Metaverse in Gaming Market by Component Hardware (AR Devices, VR Devices, MR Devices, Displays), Software (Extended Reality Software, Gaming Engines, Metaverse Platforms, Financial Platforms), Game Genre and Region - Global Forecast to 2028
The global metaverse in gaming market size is estimated at USD 22.7 billion in 2023 and is projected to reach USD 119.2 billion by 2028 at a CAGR of 39.3%. Major factors expected to fuel the growth... もっと見る
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SummaryThe global metaverse in gaming market size is estimated at USD 22.7 billion in 2023 and is projected to reach USD 119.2 billion by 2028 at a CAGR of 39.3%. Major factors expected to fuel the growth of the metaverse in gaming market include robust and transforming growth landscape in the adjacent technology markets such as the extended reality which includes VR, AR, MR. Blockchain technology, financial model for rewarding gamers in the gaming metaverse market such as cryptocurrency, virtualization, 5G, Internet of Things (IoT), and few others are also the major boosting factors which as a catalyst drive the reach, penetration and eventually the demand in the gaming metaverse market. Further, the shift from traditional gaming to VR-based gaming, the advent of mixed reality, and the demand for decentralization in multiplayer games have provided ample opportunities for vendors in this market.By Component, the services segment to showcase rising growth in the gaming metaverse development sector during the forecast period Services are an important part of any solution’s deployment life cycle. Hence, various vendors offer services associated with the metaverse to help companies effectively implement their metaverse-based business practices and strategies. The metaverse services involve application development, system integration, and strategy and business consulting services. These services are required at various stages, from pre-sales requirement assessment to post-sales product deployment and execution, thus enabling the client to get maximum Return on Investment (RoI). Development services help in delivering world-class web and mobile applications that can release features faster, are scalable and provide a delightful customer experience. The metaverse development services include Metaverse Game Development, Metaverse NFT Marketplace Development, Metaverse Real Estate Platform Development, Metaverse App Development, Metaverse Social Media Platform Development, Metaverse Education Platform Development, Metaverse Event Platform Development, among others. Components in the services segment include gaming metaverse marketplace, games launchpad development, NFT game development, and play-to-earn model game development, among others. Europe to record the second highest CAGR during the forecast period The UK, Germany, and France are a few countries in Western Europe that invest heavily in developing new technologies. Russia and Spain are slowly gaining traction by adopting new display technologies for use in various applications. The substantial growth of the virtual world immersive interactive gaming industry in Europe is a crucial driver for the gaming metaverse market in this region. The AR/VR/MR technologies are expected to witness significant demand from the entertainment (gaming metaverse) sector in the region. The European Association for Virtual Reality and Augmented Reality (EuroVR) in the region helps bring new developments related to extended reality for use in various applications. This is projected to help the metaverse in gaming market grow in this region. The European Union has taken up projects such as Augmented Heritage and International Augmented Med (I AM), which are anticipated to contribute to the market's growth. The International Augmented Med project involves countries' participation in promoting tourism in the Mediterranean region using extended reality technologies. Spain, Portugal, Malta, Cyprus, France, Greece, and Italy are involved in this project. There is an increase in the number of startups related to extended reality in Sweden; as a result, the metaverse in gaming market is expected to witness higher growth in Europe by 2026. In the process of evaluating, validating, and verifying the market size for several segments and subsegments collected/figured out through