Metaverse in Gaming Market

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

Report Code: TC 8650 May, 2023, by marketsandmarkets.com

Metaverse in Gaming Market Statistics

The global Metaverse in Gaming Market size was reasonably estimated at $22.7 billion in 2023. Throughout the projection period, the Metaverse in Gaming Industry is anticipated to increase at a CAGR of 39.3% in between 2023-2028 to reach around $119.2 billion in 2028.

Surge in virtual world immersive interactive gameplay experience in the gaming metaverse market, upsurge in AR, VR, devices demand globally, emerging, and profitable opportunities from adjacent markets such as Extended Reality, Mixed Reality, brand promotions using gamification strategy and virtual world 3D simulators, are few factors which are expected to be the major driving forces in the growth of the Metaverse in gaming Market.

Metaverse in Gaming Market

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Metaverse in Gaming Market

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Recession Impact on the Global Metaverse in Gaming Market

The virtual world gaming industry in North America is worth more than music and film combined (the entertainment industry) and shows no sign of stopping; and by 2026, it should reach USD 326 billion in value, according to a PwC survey. According to the EY Gaming Industry Survey report, considering the product side, half of the Nordics executives surveyed (precisely 53%) responded that they are prioritizing investments in VR, AR, and MR experiences. The survey conducted was also aimed at measuring the impact of a recession on the metaverse in gaming industry wherein respondents belonged to practices such as e-sports, gaming accessory manufacturers, gaming distribution, gaming hardware, gaming platform company, gaming publisher, gaming studio, and semiconductors/chip manufacturers. In July 2022, Dubai’s new metaverse (with a gaming focus) strategy was designed to add USD 4 billion to the economy which would result in 40,000 new jobs over the next five years. Overall, it is estimated that the gaming metaverse will inject USD 15 billion into GCC (Gulf Cooperation Council) economies by 2030. The metaverse in gaming industry is forecasted to contribute a whopping USD 2.4 billion to the economy by 2030; the contributors will be Bahrain, Qatar, Oman, the United Arab Emirates, Saudi Arabia, Dubai, and Kuwait (members of the GCC). Meta is investing more than USD 1 billion in programs that support creators (game developers) on metaverse platforms and help them succeed in the Middle East, North Africa, and Turkey. This region is profoundly working, with an eye on technical aspects, on long-term NFT projects to tackle a recession technically in the long run.

Metaverse in Gaming Market Growth Dynamics

Driver:  Brand promotions using gamification and virtual world simulators

Many companies, especially from the retail and gaming (entertainment) industry, are taking advantage of the gaming part of the metaverse. They are strategically using metaverse in gaming to engage in metaverse-based promotions and sponsorships. These companies capitalize by gamifying their brands through immersive online experiences and virtual world simulators. Some of the metaverse in gaming projects that gamify brand awareness include Reactland by Nike, Inc. (US), MagicBand+ by Disney (US), Mobility Adventure by Hyundai Motor Company (South Korea), and Gucci Garden by Gucci (Italy). People engage in these 3D worlds to play mini-games, connect with other gamers, socialize, make friends, and get product information through salespeople, chatbots, or virtual AI agents. Metaverse in gaming makes brand promotion interesting and engaging for young customers. Therefore, it is expected to drive the market during the forecast period.

Restraint: Regulating metaverse in gaming with respect to cybersecurity, privacy, and usage standards

Security and privacy issues are the major challenges the VR, AR, and MR industries face. These issues have emerged due to inconsistencies in programming and negligence and oversight of the developers and end users of apps and devices. With the increased amount of sensitive data being collected from players, data breaches, unauthorized data access, and data misuse become significant threats/obstructions. For instance, with whom a user speaks, what someone chooses to play and indulge in which virtual world game live-streaming, how much attention each user pays to an advertisement, or a specific immersive game basis genre, and few more. Additionally, it can even obtain extremely personal details, such as the way an individual virtually with its digital character or Avatar walks, talks, breathes and, perhaps, brainwave patterns could be collected in order to have a far better grasp on people's mental processes and behaviors. Gaming metaverse users ought to be logged in for long time periods, which means that their behavioral patterns will be continuously tracked and collected.

