世界各国のリアルタイムなデータ・インテリジェンスで皆様をお手伝い

メタバース市場:コンポーネント別(ハードウェア、ソフトウェア(拡張現実ソフトウェア、ゲームエンジン、3Dマッピング、モデリング&再構成、メタバースプラットフォーム、金融プラットフォーム)、プロフェッショナルサービス)、業種別、地域別 - 2027年までの世界市場予測


Metaverse Market by Component (Hardware, Software (Extended Reality Software, Gaming Engine, 3D Mapping, Modeling & Reconstruction, Metaverse Platform, Financial Platform), and Professional Services), Vertical and Region - Global Forecast to 2027

メタバースの世界市場規模は、2022年の618億米ドルから2027年には4269億米ドルへと、予測期間中に47.2%の複合年間成長率(CAGR)で成長すると予測されます。メタバース市場の成長を促進する主な要因としては、バ... もっと見る

 

 

出版社 出版年月 電子版価格 ページ数 図表数 言語
MarketsandMarkets
マーケッツアンドマーケッツ
2022年5月11日 US$4,950
シングルユーザライセンス
ライセンス・価格情報
注文方法はこちら
265 282 英語

日本語のページは自動翻訳を利用し作成しています。


 

サマリー

メタバースの世界市場規模は、2022年の618億米ドルから2027年には4269億米ドルへと、予測期間中に47.2%の複合年間成長率(CAGR)で成長すると予測されます。メタバース市場の成長を促進する主な要因としては、バーチャルリアリティ(VR)、拡張現実(AR)、複合現実(MR)などの隣接技術市場における強い成長機会、ブロックチェーン、暗号通貨、仮想化、5G、モノのインターネット(IoT)、その他が考えられます。さらに、拡張現実技術は、情報の非常に現実的なプレゼンテーションを通じて学生の学習体験を強化し、最終的に教育や産業研修業界の垂直でメタバース展開の急増につながったシミュレーション環境との相互作用を強化することにより、提供される未来に焦点を当てた技術であった。医療分野での拡張現実技術の使用は、患者の命を危険にさらすことなく、コストを削減し、個人の転帰を改善し、上記の主要な要因は、メタバースベンダーに十分な機会を作成することが期待されます。
COVID-19のパンデミックは2020年に市場に悪影響を及ぼし、その結果メタバース市場の成長率はCOVID-19以前のシナリオと比較して2020~2021年に1.0~1.5%低下した。しかし、同市場の各社は、事業改善のために様々な戦略を採用している。拡張現実における多くの研究開発と相まって、新興技術市場は、企業がメタバース・プラットフォームをさらに改善・強化するための強力な推進力となっています。企業は、パートナーシップやコラボレーション、製品開発を通じて、既存製品の強化を図っています。さらに、継続的なデジタル変革や、COVID-19の流行による安全でユーザーフレンドリーな対話型コラボレーションソリューションの需要の急増は、この市場のベンダーに十分な機会を提供しています。
ハードウェア分野が予測期間中に大幅な成長を遂げる
ハードウェア分野は、同市場に大きく貢献すると予測されています。このハードウェアセグメントの成長は、市場のARデバイスセグメントの成長を直接的に促進すると予想されるメディアおよびエンターテイメント分野でのHUDの使用などのいくつかの要因によってサポートされています。ARデバイスは、現実世界と仮想オブジェクトを組み合わせることができるため、さまざまなアプリケーションで需要が高まっています。また、高解像度で360°の視野角を持つモバイルベースのHMDの利用が急増していることから、ARおよびVR市場においてベンダーによる多くの提案がなされています。これは、ビジネス状況の変化、顧客の洞察、市場動向、外部要因、世界の混乱やサービスの不便さを理解するという組織のニーズとともに、メタバースソリューションの手間のかからない適切な展開や統合に対する需要が高まっているためです。
業種別では、コンシューマー向けが予測期間中に最大の市場規模を記録する見込み
メタバース市場において、コンシューマー向けは最大の市場規模を占めると予想されます。コンシューマー部門は、考古学博物館、テーマパーク、遊園地、サイエンスパーク、アートギャラリー、様々な種類のメガフェアや展示会など、いくつかのエンターテイメントアプリケーションによって支えられています。メタバースは、特に拡張現実技術によって、ゲームやスポーツ中継で使用された場合、視覚効果、3D環境、ユーザーとのインタラクション、参加という点で顕著な成果を上げています。ゲーム分野は、3D、AR、VR、MRといった重要で不可欠な最新技術をいち早く採用してきました。これらの技術は、現実世界の定義された場所にリンクされた仮想オブジェクトやキャラクター(アバター)を作成することで、プレイヤーのゲーム体験を向上させることを目的としています。また、この業界は、コンテンツや配信モジュールに関連する大衆への貢献度が高く、それゆえ最大の市場規模を有しています。
予測期間中、最も高い成長率を記録するのはアジア太平洋地域
アジア太平洋地域は、メタバース市場において最も急速に成長している地域であり、予測期間中にCAGR49.6%で最高の成長率を達成すると予想されています。消費者、商業、ヘルスケア用途でのメタバース技術の採用が進んでいることが、市場全体の成長を後押ししています。中国、日本、韓国などのアジア太平洋諸国におけるAR、VR、MR、AI、ML、高度分析などの新興技術の採用拡大や企業のクラウド環境への移行は、この高成長地域におけるメタバース市場の成長を加速させ、推進させるものです。
二次調査を通じて収集したいくつかのセグメントとサブセグメントの市場規模を決定し検証する過程で、メタバース市場で事業を展開する様々な主要企業や組織の最高経営責任者(CEO)、最高マーケティング責任者(CMO)、副社長(VP)、常務取締役(MD)、技術・イノベーション責任者、関連主要幹部に対して大規模な一次インタビューを実施しました。
- 企業タイプ別ティア1:29%、ティア2:45%、ティア3:26%。
- 役職別Cレベルエグゼクティブ - 30%、ディレクターレベル - 25%、その他 - 45
- 地域別北米:40%、欧州:30%、アジア太平洋:25%、その他の地域(RoW):5

本レポートでは、以下の主要ベンダーのプロフィールを掲載しています。
Meta(米国)、Microsoft(米国)、NetEase(中国)、Electronic Arts(米国)、Take-Two(米国)、Tencent(中国)、Nexon(日本)、Epic games(米国)、Unity(米国)、Valve(米国)、Accenture(アイルランド)、Adobe(米国)。アドビ(米)、HPE(米)、デロイト(英)、アンシス(米)、オートデスク(米)、インテル(米)、テックマヒンドラ(印)、バイトダンス(中)、Nvidia(米)、アクティビジョンブリザード(米)。Samsung(韓国)、Google(米国)、Sony(日本)、HTC(台湾)、セイコーエプソン(日本)、Apple(米国)、Qualcomm(米国)、Panasonic(日本)、Eon Reality(米国)、Roblox(米国)、レノボ(香港)、Razer(米国)、Nextech AR Solutions(カナダ)、ZQGame(中国)、Talecraft(マーシャル諸島)、VR Chat(米国)、Decentraland(アルゼンチン)、Somnium Space(UK)、Sandbox VR(米国)、など。
調査対象
本市場調査は、セグメントにわたるメタバース市場規模をカバーしています。コンポーネント別、業種別、地域別のセグメントにわたる市場規模や成長性の推定を目的としています。コンポーネントは、ハードウェア、ソフトウェア、プロフェッショナルサービスにサブセグメント化されています。ハードウェアには、ARデバイス(ARスマートグラス、スマートヘルメット、AR HUD)、VRデバイス(VR HMD、ジェスチャートラッキング装置、ハプティクス)、MRデバイス、ディスプレイ(3D、ホログラフィック、バーチャルミラー)などが含まれます。ソフトウェアには、拡張現実ソフトウェア、ゲームエンジン、3Dマッピング・モデリング・再構築ツール、ボリューム映像ツール、メタバースプラットフォーム、金融プラットフォームなどが含まれます。メタバースプラットフォームには、集中型および分散型ゲートウェイ、アバターIDメーカー、プレイ・トゥ・アーンのゲーム、仮想世界、メタバースベースのソーシャルメディアが含まれます。メタバース市場は、垂直軸に基づき、消費者(ゲーム、ソーシャルメディア、ライブエンターテインメント、イベント)、商業(小売・eコマース、旅行・観光、不動産、教育、企業)、工業製造、ヘルスケア、その他の垂直(自動車、航空宇宙・防衛、エネルギー・公共事業、輸送・物流)に区分されます。また、主要な市場プレイヤーの詳細な競合分析、会社概要、製品および事業内容に関する主な見解、最近の開発状況、主要な市場戦略についても記載しています。
レポート購入の主なメリット
本レポートは、メタバース市場全体とそのサブセグメントに関する収益数の最も近い近似値に関する情報を提供し、市場リーダー/新規参入者を支援します。本レポートは、利害関係者が競争環境を理解し、自社のビジネスをより良く位置づけ、適切な市場参入戦略を計画するためのより多くの洞察を得るのに役立ちます。また、利害関係者が市場の鼓動を理解するのに役立ち、主要な市場促進要因、阻害要因、課題、および機会に関する情報を提供します。