extensive secondary research, primary interviews were conducted with the Chief Executive Officers (CEOs), Chief Marketing Officers (CMO), Vice Presidents (VPs), Managing Directors (MDs), Chief Technology Officer [CTO], technology and innovation directors, and related key executives from various vendor companies and organizations operating in the metaverse in gaming market. • By Company Type: Tier 1 – 30%, Tier 2 – 45%, and Tier 3 – 25% • By Designation: C-level executives– 40%, Director Level – 25%, and Others – 35% • By Region: North America – 45%, Europe – 30%, Asia Pacific – 20%, Rest of World (RoW) – 5% Note: Others include sales managers, marketing managers, and product managers Note: Rest of the World includes the Middle East & Africa and Latin America Note: Tier 1 companies have revenues more than USD 100 million; tier 2 companies’ revenue ranges from USD 10 million to USD 100 million; and tier 3 companies’ revenue is less than 10 million Source: Secondary Literature, Expert Interviews, and MarketsandMarkets Analysis 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) • Sandbox VR (US) Research Coverage The metaverse in gaming market is segmented by component, hardware, software, game genre, and region. A detailed analysis of the key industry players has been undertaken to provide insights into their business overviews; solutions and services; key strategies; new product launches and product enhancements; partnerships, acquisitions, and collaborations; agreements and business expansions; and competitive landscape associated within the market. Key Benefits of Buying the Report The report would help the market leaders and new entrants in the following ways: • The report comprehensively and exhaustively segments the metaverse in gaming market and provides the closest approximations of the revenue numbers for the overall market and its subsegments across different regions. • It provides impact of recession on the market, among top vendors worldwide along with figures which are the closest approximations, estimated and projected. • It would help stakeholders understand the pulse of the market as analyzed information is provided basis the key market drivers, restraints, challenges, and opportunities in the market. • It would help stakeholders understand the market dynamics better, their competitors better and gain more insights to uplift their positions in the market. The competitive landscape section includes a competitor ecosystem, market diversification parameters such as new product launch, product enhancement, partnerships, agreement, integration, collaborations, and acquisitions. • Market quadrant of metaverse in gaming vendors have been precisely incorporated as a figure which helps readers understand market players categorization and their performance. • In-depth exhaustive assessment of market shares, growth strategies and service offerings of leading players in the metaverse in gaming market strategies. • The report also helps stakeholders understand the competitive analysis by these market players via competitive benchmarking, heat map. Table of Contents1 INTRODUCTION 221.1 STUDY OBJECTIVES 22 1.2 MARKET DEFINITION 22 1.2.1 INCLUSIONS AND EXCLUSIONS 23 1.3 MARKET SCOPE 24 1.3.1 MARKET SEGMENTATION 24 1.3.2 REGIONS COVERED 24 1.3.3 YEARS CONSIDERED 25 1.4 CURRENCY CONSIDERED 25 TABLE 1 USD EXCHANGE RATES, 2019–2022 26 1.5 STAKEHOLDERS 26 2 RESEARCH METHODOLOGY 27 2.1 RESEARCH DATA 27 FIGURE 1 METAVERSE IN GAMING MARKET: RESEARCH DESIGN 27 2.1.1 SECONDARY DATA 28 TABLE 2 LIST OF KEY SECONDARY SOURCES 28 2.1.2 PRIMARY DATA 28 2.1.2.1 Breakup of primaries 29 2.1.2.2 Primary respondents 29 TABLE 3 PRIMARY RESPONDENTS: METAVERSE IN GAMING MARKET 29 2.1.2.3 Key industry insights 30 2.2 DATA TRIANGULATION 30 2.3 MARKET SIZE ESTIMATION 31 FIGURE 2 METAVERSE IN GAMING MARKET: TOP-DOWN AND BOTTOM-UP APPROACH 31 2.3.1 SUPPLY-SIDE APPROACH 31 FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 1 (SUPPLY SIDE): REVENUE OF METAVERSE IN GAMING FROM VENDORS 32 FIGURE 4 BOTTOM-UP APPROACH (SUPPLY SIDE): COLLECTIVE REVENUE OF METAVERSE IN GAMING VENDORS 33 FIGURE 5 MARKET PROJECTIONS FROM SUPPLY SIDE 34 2.3.2 DEMAND-SIDE APPROACH 34 FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY ̶ APPROACH 2 (DEMAND SIDE): REVENUE OF VENDORS FROM VARIOUS GAME PLAYERS 35 FIGURE 7 MARKET