With reference to the applicability of the General Data Protection Regulation (GDPR), an obvious question arises, if the current data protection framework is adequate and sufficient to regulate how personal data is processed in the gaming metaverse. Moreover, determining the GDPR's territorial application is an issue in itself (when the entities are not based in the European Union [EU]), since it depends on the location of the end-user/gamer when personal data is processed.

Opportunity: Significant growth opportunities despite possible economic slowdown

The pandemic outbreak has hastened the evolution of the internet, resulting in the metaverse, where cyberspace has become more of an interactive 3D space with business and networking, as well as content that corresponds to the worlds in popular games such as Roblox. Playing in the metaverse allows gamers to meet new people and expand their social circle as well as have portable live-handling-virtual-play gaming assets, such as avatars and weapons, that are associated with players and have value in virtual settings. The increased popularity that the gaming category is witnessing in different virtual worlds such as Sandbox and Decentraland, is likely to grow with the advancement in technology and the fast-expanding user base in the 3D gaming sector. Moreover, the live streaming of games in the metaverse with more users jumping on the bandwagon will also help gaming companies to intensify their penetration to set new benchmarks for growth and profitability in the virtual worlds.

Challenge: Regional government regulations coupled with environmental impact

Metaverse in gaming is supported by adjacent technologies, primarily cloud computing (cloud gaming), blockchain, and XR. These technologies require high computing powers and storage, which has resulted in the ever-increasing need for data centers and computing equipment, such as storage hardware, cooling components, networking cables, GPU, CPU, and bandwidth. Further, the blockchain plays an important role in the functioning of the metaverse, which is backed by cryptocurrency mining and the heat generated by crypto mines housed by thousands of graphics cards. VR technology and data centers use AI and cloud services, which require quite a bit of energy. Running and maintaining such an infrastructure requires a lot of energy and power. All this collectively impacts the environment directly or indirectly. According to Data Quest, metaverse in gaming could lead to an influx of greenhouse gas emissions. Cloud gaming, a primary part of metaverse in gaming and XR, could also raise carbon emissions significantly over the next decade if not controlled. The evolution of technologies, such as 4K and 8K, is also witnessing the rise in the streaming of hi-resolution videos and images, which only increases the need for more energy. Such factors are expected to hinder market growth. However, mass recycling of e-waste, emphasis on buying second-hand electronics, and streaming in standard definition are possible ways to reduce greenhouse emissions caused by metaverse in gaming.

By component, the software segment to hold the largest market share during the forecast period

The software includes gaming engines, 3D modeling and reconstruction tools, volumetric video tools, geospatial mapping software, metaverse platforms, and financial platforms. A game engine is a software development program or environment used originally to develop video games. Now, a game engine can also be used for visualization (as with the development of digital twins), collaboration, and more. The features of a game engine may include animation tools, artificial intelligence, physics and collision engines, audio engines, and more.

Social media and video game companies are at the center of the metaverse's capability that leverages their vast user bases, interactive digital events, creation platforms, and hardware to build the foundation. NFTs facilitate the concept of play-to-earn (P2E) in the metaverse. Metaverse-ready gaming applications can use NFTs to build in-game assets with real-world value. Players who earn these NFTs through gameplay can later cash them out for real money. The value of the NFT would increase with time as more people start playing the game and want to own a piece of it. You can then trade or sell your NFTs to gain more money.

By software, Extended reality software segment to hold the largest market share during the forecast period

Several extended reality software includes AR and VR web app development tools, AR and VR mobile app development tools, AR and VR studios, Software Development Kits (SDK), and cloud-based tools. The extended reality software market has witnessed high growth in recent years and is set to witness significant growth during the next five years. Mass consumerization is anticipated to help achieve widespread adoption of extended reality software globally. Software Development Kits (SDK) are sets of software development tools that allow the creation of applications for specific software packages, software frameworks, hardware platforms, and operating systems. Several AR, VR, and MR applications are available in the market for Android and iOS, while a few of them are iOS specific.

SDK provides tools to design, create, and test AR, VR, and MR experiences. They act as building blocks to create training simulations, marketing experiences, and mobile apps. These kits offer tools to carry out cloning functions and add and move 3D objects. SDK also offers flexibility to non-developers by providing them with dragging and dropping tools to customize users' experiences. These kits can be integrated with operating systems and hardware to display VR. The key SDKs available in the market are Apple’s ARKit, ARCore, Vuforia, AR Foundation, OpenVR SDK, Valve’s SteamVR SDK, Virtual Reality Tool Kit (VRTK), Sony’s PlayStation VR (PSVR) Dev Kit, Meta’s Oculus SDK, and Google VR SDK.