ページTOPに戻る


目次

1 INTRODUCTION 32
1.1 OBJECTIVES OF THE STUDY 32
1.2 MARKET DEFINITION 32
1.2.1 INCLUSIONS AND EXCLUSIONS 33
1.3 MARKET SCOPE 34
1.3.1 MARKET SEGMENTATION 34
1.3.2 REGIONS COVERED 35
1.3.3 YEARS CONSIDERED FOR THE STUDY 35
1.4 CURRENCY CONSIDERED 35
TABLE 1 UNITED STATES DOLLAR EXCHANGE RATE, 2018–2021 36
1.5 STAKEHOLDERS 36
2 RESEARCH METHODOLOGY 37
2.1 RESEARCH DATA 37
FIGURE 1 METAVERSE MARKET: RESEARCH DESIGN 37
2.1.1 SECONDARY DATA 38
TABLE 2 LIST OF KEY SECONDARY SOURCES 38
2.1.2 PRIMARY DATA 38
2.1.2.1 Breakup of primaries 39
2.1.2.2 Primary respondents 39
TABLE 3 PRIMARY RESPONDENTS: METAVERSE MARKET 39
2.1.2.3 Key industry insights 40
2.2 MARKET SIZE ESTIMATION 40
FIGURE 2 METAVERSE MARKET: TOP-DOWN AND BOTTOM-UP APPROACH 40
2.2.1 SUPPLY-SIDE APPROACH 41
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 1 (SUPPLY-SIDE): REVENUE OF METAVERSE FROM VENDORS 41
FIGURE 4 SUPPLY-SIDE MARKET SIZE ESTIMATION: REVENUE OF VENDORS OFFERING METAVERSE HARDWARE, SOFTWARE, AND SERVICES 42
FIGURE 5 MARKET PROJECTIONS FROM SUPPLY SIDE 43
2.2.2 DEMAND-SIDE APPROACH 43
FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY ̶ APPROACH 2 (DEMAND SIDE): REVENUE OF VENDORS FROM VERTICALS 44
FIGURE 7 MARKET PROJECTIONS FROM DEMAND-SIDE 44
2.3 DATA TRIANGULATION 45
FIGURE 8 METAVERSE MARKET: DATA TRIANGULATION 45
2.4 COMPANY EVALUATION MATRIX RESEARCH METHODOLOGY 46
FIGURE 9 METAVERSE COMPANY EVALUATION MATRIX: CRITERIA WEIGHTAGE 46
2.5 MARKET FORECAST 47
TABLE 4 FACTOR ANALYSIS 47
2.6 RESEARCH ASSUMPTIONS 48
TABLE 5 ASSUMPTIONS FOR THE STUDY 48
2.7 LIMITATIONS OF THE STUDY 49
3 EXECUTIVE SUMMARY 50
FIGURE 10 METAVERSE MARKET: GLOBAL SNAPSHOT 50
FIGURE 11 METAVERSE MARKET OPPORTUNITY TILL 2030 51
FIGURE 12 LARGEST-GROWING SEGMENTS OF THE METAVERSE MARKET 51
FIGURE 13 SOFTWARE SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD 52
FIGURE 14 CONSUMER VERTICAL TO HOLD THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD 53
FIGURE 15 METAVERSE MARKET: REGIONAL SNAPSHOT 53
4 PREMIUM INSIGHTS 55
4.1 ATTRACTIVE MARKET OPPORTUNITIES IN THE METAVERSE MARKET 55
FIGURE 16 XR-BASED TECHNOLOGICAL TRANSFORMATIONS IN SOCIAL NETWORKING, ONLINE VIDEO GAMING, AND LIVE ENTERTAINMENT TO DRIVE THE GROWTH OF THE METAVERSE MARKET 55
4.2 METAVERSE MARKET, BY COMPONENT, 2022 VS. 2027 55
FIGURE 17 SOFTWARE SEGMENT TO HOLD A LARGER MARKET SHARE IN 2022 55
4.2.1 METAVERSE MARKET, BY HARDWARE, 2022 VS. 2027 56
FIGURE 18 VR DEVICES SEGMENT TO HOLD THE LARGEST MARKET SHARE IN 2022 56
4.2.2 METAVERSE MARKET, BY SOFTWARE, 2022 VS. 2027 56
FIGURE 19 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD A LARGER MARKET SHARE IN 2022 56
4.3 METAVERSE MARKET, BY VERTICAL, 2022 VS. 2027 56
FIGURE 20 CONSUMER VERTICAL TO HOLD THE LARGEST MARKET SHARE IN 2022 56
4.4 METAVERSE MARKET REGIONAL SCENARIO, 2022–2027 57
FIGURE 21 ASIA PACIFIC TO EMERGE AS THE BEST MARKET FOR INVESTMENTS IN NEXT FIVE YEARS 57
5 MARKET OVERVIEW AND INDUSTRY TRENDS 58
5.1 INTRODUCTION 58
5.2 MARKET DYNAMICS 58
FIGURE 22 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES: METAVERSE MARKET 58
5.2.1 DRIVERS 59
5.2.1.1 Increasing demand in the entertainment and gaming industry 59
5.2.1.2 Emerging opportunities from adjacent markets 59
TABLE 6 MARKET SIZE AND GROWTH RATES OF ADJACENT MARKETS 59
5.2.1.3 Brand promotions using gamification and virtual world simulators 60
5.2.1.4 Virtualization in fashion, art, and retail industries 60
5.2.1.5 Surging deployment in the education sector and industrial training 60
5.2.1.6 Increasing adoption of extended reality in the healthcare sector 61
5.2.1.7 Availability of affordable hardware 61
5.2.2 RESTRAINTS 61
5.2.2.1 High installation and maintenance costs of high-end metaverse components 61
5.2.2.2 Health and mental issues from excessive use 62
5.2.2.3 Regulating the metaverse with respect to cybersecurity, privacy, and usage standards 62
5.2.3 OPPORTUNITIES 62
5.2.3.1 Incorporation of metaverse and adjacent technologies in aerospace and defense sector 62
5.2.3.2 Continuous developments in 5G technology 63
5.2.3.3 Emergence of virtual experiences in corporate and hospitality sectors 63
5.2.4 CHALLENGES 63
5.2.4.1 Global economic slowdown due to COVID-19 63
5.2.4.2 Local government restrictions coupled with the environmental impact 64
5.3 COVID-19 IMPACT ON MARKET DYNAMICS 65
5.3.1 DRIVERS AND OPPORTUNITIES 65
5.3.2 RESTRAINTS AND CHALLENGES 66
5.4 REGULATORY LANDSCAPE 67
5.4.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 67
TABLE 7 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 67
TABLE 8 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 68
TABLE 9 ASIA-PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES AND OTHER ORGANIZATIONS 69
TABLE 10 REST OF WORLD: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES AND OTHER ORGANIZATIONS 70
5.4.2 REGULATORY IMPLICATIONS AND INDUSTRY STANDARDS 71
5.5 PATENT ANALYSIS 72
FIGURE 23 NUMBER OF PATENTS PUBLISHED, 2011–2021 72
FIGURE 24 TOP FIVE PATENT OWNERS (GLOBAL) 72
TABLE 11 TOP TEN PATENT OWNERS (UNITED STATES) 73
TABLE 12 KEY PATENTS IN THE METAVERSE MARKET 73
5.6 PORTER’S FIVE FORCES MODEL 75
FIGURE 25 METAVERSE MARKET: PORTER’S FIVE FORCES ANALYSIS 75
TABLE 13 METAVERSE MARKET: PORTER’S FIVE FORCES ANALYSIS 75
5.6.1 INTENSITY OF COMPETITIVE RIVALRY 76
5.6.2 BARGAINING POWER OF SUPPLIERS 76
5.6.3 BARGAINING POWER OF BUYERS 76
5.6.4 THREAT OF NEW ENTRANTS 77
5.6.5 THREAT OF SUBSTITUTES 77
5.7 KEY CONFERENCES AND EVENTS IN 2022-2023 78
TABLE 14 METAVERSE MARKET: DETAILED LIST OF CONFERENCES AND EVENTS 78
5.8 CASE STUDY ANALYSIS 79
5.8.1 CASE STUDY 1: ASSISTING PROFESSIONAL ATHLETES PARTICIPATE IN RIGOROUS TRAINING EXERCISES BUT WITHOUT THE PHYSICAL STRAIN 79
5.8.2 CASE STUDY 2: SAMSUNG CREATES A VIRTUAL STORE IN NEW YORK VIA DECENTRALAND 79
5.8.3 CASE STUDY 3: TOWARDS A META-FACTORY SETUP 80
5.8.4 CASE STUDY 4: ENTERING THE FASHION SPACE OF METAVERSE 80
5.8.5 CASE STUDY 5: ENTERING INTO JEWELLERY RETAIL SPACE OF METAVERSE 81
5.8.6 CASE STUDY 6: LEVERAGING AUTOMOBILE INDUSTRY INTO METAVERSE 81
5.8.7 CASE STUDY 7: ENTERING INTO EDUCATION SPACE OF THE METAVERSE MAKING VIRTUAL INTERACTION ENGAGING 81
5.8.8 CASE STUDY 8: MEDIA INDUSTRY DELVING INTO METAVERSE VEHEMENTLY 82
5.8.9 CASE STUDY 9: INTRODUCING VIRTUAL 3D RETAIL CPG STORE 82
5.8.10 CASE STUDY 10: MASTERING HEALTHCARE VIA METAVERSE 82
5.9 ECOSYSTEM 83
FIGURE 26 METAVERSE MARKET: ECOSYSTEM 83
TABLE 15 METAVERSE MARKET: COMPANIES AND THEIR ROLE IN THE ECOSYSTEM 84
5.10 TECHNOLOGY ANALYSIS 86
5.10.1 TECHNOLOGY STACK 86
FIGURE 27 METAVERSE MARKET: TECHNOLOGIES 86
5.10.2 INFRASTRUCTURE LEVEL 86
5.10.2.1 5G network 86
5.10.2.2 Internet of things 86
5.10.2.3 Cloud and edge computing 87
5.10.3 DESIGN AND DEVELOPMENT LEVEL 87
5.10.3.1 Blockchain 87
5.10.3.2 3D modeling and real-time rendering 88
5.10.3.3 Artificial intelligence, natural language processing, and computer vision 88
5.10.4 HUMAN INTERACTION LEVEL 88
5.10.4.1 Virtual reality 88
5.10.4.2 Augmented reality 89
5.10.4.2.1 Mobile augmented reality 89
5.10.4.2.2 Monitor-based AR technology 89
5.10.4.2.3 Near-eye-based AR technology 90
5.10.4.2.4 Web AR 90
5.10.4.3 Mixed reality 90
5.11 TRENDS/DISRUPTIONS IMPACTING BUYERS 91
FIGURE 28 METAVERSE MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS 91

6 METAVERSE MARKET, BY COMPONENT 92
6.1 INTRODUCTION 93
6.2 COMPONENT: METAVERSE MARKET DRIVERS 93
6.3 COMPONENT: KEY TRENDS POST COVID-19 94
FIGURE 29 SOFTWARE SEGMENT TO HOLD THE LARGEST MARKET SHARE DURING THE FORECAST PERIOD 94
TABLE 16 METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 94
TABLE 17 METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 95
6.4 HARDWARE 95
TABLE 18 HARDWARE: METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION) 95
TABLE 19 HARDWARE: METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 96
FIGURE 30 AR DEVICES SEGMENT TO HOLD THE LARGEST MARKET SHARE DURING THE FORECAST PERIOD 96
TABLE 20 METAVERSE MARKET, BY HARDWARE, 2018–2021 (USD BILLION) 96
TABLE 21 METAVERSE MARKET, BY HARDWARE, 2022–2027 (USD BILLION) 97
6.4.1 AR DEVICES 97
TABLE 22 AR DEVICES: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 97
TABLE 23 AR DEVICES: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 97
6.4.1.1 AR Head-Mounted Displays (HMD) 98
6.4.1.1.1 AR smart glasses 98
6.4.1.1.2 Smart helmets 98
6.4.1.2 AR Head-Up Displays (HUD) 99
6.4.2 VR DEVICES 99
TABLE 24 VR DEVICES: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 99
TABLE 25 VR DEVICES: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 100
6.4.2.1 VR Head-Mounted Displays (HMD) 100
6.4.2.2 Gesture-tracking devices and haptics 100
6.4.2.2.1 Data gloves/haptics 101
6.4.2.2.2 Others 101
6.4.3 MR DEVICES 101
TABLE 26 MR DEVICES: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 101
TABLE 27 MR DEVICES: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 101
6.4.4 DISPLAYS 102
TABLE 28 DISPLAYS: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 102
TABLE 29 DISPLAYS: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 102
6.4.4.1 3D displays 103
6.4.4.2 Holographic displays 103
6.4.4.3 Virtual mirrors 103
6.5 SOFTWARE 103
TABLE 30 SOFTWARE: METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION) 104
TABLE 31 SOFTWARE: METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 104
FIGURE 31 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE DURING THE FORECAST PERIOD 105
TABLE 32 METAVERSE MARKET, BY SOFTWARE, 2018–2021 (USD BILLION) 105
TABLE 33 METAVERSE MARKET, BY SOFTWARE, 2022–2027 (USD BILLION) 105
6.5.1 EXTENDED REALITY SOFTWARE 106
TABLE 34 EXTENDED REALITY SOFTWARE: METAVERSE MARKET, BY REGION,
2018–2021 (USD BILLION) 106
TABLE 35 EXTENDED REALITY SOFTWARE: METAVERSE MARKET, BY REGION,
2022–2027 (USD BILLION) 106
6.5.2 GAMING ENGINES 107
TABLE 36 GAMING ENGINES: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 107
TABLE 37 GAMING ENGINES: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 108
6.5.3 3D MAPPING, MODELING, AND RECONSTRUCTION 108
TABLE 38 3D MAPPING, MODELING, AND RECONSTRUCTION: METAVERSE MARKET,
BY REGION, 2018–2021 (USD MILLION) 108
TABLE 39 3D MAPPING, MODELING, AND RECONSTRUCTION: METAVERSE MARKET,
BY REGION, 2022–2027 (USD MILLION) 109
6.5.3.1 Volumetric video 109
6.5.4 METAVERSE PLATFORMS (GATEWAYS, AVATAR IDENTITY MAKERS, PLAY-TO-EARN GAMES, VIRTUAL WORLDS, METAVERSE-BASED SOCIAL MEDIA, AND OTHERS) 109
TABLE 40 METAVERSE PLATFORMS: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 110
TABLE 41 METAVERSE PLATFORMS: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 111
6.5.4.1 Centralized metaverse platforms 111
6.5.4.2 Decentralized metaverse platforms 111
6.5.5 FINANCIAL PLATFORMS 111
TABLE 42 FINANCIAL PLATFORMS: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 112
TABLE 43 FINANCIAL PLATFORMS: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 113
6.5.5.1 Traditional finance in metaverse 113
6.5.5.1.1 Digital payment gateways 113
6.5.5.1.2 Central Bank Digital Currency (CBDC) 113
6.5.5.2 Decentralized finance in metaverse 114
6.5.5.2.1 Cryptocurrency 114
6.5.5.2.2 In-game tokens 114
6.5.5.2.3 Non-fungible tokens 114
6.5.6 OTHER SOFTWARE 114
TABLE 44 OTHER SOFTWARE: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 115
TABLE 45 OTHER SOFTWARE: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 115