PROJECTIONS FROM DEMAND SIDE 35 2.4 MARKET FORECAST 36 TABLE 4 FACTOR ANALYSIS 36 2.4.1 RECESSION IMPACT ANALYSIS 37 2.5 RESEARCH ASSUMPTIONS 37 TABLE 5 ASSUMPTIONS 37 2.6 LIMITATIONS 38 3 EXECUTIVE SUMMARY 39 FIGURE 8 GLOBAL METAVERSE IN GAMING MARKET, 2020–2028 (USD MILLION) 40 FIGURE 9 FASTEST-GROWING SEGMENTS IN METAVERSE IN GAMING MARKET, 2023–2028 40 FIGURE 10 HARDWARE SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 41 FIGURE 11 AR DEVICES SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 42 FIGURE 12 FINANCIAL PLATFORMS SEGMENT TO GROW AT HIGHEST CAGR BY 2028 43 FIGURE 13 STRATEGY SEGMENT TO GROW AT HIGHEST CAGR TILL 2028 44 FIGURE 14 METAVERSE IN GAMING MARKET: REGIONAL SNAPSHOT 45 4 PREMIUM INSIGHTS 46 4.1 ATTRACTIVE OPPORTUNITIES FOR COMPANIES IN METAVERSE IN GAMING MARKET 46 FIGURE 15 STRONG VR, MR LIVESTREAMING, AND INTERACTIVE GAMING INTEREST AMONG YOUTH TO DRIVE MARKET 46 4.2 METAVERSE IN GAMING MARKET, BY COMPONENT, 2023 VS. 2028 46 FIGURE 16 SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD 46 4.3 METAVERSE IN GAMING MARKET, BY HARDWARE, 2023 VS. 2028 47 FIGURE 17 AR DEVICES SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD 47 4.4 METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023 VS. 2028 47 FIGURE 18 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD 47 4.5 METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023 VS. 2028 48 FIGURE 19 ADVENTURE SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD 48 4.6 METAVERSE IN GAMING MARKET: REGIONAL SCENARIO, 2023–2028 48 FIGURE 20 ASIA PACIFIC TO EMERGE AS BEST MARKET FOR INVESTMENTS IN NEXT FIVE YEARS 48 FIGURE 21 METAVERSE IN GAMING MARKET IN SOUTH KOREA TO GROW AT HIGHEST RATE DURING FORECAST PERIOD 49 5 MARKET OVERVIEW AND INDUSTRY TRENDS 50 5.1 INTRODUCTION 50 5.2 MARKET DYNAMICS 50 FIGURE 22 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES: METAVERSE IN GAMING MARKET 50 5.2.1 DRIVERS 51 5.2.1.1 Increasing demand in entertainment and gaming industries 51 5.2.1.2 VR gaming becoming more immersive, interactive, and real 51 5.2.1.3 Emerging opportunities from adjacent markets 51 TABLE 6 MARKET SIZE AND GROWTH RATES OF ADJACENT MARKETS 51 5.2.1.4 Brand promotions using gamification and virtual world simulators 52 5.2.1.5 Availability of affordable hardware 52 5.2.2 RESTRAINTS 52 5.2.2.1 High installation and maintenance costs of high-end metaverse in gaming components 52 5.2.2.2 Health and mental issues from excessive use 53 5.2.2.3 Regulating metaverse in gaming with respect to cybersecurity, privacy, and usage standards 53 5.2.3 OPPORTUNITIES 53 5.2.3.1 Easier hosting of events and better engagement 53 5.2.3.2 Significant growth opportunities despite possible economic slowdown 54 5.2.4 CHALLENGES 54 5.2.4.1 Regional government regulations, coupled with environmental impact 54 5.3 CASE STUDY ANALYSIS 55 5.3.1 CASE STUDY 1: UNITY ENGINE LEVERAGED LAUNCH OF MULTIPLATFORM GAMING SERVICE 55 5.3.2 CASE STUDY 2: TENCENT CLOUD AMPLIFIED MILDOM’S LIVESTREAMING USER EXPERIENCE 55 5.4 ECOSYSTEM 56 FIGURE 23 METAVERSE IN GAMING MARKET: ECOSYSTEM 56 TABLE 7 METAVERSE IN GAMING MARKET: COMPANIES AND THEIR ROLE IN ECOSYSTEM 57 5.5 VALUE CHAIN ANALYSIS 59 FIGURE 24 VALUE CHAIN ANALYSIS: METAVERSE IN GAMING MARKET 59 5.5.1 SUPPLIERS 59 5.5.2 HARDWARE MANUFACTURERS 60 5.5.3 SOFTWARE VENDORS 60 5.5.4 END USERS 60 5.6 END-USER PREFERENCES AND TREND ANALYSIS, BY AGE GROUP 60 5.6.1 11 TO 19 YEARS 60 5.6.2 20 TO 35 YEARS 61 5.6.3 36 YEARS & ABOVE 61 5.7 TECHNOLOGY ANALYSIS 61 5.7.1 TECHNOLOGY STACK 61 FIGURE 25 METAVERSE IN GAMING MARKET: TECHNOLOGIES 61 5.7.2 INFRASTRUCTURE LEVEL 61 5.7.2.1 5G network 61 5.7.2.2 Internet of things 62 5.7.2.3 Cloud and edge computing 62 5.7.3 DESIGN AND DEVELOPMENT LEVEL 62 5.7.3.1 Blockchain 62 5.7.3.2 3D modeling and real-time rendering 63 5.7.3.3 Artificial intelligence, natural language processing, and computer vision 63 5.7.4 HUMAN INTERACTION LEVEL 63 5.7.4.1 Virtual reality 63 5.7.4.2 Augmented reality 64 5.7.4.2.1 Mobile augmented reality 64 5.7.4.2.2 Monitor-based AR technology 64 5.7.4.2.3 Near-eye-based AR technology 65 5.7.4.2.4 Web AR 65 5.7.4.3 Mixed reality 66 5.8 PRICING ANALYSIS 66 5.8.1 AVERAGE SELLING PRICE TREND 66 5.9 PATENT ANALYSIS 67 FIGURE 26 NUMBER OF PATENTS PUBLISHED, 2012–2022 67 FIGURE 27 TOP FIVE PATENT OWNERS (GLOBAL) 67 TABLE 8 TOP