By game genre, Strategy segment to record the highest CAGR during the forecast period

These games let players explore a vast, open world filled with cooperative gameplay and social features. One can create and customize weapons using primal energy, and challenge themselves by facing off against formidable bosses. This gaming genre tests players’ decision-making skills. It is a high-revenue game type; however, game-makers must be strategic in creating strategy games. Players are likely to get easily bored, especially if they feel a lack of progress while playing and brainstorming strategy(ies). Developers should include exclusive live event rewards, collectible mechanics, and special player vs. environment modes to incentivize players and reduce uninstalls.

By Region, Asia Pacific to record the highest CAGR during the forecast period

The Asia Pacific Metaverse in gaming Market is estimated and forecasted to have robust growth in the future. Metaverse in gaming solution vendors need to continuously innovate and upscale to meet the diversified demands from gamers across various countries, such as Australia and New Zealand (ANZ), Japan, China, Singapore, South Korea, India, Indonesia, Hong Kong. Gaming companies have been quick to jump on the bandwagon. Local tech and gaming giant Alibaba (China) is rewarding players with NFTs on its first blockchain game, Ant Adventure, which can be played through the Alipay app. IT services giant Fujitsu (Japan) and automobile manufacturer Mitsubishi have embarked on a collaboration to create an advertiser-friendly immersive gaming environment which has been grandly named the ‘Japan Metaverse Economic Zone’. Asia Pacific is the world’s largest hardware manufacturer. Metaverse in gaming vendors are sincerely upgrading the region’s connectivity technologies to be reliable, exhibit high bandwidth and upstream connections to be emerged for enjoying gaming metaverse experiences. Asia Pacific houses 55% of global gamers, totaling 1.7 billion, and contributes over USD 72 billion in annual gaming revenue. Role-playing games [RPG], popularized by titles like Final Fantasy and Dragon Quest, have been the dominant genre in Asia Pacific’s gaming market since the late 1980s and early 1990s.

Metaverse in Gaming Market Size, and Share

Metaverse in Gaming Companies

The report includes the study of Metaverse in gaming companies, products, solutions and services. It profiles major vendors in the global Metaverse in gaming Market. The major vendors in the Metaverse in gaming industry include Meta (US), Activision Blizzard (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 Inc. (US), Intel (US), Tech Mahindra (India), ByteDance (China), Nvidia (US), Microsoft (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), VRChat (US), Decentraland (Argentina), Somnium Space (UK), Sandbox (US). These players have adopted various strategies to grow in the global Metaverse in gaming Market.

The study includes an in-depth competitive analysis of these key players in the Metaverse in gaming Market with their company profiles, recent developments, and key market strategies.

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Scope of the Report

Report Metrics

Details

Market Size in 2023

$22.7 billion

Revenue Forecast for 2028

$119.2 billion

CAGR (2023-2028)

39.3%

Growth Drivers

Brand promotions using gamification and virtual world simulators

Key Opportunities

Significant growth opportunities despite possible economic slowdown

Market size available for years

2019–2028

Base year considered

2022

Forecast period

2023–2028

Forecast units

Value (USD Million/Billion)

Segments covered

Component, Hadware, Software, Service, Game Genre, and Region

Geographies covered

North America, Asia Pacific, Europe, Middle East and Africa, and Latin America

List of Metaverse in Gaming Companies

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)

The research report categorizes the Metaverse Gaming Market to forecast revenues and analyze trends in each of the following submarkets:

By component:
  • Hardware
  • Software
  • Services
By hardware:
  • AR Devices
  • VR Devices
  • MR Devices
  • Displays
By software:
  • Extended Reality Software
  • Gaming Engines
  • 3D Mapping, Modeling, and Reconstruction
  • Financial Platforms
  • Metaverse Platforms
By game genre:
  • Action
  • Adventure
  • Casual
  • Role-playing
  • Simulation
  • Sports & Racing
  • Strategy
By region:
  • North America
    • US
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Middle East & Africa
    • United Arab Emirates
    • Rest of Middle East & Africa
  • Latin America
    • Brazil
    • Rest of Latin America