6.6 PROFESSIONAL SERVICES 115
TABLE 46 PROFESSIONAL SERVICES: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 116
TABLE 47 PROFESSIONAL SERVICES: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 116
TABLE 48 METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2018–2021 (USD MILLION) 116
TABLE 49 METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2022–2027 (USD MILLION) 117
6.6.1 APPLICATION DEVELOPMENT AND SYSTEM INTEGRATION 117
6.6.2 STRATEGY AND BUSINESS CONSULTING SERVICES 117
7 METAVERSE MARKET, BY VERTICAL 118
7.1 INTRODUCTION 119
7.2 VERTICAL: METAVERSE MARKET DRIVERS 119
7.3 VERTICAL: KEY TRENDS POST COVID-19 119
FIGURE 32 CONSUMER VERTICAL SEGMENT TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD 120
TABLE 50 METAVERSE MARKET, BY VERTICAL, 2018–2021 (USD BILLION) 120
TABLE 51 METAVERSE MARKET, BY VERTICAL, 2022–2027 (USD BILLION) 120
7.4 CONSUMER 121
TABLE 52 CONSUMER: METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION) 121
TABLE 53 CONSUMER: METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 121
TABLE 54 METAVERSE MARKET, BY CONSUMER VERTICAL, 2018–2021 (USD BILLION) 121
TABLE 55 METAVERSE MARKET, BY CONSUMER VERTICAL, 2022–2027 (USD BILLION) 122
7.4.1 GAMING AND SOCIAL MEDIA 122
TABLE 56 GAMING AND SOCIAL MEDIA: METAVERSE MARKET, BY REGION,
2018–2021 (USD BILLION) 122
TABLE 57 GAMING AND SOCIAL MEDIA: METAVERSE MARKET, BY REGION,
2022–2027 (USD BILLION) 122
7.4.1.1 Gaming 123
7.4.1.1.1 Gaming: Metaverse use cases 123
TABLE 58 GAMING: METAVERSE USE CASES 123
7.4.1.2 Social media 124
7.4.2 LIVE ENTERTAINMENT AND EVENTS 124
TABLE 59 LIVE ENTERTAINMENT AND EVENTS: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 124
TABLE 60 LIVE ENTERTAINMENT AND EVENTS: METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 125
7.4.2.1 Sports 125
7.4.2.2 Music concerts 125
7.4.2.3 Other events and conferences 126
7.4.2.4 Live entertainment and events: Metaverse use cases 126
TABLE 61 LIVE ENTERTAINMENT AND EVENTS: METAVERSE USE CASES 126

7.5 COMMERCIAL 127
TABLE 62 COMMERCIAL: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 127
TABLE 63 COMMERCIAL: METAVERSE MARKET, BY REGION,
2022–2027 (USD BILLION) 127
TABLE 64 METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2018–2021 (USD MILLION) 128
TABLE 65 METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2022–2027 (USD MILLION) 128
7.5.1 RETAIL AND ECOMMERCE 128
TABLE 66 RETAIL AND ECOMMERCE: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 129
TABLE 67 RETAIL AND ECOMMERCE: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 129
7.5.1.1 Jewelry and luxury goods 129
7.5.1.2 Beauty and cosmetics 129
7.5.1.3 Apparel fitting 130
7.5.1.4 Home furnishing 130
7.5.1.5 Virtual shopping 130
7.5.1.6 Retail and ecommerce: Metaverse use cases 131
TABLE 68 RETAIL AND ECOMMERCE: METAVERSE USE CASES 131
7.5.2 EDUCATION AND CORPORATE 131
TABLE 69 EDUCATION AND CORPORATE: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 132
TABLE 70 EDUCATION AND CORPORATE: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 132
7.5.2.1 Education and corporate: Metaverse use cases 132
TABLE 71 EDUCATION AND CORPORATE: METAVERSE USE CASES 132
7.5.3 TRAVEL AND TOURISM 133
TABLE 72 TRAVEL AND TOURISM: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 133
TABLE 73 TRAVEL AND TOURISM: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 134
7.5.3.1 Virtual hotel tours 134
7.5.3.2 Virtual theme parks 134
7.5.3.3 Museums, zoos, and other 134
7.5.3.4 Travel and tourism: Metaverse use cases 135
TABLE 74 TRAVEL AND TOURISM: METAVERSE USE CASES 135
7.5.4 REAL ESTATE 135
TABLE 75 REAL ESTATE: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 136
TABLE 76 REAL ESTATE: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 136
7.5.4.1 Virtual property and real estate 136
7.5.4.2 Real estate: Metaverse use cases 137
TABLE 77 REAL ESTATE: METAVERSE USE CASES 137

