporation
- 4.39. Epic Games Inc.
- 4.40. Bloktopia
- 4.41. Cryptovoxels
- 4.42. Metahero
- 4.43. Star Atlas
- 4.44. Bolly Heroes
- 4.45. OneRare
- 4.46. LOKA
- 4.47. Cope Studio
- 4.48. Zippy
- 4.49. NextMeet
- 4.50. ZQGame
- 4.51. Larva Labs (Yuga Labs)
- 4.52. Sky Mavis
- 4.53. Sorare
- 4.54. Rarible
- 4.55. LeewayHertz
5.0. Metaverse Market Analysis and Forecasts 2023-2028
- 5.1. Global Metaverse Revenue
- 5.1.1. Global Metaverse Market by Type
- 5.1.1.1. Global Metaverse Market by Hardware Type
- 5.1.1.1.1. Global Metaverse Market by XR Hardware Type
- 5.1.1.2. Global Metaverse Market by Software Type
- 5.1.1.3. Global Metaverse Market by Service Type
- 5.1.1.3.1. Global Metaverse Market by Professional Service Type
- 5.1.2. Global Metaverse Market by Platform Type
- 5.1.3. Global Metaverse Market by Technology Type
- 5.1.4. Global Metaverse Market by Solution Type
- 5.1.5. Global Metaverse Market by Application Type
- 5.1.6. Global Metaverse Market by Industry Vertical
- 5.1.7. Global Metaverse Market by Sales Channel
- 5.1.8. Global Metaverse NFT Market
- 5.1.9. Metaverse Market by Region
- 5.1.9.1. North America Metaverse Market: Hardware, Software, Service, Platform, Technology, Solution, Application, Industry Vertical, Sales Channel, NFT, and Country
- 5.1.9.2. Europe Metaverse Market: Hardware, Software, Service, Platform, Technology, Solution, Application, Industry Vertical, Sales Channel, NFT, and Country
- 5.1.10. APAC Metaverse Market: Hardware, Software, Service, Platform, Technology, Solution, Application, Industry Vertical, Sales Channel, NFT, and Country
- 5.1.11. Latin America Metaverse Market: Hardware, Software, Service, Platform, Technology, Solution, Application, Industry Vertical, Sales Channel, NFT, and Country
- 5.1.12. MEA Metaverse Market: Hardware, Software, Service, Platform, Technology, Solution, Application, Industry Vertical, Sales Channel, NFT, and Country
- 5.2. Global Metaverse Users
- 5.2.1. Global Metaverse User by Platform
- 5.2.2. Global Metaverse User by Application
- 5.2.3. Global Metaverse User by Industry Vertical
- 5.2.4. Global Metaverse NFT User
- 5.2.5. Global Metaverse User by Region
- 5.2.5.1. North America Metaverse User: Platform, Application, Industry Vertical, NFT, and Country
- 5.2.5.2. Europe Metaverse User: Platform, Application, Industry Vertical, NFT, and Country
- 5.2.5.3. APAC Metaverse User: Platform, Application, Industry Vertical, NFT, and Country
- 5.2.5.4. Latin America Metaverse User: Platform, Application, Industry Vertical, NFT, and Country
- 5.2.5.5. MEA Metaverse User: Platform, Application, Industry Vertical, NFT, and Country
6.0. Conclusions and Recommendations