Recent Developments:

  • In April 2023, Electronic Arts launched EA SPORTS FC which unveiled its new brand identity, vision, and logo. FC will become an EA SPORTS platform for creating, innovating, and expanding new football experiences, connecting hundreds of millions of fans via console, mobile, online, and esports products.
  • In March 2023, Unreal Editor for Fortnite (UEFN), a version of the Unreal Editor that has the ability to create and publish experiences directly to Fortnite. With many of Unreal Engine 5’s powerful features at users’ fingertips, creators and developers have access to an entire world of new creative options for game production and experiences that can be enjoyed by millions of Fortnite players. UEFN will also permit the use of ‘Verse,’ which the company claims come(s) with powerful customization capabilities such as chaining devices together, and the ability to conveniently create new game logic hassle-free.  
  • In January 2023, Unity, which is a global platform for creating and growing real-time 3D (RT3D) content, and Google together simplified ways for developers to create multiplayer experiences by offering two solutions from Unity Gaming Services (UGS), Game Server Hosting (Multiplay) and Voice and Text Chat (Vivox), on the Google Cloud Marketplace. 

Frequently Asked Questions (FAQ):

 

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TABLE OF CONTENTS
 
1 INTRODUCTION (Page No. - 22)
    1.1 STUDY OBJECTIVES 
    1.2 MARKET DEFINITION 
           1.2.1 INCLUSIONS AND EXCLUSIONS
    1.3 MARKET SCOPE 
           1.3.1 MARKET SEGMENTATION
           1.3.2 REGIONS COVERED
           1.3.3 YEARS CONSIDERED
    1.4 CURRENCY CONSIDERED 
           TABLE 1 USD EXCHANGE RATES, 2019–2022
    1.5 STAKEHOLDERS 
 
2 RESEARCH METHODOLOGY (Page No. - 27)
    2.1 RESEARCH DATA 
           FIGURE 1 METAVERSE IN GAMING MARKET: RESEARCH DESIGN
           2.1.1 SECONDARY DATA
                    TABLE 2 LIST OF KEY SECONDARY SOURCES
           2.1.2 PRIMARY DATA
                    2.1.2.1 Breakup of primaries
                    2.1.2.2 Primary respondents
                               TABLE 3 PRIMARY RESPONDENTS: MARKET
                    2.1.2.3 Key industry insights
    2.2 DATA TRIANGULATION 
    2.3 MARKET SIZE ESTIMATION 
           FIGURE 2 METAVERSE IN GAMING MARKET: TOP-DOWN AND BOTTOM-UP APPROACH
           2.3.1 SUPPLY-SIDE APPROACH
                    FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 1 (SUPPLY SIDE): REVENUE OF METAVERSE IN GAMING FROM VENDORS
                    FIGURE 4 BOTTOM-UP APPROACH (SUPPLY SIDE): COLLECTIVE REVENUE OF METAVERSE IN GAMING VENDORS
                    FIGURE 5 MARKET PROJECTIONS FROM SUPPLY SIDE
           2.3.2 DEMAND-SIDE APPROACH
                    FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY ? APPROACH 2 (DEMAND SIDE): REVENUE OF VENDORS FROM VARIOUS GAME PLAYERS
                    FIGURE 7 MARKET PROJECTIONS FROM DEMAND SIDE
    2.4 MARKET FORECAST 
           TABLE 4 FACTOR ANALYSIS
           2.4.1 RECESSION IMPACT ANALYSIS
    2.5 RESEARCH ASSUMPTIONS 
           TABLE 5 ASSUMPTIONS
    2.6 LIMITATIONS 
 
3 EXECUTIVE SUMMARY (Page No. - 39)
    FIGURE 8 GLOBAL METAVERSE IN GAMING MARKET, 2020–2028 (USD MILLION) 
    FIGURE 9 FASTEST-GROWING SEGMENTS IN MARKET, 2023–2028 
    FIGURE 10 HARDWARE SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 
    FIGURE 11 AR DEVICES SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 
    FIGURE 12 FINANCIAL PLATFORMS SEGMENT TO GROW AT HIGHEST CAGR BY 2028 
    FIGURE 13 STRATEGY SEGMENT TO GROW AT HIGHEST CAGR TILL 2028 
    FIGURE 14 MARKET: REGIONAL SNAPSHOT 
 