7.6 INDUSTRIAL MANUFACTURING 137
TABLE 78 INDUSTRIAL MANUFACTURING: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 137
TABLE 79 INDUSTRIAL MANUFACTURING: METAVERSE MARKET, BY REGION,
2022–2027 (USD BILLION) 138
7.6.1 DIGITAL FACTORY 138
7.6.2 DIGITAL TWINS 138
7.6.3 INDUSTRIAL TRAINING 138
7.6.4 INDUSTRIAL MANUFACTURING: METAVERSE USE CASES 139
TABLE 80 INDUSTRIAL MANUFACTURING: METAVERSE USE CASES 139
7.7 HEALTHCARE 139
TABLE 81 HEALTHCARE: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 140
TABLE 82 HEALTHCARE: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 140
7.7.1 DIAGNOSTICS AND TREATMENT 140
7.7.2 AR/VR BASED TRAINING 140
7.7.3 HEALTHCARE: METAVERSE USE CASES 141
TABLE 83 HEALTHCARE: METAVERSE USE CASES 141
7.8 OTHER VERTICALS (AUTOMOTIVE, AEROSPACE AND DEFENCE, ENERGY AND UTILITIES, TRANSPORTATION AND LOGISTICS) 142
TABLE 84 OTHER VERTICALS: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 142
TABLE 85 OTHER VERTICALS: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 143
7.8.1 OTHER VERTICALS: METAVERSE USE CASES 143
TABLE 86 OTHER VERTICALS: METAVERSE USE CASES 143
8 METAVERSE MARKET, BY REGION 144
8.1 INTRODUCTION 145
FIGURE 33 ASIA PACIFIC TO GROW AT THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD 145
TABLE 87 METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION) 145
TABLE 88 METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 146
8.2 NORTH AMERICA 146
8.2.1 NORTH AMERICA: KEY TRENDS POST COVID-19 146
8.2.2 NORTH AMERICA: METAVERSE MARKET DRIVERS 147
8.2.3 NORTH AMERICA: REGULATIONS 148
FIGURE 34 NORTH AMERICA: MARKET SNAPSHOT 149
TABLE 89 NORTH AMERICA: METAVERSE MARKET, BY COUNTRY,
2018–2021 (USD BILLION) 149
TABLE 90 NORTH AMERICA: METAVERSE MARKET, BY COUNTRY,
2022–2027 (USD BILLION) 150
TABLE 91 NORTH AMERICA: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD BILLION) 150
TABLE 92 NORTH AMERICA: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD BILLION) 150
TABLE 93 NORTH AMERICA: METAVERSE MARKET, BY HARDWARE,
2018–2021 (USD BILLION) 150
TABLE 94 NORTH AMERICA: METAVERSE MARKET, BY HARDWARE,
2022–2027 (USD BILLION) 151
TABLE 95 NORTH AMERICA: METAVERSE MARKET, BY SOFTWARE,
2018–2021 (USD BILLION) 151
TABLE 96 NORTH AMERICA: METAVERSE MARKET, BY SOFTWARE,
2022–2027 (USD BILLION) 151
TABLE 97 NORTH AMERICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2018–2021 (USD BILLION) 152
TABLE 98 NORTH AMERICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2022–2027 (USD BILLION) 152
TABLE 99 NORTH AMERICA: METAVERSE MARKET, BY VERTICAL,
2018–2021 (USD BILLION) 152
TABLE 100 NORTH AMERICA: METAVERSE MARKET, BY VERTICAL,
2022–2027 (USD BILLION) 153
TABLE 101 NORTH AMERICA: METAVERSE MARKET, BY CONSUMER VERTICAL,
2018–2021 (USD BILLION) 153
TABLE 102 NORTH AMERICA: METAVERSE MARKET, BY CONSUMER VERTICAL,
2022–2027 (USD BILLION) 153
TABLE 103 NORTH AMERICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2018–2021 (USD MILLION) 154
TABLE 104 NORTH AMERICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2022–2027 (USD MILLION) 154
8.2.4 US 154
TABLE 105 US: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 155
TABLE 106 US: METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 155
8.2.5 CANADA 155
TABLE 107 CANADA: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD MILLION) 155
TABLE 108 CANADA: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD MILLION) 156
8.3 EUROPE 156
8.3.1 EUROPE: KEY TRENDS POST COVID-19 156
8.3.2 EUROPE: METAVERSE MARKET DRIVERS 157
8.3.3 EUROPE: REGULATIONS 157
TABLE 109 EUROPE: METAVERSE MARKET, BY COUNTRY, 2018–2021 (USD BILLION) 157
TABLE 110 EUROPE: METAVERSE MARKET, BY COUNTRY, 2022–2027 (USD BILLION) 158
TABLE 111 EUROPE: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 158
TABLE 112 EUROPE: METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 158
TABLE 113 EUROPE: METAVERSE MARKET, BY HARDWARE, 2018–2021 (USD MILLION) 158
TABLE 114 EUROPE: METAVERSE MARKET, BY HARDWARE, 2022–2027 (USD MILLION) 159
TABLE 115 EUROPE: METAVERSE MARKET, BY SOFTWARE, 2018–2021 (USD MILLION) 159
TABLE 116 EUROPE: METAVERSE MARKET, BY SOFTWARE, 2022–2027 (USD MILLION) 159
TABLE 117 EUROPE: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2018–2021 (USD MILLION) 160
TABLE 118 EUROPE: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2022–2027 (USD MILLION) 160
TABLE 119 EUROPE: METAVERSE MARKET, BY VERTICAL, 2018–2021 (USD BILLION) 160
TABLE 120 EUROPE: METAVERSE MARKET, BY VERTICAL, 2022–2027 (USD BILLION) 161
TABLE 121 EUROPE: METAVERSE MARKET, BY CONSUMER VERTICAL,
2018–2021 (USD MILLION) 161
TABLE 122 EUROPE: METAVERSE MARKET, BY CONSUMER VERTICAL,
2022–2027 (USD MILLION) 161
TABLE 123 EUROPE: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2018–2021 (USD MILLION) 162
TABLE 124 EUROPE: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2022–2027 (USD MILLION) 162
8.3.4 UK 162
TABLE 125 UK: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 163
TABLE 126 UK: METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 163
8.3.5 GERMANY 163
TABLE 127 GERMANY: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD BILLION) 164
TABLE 128 GERMANY: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD BILLION) 164
8.3.6 REST OF EUROPE 164
TABLE 129 REST OF EUROPE: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD MILLION) 165
TABLE 130 REST OF EUROPE: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD MILLION) 165
8.4 ASIA PACIFIC 165
8.4.1 ASIA PACIFIC: KEY TRENDS POST COVID-19 166
8.4.2 ASIA PACIFIC: METAVERSE MARKET DRIVERS 166
8.4.3 REGULATIONS 167
FIGURE 35 ASIA PACIFIC: REGIONAL SNAPSHOT 168
TABLE 131 ASIA PACIFIC: METAVERSE MARKET, BY COUNTRY,
2018–2021 (USD BILLION) 169
TABLE 132 ASIA PACIFIC: METAVERSE MARKET, BY COUNTRY,
2022–2027 (USD BILLION) 169
TABLE 133 ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD BILLION) 169
TABLE 134 ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD BILLION) 169
TABLE 135 ASIA PACIFIC: METAVERSE MARKET, BY HARDWARE,
2018–2021 (USD MILLION) 170
TABLE 136 ASIA PACIFIC: METAVERSE MARKET, BY HARDWARE,
2022–2027 (USD MILLION) 170
TABLE 137 ASIA PACIFIC: METAVERSE MARKET, BY SOFTWARE,
2018–2021 (USD MILLION) 170
TABLE 138 ASIA PACIFIC: METAVERSE MARKET, BY SOFTWARE,
2022–2027 (USD MILLION) 171
TABLE 139 ASIA PACIFIC: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2018–2021 (USD MILLION) 171
TABLE 140 ASIA PACIFIC: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2022–2027 (USD MILLION) 171
TABLE 141 ASIA PACIFIC: METAVERSE MARKET, BY VERTICAL,
2018–2021 (USD BILLION) 172
TABLE 142 ASIA PACIFIC: METAVERSE MARKET, BY VERTICAL,
2022–2027 (USD BILLION) 172
TABLE 143 ASIA PACIFIC: METAVERSE MARKET, BY CONSUMER VERTICAL,
2018–2021 (USD MILLION) 172
TABLE 144 ASIA PACIFIC: METAVERSE MARKET, BY CONSUMER VERTICAL,
2022–2027 (USD MILLION) 173
TABLE 145 ASIA PACIFIC: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2018–2021 (USD MILLION) 173
TABLE 146 ASIA PACIFIC: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2022–2027 (USD MILLION) 173
8.4.4 CHINA 173
TABLE 147 CHINA: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 174
TABLE 148 CHINA: METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 174
8.4.5 JAPAN 174
TABLE 149 JAPAN: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 175
TABLE 150 JAPAN: METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 175
8.4.6 SOUTH KOREA 175
8.4.7 SOUTH KOREA: METAVERSE MARKET DRIVERS 176
TABLE 151 SOUTH KOREA: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD BILLION) 176
TABLE 152 SOUTH KOREA: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD BILLION) 177
8.4.8 REST OF ASIA PACIFIC 177
TABLE 153 REST OF ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD BILLION) 177
TABLE 154 REST OF ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD BILLION) 178
8.5 MIDDLE EAST AND AFRICA 178
8.5.1 MIDDLE EAST AND AFRICA: KEY TRENDS POST COVID-19 178
8.5.2 MIDDLE EAST AND AFRICA: METAVERSE MARKET DRIVERS 178
8.5.3 REGULATIONS 179
TABLE 155 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD MILLION) 179
TABLE 156 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD MILLION) 180
TABLE 157 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY HARDWARE,
2018–2021 (USD MILLION) 180
TABLE 158 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY HARDWARE,
2022–2027 (USD MILLION) 180
TABLE 159 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY SOFTWARE,
2018–2021 (USD MILLION) 181
TABLE 160 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY SOFTWARE,
2022–2027 (USD MILLION) 181
TABLE 161 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE, 2018–2021 (USD MILLION) 181
TABLE 162 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE, 2022–2027 (USD MILLION) 182
TABLE 163 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY VERTICAL,
2018–2021 (USD MILLION) 182
TABLE 164 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY VERTICAL,
2022–2027 (USD MILLION) 182
TABLE 165 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY CONSUMER VERTICAL, 2018–2021 (USD MILLION) 183
TABLE 166 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY CONSUMER VERTICAL, 2022–2027 (USD MILLION) 183
TABLE 167 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL, 2018–2021 (USD MILLION) 183
TABLE 168 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL, 2022–2027 (USD MILLION) 184
8.6 LATIN AMERICA 184
8.6.1 LATIN AMERICA: KEY TRENDS POST COVID-19 184
8.6.2 LATIN AMERICA: METAVERSE MARKET DRIVERS 185
8.6.3 REGULATIONS 185
TABLE 169 LATIN AMERICA: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD MILLION) 185
TABLE 170 LATIN AMERICA: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD MILLION) 185
TABLE 171 LATIN AMERICA: METAVERSE MARKET, BY HARDWARE,
2018–2021 (USD MILLION) 186
TABLE 172 LATIN AMERICA: METAVERSE MARKET, BY HARDWARE,
2022–2027 (USD MILLION) 186
TABLE 173 LATIN AMERICA: METAVERSE MARKET, BY SOFTWARE,
2018–2021 (USD MILLION) 186
TABLE 174 LATIN AMERICA: METAVERSE MARKET, BY SOFTWARE,
2022–2027 (USD MILLION) 187
TABLE 175 LATIN AMERICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2018–2021 (USD MILLION) 187
TABLE 176 LATIN AMERICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2022–2027 (USD MILLION) 187
TABLE 177 LATIN AMERICA: METAVERSE MARKET, BY VERTICAL,
2018–2021 (USD MILLION) 188
TABLE 178 LATIN AMERICA: METAVERSE MARKET, BY VERTICAL,
2022–2027 (USD MILLION) 188
TABLE 179 LATIN AMERICA: METAVERSE MARKET, BY CONSUMER VERTICAL,
2018–2021 (USD MILLION) 188
TABLE 180 LATIN AMERICA: METAVERSE MARKET, BY CONSUMER VERTICAL,
2022–2027 (USD MILLION) 189
TABLE 181 LATIN AMERICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2018–2021 (USD MILLION) 189
TABLE 182 LATIN AMERICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2022–2027 (USD MILLION) 189
9 COMPETITIVE LANDSCAPE 190
9.1 OVERVIEW 190
9.2 MARKET EVALUATION FRAMEWORK 190
FIGURE 36 MARKET EVALUATION FRAMEWORK 190
9.3 MARKET RANKING OF TOP PLAYERS 191
FIGURE 37 MARKET RANKING OF MAJOR PLAYERS IN METAVERSE MARKET, 2021 191
9.4 COMPETITIVE BENCHMARKING 192
TABLE 183 METAVERSE MARKET: DETAILED LIST OF KEY STARTUPS/SMES 192
TABLE 184 METAVERSE MARKET: COMPETITIVE BENCHMARKING OF KEY PLAYERS [STARTUPS/SMES] 193
9.5 COMPETITIVE SCENARIO 193
9.5.1 PRODUCT LAUNCHES AND ENHANCEMENTS 193
TABLE 185 PRODUCT LAUNCHES AND ENHANCEMENTS, 2019-2022 194
9.5.2 ACQUISITIONS 197
TABLE 186 ACQUISITIONS, 2019–2022 197
9.5.3 PARTNERSHIPS, AGREEMENTS, AND COLLABORATIONS 199
TABLE 187 PARTNERSHIPS, AGREEMENTS, AND COLLABORATIONS, 2019-2022 199
10 COMPANY PROFILES 202
(Business Overview, Products/Services/Solutions Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats))*
10.1 INTRODUCTION 202
10.2 KEY PLAYERS 202
10.2.1 META (FACEBOOK) 202
TABLE 188 META: BUSINESS OVERVIEW 202
FIGURE 38 META: COMPANY SNAPSHOT 203
TABLE 189 META: PRODUCTS OFFERED 203
TABLE 190 META: PRODUCT LAUNCHES 204
TABLE 191 META: DEALS 205
10.2.2 ACTIVISION BLIZZARD (MICROSOFT) 207
TABLE 192 ACTIVISION BLIZZARD(MICROSOFT): BUSINESS OVERVIEW 207
FIGURE 39 ACTIVISION BLIZZARD (MICROSOFT): COMPANY SNAPSHOT 208
TABLE 193 ACTIVISION BLIZZARD (MICROSOFT): PRODUCTS OFFERED 208
TABLE 194 ACTIVISION BLIZZARD (MICROSOFT): PRODUCT LAUNCHES 210
TABLE 195 ACTIVISION BLIZZARD (MICROSOFT): DEALS 210
10.2.3 NETEASE 212
TABLE 196 NETEASE: BUSINESS OVERVIEW 212
FIGURE 40 NETEASE: COMPANY SNAPSHOT 212
TABLE 197 NETEASE: PRODUCTS OFFERED 213
TABLE 198 NETEASE: PRODUCT LAUNCHES 213
TABLE 199 NETEASE: DEALS 214
10.2.4 ELECTRONIC ARTS 216
TABLE 200 ELECTRONIC ARTS: BUSINESS OVERVIEW 216
FIGURE 41 ELECTRONIC ARTS: COMPANY SNAPSHOT 217
TABLE 201 ELECTRONIC ARTS: PRODUCTS OFFERED 217
TABLE 202 ELECTRONIC ARTS: PRODUCT LAUNCHES 218
TABLE 203 ELECTRONIC ARTS: DEALS 219
10.2.5 TAKE-TWO 221
TABLE 204 TAKE-TWO: BUSINESS OVERVIEW 221
FIGURE 42 TAKE-TWO: COMPANY SNAPSHOT 222
TABLE 205 TAKE-TWO: PRODUCTS OFFERED 222
TABLE 206 TAKE-TWO: DEALS 222
10.2.6 TENCENT 224
TABLE 207 TENCENT: BUSINESS OVERVIEW 224
FIGURE 43 TENCENT: COMPANY SNAPSHOT 225
TABLE 208 TENCENT: PRODUCTS OFFERED 225
10.2.7 NEXON 226
TABLE 209 NEXON: BUSINESS OVERVIEW 226
FIGURE 44 NEXON: COMPANY SNAPSHOT 226
TABLE 210 NEXON: PRODUCTS OFFERED 227
TABLE 211 NEXON: DEALS 227
10.2.8 EPIC GAMES 228
TABLE 212 EPIC GAMES: BUSINESS OVERVIEW 228
TABLE 213 EPIC GAMES: PRODUCTS OFFERED 228
TABLE 214 EPIC GAMES: PRODUCT LAUNCHES 228
TABLE 215 EPIC GAMES: DEALS 229
10.2.9 UNITY 230
TABLE 216 UNITY: BUSINESS OVERVIEW 230
FIGURE 45 UNITY: COMPANY SNAPSHOT 230
TABLE 217 UNITY: PRODUCTS OFFERED 231
TABLE 218 UNITY: PRODUCT LAUNCHES 231
TABLE 219 UNITY: DEALS 233
10.2.10 VALVE 236
TABLE 220 VALVE: BUSINESS OVERVIEW 236
TABLE 221 VALVE: PRODUCTS OFFERED 236
10.3 OTHER COMPANIES 237
10.3.1 ACCENTURE 237
10.3.2 ADOBE 238
10.3.3 HPE 239
10.3.4 DELOITTE 239
10.3.5 ANSYS 240
10.3.6 AUTODESK INC. 241
10.3.7 INTEL 242
10.3.8 TECH MAHINDRA 243
10.3.9 BYTEDANCE 243
10.3.10 NVIDIA 244
10.3.11 MICROSOFT 245
10.3.12 SAMSUNG 246
10.3.13 GOOGLE 247
10.3.14 SONY 248
10.3.15 HTC 249
10.3.16 SEIKO EPSON 250
10.3.17 APPLE 251
10.3.18 QUALCOMM 252
10.3.19 PANASONIC 252
10.3.20 EON REALITY 253
10.3.21 ROBLOX 253
10.3.22 LENOVO 254
10.3.23 RAZER 254
10.3.24 NEXTECH AR SOLUTIONS 255
10.3.25 ZQGAME 255
10.3.26 TALECRAFT 256
10.3.27 VR CHAT 256
10.3.28 DECENTRALAND 257
10.3.29 SOMNIUM SPACE 257
10.3.30 SANDBOX VR 258
*Details on Business Overview, Products/Services/Solutions Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats) might not be captured in case of unlisted companies.
11 ADJACENT MARKET 259
11.1 INTRODUCTION 259
11.1.1 RELATED MARKETS 259
TABLE 222 RELATED MARKETS 259
11.2 LIMITATIONS 259
11.3 EXTENDED REALITY MARKET 259
11.3.1 INTRODUCTION 259
11.3.2 EXTENDED REALITY MARKET BY TECHNOLOGY 260
TABLE 223 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2017–2020 (USD BILLION) 260
TABLE 224 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021–2026 (USD BILLION) 260
11.3.3 EXTENDED REALITY MARKET BY OFFERING 260
TABLE 225 EXTENDED REALITY MARKET, BY OFFERING, 2017–2020 (USD BILLION) 261
TABLE 226 EXTENDED REALITY MARKET, BY OFFERING, 2021–2026 (USD BILLION) 261
TABLE 227 EXTENDED REALITY HARDWARE MARKET, BY COMPONENT,
2017–2020 (USD MILLION) 261
TABLE 228 EXTENDED REALITY HARDWARE MARKET, BY COMPONENT,
2021–2026 (USD MILLION) 262
11.3.4 EXTENDED REALITY MARKET BY REGION 262
TABLE 229 EXTENDED REALITY MARKET, BY REGION, 2017–2020 (USD BILLION) 262
TABLE 230 EXTENDED REALITY MARKET, BY REGION, 2021–2026 (USD BILLION) 262
11.4 AUGMENTED REALITY MARKET 263
11.4.1 INTRODUCTION 263
11.4.2 AUGMENTED REALITY MARKET BY DEVICE TYPE 263
TABLE 231 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021–2026 (USD MILLION) 263
11.4.3 AUGMENTED REALITY MARKET BY OFFERING 263
TABLE 232 AUGMENTED REALITY MARKET, BY OFFERING, 2021–2026 (USD MILLION) 263
11.4.4 AUGMENTED REALITY MARKET BY REGION 264
TABLE 233 AUGMENTED REALITY MARKET, BY REGION, 2021–2026 (USD MILLION) 264
11.5 VIRTUAL REALITY MARKET 264
11.5.1 INTRODUCTION 264
11.5.2 VIRTUAL REALITY MARKET BY OFFERING 264
TABLE 234 VR MARKET, BY OFFERING, 2016–2019 (USD MILLION) 265
TABLE 235 VR MARKET, BY OFFERING, 2020–2025 (USD MILLION) 265
11.5.3 VIRTUAL REALITY MARKET BY REGION 265
TABLE 236 VR MARKET, BY REGION, 2016–2019 (USD MILLION) 265
TABLE 237 VR MARKET, BY REGION, 2020–2025 (USD MILLION) 266
12 APPENDIX 267
12.1 DISCUSSION GUIDE 267
12.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 270
12.3 AVAILABLE CUSTOMIZATIONS 272
12.4 RELATED REPORTS 272
12.5 AUTHOR DETAILS 273