TEN PATENT OWNERS (US) 68 TABLE 9 KEY PATENTS IN METAVERSE IN GAMING MARKET 68 5.10 PORTER’S FIVE FORCES MODEL 70 FIGURE 28 METAVERSE IN GAMING MARKET: PORTER’S FIVE FORCES ANALYSIS 70 TABLE 10 METAVERSE IN GAMING MARKET: PORTER’S FIVE FORCES ANALYSIS 70 5.10.1 INTENSITY OF COMPETITIVE RIVALRY 71 5.10.2 BARGAINING POWER OF SUPPLIERS 71 5.10.3 BARGAINING POWER OF BUYERS 71 5.10.4 THREAT OF NEW ENTRANTS 72 5.10.5 THREAT OF SUBSTITUTES 72 5.11 KEY STAKEHOLDERS AND BUYING CRITERIA 73 5.11.1 KEY STAKEHOLDERS IN BUYING PROCESS 73 FIGURE 29 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP END USERS 73 TABLE 11 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP END USERS (%) 73 5.11.2 BUYING CRITERIA 74 FIGURE 30 KEY BUYING CRITERIA FOR TOP END USERS 74 TABLE 12 KEY BUYING CRITERIA FOR TOP END USERS 74 5.12 REGULATORY LANDSCAPE 75 5.12.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 75 TABLE 13 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 75 TABLE 14 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 76 TABLE 15 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 77 TABLE 16 REST OF THE WORLD: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 79 5.12.2 REGULATORY IMPLICATIONS AND INDUSTRY STANDARDS 80 5.13 KEY CONFERENCES AND EVENTS IN 2023–2024 80 TABLE 17 METAVERSE IN GAMING MARKET: DETAILED LIST OF CONFERENCES AND EVENTS 80 5.14 TRENDS/DISRUPTIONS IMPACTING BUYERS 81 FIGURE 31 METAVERSE IN GAMING MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS 81 6 METAVERSE IN GAMING MARKET, BY COMPONENT 82 6.1 INTRODUCTION 83 6.1.1 COMPONENT: METAVERSE IN GAMING MARKET DRIVERS 83 FIGURE 32 SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD 83 TABLE 18 METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 84 TABLE 19 METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 84 6.2 HARDWARE 84 6.2.1 RISING YOUTH INTEREST TO FUEL DEMAND FOR GAMING HARDWARE DEVICES 84 TABLE 20 HARDWARE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 85 TABLE 21 HARDWARE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 85 6.3 SOFTWARE 85 6.3.1 REQUIREMENT OF GAMING ENGINE AND RT3D SOFTWARE AMONG GAMERS TO FUEL MARKET GROWTH 85 TABLE 22 SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 86 TABLE 23 SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 86 6.4 SERVICES 86 6.4.1 INTEGRATION OF ONLINE GAMING, SOCIAL NETWORKING, AR, AND VR TECHNOLOGIES TO BOOST MARKET GROWTH 86 TABLE 24 SERVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 87 TABLE 25 SERVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 87 7 METAVERSE IN GAMING MARKET, BY HARDWARE 88 7.1 INTRODUCTION 89 7.1.1 HARDWARE: METAVERSE IN GAMING MARKET DRIVERS 89 FIGURE 33 AR DEVICES SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD 89 TABLE 26 METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 90 TABLE 27 METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 90 7.2 AR DEVICES 90 7.2.1 LIVESTREAM GAMING AND ENTERTAINMENT TO FUEL DEMAND FOR AR DEVICE PRODUCTION AND TECHNOLOGY ADVANCEMENTS 90 TABLE 28 AR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 91 TABLE 29 AR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 91 7.3 VR DEVICES 91 7.3.1 SIGNIFICANT IMPROVEMENTS VIS-A-VIS MASS, COST, VOLUME, SIMPLICITY, AND OPTICAL PERFORMANCE TO FUEL VR DEVICE ADOPTION 91 TABLE 30 VR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 92 TABLE 31 VR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 92 7.4 MR DEVICES 92 7.4.1 RISE IN BODY GESTURE SENSING IN GAMING METAVERSE TO SUPPORT GROWING ADOPTION OF MR DEVICES 92 TABLE 32 MR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 93 TABLE 33 MR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 93 7.5 DISPLAYS 93 7.5.1 ENHANCED SCREEN RESOLUTION, REAL-TIME AMBIENCE EXPERIENCE, AND HIGHER QUALITY VIDEO TO PUSH VENDORS TO MANUFACTURE STATE-OF-THE-ART DISPLAYS 93 TABLE 34 DISPLAYS: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 94 TABLE 35 DISPLAYS: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 94 8 METAVERSE IN GAMING MARKET, BY SOFTWARE 95 8.1 INTRODUCTION 96 8.1.1 SOFTWARE: METAVERSE IN GAMING MARKET DRIVERS 96 FIGURE 34 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD 97 TABLE 36 METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 97 TABLE 37 METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 98 8.1.2 