4 PREMIUM INSIGHTS (Page No. - 46)
    4.1 ATTRACTIVE OPPORTUNITIES FOR COMPANIES IN METAVERSE IN GAMING MARKET 
           FIGURE 15 STRONG VR, MR LIVESTREAMING, AND INTERACTIVE GAMING INTEREST AMONG YOUTH TO DRIVE MARKET
    4.2 MARKET, BY COMPONENT, 2023 VS. 2028 
           FIGURE 16 SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD
    4.3 MARKET, BY HARDWARE, 2023 VS. 2028 
           FIGURE 17 AR DEVICES SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD
    4.4 MARKET, BY SOFTWARE, 2023 VS. 2028 
           FIGURE 18 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD
    4.5 MARKET, BY GAME GENRE, 2023 VS. 2028 
           FIGURE 19 ADVENTURE SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD
    4.6 MARKET: REGIONAL SCENARIO, 2023–2028 
           FIGURE 20 ASIA PACIFIC TO EMERGE AS BEST MARKET FOR INVESTMENTS IN NEXT FIVE YEARS
           FIGURE 21 METAVERSE IN GAMING MARKET IN SOUTH KOREA TO GROW AT HIGHEST RATE DURING FORECAST PERIOD
 
5 MARKET OVERVIEW AND INDUSTRY TRENDS (Page No. - 50)
    5.1 INTRODUCTION 
    5.2 MARKET DYNAMICS 
           FIGURE 22 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES: METAVERSE IN GAMING MARKET
           5.2.1 DRIVERS
                    5.2.1.1 Increasing demand in entertainment and gaming industries
                    5.2.1.2 VR gaming becoming more immersive, interactive, and real
                    5.2.1.3 Emerging opportunities from adjacent markets
                               TABLE 6 MARKET SIZE AND GROWTH RATES OF ADJACENT MARKETS
                    5.2.1.4 Brand promotions using gamification and virtual world simulators
                    5.2.1.5 Availability of affordable hardware
           5.2.2 RESTRAINTS
                    5.2.2.1 High installation and maintenance costs of high-end metaverse in gaming components
                    5.2.2.2 Health and mental issues from excessive use
                    5.2.2.3 Regulating metaverse in gaming with respect to cybersecurity, privacy, and usage standards
           5.2.3 OPPORTUNITIES
                    5.2.3.1 Easier hosting of events and better engagement
                    5.2.3.2 Significant growth opportunities despite possible economic slowdown
           5.2.4 CHALLENGES
                    5.2.4.1 Regional government regulations, coupled with environmental impact
    5.3 CASE STUDY ANALYSIS 
           5.3.1 CASE STUDY 1: UNITY ENGINE LEVERAGED LAUNCH OF MULTIPLATFORM GAMING SERVICE
           5.3.2 CASE STUDY 2: TENCENT CLOUD AMPLIFIED MILDOM’S LIVESTREAMING USER EXPERIENCE
    5.4 ECOSYSTEM 
           FIGURE 23 METAVERSE IN GAMING MARKET: ECOSYSTEM
           TABLE 7 METAVERSE IN GAMING MARKET: COMPANIES AND THEIR ROLE IN ECOSYSTEM
    5.5 VALUE CHAIN ANALYSIS 
           FIGURE 24 VALUE CHAIN ANALYSIS: METAVERSE IN GAMING MARKET
           5.5.1 SUPPLIERS
           5.5.2 HARDWARE MANUFACTURERS
           5.5.3 SOFTWARE VENDORS
           5.5.4 END USERS
    5.6 END-USER PREFERENCES AND TREND ANALYSIS, BY AGE GROUP 
           5.6.1 11 TO 19 YEARS
           5.6.2 20 TO 35 YEARS
           5.6.3 36 YEARS & ABOVE
    5.7 TECHNOLOGY ANALYSIS 
           5.7.1 TECHNOLOGY STACK
                    FIGURE 25 METAVERSE IN GAMING MARKET: TECHNOLOGIES
           5.7.2 INFRASTRUCTURE LEVEL
                    5.7.2.1 5G network
                    5.7.2.2 Internet of things
                    5.7.2.3 Cloud and edge computing
           5.7.3 DESIGN AND DEVELOPMENT LEVEL
                    5.7.3.1 Blockchain
                    5.7.3.2 3D modeling and real-time rendering