 

ページTOPに戻る


 

Summary

The global metaverse market size is projected to grow from USD 61.8 billion in 2022 to USD 426.9 billion by 2027, at a Compound Annual Growth Rate (CAGR) of 47.2% during the forecast period. Major factors that are expected to drive the growth of the metaverse market include a strong growth opportunities in the adjacent technology markets such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), blockchain, cryptocurrency, virtualization, 5G, Internet of Things (IoT), and others. The retail companies have shifted their brand promotions strategies by usage of gamification and virtual world simulators Furthermore, extended reality technology has been a future-focused technology offered, by enhancing students' learning experiences through the highly realistic presentation of the information, enhanced interaction with simulated environments which eventually has lead to the surge in metaverse deployment in education and industrial training industry vertical. The use of extended reality technology in the healthcare sector reduces costs and improves outcomes for individuals without risking the lives of patients, and abovementioned major factors are expected to create ample opportunities for metaverse vendors.
The COVID-19 pandemic adversely impacted the market in 2020, resulting in a decline in growth rate of the metaverse market by 1.0 to 1.5% during 2020-2021 compared to the pre-COVID-19 scenario. However, the companies in the market have adopted various strategies to improve the business. The nascent technology market coupled with numerous research and developments in the extended reality have been a forceful drivers for companies to improvise and enhance their metaverse platform even more. They are enhancing their existing products through partnerships, collaborations and product developments. Further, a continuous digital transformation, and a surge in demand for secure, user-friendly, interactive collaboration solutions during the COVID-19 pandemic have provided ample opportunities for vendors of this market.
Hardware segment to grow significantly over the forecast period
The hardware segment is projected to contribute majorly to the market. This growth of hardware segment is supported by several factors such as the use of HUD in the media and entertainment sector which is expected to directly fuel the growth of the AR devices segment of the market. The ability of AR devices to combine the real world with virtual objects has increased their demand across various applications. Additionally surge in usage of mobile-based HMDs that have a high resolution and a 360° viewing angle, has resulted in the numerous offerings by vendors in AR and VR market, owing to growing demand for hassle-free and proper deployment and integration of the metaverse solutions along with need of organizations to understand changing business conditions, client insights, market trends, external factors, global disruptions or service inconveniences.
By vertical, Consumer segment to register the largest market size during the forecast period
The consumer vertical is expected to hold the largest market size in the metaverse market. The consumer vertical is backed by several entertainment applications, that include archeological museums, theme parks, amusement parks, science park, art galleries, various types of mega fair(s) and exhibitions. Metaverse, especially with the extended reality technology, offers remarkable results in terms of visual effects, 3D environment, user interaction and participation when used in gaming and sports broadcasts. The gaming sector has been an early adopter of critical, crucial and newer technologies such as 3D, AR, VR, and MR. These technologies aim to enhance the gaming experience of players by creating virtual objects and characters (Avatars), which are linked to defined locations in the real world. This industry also has significant contributions to masses pertaining to its content and delivery module and hence holds the largest market size.
Asia Pacific to register the highest growth rate during the forecast period
Asia Pacific is expected to be the fastest-growing region in the metaverse market, accomplishing highest growth rate at a CAGR of 49.6% during the forecast period. The increasing adoption of metaverse technologies in consumer, commercial, and healthcare applications drives the growth of the overall market. The growing adoption of emerging technologies, such as AR, VR, MR, AI, ML, advanced analytics, and the transition of companies to cloud environments in Asia Pacific countries such as China, Japan, South Korea, fuels and drives the growth of the metaverse market in this high-growth region.
In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews were conducted with the Chief Executive Officers (CEOs), Chief Marketing Officers (CMO), Vice Presidents (VPs), Managing Directors (MDs), technology and innovation directors, and related key executives from various key companies and organizations operating in the METAVERSE market.
• By Company Type: Tier 1 – 29%, Tier 2 – 45%, and Tier 3 – 26%
• By Designation: C-level executives– 30%, Director Level – 25%, and Others – 45%
• By Region: North America – 40%, Europe – 30%, Asia Pacific – 25%, Rest of World (RoW) – 5%

The report profiles the following key vendors:
Meta (US), Microsoft (US), NetEase (China), Electronic Arts (US), Take-Two (US), Tencent (China), Nexon (Japan), Epic games (US), Unity (US), Valve (US), Accenture (Ireland), Adobe (US), HPE (US), Deloitte (UK), Ansys (US), Autodesk (US), Intel (US), Tech Mahindra (India), ByteDance (China), Nvidia (US), Activision Blizzard (US), Samsung (South Korea), Google (US), Sony (Japan), HTC (Taiwan), Seiko Epson (Japan), Apple (US), Qualcomm (US), Panasonic (Japan), Eon Reality (US), Roblox (US), Lenovo (Hong Kong), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (Marshall islands), VR Chat (US), Decentraland (Argentina), Somnium Space (UK), and Sandbox VR (US
Research Coverage
The market study covers the metaverse market size across segments. It aims at estimating the market size and the growth potential of the market across segments by component, vertical, and region. The components are sub-segmented into hardware, software, and professional services. The hardware includes AR devices (AR smart glasses, smart helmets, AR HUD), VR devices (VR HMD, gesture tracking devices, and haptics), MR devices, and displays (3D, holographic, and virtual mirrors). The software includes extended reality software, gaming engines, 3D mapping, modeling, and reconstruction tools, volumetric video tools, metaverse platforms, financial platforms, and others. The metaverse platforms include centralized and decentralized gateways, avatar identity makers, play-to-earn games, virtual worlds, and metaverse-based social media. Based on vertical, the metaverse market has been segmented into consumer (gaming, social media, live entertainment, and events), commercial (retail and eCommerce, travel and tourism, real estate, education, corporate), industrial manufacturing, healthcare, and other verticals (automotive, aerospace and defense, energy and utilities, transportation and logistics). The study also includes an in-depth competitive analysis of the key market players, along with their company profiles, key observations related to product and business offerings, recent developments, and key market strategies.
Key Benefits of Buying the Report
The report will help the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall metaverse market and its subsegments. The report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and to plan suitable go-to-market strategies. The report will also help stakeholders understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.



ページTOPに戻る


Table of Contents

1 INTRODUCTION 32
1.1 OBJECTIVES OF THE STUDY 32
1.2 MARKET DEFINITION 32
1.2.1 INCLUSIONS AND EXCLUSIONS 33
1.3 MARKET SCOPE 34
1.3.1 MARKET SEGMENTATION 34
1.3.2 REGIONS COVERED 35
1.3.3 YEARS CONSIDERED FOR THE STUDY 35
1.4 CURRENCY CONSIDERED 35
TABLE 1 UNITED STATES DOLLAR EXCHANGE RATE, 2018–2021 36
1.5 STAKEHOLDERS 36
2 RESEARCH METHODOLOGY 37
2.1 RESEARCH DATA 37
FIGURE 1 METAVERSE MARKET: RESEARCH DESIGN 37
2.1.1 SECONDARY DATA 38
TABLE 2 LIST OF KEY SECONDARY SOURCES 38
2.1.2 PRIMARY DATA 38
2.1.2.1 Breakup of primaries 39
2.1.2.2 Primary respondents 39
TABLE 3 PRIMARY RESPONDENTS: METAVERSE MARKET 39
2.1.2.3 Key industry insights 40
2.2 MARKET SIZE ESTIMATION 40
FIGURE 2 METAVERSE MARKET: TOP-DOWN AND BOTTOM-UP APPROACH 40
2.2.1 SUPPLY-SIDE APPROACH 41
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 1 (SUPPLY-SIDE): REVENUE OF METAVERSE FROM VENDORS 41
FIGURE 4 SUPPLY-SIDE MARKET SIZE ESTIMATION: REVENUE OF VENDORS OFFERING METAVERSE HARDWARE, SOFTWARE, AND SERVICES 42
FIGURE 5 MARKET PROJECTIONS FROM SUPPLY SIDE 43
2.2.2 DEMAND-SIDE APPROACH 43
FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY ̶ APPROACH 2 (DEMAND SIDE): REVENUE OF VENDORS FROM VERTICALS 44
FIGURE 7 MARKET PROJECTIONS FROM DEMAND-SIDE 44
2.3 DATA TRIANGULATION 45
FIGURE 8 METAVERSE MARKET: DATA TRIANGULATION 45
2.4 COMPANY EVALUATION MATRIX RESEARCH METHODOLOGY 46
FIGURE 9 METAVERSE COMPANY EVALUATION MATRIX: CRITERIA WEIGHTAGE 46
2.5 MARKET FORECAST 47
TABLE 4 FACTOR ANALYSIS 47
2.6 RESEARCH ASSUMPTIONS 48
TABLE 5 ASSUMPTIONS FOR THE STUDY 48
2.7 LIMITATIONS OF THE STUDY 49
3 EXECUTIVE SUMMARY 50
FIGURE 10 METAVERSE MARKET: GLOBAL SNAPSHOT 50
FIGURE 11 METAVERSE MARKET OPPORTUNITY TILL 2030 51
FIGURE 12 LARGEST-GROWING SEGMENTS OF THE METAVERSE MARKET 51
FIGURE 13 SOFTWARE SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD 52
FIGURE 14 CONSUMER VERTICAL TO HOLD THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD 53
FIGURE 15 METAVERSE MARKET: REGIONAL SNAPSHOT 53
4 PREMIUM INSIGHTS 55
4.1 ATTRACTIVE MARKET OPPORTUNITIES IN THE METAVERSE MARKET 55
FIGURE 16 XR-BASED TECHNOLOGICAL TRANSFORMATIONS IN SOCIAL NETWORKING, ONLINE VIDEO GAMING, AND LIVE ENTERTAINMENT TO DRIVE THE GROWTH OF THE METAVERSE MARKET 55
4.2 METAVERSE MARKET, BY COMPONENT, 2022 VS. 2027 55
FIGURE 17 SOFTWARE SEGMENT TO HOLD A LARGER MARKET SHARE IN 2022 55
4.2.1 METAVERSE MARKET, BY HARDWARE, 2022 VS. 2027 56
FIGURE 18 VR DEVICES SEGMENT TO HOLD THE LARGEST MARKET SHARE IN 2022 56
4.2.2 METAVERSE MARKET, BY SOFTWARE, 2022 VS. 2027 56
FIGURE 19 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD A LARGER MARKET SHARE IN 2022 56
4.3 METAVERSE MARKET, BY VERTICAL, 2022 VS. 2027 56
FIGURE 20 CONSUMER VERTICAL TO HOLD THE LARGEST MARKET SHARE IN 2022 56
4.4 METAVERSE MARKET REGIONAL SCENARIO, 2022–2027 57
FIGURE 21 ASIA PACIFIC TO EMERGE AS THE BEST MARKET FOR INVESTMENTS IN NEXT FIVE YEARS 57
5 MARKET OVERVIEW AND INDUSTRY TRENDS 58
5.1 INTRODUCTION 58
5.2 MARKET DYNAMICS 58
FIGURE 22 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES: METAVERSE MARKET 58
5.2.1 DRIVERS 59
5.2.1.1 Increasing demand in the entertainment and gaming industry 59
5.2.1.2 Emerging opportunities from adjacent markets 59
TABLE 6 MARKET SIZE AND GROWTH RATES OF ADJACENT MARKETS 59
5.2.1.3 Brand promotions using gamification and virtual world simulators 60
5.2.1.4 Virtualization in fashion, art, and retail industries 60
5.2.1.5 Surging deployment in the education sector and industrial training 60
5.2.1.6 Increasing adoption of extended reality in the healthcare sector 61
5.2.1.7 Availability of affordable hardware 61
5.2.2 RESTRAINTS 61
5.2.2.1 High installation and maintenance costs of high-end metaverse components 61
5.2.2.2 Health and mental issues from excessive use 62
5.2.2.3 Regulating the metaverse with respect to cybersecurity, privacy, and usage standards 62
5.2.3 OPPORTUNITIES 62
5.2.3.1 Incorporation of metaverse and adjacent technologies in aerospace and defense sector 62
5.2.3.2 Continuous developments in 5G technology 63
5.2.3.3 Emergence of virtual experiences in corporate and hospitality sectors 63
5.2.4 CHALLENGES 63
5.2.4.1 Global economic slowdown due to COVID-19 63
5.2.4.2 Local government restrictions coupled with the environmental impact 64
5.3 COVID-19 IMPACT ON MARKET DYNAMICS 65
5.3.1 DRIVERS AND OPPORTUNITIES 65
5.3.2 RESTRAINTS AND CHALLENGES 66
5.4 REGULATORY LANDSCAPE 67
5.4.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 67
TABLE 7 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 67
TABLE 8 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 68
TABLE 9 ASIA-PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES AND OTHER ORGANIZATIONS 69
TABLE 10 REST OF WORLD: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES AND OTHER ORGANIZATIONS 70
5.4.2 REGULATORY IMPLICATIONS AND INDUSTRY STANDARDS 71
5.5 PATENT ANALYSIS 72
FIGURE 23 NUMBER OF PATENTS PUBLISHED, 2011–2021 72
FIGURE 24 TOP FIVE PATENT OWNERS (GLOBAL) 72
TABLE 11 TOP TEN PATENT OWNERS (UNITED STATES) 73
TABLE 12 KEY PATENTS IN THE METAVERSE MARKET 73
5.6 PORTER’S FIVE FORCES MODEL 75
FIGURE 25 METAVERSE MARKET: PORTER’S FIVE FORCES ANALYSIS 75
TABLE 13 METAVERSE MARKET: PORTER’S FIVE FORCES ANALYSIS 75
5.6.1 INTENSITY OF COMPETITIVE RIVALRY 76
5.6.2 BARGAINING POWER OF SUPPLIERS 76
5.6.3 BARGAINING POWER OF BUYERS 76
5.6.4 THREAT OF NEW ENTRANTS 77
5.6.5 THREAT OF SUBSTITUTES 77
5.7 KEY CONFERENCES AND EVENTS IN 2022-2023 78
TABLE 14 METAVERSE MARKET: DETAILED LIST OF CONFERENCES AND EVENTS 78
5.8 CASE STUDY ANALYSIS 79
5.8.1 CASE STUDY 1: ASSISTING PROFESSIONAL ATHLETES PARTICIPATE IN RIGOROUS TRAINING EXERCISES BUT WITHOUT THE PHYSICAL STRAIN 79
5.8.2 CASE STUDY 2: SAMSUNG CREATES A VIRTUAL STORE IN NEW YORK VIA DECENTRALAND 79
5.8.3 CASE STUDY 3: TOWARDS A META-FACTORY SETUP 80
5.8.4 CASE STUDY 4: ENTERING THE FASHION SPACE OF METAVERSE 80
5.8.5 CASE STUDY 5: ENTERING INTO JEWELLERY RETAIL SPACE OF METAVERSE 81
5.8.6 CASE STUDY 6: LEVERAGING AUTOMOBILE INDUSTRY INTO METAVERSE 81
5.8.7 CASE STUDY 7: ENTERING INTO EDUCATION SPACE OF THE METAVERSE MAKING VIRTUAL INTERACTION ENGAGING 81
5.8.8 CASE STUDY 8: MEDIA INDUSTRY DELVING INTO METAVERSE VEHEMENTLY 82
5.8.9 CASE STUDY 9: INTRODUCING VIRTUAL 3D RETAIL CPG STORE 82
5.8.10 CASE STUDY 10: MASTERING HEALTHCARE VIA METAVERSE 82
5.9 ECOSYSTEM 83
FIGURE 26 METAVERSE MARKET: ECOSYSTEM 83
TABLE 15 METAVERSE MARKET: COMPANIES AND THEIR ROLE IN THE ECOSYSTEM 84
5.10 TECHNOLOGY ANALYSIS 86
5.10.1 TECHNOLOGY STACK 86
FIGURE 27 METAVERSE MARKET: TECHNOLOGIES 86
5.10.2 INFRASTRUCTURE LEVEL 86
5.10.2.1 5G network 86
5.10.2.2 Internet of things 86
5.10.2.3 Cloud and edge computing 87
5.10.3 DESIGN AND DEVELOPMENT LEVEL 87
5.10.3.1 Blockchain 87
5.10.3.2 3D modeling and real-time rendering 88
5.10.3.3 Artificial intelligence, natural language processing, and computer vision 88
5.10.4 HUMAN INTERACTION LEVEL 88
5.10.4.1 Virtual reality 88
5.10.4.2 Augmented reality 89
5.10.4.2.1 Mobile augmented reality 89
5.10.4.2.2 Monitor-based AR technology 89
5.10.4.2.3 Near-eye-based AR technology 90
5.10.4.2.4 Web AR 90
5.10.4.3 Mixed reality 90
5.11 TRENDS/DISRUPTIONS IMPACTING BUYERS 91
FIGURE 28 METAVERSE MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS 91