EXTENDED REALITY SOFTWARE 98 8.1.2.1 SDK development to become need of hour 98 TABLE 38 EXTENDED REALITY SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 98 TABLE 39 EXTENDED REALITY SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 99 8.1.3 GAMING ENGINES 99 8.1.3.1 Transforming gamers’ ecosystem to fuel demand for innovation and R&D for gaming engine vendors 99 TABLE 40 GAMING ENGINES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 99 TABLE 41 GAMING ENGINES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 100 8.1.4 3D MAPPING, MODELING, AND RECONSTRUCTION 100 8.1.4.1 Emerging use of 3D software for expressive avatar creation and 3D world design to drive market 100 TABLE 42 3D MAPPING, MODELING, AND RECONSTRUCTION: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 100 TABLE 43 3D MAPPING, MODELING, AND RECONSTRUCTION: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 101 8.1.5 FINANCIAL PLATFORMS 101 8.1.5.1 NFT and cryptocurrency rewards, along with tokenization model, to attract gamers in metaverse 101 TABLE 44 FINANCIAL PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 101 TABLE 45 FINANCIAL PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 102 8.1.6 METAVERSE PLATFORMS 102 8.1.6.1 Building effective and desired avatars to create interest among gamers in RT3D ecosystem 102 TABLE 46 METAVERSE PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 102 TABLE 47 METAVERSE PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 103 9 METAVERSE IN GAMING MARKET, BY GAME GENRE 104 9.1 INTRODUCTION 105 9.1.1 GAME GENRE: METAVERSE IN GAMING MARKET DRIVERS 105 FIGURE 35 STRATEGY SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 106 TABLE 48 METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 106 TABLE 49 METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 107 9.2 ACTION 107 9.2.1 POPULARITY OF LIVESTREAMING AND ESPORTS GAME TOURNAMENTS TO FUEL DEMAND FOR THIS GENRE 107 TABLE 50 ACTION: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 107 TABLE 51 ACTION: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 108 9.3 ADVENTURE 108 9.3.1 METAVERSE TO PROVIDE ENHANCEMENTS IN COMBAT, EXPLORATION, AND SURVIVAL GAMES 108 TABLE 52 ADVENTURE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 108 TABLE 53 ADVENTURE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 109 9.4 CASUAL 109 9.4.1 INCREASING USE OF VR IN COLLABORATIVE FAMILY AND CHILDREN GAMES TO DRIVE MARKET 109 TABLE 54 CASUAL: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 109 TABLE 55 CASUAL: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 109 9.5 ROLE-PLAYING 110 9.5.1 METAVERSE TO PROVIDE HIGHLY DETAILED AND VISUALLY STUNNING EXPERIENCE IN ROLE-PLAYING GAMES 110 TABLE 56 ROLE-PLAYING: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 110 TABLE 57 ROLE-PLAYING: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 110 9.6 SIMULATION 111 9.6.1 EMERGING USE OF EXTENDED REALITY IN FLIGHT AND TRUCK SIMULATION GAMES TO DRIVE MARKET 111 TABLE 58 SIMULATION: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 111 TABLE 59 SIMULATION: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 111 9.7 SPORTS & RACING 112 9.7.1 RISING POPULARITY OF METAVERSE IN MULTIPLAYER SPORTS & RACING GAMES TO DRIVE MARKET 112 TABLE 60 SPORTS & RACING: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 112 TABLE 61 SPORTS & RACING: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 112 9.8 STRATEGY 113 9.8.1 INCREASING POPULARITY OF USER-GENERATED CONTENT IN MULTIPLAYER STRATEGY GAMES TO DRIVE MARKET 113 TABLE 62 STRATEGY: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 113 TABLE 63 STRATEGY: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 113 10 METAVERSE IN GAMING MARKET, BY REGION 114 10.1 INTRODUCTION 115 FIGURE 36 ASIA PACIFIC TO GROW AT HIGHEST RATE DURING FORECAST PERIOD 115 TABLE 64 METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 115 TABLE 65 METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 116 10.2 NORTH AMERICA 116 10.2.1 NORTH AMERICA: METAVERSE IN GAMING MARKET DRIVERS 116 10.2.2 NORTH AMERICA: RECESSION IMPACT 117 FIGURE 37 NORTH AMERICA: MARKET SNAPSHOT 118 TABLE 66 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 118 TABLE 67 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 119 TABLE 68 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 119 