The global metaverse market size is expected to reach around US$1,607.12 billion by 2030 and is expected to grow at an impressive double-digit rate of 50.74% from 2022 to 2030. The global Metaverse market is estimated to witness substantial growth due to the rising focus on converging digital and physical worlds operating on the internet.
The study includes drivers and restraints of this market. The study provides an analysis of the global metaverse market for the period 2017-2030, wherein 2022 to 2030 is the forecast period and 2021 is considered as the base year.
Report Scope of the Metaverse Market
Report Coverage | Details |
Market Size by 2030 | USD 1,607.12 Billion |
CAGR from 2022 to 2030 | CAGR of 50.74% |
Largest Market | North America |
Fastest Growing Region | Asia Pacific |
Base Year | 2021 |
Forecast Period | 2022 to 2030 |
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Research Methodology
A unique research methodology has been utilized to conduct comprehensive research on the growth of the global metaverse market and arrive at conclusions on the future growth prospects of the market. This research methodology is a combination of primary and secondary research, which helps analysts warrant the accuracy and reliability of the draw conclusions. Secondary sources referred to by analysts during the production of the global market report include statistics from company annual reports, SEC filings, company websites, World Bank database, investor presentations, regulatory databases, government publications, and industry white papers. Analysts have also interviewed senior managers, product portfolio managers, CEOs, VPs, and market intelligence managers, who contributed to the production of our study on the market as a primary source.
These primary and secondary sources provided exclusive information during interviews, which serves as a validation from mattress topper industry leaders. Access to an extensive internal repository and external proprietary databases allows this report to address specific details and questions about the global metaverse market with accuracy. The study also uses the top-down approach to assess the numbers for each segment and the bottom-up approach to counter-validate them. This has helped to estimates the future prospects of the global market more reliable and accurate.
Why should you invest in this report?
If you are aiming to enter the global metaverse market, this report is a comprehensive guide that provides crystal clear insights into this niche market. All the major application areas for metaverse are covered in this report and information is given on the important regions of the world where this market is likely to boom during the forecast period of 2022-2030, so that you can plan your strategies to enter this market accordingly.
Besides, through this report, you can have a complete grasp of the level of competition you will be facing in this hugely competitive market and if you are an established player in this market already, this report will help you gauge the strategies that your competitors have adopted to stay as market leaders in this market. For new entrants to this market, the voluminous data provided in this report is invaluable.
Some of the prominent players in the global metaverse market include:
- Meta (Facebook,Inc.)
- Tencent holdings Ltd
- Roblox corporation
- Nvidia corporation
- NetEase, Inc.
Market Segmentation:
By Components
- Software
- Asset Creation Tools
- Programming Engines
- Hardware
- Displays
- eXtended Reality (XR) Hardware
- Haptic Sensors & Devices
- Smart Glasses
- Omni Treadmills
- AR/VR Headsets
- Others
By Platform
- Mobile
- Desktop
By Offering's
- Avatars
- Virtual platforms
- Asset marketplace
- Financial services
By Technology
- Virtual reality and augmented reality
- Blockchain
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
Regional Analysis:
The geographical analysis of the global metaverse market has been done for North America, Europe, Asia-Pacific, and the Rest of the World.
The North American Market is again segmented into the US, Canada, and Mexico. Coming to the European Market, it can be segmented further into the UK, Germany, France, Italy, Spain, and the rest. Coming to the Asia-Pacific, the global metaverse Market is segmented into China, India, Japan, and Rest of Asia Pacific. Among others, the market is segmented into the Middle East and Africa, (GCC, North Africa, South Africa and Rest of the Middle East & Africa).
Key Questions Answered by the Report:
- What will be the size of the global metaverse market in 2030?
- What is the expected CAGR for the metaverse market between 2021 and 2030?
- Which are the top players active in this global market?
- What are the key drivers of this global market?
- How will the market situation change in the coming years?
- Which region held the highest market share in this global market?
- What are the common business tactics adopted by players?
- What is the growth outlook of the global metaverse market?
TABLE OF CONTENT
Chapter 1. Introduction
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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