6 METAVERSE MARKET, BY COMPONENT 92
6.1 INTRODUCTION 93
6.2 COMPONENT: METAVERSE MARKET DRIVERS 93
6.3 COMPONENT: KEY TRENDS POST COVID-19 94
FIGURE 29 SOFTWARE SEGMENT TO HOLD THE LARGEST MARKET SHARE DURING THE FORECAST PERIOD 94
TABLE 16 METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 94
TABLE 17 METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 95
6.4 HARDWARE 95
TABLE 18 HARDWARE: METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION) 95
TABLE 19 HARDWARE: METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 96
FIGURE 30 AR DEVICES SEGMENT TO HOLD THE LARGEST MARKET SHARE DURING THE FORECAST PERIOD 96
TABLE 20 METAVERSE MARKET, BY HARDWARE, 2018–2021 (USD BILLION) 96
TABLE 21 METAVERSE MARKET, BY HARDWARE, 2022–2027 (USD BILLION) 97
6.4.1 AR DEVICES 97
TABLE 22 AR DEVICES: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 97
TABLE 23 AR DEVICES: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 97
6.4.1.1 AR Head-Mounted Displays (HMD) 98
6.4.1.1.1 AR smart glasses 98
6.4.1.1.2 Smart helmets 98
6.4.1.2 AR Head-Up Displays (HUD) 99
6.4.2 VR DEVICES 99
TABLE 24 VR DEVICES: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 99
TABLE 25 VR DEVICES: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 100
6.4.2.1 VR Head-Mounted Displays (HMD) 100
6.4.2.2 Gesture-tracking devices and haptics 100
6.4.2.2.1 Data gloves/haptics 101
6.4.2.2.2 Others 101
6.4.3 MR DEVICES 101
TABLE 26 MR DEVICES: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 101
TABLE 27 MR DEVICES: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 101
6.4.4 DISPLAYS 102
TABLE 28 DISPLAYS: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 102
TABLE 29 DISPLAYS: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 102
6.4.4.1 3D displays 103
6.4.4.2 Holographic displays 103
6.4.4.3 Virtual mirrors 103
6.5 SOFTWARE 103
TABLE 30 SOFTWARE: METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION) 104
TABLE 31 SOFTWARE: METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 104
FIGURE 31 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE DURING THE FORECAST PERIOD 105
TABLE 32 METAVERSE MARKET, BY SOFTWARE, 2018–2021 (USD BILLION) 105
TABLE 33 METAVERSE MARKET, BY SOFTWARE, 2022–2027 (USD BILLION) 105
6.5.1 EXTENDED REALITY SOFTWARE 106
TABLE 34 EXTENDED REALITY SOFTWARE: METAVERSE MARKET, BY REGION,
2018–2021 (USD BILLION) 106
TABLE 35 EXTENDED REALITY SOFTWARE: METAVERSE MARKET, BY REGION,
2022–2027 (USD BILLION) 106
6.5.2 GAMING ENGINES 107
TABLE 36 GAMING ENGINES: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 107
TABLE 37 GAMING ENGINES: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 108
6.5.3 3D MAPPING, MODELING, AND RECONSTRUCTION 108
TABLE 38 3D MAPPING, MODELING, AND RECONSTRUCTION: METAVERSE MARKET,
BY REGION, 2018–2021 (USD MILLION) 108
TABLE 39 3D MAPPING, MODELING, AND RECONSTRUCTION: METAVERSE MARKET,
BY REGION, 2022–2027 (USD MILLION) 109
6.5.3.1 Volumetric video 109
6.5.4 METAVERSE PLATFORMS (GATEWAYS, AVATAR IDENTITY MAKERS, PLAY-TO-EARN GAMES, VIRTUAL WORLDS, METAVERSE-BASED SOCIAL MEDIA, AND OTHERS) 109
TABLE 40 METAVERSE PLATFORMS: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 110
TABLE 41 METAVERSE PLATFORMS: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 111
6.5.4.1 Centralized metaverse platforms 111
6.5.4.2 Decentralized metaverse platforms 111
6.5.5 FINANCIAL PLATFORMS 111
TABLE 42 FINANCIAL PLATFORMS: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 112
TABLE 43 FINANCIAL PLATFORMS: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 113
6.5.5.1 Traditional finance in metaverse 113
6.5.5.1.1 Digital payment gateways 113
6.5.5.1.2 Central Bank Digital Currency (CBDC) 113
6.5.5.2 Decentralized finance in metaverse 114
6.5.5.2.1 Cryptocurrency 114
6.5.5.2.2 In-game tokens 114
6.5.5.2.3 Non-fungible tokens 114
6.5.6 OTHER SOFTWARE 114
TABLE 44 OTHER SOFTWARE: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 115
TABLE 45 OTHER SOFTWARE: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 115

6.6 PROFESSIONAL SERVICES 115
TABLE 46 PROFESSIONAL SERVICES: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 116
TABLE 47 PROFESSIONAL SERVICES: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 116
TABLE 48 METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2018–2021 (USD MILLION) 116
TABLE 49 METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2022–2027 (USD MILLION) 117
6.6.1 APPLICATION DEVELOPMENT AND SYSTEM INTEGRATION 117
6.6.2 STRATEGY AND BUSINESS CONSULTING SERVICES 117
7 METAVERSE MARKET, BY VERTICAL 118
7.1 INTRODUCTION 119
7.2 VERTICAL: METAVERSE MARKET DRIVERS 119
7.3 VERTICAL: KEY TRENDS POST COVID-19 119
FIGURE 32 CONSUMER VERTICAL SEGMENT TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD 120
TABLE 50 METAVERSE MARKET, BY VERTICAL, 2018–2021 (USD BILLION) 120
TABLE 51 METAVERSE MARKET, BY VERTICAL, 2022–2027 (USD BILLION) 120
7.4 CONSUMER 121
TABLE 52 CONSUMER: METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION) 121
TABLE 53 CONSUMER: METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 121
TABLE 54 METAVERSE MARKET, BY CONSUMER VERTICAL, 2018–2021 (USD BILLION) 121
TABLE 55 METAVERSE MARKET, BY CONSUMER VERTICAL, 2022–2027 (USD BILLION) 122
7.4.1 GAMING AND SOCIAL MEDIA 122
TABLE 56 GAMING AND SOCIAL MEDIA: METAVERSE MARKET, BY REGION,
2018–2021 (USD BILLION) 122
TABLE 57 GAMING AND SOCIAL MEDIA: METAVERSE MARKET, BY REGION,
2022–2027 (USD BILLION) 122
7.4.1.1 Gaming 123
7.4.1.1.1 Gaming: Metaverse use cases 123
TABLE 58 GAMING: METAVERSE USE CASES 123
7.4.1.2 Social media 124
7.4.2 LIVE ENTERTAINMENT AND EVENTS 124
TABLE 59 LIVE ENTERTAINMENT AND EVENTS: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 124
TABLE 60 LIVE ENTERTAINMENT AND EVENTS: METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 125
7.4.2.1 Sports 125
7.4.2.2 Music concerts 125
7.4.2.3 Other events and conferences 126
7.4.2.4 Live entertainment and events: Metaverse use cases 126
TABLE 61 LIVE ENTERTAINMENT AND EVENTS: METAVERSE USE CASES 126

7.5 COMMERCIAL 127
TABLE 62 COMMERCIAL: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 127
TABLE 63 COMMERCIAL: METAVERSE MARKET, BY REGION,
2022–2027 (USD BILLION) 127
TABLE 64 METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2018–2021 (USD MILLION) 128
TABLE 65 METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2022–2027 (USD MILLION) 128
7.5.1 RETAIL AND ECOMMERCE 128
TABLE 66 RETAIL AND ECOMMERCE: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 129
TABLE 67 RETAIL AND ECOMMERCE: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 129
7.5.1.1 Jewelry and luxury goods 129
7.5.1.2 Beauty and cosmetics 129
7.5.1.3 Apparel fitting 130
7.5.1.4 Home furnishing 130
7.5.1.5 Virtual shopping 130
7.5.1.6 Retail and ecommerce: Metaverse use cases 131
TABLE 68 RETAIL AND ECOMMERCE: METAVERSE USE CASES 131
7.5.2 EDUCATION AND CORPORATE 131
TABLE 69 EDUCATION AND CORPORATE: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 132
TABLE 70 EDUCATION AND CORPORATE: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 132
7.5.2.1 Education and corporate: Metaverse use cases 132
TABLE 71 EDUCATION AND CORPORATE: METAVERSE USE CASES 132
7.5.3 TRAVEL AND TOURISM 133
TABLE 72 TRAVEL AND TOURISM: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 133
TABLE 73 TRAVEL AND TOURISM: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 134
7.5.3.1 Virtual hotel tours 134
7.5.3.2 Virtual theme parks 134
7.5.3.3 Museums, zoos, and other 134
7.5.3.4 Travel and tourism: Metaverse use cases 135
TABLE 74 TRAVEL AND TOURISM: METAVERSE USE CASES 135
7.5.4 REAL ESTATE 135
TABLE 75 REAL ESTATE: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 136
TABLE 76 REAL ESTATE: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 136
7.5.4.1 Virtual property and real estate 136
7.5.4.2 Real estate: Metaverse use cases 137
TABLE 77 REAL ESTATE: METAVERSE USE CASES 137