TABLE 69 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 119 TABLE 70 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 120 TABLE 71 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 120 TABLE 72 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 120 TABLE 73 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 121 TABLE 74 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 121 TABLE 75 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 122 10.2.3 US 122 TABLE 76 US: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 122 TABLE 77 US: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 123 10.2.4 CANADA 123 TABLE 78 CANADA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 123 TABLE 79 CANADA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 123 10.3 EUROPE 124 10.3.1 EUROPE: METAVERSE IN GAMING MARKET DRIVERS 124 10.3.2 EUROPE: RECESSION IMPACT 124 TABLE 80 EUROPE: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 125 TABLE 81 EUROPE: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 125 TABLE 82 EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 125 TABLE 83 EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 125 TABLE 84 EUROPE: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 126 TABLE 85 EUROPE: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 126 TABLE 86 EUROPE: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 126 TABLE 87 EUROPE: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 127 TABLE 88 EUROPE: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 127 TABLE 89 EUROPE: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 127 10.3.3 UK 128 TABLE 90 UK: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 128 TABLE 91 UK: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 128 10.3.4 GERMANY 128 TABLE 92 GERMANY: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 129 TABLE 93 GERMANY: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 129 10.3.5 FRANCE 129 TABLE 94 FRANCE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 129 TABLE 95 FRANCE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 130 10.3.6 REST OF EUROPE 130 TABLE 96 REST OF EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 130 TABLE 97 REST OF EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 130 10.4 ASIA PACIFIC 131 10.4.1 ASIA PACIFIC: METAVERSE IN GAMING MARKET DRIVERS 131 10.4.2 ASIA PACIFIC: RECESSION IMPACT 131 FIGURE 38 ASIA PACIFIC: REGIONAL SNAPSHOT 132 TABLE 98 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 133 TABLE 99 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 133 TABLE 100 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 133 TABLE 101 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 134 TABLE 102 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 134 TABLE 103 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 134 TABLE 104 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 135 TABLE 105 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 135 TABLE 106 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 135 TABLE 107 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 136 10.4.3 CHINA 136 TABLE 108 CHINA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 136 TABLE 109 CHINA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 137 10.4.4 JAPAN 137 TABLE 110 JAPAN: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 137 TABLE 111 JAPAN: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 137 10.4.5 SOUTH KOREA 138 TABLE 112 SOUTH KOREA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 138 TABLE 113 SOUTH KOREA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 138 10.4.6 REST OF ASIA PACIFIC 138 TABLE 114 REST OF ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 139 TABLE 115 REST OF ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 139 10.5 MIDDLE EAST & AFRICA 139 10.5.1 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET DRIVERS 139 10.