                    5.7.3.3 Artificial intelligence, natural language processing, and computer vision
           5.7.4 HUMAN INTERACTION LEVEL
                    5.7.4.1 Virtual reality
                    5.7.4.2 Augmented reality
                               5.7.4.2.1 Mobile augmented reality
                               5.7.4.2.2 Monitor-based AR technology
                               5.7.4.2.3 Near-eye-based AR technology
                               5.7.4.2.4 Web AR
                    5.7.4.3 Mixed reality
    5.8 PRICING ANALYSIS 
           5.8.1 AVERAGE SELLING PRICE TREND
    5.9 PATENT ANALYSIS 
           FIGURE 26 NUMBER OF PATENTS PUBLISHED, 2012–2022
           FIGURE 27 TOP FIVE PATENT OWNERS (GLOBAL)
           TABLE 8 TOP TEN PATENT OWNERS (US)
           TABLE 9 KEY PATENTS IN METAVERSE IN GAMING MARKET
    5.10 PORTER’S FIVE FORCES MODEL 
           FIGURE 28 MARKET: PORTER’S FIVE FORCES ANALYSIS
           TABLE 10 MARKET: PORTER’S FIVE FORCES ANALYSIS
           5.10.1 INTENSITY OF COMPETITIVE RIVALRY
           5.10.2 BARGAINING POWER OF SUPPLIERS
           5.10.3 BARGAINING POWER OF BUYERS
           5.10.4 THREAT OF NEW ENTRANTS
           5.10.5 THREAT OF SUBSTITUTES
    5.11 KEY STAKEHOLDERS AND BUYING CRITERIA 
           5.11.1 KEY STAKEHOLDERS IN BUYING PROCESS
                    FIGURE 29 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP END USERS
                    TABLE 11 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP END USERS (%)
           5.11.2 BUYING CRITERIA
                    FIGURE 30 KEY BUYING CRITERIA FOR TOP END USERS
                    TABLE 12 KEY BUYING CRITERIA FOR TOP END USERS
    5.12 REGULATORY LANDSCAPE 
           5.12.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 13 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 14 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 15 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 16 REST OF THE WORLD: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
           5.12.2 REGULATORY IMPLICATIONS AND INDUSTRY STANDARDS
    5.13 KEY CONFERENCES AND EVENTS IN 2023–2024 
                    TABLE 17 MARKET: DETAILED LIST OF CONFERENCES AND EVENTS
    5.14 TRENDS/DISRUPTIONS IMPACTING BUYERS 
                    FIGURE 31 MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS
 
6 METAVERSE IN GAMING MARKET, BY COMPONENT (Page No. - 82)
    6.1 INTRODUCTION 
           6.1.1 COMPONENT: MARKET DRIVERS
                    FIGURE 32 SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD
                    TABLE 18 MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                    TABLE 19 MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
    6.2 HARDWARE 
           6.2.1 RISING YOUTH INTEREST TO FUEL DEMAND FOR GAMING HARDWARE DEVICES
                    TABLE 20 HARDWARE: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 21 HARDWARE: MARKET, BY REGION, 2023–2028 (USD MILLION)
    6.3 SOFTWARE 
           6.3.1 REQUIREMENT OF GAMING ENGINE AND RT3D SOFTWARE AMONG GAMERS TO FUEL MARKET GROWTH
                    TABLE 22 SOFTWARE: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 23 SOFTWARE: MARKET, BY REGION, 2023–2028 (USD MILLION)
    6.4 SERVICES 
           6.4.1 INTEGRATION OF ONLINE GAMING, SOCIAL NETWORKING, AR, AND VR TECHNOLOGIES TO BOOST MARKET GROWTH
                    TABLE 24 SERVICES: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 25 SERVICES: MARKET, BY REGION, 2023–2028 (USD MILLION)
 