7.6 INDUSTRIAL MANUFACTURING 137
TABLE 78 INDUSTRIAL MANUFACTURING: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 137
TABLE 79 INDUSTRIAL MANUFACTURING: METAVERSE MARKET, BY REGION,
2022–2027 (USD BILLION) 138
7.6.1 DIGITAL FACTORY 138
7.6.2 DIGITAL TWINS 138
7.6.3 INDUSTRIAL TRAINING 138
7.6.4 INDUSTRIAL MANUFACTURING: METAVERSE USE CASES 139
TABLE 80 INDUSTRIAL MANUFACTURING: METAVERSE USE CASES 139
7.7 HEALTHCARE 139
TABLE 81 HEALTHCARE: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION) 140
TABLE 82 HEALTHCARE: METAVERSE MARKET, BY REGION, 2022–2027 (USD MILLION) 140
7.7.1 DIAGNOSTICS AND TREATMENT 140
7.7.2 AR/VR BASED TRAINING 140
7.7.3 HEALTHCARE: METAVERSE USE CASES 141
TABLE 83 HEALTHCARE: METAVERSE USE CASES 141
7.8 OTHER VERTICALS (AUTOMOTIVE, AEROSPACE AND DEFENCE, ENERGY AND UTILITIES, TRANSPORTATION AND LOGISTICS) 142
TABLE 84 OTHER VERTICALS: METAVERSE MARKET, BY REGION,
2018–2021 (USD MILLION) 142
TABLE 85 OTHER VERTICALS: METAVERSE MARKET, BY REGION,
2022–2027 (USD MILLION) 143
7.8.1 OTHER VERTICALS: METAVERSE USE CASES 143
TABLE 86 OTHER VERTICALS: METAVERSE USE CASES 143
8 METAVERSE MARKET, BY REGION 144
8.1 INTRODUCTION 145
FIGURE 33 ASIA PACIFIC TO GROW AT THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD 145
TABLE 87 METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION) 145
TABLE 88 METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 146
8.2 NORTH AMERICA 146
8.2.1 NORTH AMERICA: KEY TRENDS POST COVID-19 146
8.2.2 NORTH AMERICA: METAVERSE MARKET DRIVERS 147
8.2.3 NORTH AMERICA: REGULATIONS 148
FIGURE 34 NORTH AMERICA: MARKET SNAPSHOT 149
TABLE 89 NORTH AMERICA: METAVERSE MARKET, BY COUNTRY,
2018–2021 (USD BILLION) 149
TABLE 90 NORTH AMERICA: METAVERSE MARKET, BY COUNTRY,
2022–2027 (USD BILLION) 150
TABLE 91 NORTH AMERICA: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD BILLION) 150
TABLE 92 NORTH AMERICA: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD BILLION) 150
TABLE 93 NORTH AMERICA: METAVERSE MARKET, BY HARDWARE,
2018–2021 (USD BILLION) 150
TABLE 94 NORTH AMERICA: METAVERSE MARKET, BY HARDWARE,
2022–2027 (USD BILLION) 151
TABLE 95 NORTH AMERICA: METAVERSE MARKET, BY SOFTWARE,
2018–2021 (USD BILLION) 151
TABLE 96 NORTH AMERICA: METAVERSE MARKET, BY SOFTWARE,
2022–2027 (USD BILLION) 151
TABLE 97 NORTH AMERICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2018–2021 (USD BILLION) 152
TABLE 98 NORTH AMERICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2022–2027 (USD BILLION) 152
TABLE 99 NORTH AMERICA: METAVERSE MARKET, BY VERTICAL,
2018–2021 (USD BILLION) 152
TABLE 100 NORTH AMERICA: METAVERSE MARKET, BY VERTICAL,
2022–2027 (USD BILLION) 153
TABLE 101 NORTH AMERICA: METAVERSE MARKET, BY CONSUMER VERTICAL,
2018–2021 (USD BILLION) 153
TABLE 102 NORTH AMERICA: METAVERSE MARKET, BY CONSUMER VERTICAL,
2022–2027 (USD BILLION) 153
TABLE 103 NORTH AMERICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2018–2021 (USD MILLION) 154
TABLE 104 NORTH AMERICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2022–2027 (USD MILLION) 154
8.2.4 US 154
TABLE 105 US: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 155
TABLE 106 US: METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 155
8.2.5 CANADA 155
TABLE 107 CANADA: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD MILLION) 155
TABLE 108 CANADA: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD MILLION) 156
8.3 EUROPE 156
8.3.1 EUROPE: KEY TRENDS POST COVID-19 156
8.3.2 EUROPE: METAVERSE MARKET DRIVERS 157
8.3.3 EUROPE: REGULATIONS 157
TABLE 109 EUROPE: METAVERSE MARKET, BY COUNTRY, 2018–2021 (USD BILLION) 157
TABLE 110 EUROPE: METAVERSE MARKET, BY COUNTRY, 2022–2027 (USD BILLION) 158
TABLE 111 EUROPE: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 158
TABLE 112 EUROPE: METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 158
TABLE 113 EUROPE: METAVERSE MARKET, BY HARDWARE, 2018–2021 (USD MILLION) 158
TABLE 114 EUROPE: METAVERSE MARKET, BY HARDWARE, 2022–2027 (USD MILLION) 159
TABLE 115 EUROPE: METAVERSE MARKET, BY SOFTWARE, 2018–2021 (USD MILLION) 159
TABLE 116 EUROPE: METAVERSE MARKET, BY SOFTWARE, 2022–2027 (USD MILLION) 159
TABLE 117 EUROPE: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2018–2021 (USD MILLION) 160
TABLE 118 EUROPE: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2022–2027 (USD MILLION) 160
TABLE 119 EUROPE: METAVERSE MARKET, BY VERTICAL, 2018–2021 (USD BILLION) 160
TABLE 120 EUROPE: METAVERSE MARKET, BY VERTICAL, 2022–2027 (USD BILLION) 161
TABLE 121 EUROPE: METAVERSE MARKET, BY CONSUMER VERTICAL,
2018–2021 (USD MILLION) 161
TABLE 122 EUROPE: METAVERSE MARKET, BY CONSUMER VERTICAL,
2022–2027 (USD MILLION) 161
TABLE 123 EUROPE: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2018–2021 (USD MILLION) 162
TABLE 124 EUROPE: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2022–2027 (USD MILLION) 162
8.3.4 UK 162
TABLE 125 UK: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 163
TABLE 126 UK: METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 163
8.3.5 GERMANY 163
TABLE 127 GERMANY: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD BILLION) 164
TABLE 128 GERMANY: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD BILLION) 164
8.3.6 REST OF EUROPE 164
TABLE 129 REST OF EUROPE: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD MILLION) 165
TABLE 130 REST OF EUROPE: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD MILLION) 165
8.4 ASIA PACIFIC 165
8.4.1 ASIA PACIFIC: KEY TRENDS POST COVID-19 166
8.4.2 ASIA PACIFIC: METAVERSE MARKET DRIVERS 166
8.4.3 REGULATIONS 167
FIGURE 35 ASIA PACIFIC: REGIONAL SNAPSHOT 168
TABLE 131 ASIA PACIFIC: METAVERSE MARKET, BY COUNTRY,
2018–2021 (USD BILLION) 169
TABLE 132 ASIA PACIFIC: METAVERSE MARKET, BY COUNTRY,
2022–2027 (USD BILLION) 169
TABLE 133 ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD BILLION) 169
TABLE 134 ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD BILLION) 169
TABLE 135 ASIA PACIFIC: METAVERSE MARKET, BY HARDWARE,
2018–2021 (USD MILLION) 170
TABLE 136 ASIA PACIFIC: METAVERSE MARKET, BY HARDWARE,
2022–2027 (USD MILLION) 170
TABLE 137 ASIA PACIFIC: METAVERSE MARKET, BY SOFTWARE,
2018–2021 (USD MILLION) 170
TABLE 138 ASIA PACIFIC: METAVERSE MARKET, BY SOFTWARE,
2022–2027 (USD MILLION) 171
TABLE 139 ASIA PACIFIC: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2018–2021 (USD MILLION) 171
TABLE 140 ASIA PACIFIC: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2022–2027 (USD MILLION) 171
TABLE 141 ASIA PACIFIC: METAVERSE MARKET, BY VERTICAL,
2018–2021 (USD BILLION) 172
TABLE 142 ASIA PACIFIC: METAVERSE MARKET, BY VERTICAL,
2022–2027 (USD BILLION) 172
TABLE 143 ASIA PACIFIC: METAVERSE MARKET, BY CONSUMER VERTICAL,
2018–2021 (USD MILLION) 172
TABLE 144 ASIA PACIFIC: METAVERSE MARKET, BY CONSUMER VERTICAL,
2022–2027 (USD MILLION) 173
TABLE 145 ASIA PACIFIC: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2018–2021 (USD MILLION) 173
TABLE 146 ASIA PACIFIC: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2022–2027 (USD MILLION) 173
8.4.4 CHINA 173
TABLE 147 CHINA: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 174
TABLE 148 CHINA: METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 174
8.4.5 JAPAN 174
TABLE 149 JAPAN: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 175
TABLE 150 JAPAN: METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 175
8.4.6 SOUTH KOREA 175
8.4.7 SOUTH KOREA: METAVERSE MARKET DRIVERS 176
TABLE 151 SOUTH KOREA: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD BILLION) 176
TABLE 152 SOUTH KOREA: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD BILLION) 177
8.4.8 REST OF ASIA PACIFIC 177
TABLE 153 REST OF ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD BILLION) 177
TABLE 154 REST OF ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD BILLION) 178
8.5 MIDDLE EAST AND AFRICA 178
8.5.1 MIDDLE EAST AND AFRICA: KEY TRENDS POST COVID-19 178
8.5.2 MIDDLE EAST AND AFRICA: METAVERSE MARKET DRIVERS 178
8.5.3 REGULATIONS 179
TABLE 155 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD MILLION) 179
TABLE 156 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD MILLION) 180
TABLE 157 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY HARDWARE,
2018–2021 (USD MILLION) 180
TABLE 158 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY HARDWARE,
2022–2027 (USD MILLION) 180
TABLE 159 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY SOFTWARE,
2018–2021 (USD MILLION) 181
TABLE 160 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY SOFTWARE,
2022–2027 (USD MILLION) 181
TABLE 161 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE, 2018–2021 (USD MILLION) 181
TABLE 162 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE, 2022–2027 (USD MILLION) 182
TABLE 163 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY VERTICAL,
2018–2021 (USD MILLION) 182
TABLE 164 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY VERTICAL,
2022–2027 (USD MILLION) 182
TABLE 165 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY CONSUMER VERTICAL, 2018–2021 (USD MILLION) 183
TABLE 166 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY CONSUMER VERTICAL, 2022–2027 (USD MILLION) 183
TABLE 167 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL, 2018–2021 (USD MILLION) 183
TABLE 168 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL, 2022–2027 (USD MILLION) 184
8.6 LATIN AMERICA 184
8.6.1 LATIN AMERICA: KEY TRENDS POST COVID-19 184
8.6.2 LATIN AMERICA: METAVERSE MARKET DRIVERS 185
8.6.3 REGULATIONS 185
TABLE 169 LATIN AMERICA: METAVERSE MARKET, BY COMPONENT,
2018–2021 (USD MILLION) 185
TABLE 170 LATIN AMERICA: METAVERSE MARKET, BY COMPONENT,
2022–2027 (USD MILLION) 185
TABLE 171 LATIN AMERICA: METAVERSE MARKET, BY HARDWARE,
2018–2021 (USD MILLION) 186
TABLE 172 LATIN AMERICA: METAVERSE MARKET, BY HARDWARE,
2022–2027 (USD MILLION) 186
TABLE 173 LATIN AMERICA: METAVERSE MARKET, BY SOFTWARE,
2018–2021 (USD MILLION) 186
TABLE 174 LATIN AMERICA: METAVERSE MARKET, BY SOFTWARE,
2022–2027 (USD MILLION) 187
TABLE 175 LATIN AMERICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2018–2021 (USD MILLION) 187
TABLE 176 LATIN AMERICA: METAVERSE MARKET, BY PROFESSIONAL SERVICE,
2022–2027 (USD MILLION) 187
TABLE 177 LATIN AMERICA: METAVERSE MARKET, BY VERTICAL,
2018–2021 (USD MILLION) 188
TABLE 178 LATIN AMERICA: METAVERSE MARKET, BY VERTICAL,
2022–2027 (USD MILLION) 188
TABLE 179 LATIN AMERICA: METAVERSE MARKET, BY CONSUMER VERTICAL,
2018–2021 (USD MILLION) 188
TABLE 180 LATIN AMERICA: METAVERSE MARKET, BY CONSUMER VERTICAL,
2022–2027 (USD MILLION) 189
TABLE 181 LATIN AMERICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2018–2021 (USD MILLION) 189
TABLE 182 LATIN AMERICA: METAVERSE MARKET, BY COMMERCIAL VERTICAL,
2022–2027 (USD MILLION) 189
9 COMPETITIVE LANDSCAPE 190
9.1 OVERVIEW 190
9.2 MARKET EVALUATION FRAMEWORK 190
FIGURE 36 MARKET EVALUATION FRAMEWORK 190
9.3 MARKET RANKING OF TOP PLAYERS 191
FIGURE 37 MARKET RANKING OF MAJOR PLAYERS IN METAVERSE MARKET, 2021 191
9.4 COMPETITIVE BENCHMARKING 192
TABLE 183 METAVERSE MARKET: DETAILED LIST OF KEY STARTUPS/SMES 192
TABLE 184 METAVERSE MARKET: COMPETITIVE BENCHMARKING OF KEY PLAYERS [STARTUPS/SMES] 193
9.5 COMPETITIVE SCENARIO 193
9.5.1 PRODUCT LAUNCHES AND ENHANCEMENTS 193
TABLE 185 PRODUCT LAUNCHES AND ENHANCEMENTS, 2019-2022 194
9.5.2 ACQUISITIONS 197
TABLE 186 ACQUISITIONS, 2019–2022 197
9.5.3 PARTNERSHIPS, AGREEMENTS, AND COLLABORATIONS 199
TABLE 187 PARTNERSHIPS, AGREEMENTS, AND COLLABORATIONS, 2019-2022 199
10 COMPANY PROFILES 202
(Business Overview, Products/Services/Solutions Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats))*
10.1 INTRODUCTION 202
10.2 KEY PLAYERS 202
10.2.1 META (FACEBOOK) 202
TABLE 188 META: BUSINESS OVERVIEW 202
FIGURE 38 META: COMPANY SNAPSHOT 203
TABLE 189 META: PRODUCTS OFFERED 203
TABLE 190 META: PRODUCT LAUNCHES 204
TABLE 191 META: DEALS 205
10.2.2 ACTIVISION BLIZZARD (MICROSOFT) 207
TABLE 192 ACTIVISION BLIZZARD(MICROSOFT): BUSINESS OVERVIEW 207
FIGURE 39 ACTIVISION BLIZZARD (MICROSOFT): COMPANY SNAPSHOT 208
TABLE 193 ACTIVISION BLIZZARD (MICROSOFT): PRODUCTS OFFERED 208
TABLE 194 ACTIVISION BLIZZARD (MICROSOFT): PRODUCT LAUNCHES 210
TABLE 195 ACTIVISION BLIZZARD (MICROSOFT): DEALS 210
10.2.3 NETEASE 212
TABLE 196 NETEASE: BUSINESS OVERVIEW 212
FIGURE 40 NETEASE: COMPANY SNAPSHOT 212
TABLE 197 NETEASE: PRODUCTS OFFERED 213
TABLE 198 NETEASE: PRODUCT LAUNCHES 213
TABLE 199 NETEASE: DEALS 214
10.2.4 ELECTRONIC ARTS 216
TABLE 200 ELECTRONIC ARTS: BUSINESS OVERVIEW 216
FIGURE 41 ELECTRONIC ARTS: COMPANY SNAPSHOT 217
TABLE 201 ELECTRONIC ARTS: PRODUCTS OFFERED 217
TABLE 202 ELECTRONIC ARTS: PRODUCT LAUNCHES 218
TABLE 203 ELECTRONIC ARTS: DEALS 219
10.2.5 TAKE-TWO 221
TABLE 204 TAKE-TWO: BUSINESS OVERVIEW 221
FIGURE 42 TAKE-TWO: COMPANY SNAPSHOT 222
TABLE 205 TAKE-TWO: PRODUCTS OFFERED 222
TABLE 206 TAKE-TWO: DEALS 222
10.2.6 TENCENT 224
TABLE 207 TENCENT: BUSINESS OVERVIEW 224
FIGURE 43 TENCENT: COMPANY SNAPSHOT 225
TABLE 208 TENCENT: PRODUCTS OFFERED 225
10.2.7 NEXON 226
TABLE 209 NEXON: BUSINESS OVERVIEW 226
FIGURE 44 NEXON: COMPANY SNAPSHOT 226
TABLE 210 NEXON: PRODUCTS OFFERED 227
TABLE 211 NEXON: DEALS 227
10.2.8 EPIC GAMES 228
TABLE 212 EPIC GAMES: BUSINESS OVERVIEW 228
TABLE 213 EPIC GAMES: PRODUCTS OFFERED 228
TABLE 214 EPIC GAMES: PRODUCT LAUNCHES 228
TABLE 215 EPIC GAMES: DEALS 229
10.2.9 UNITY 230
TABLE 216 UNITY: BUSINESS OVERVIEW 230
FIGURE 45 UNITY: COMPANY SNAPSHOT 230
TABLE 217 UNITY: PRODUCTS OFFERED 231
TABLE 218 UNITY: PRODUCT LAUNCHES 231
TABLE 219 UNITY: DEALS 233
10.2.10 VALVE 236
TABLE 220 VALVE: BUSINESS OVERVIEW 236
TABLE 221 VALVE: PRODUCTS OFFERED 236
10.3 OTHER COMPANIES 237
10.3.1 ACCENTURE 237
10.3.2 ADOBE 238
10.3.3 HPE 239
10.3.4 DELOITTE 239
10.3.5 ANSYS 240
10.3.6 AUTODESK INC. 241
10.3.7 INTEL 242
10.3.8 TECH MAHINDRA 243
10.3.9 BYTEDANCE 243
10.3.10 NVIDIA 244
10.3.11 MICROSOFT 245
10.3.12 SAMSUNG 246
10.3.13 GOOGLE 247
10.3.14 SONY 248
10.3.15 HTC 249
10.3.16 SEIKO EPSON 250
10.3.17 APPLE 251
10.3.18 QUALCOMM 252
10.3.19 PANASONIC 252
10.3.20 EON REALITY 253
10.3.21 ROBLOX 253
10.3.22 LENOVO 254
10.3.23 RAZER 254
10.3.24 NEXTECH AR SOLUTIONS 255
10.3.25 ZQGAME 255
10.3.26 TALECRAFT 256
10.3.27 VR CHAT 256
10.3.28 DECENTRALAND 257
10.3.29 SOMNIUM SPACE 257
10.3.30 SANDBOX VR 258
*Details on Business Overview, Products/Services/Solutions Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats) might not be captured in case of unlisted companies.
11 ADJACENT MARKET 259
11.1 INTRODUCTION 259
11.1.1 RELATED MARKETS 259
TABLE 222 RELATED MARKETS 259
11.2 LIMITATIONS 259
11.3 EXTENDED REALITY MARKET 259
11.3.1 INTRODUCTION 259
11.3.2 EXTENDED REALITY MARKET BY TECHNOLOGY 260
TABLE 223 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2017–2020 (USD BILLION) 260
TABLE 224 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021–2026 (USD BILLION) 260
11.3.3 EXTENDED REALITY MARKET BY OFFERING 260
TABLE 225 EXTENDED REALITY MARKET, BY OFFERING, 2017–2020 (USD BILLION) 261
TABLE 226 EXTENDED REALITY MARKET, BY OFFERING, 2021–2026 (USD BILLION) 261
TABLE 227 EXTENDED REALITY HARDWARE MARKET, BY COMPONENT,
2017–2020 (USD MILLION) 261
TABLE 228 EXTENDED REALITY HARDWARE MARKET, BY COMPONENT,
2021–2026 (USD MILLION) 262
11.3.4 EXTENDED REALITY MARKET BY REGION 262
TABLE 229 EXTENDED REALITY MARKET, BY REGION, 2017–2020 (USD BILLION) 262
TABLE 230 EXTENDED REALITY MARKET, BY REGION, 2021–2026 (USD BILLION) 262
11.4 AUGMENTED REALITY MARKET 263
11.4.1 INTRODUCTION 263
11.4.2 AUGMENTED REALITY MARKET BY DEVICE TYPE 263
TABLE 231 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021–2026 (USD MILLION) 263
11.4.3 AUGMENTED REALITY MARKET BY OFFERING 263
TABLE 232 AUGMENTED REALITY MARKET, BY OFFERING, 2021–2026 (USD MILLION) 263
11.4.4 AUGMENTED REALITY MARKET BY REGION 264
TABLE 233 AUGMENTED REALITY MARKET, BY REGION, 2021–2026 (USD MILLION) 264
11.5 VIRTUAL REALITY MARKET 264
11.5.1 INTRODUCTION 264
11.5.2 VIRTUAL REALITY MARKET BY OFFERING 264
TABLE 234 VR MARKET, BY OFFERING, 2016–2019 (USD MILLION) 265
TABLE 235 VR MARKET, BY OFFERING, 2020–2025 (USD MILLION) 265
11.5.3 VIRTUAL REALITY MARKET BY REGION 265
TABLE 236 VR MARKET, BY REGION, 2016–2019 (USD MILLION) 265
TABLE 237 VR MARKET, BY REGION, 2020–2025 (USD MILLION) 266
12 APPENDIX 267
12.1 DISCUSSION GUIDE 267
12.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 270
12.3 AVAILABLE CUSTOMIZATIONS 272
12.4 RELATED REPORTS 272
12.5 AUTHOR DETAILS 273