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT 140 TABLE 116 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 140 TABLE 117 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 140 TABLE 118 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 141 TABLE 119 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 141 TABLE 120 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 141 TABLE 121 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 142 TABLE 122 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 142 TABLE 123 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 142 TABLE 124 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 143 TABLE 125 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 143 10.5.3 KINGDOM OF SAUDI ARABIA 143 TABLE 126 KINGDOM OF SAUDI ARABIA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 144 TABLE 127 KINGDOM OF SAUDI ARABIA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 144 10.5.4 REST OF MIDDLE EAST & AFRICA 144 TABLE 128 REST OF MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 144 TABLE 129 REST OF MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 145 10.6 LATIN AMERICA 145 10.6.1 LATIN AMERICA: METAVERSE IN GAMING MARKET DRIVERS 145 10.6.2 LATIN AMERICA: RECESSION IMPACT 146 TABLE 130 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 146 TABLE 131 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 146 TABLE 132 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 147 TABLE 133 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 147 TABLE 134 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 147 TABLE 135 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 148 TABLE 136 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 148 TABLE 137 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 148 TABLE 138 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 149 TABLE 139 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 149 10.6.3 BRAZIL 149 TABLE 140 BRAZIL: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 150 TABLE 141 BRAZIL: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 150 10.6.4 REST OF LATIN AMERICA 150 TABLE 142 REST OF LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 150 TABLE 143 REST OF LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 151 11 COMPETITIVE LANDSCAPE 152 11.1 INTRODUCTION 152 11.2 MARKET SHARE OF TOP VENDORS 152 TABLE 144 INTENSITY OF COMPETITIVE RIVALRY 152 FIGURE 39 MARKET SHARE ANALYSIS, 2022 153 11.3 REVENUE ANALYSIS OF TOP FIVE VENDORS 154 FIGURE 40 REVENUE ANALYSIS OF TOP FIVE VENDORS, 2018–2022 (USD BILLION) 154 11.4 COMPANY EVALUATION QUADRANT, 2022 154 11.4.1 DEFINITIONS AND METHODOLOGY 154 FIGURE 41 KEY PLAYER EVALUATION QUADRANT: CRITERIA WEIGHTAGE 155 11.4.2 STARS 155 11.4.3 EMERGING LEADERS 155 11.4.4 PERVASIVE PLAYERS 156 11.4.5 PARTICIPANTS 156 FIGURE 42 COMPANY EVALUATION QUADRANT, 2022 157 TABLE 145 COMPANY FOOTPRINT (TOP 10 PLAYERS) 158 11.5 COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES, 2022 159 11.5.1 DEFINITION AND METHODOLOGY 159 FIGURE 43 COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES: CRITERIA WEIGHTAGE 159 11.5.2 PROGRESSIVE COMPANIES 159 11.5.3 RESPONSIVE COMPANIES 160 11.5.4 DYNAMIC COMPANIES 160 11.5.5 STARTING BLOCKS 160 FIGURE 44 COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES, 2022 160 11.6 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 161 TABLE 146 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 161 TABLE 147 ANALYSIS OF KEY STARTUPS/SMES 162 11.7 COMPANY FINANCIAL METRICS 162 FIGURE 45 COMPANY FINANCIAL METRICS, 2022 162 11.8 GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS 163 FIGURE 46 METAVERSE IN GAMING: GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS, 2022 163 11.9 COMPETITIVE SCENARIO 164 11.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS 164 TABLE 148 METAVERSE IN GAMING MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, JANUARY 2020–APRIL 2023 164 11.9.2 DEALS 166 TABLE 149 METAVERSE IN GAMING MARKET: DEALS, JANUARY 2020–APRIL 2023 166 12 COMPANY PROFILES 168 12.1 INTRODUCTION 168 12.2 KEY PLAYERS 168 (Business Overview, Products/Solutions/Services offered, Recent Developments, MnM View)* 12.2.1 META (FORMERLY FACEBOOK) 168 TABLE 150 META: BUSINESS OVERVIEW 168 FIGURE 47 META: COMPANY SNAPSHOT 169 TABLE 151 META: SOLUTIONS/SERVICES/PLATFORMS OFFERED 169 TABLE 152 META: PRODUCT LAUNCHES AND ENHANCEMENTS 170 TABLE 153 META: DEALS 171 12.2.2 ACTIVISION BLIZZARD 173 TABLE 154 ACTIVISION BLIZZARD: BUSINESS OVERVIEW 173 FIGURE 48 ACTIVISION BLIZZARD: COMPANY SNAPSHOT 174 TABLE 155 ACTIVISION BLIZZARD: SOLUTIONS/SERVICES/PLATFORMS OFFERED 174 TABLE 156 ACTIVISION BLIZZARD: PRODUCT LAUNCHES AND ENHANCEMENTS 176 TABLE 157 ACTIVISION BLIZZARD: DEALS 177 12.2.3 NETEASE 179 TABLE 158 NETEASE: BUSINESS OVERVIEW 179 FIGURE 49 NETEASE: COMPANY SNAPSHOT 179 TABLE 159 NETEASE: SOLUTIONS/SERVICES/PLATFORMS OFFERED 180 TABLE 160 NETEASE: PRODUCT LAUNCHES AND ENHANCEMENTS 180 TABLE 161 NETEASE: DEALS 181 TABLE 162 NETEASE: OTHERS 182 12.2.4 ELECTRONIC ARTS 183 TABLE 163 ELECTRONIC ARTS: BUSINESS OVERVIEW 183 FIGURE 50 ELECTRONIC ARTS: COMPANY SNAPSHOT 184 TABLE 164 ELECTRONIC ARTS: SOLUTIONS/SERVICES/PLATFORMS OFFERED 184 TABLE 165 ELECTRONIC ARTS: PRODUCT LAUNCHES AND ENHANCEMENTS 185 TABLE 166 ELECTRONIC ARTS: DEALS 186 12.2.5 TAKE-TWO 189 TABLE 167 TAKE-TWO: BUSINESS OVERVIEW 189 FIGURE 51 TAKE-TWO: COMPANY SNAPSHOT 189 TABLE 168 TAKE-TWO: SOLUTIONS/SERVICES/PLATFORMS OFFERED 190 TABLE 169 TAKE-TWO: DEALS 190 12.2.6 TENCENT 193 TABLE 170 TENCENT: BUSINESS OVERVIEW 193 FIGURE 52 TENCENT: COMPANY SNAPSHOT 193 TABLE 171 TENCENT: SOLUTIONS/SERVICES/PLATFORMS OFFERED 194 TABLE 172 TENCENT: DEALS 194 12.2.7 NEXON 195 TABLE 173 NEXON: BUSINESS OVERVIEW 195 FIGURE 53 NEXON: COMPANY SNAPSHOT 195 TABLE 174 NEXON: SOLUTIONS/SERVICES/PLATFORMS OFFERED 196 TABLE 175 NEXON: PRODUCT LAUNCHES AND ENHANCEMENTS 196 TABLE 176 NEXON: DEALS 197 12.2.8 EPIC GAMES 198 TABLE 177 EPIC GAMES: BUSINESS OVERVIEW 198 TABLE 178 EPIC GAMES: SOLUTIONS/SERVICES/PLATFORMS OFFERED 198 TABLE 179 EPIC GAMES: PRODUCT LAUNCHES AND ENHANCEMENTS 199 TABLE 180 EPIC GAMES: DEALS 200 12.2.9 UNITY 201 TABLE 181 UNITY: BUSINESS OVERVIEW 201 FIGURE 54 UNITY: COMPANY SNAPSHOT 201 TABLE 182 UNITY: SOLUTIONS/SERVICES/PLATFORMS OFFERED 202 TABLE 183 UNITY: PRODUCT LAUNCHES AND ENHANCEMENTS 202 TABLE 184 UNITY: DEALS 203 12.2.10 VALVE 204 TABLE 185 VALVE: BUSINESS OVERVIEW 204 TABLE 186 VALVE: SOLUTIONS/SERVICES/PLATFORMS OFFERED 204 *Details on Business Overview, Products/Solutions/Services offered, Recent Developments, MnM View might not be captured in case of unlisted companies. 12.3 OTHER COMPANIES 205 12.3.1 ACCENTURE 205 12.3.2 ADOBE 206 12.3.3 HPE 207 12.3.4 DELOITTE 207 12.3.5 ANSYS 208 12.3.6 AUTODESK INC. 209 12.3.7 INTEL 210 12.3.8 TECH MAHINDRA 211 12.3.9 BYTEDANCE 211 12.3.10 NVIDIA 212 12.3.11 MICROSOFT 213 12.3.12 SAMSUNG 214 12.3.13 GOOGLE 215 12.3.14 SONY 216 12.3.15 HTC 217 12.3.16 SEIKO EPSON 218 12.3.17 APPLE 219 12.3.18 QUALCOMM 220 12.3.19 PANASONIC 221 12.3.20 EON REALITY 222 12.3.21 ROBLOX 223 12.3.22 LENOVO 224 12.3.23 RAZER 225 12.3.24 NEXTECH AR SOLUTIONS 226 12.3.25 ZQGAME 227 12.3.26 TALECRAFT 227 12.3.27 VR CHAT 228 12.3.28 DECENTRALAND 228 12.3.29 SOMNIUM SPACE 229 12.3.30 SANDBOX VR 229 13 ADJACENT & RELATED MARKETS 230 13.1 INTRODUCTION 230 13.1.1 RELATED MARKETS 230 TABLE 187 RELATED MARKETS 230 13.2 LIMITATIONS 230 13.3 METAVERSE MARKET 230 13.3.1 INTRODUCTION 230 13.3.2 METAVERSE MARKET, BY COMPONENT 230 TABLE 188 METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 231 TABLE 189 METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 231 13.3.3 METAVERSE MARKET, BY VERTICAL 231 TABLE 190 METAVERSE MARKET, BY VERTICAL, 2018–2021 (USD BILLION) 231 TABLE 191 METAVERSE MARKET, BY VERTICAL, 2022–2027 (USD BILLION) 232 13.3.4 METAVERSE MARKET, BY REGION 232 TABLE 192 METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION) 232 TABLE 193 METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 233 13.4 AUGMENTED REALITY MARKET 233 13.4.1 INTRODUCTION 233 13.4.2 AUGMENTED REALITY MARKET, BY DEVICE TYPE 233 TABLE 194 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021–2026 (USD MILLION) 233 13.4.3 AUGMENTED REALITY MARKET, BY OFFERING 234 TABLE 195 AUGMENTED REALITY MARKET, BY OFFERING, 2021–2026 (USD MILLION) 234 13.4.4 AUGMENTED REALITY MARKET, BY REGION 234 TABLE 196 AUGMENTED REALITY MARKET, BY REGION, 2021–2026 (USD MILLION) 234 13.5 VIRTUAL REALITY MARKET 235 13.5.1 INTRODUCTION 235 13.5.2 VIRTUAL REALITY MARKET, BY OFFERING 235 TABLE 197 VR MARKET, BY OFFERING, 2016–2019 (USD MILLION) 235 TABLE 198 VR MARKET, BY OFFERING, 2020–2025 (USD MILLION) 235 13.5.3 VIRTUAL REALITY MARKET, BY REGION 236 TABLE 199 VR MARKET, BY REGION, 2016–2019 (USD MILLION) 236 TABLE 200 VR MARKET, BY REGION, 2020–2025 (USD MILLION) 236 14 APPENDIX 237 14.1 DISCUSSION GUIDE 237 14.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 242 14.3 CUSTOMIZATION OPTIONS 244 14.4 RELATED REPORTS 244 14.5 AUTHOR DETAILS 245
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