 

ページTOPに戻る

ご注文は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。

webからのご注文・お問合せはこちらのフォームから承ります

本レポートと同分野(電装品・電子部品(エンジン))の最新刊レポート

MarketsandMarkets社の電装品・電子部品(エンジン)分野での最新刊レポート

本レポートと同じKEY WORD(engine)の最新刊レポート


よくあるご質問


MarketsandMarkets社はどのような調査会社ですか?


マーケッツアンドマーケッツ(MarketsandMarkets)は通信、半導体、医療機器、エネルギーなど、幅広い市場に関する調査レポートを出版しています。また広範な市場を対象としたカスタム調査も行って... もっと見る


調査レポートの納品までの日数はどの程度ですか?


在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
但し、一部の調査レポートでは、発注を受けた段階で内容更新をして納品をする場合もあります。
発注をする前のお問合せをお願いします。


注文の手続きはどのようになっていますか?


1)お客様からの御問い合わせをいただきます。
2)見積書やサンプルの提示をいたします。
3)お客様指定、もしくは弊社の発注書をメール添付にて発送してください。
4)データリソース社からレポート発行元の調査会社へ納品手配します。
5) 調査会社からお客様へ納品されます。最近は、pdfにてのメール納品が大半です。


お支払方法の方法はどのようになっていますか?


納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
お客様よりデータリソース社へ(通常は円払い)の御振り込みをお願いします。
請求書は、納品日の日付で発行しますので、翌月最終営業日までの当社指定口座への振込みをお願いします。振込み手数料は御社負担にてお願いします。
お客様の御支払い条件が60日以上の場合は御相談ください。
尚、初めてのお取引先や個人の場合、前払いをお願いすることもあります。ご了承のほど、お願いします。


データリソース社はどのような会社ですか?


当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
世界各国の「市場・技術・法規制などの」実情を調査・収集される時には、データリソース社にご相談ください。
お客様の御要望にあったデータや情報を抽出する為のレポート紹介や調査のアドバイスも致します。



詳細検索

このレポートへのお問合せ

03-3582-2531

電話お問合せもお気軽に

 

2024/11/21 10:26

156.13 円

165.08 円

200.38 円

ページTOPに戻る