7 METAVERSE IN GAMING MARKET, BY HARDWARE (Page No. - 88)
    7.1 INTRODUCTION 
           7.1.1 HARDWARE: MARKET DRIVERS
                    FIGURE 33 AR DEVICES SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD
                    TABLE 26 MARKET, BY HARDWARE, 2019–2022 (USD MILLION)
                    TABLE 27 MARKET, BY HARDWARE, 2023–2028 (USD MILLION)
    7.2 AR DEVICES 
           7.2.1 LIVESTREAM GAMING AND ENTERTAINMENT TO FUEL DEMAND FOR AR DEVICE PRODUCTION AND TECHNOLOGY ADVANCEMENTS
                    TABLE 28 AR DEVICES: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 29 AR DEVICES: MARKET, BY REGION, 2023–2028 (USD MILLION)
    7.3 VR DEVICES 
           7.3.1 SIGNIFICANT IMPROVEMENTS VIS-A-VIS MASS, COST, VOLUME, SIMPLICITY, AND OPTICAL PERFORMANCE TO FUEL VR DEVICE ADOPTION
                    TABLE 30 VR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 31 VR DEVICES: MARKET, BY REGION, 2023–2028 (USD MILLION)
    7.4 MR DEVICES 
           7.4.1 RISE IN BODY GESTURE SENSING IN GAMING METAVERSE TO SUPPORT GROWING ADOPTION OF MR DEVICES
                    TABLE 32 MR DEVICES: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 33 MR DEVICES: MARKET, BY REGION, 2023–2028 (USD MILLION)
    7.5 DISPLAYS 
           7.5.1 ENHANCED SCREEN RESOLUTION, REAL-TIME AMBIENCE EXPERIENCE, AND HIGHER QUALITY VIDEO TO PUSH VENDORS TO MANUFACTURE STATE-OF-THE-ART DISPLAYS
                    TABLE 34 DISPLAYS: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 35 DISPLAYS: MARKET, BY REGION, 2023–2028 (USD MILLION)
 
8 METAVERSE IN GAMING MARKET, BY SOFTWARE (Page No. - 95)
    8.1 INTRODUCTION 
           8.1.1 SOFTWARE: MARKET DRIVERS
                    FIGURE 34 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD
                    TABLE 36 MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)
                    TABLE 37 MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)
           8.1.2 EXTENDED REALITY SOFTWARE
                    8.1.2.1 SDK development to become need of hour
                               TABLE 38 EXTENDED REALITY SOFTWARE: MARKET, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 39 EXTENDED REALITY SOFTWARE: MARKET, BY REGION, 2023–2028 (USD MILLION)
           8.1.3 GAMING ENGINES
                    8.1.3.1 Transforming gamers’ ecosystem to fuel demand for innovation and R&D for gaming engine vendors
                               TABLE 40 GAMING ENGINES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 41 GAMING ENGINES: MARKET, BY REGION, 2023–2028 (USD MILLION)
           8.1.4 3D MAPPING, MODELING, AND RECONSTRUCTION
                    8.1.4.1 Emerging use of 3D software for expressive avatar creation and 3D world design to drive market
                               TABLE 42 3D MAPPING, MODELING, AND RECONSTRUCTION: MARKET, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 43 3D MAPPING, MODELING, AND RECONSTRUCTION: MARKET, BY REGION, 2023–2028 (USD MILLION)
           8.1.5 FINANCIAL PLATFORMS
                    8.1.5.1 NFT and cryptocurrency rewards, along with tokenization model, to attract gamers in metaverse
                               TABLE 44 FINANCIAL PLATFORMS: MARKET, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 45 FINANCIAL PLATFORMS: MARKET, BY REGION, 2023–2028 (USD MILLION)
           8.1.6 METAVERSE PLATFORMS
                    8.1.6.1 Building effective and desired avatars to create interest among gamers in RT3D ecosystem
                               TABLE 46 METAVERSE PLATFORMS: MARKET, BY REGION, 2019–2022 (USD MILLION)
                               TABLE 47 METAVERSE PLATFORMS: MARKET, BY REGION, 2023–2028 (USD MILLION)
 
9 METAVERSE IN GAMING MARKET, BY GAME GENRE (Page No. - 104)
    9.1 INTRODUCTION 
           9.1.1 GAME GENRE: MARKET DRIVERS
                    FIGURE 35 STRATEGY SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
                    TABLE 48 MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)
                    TABLE 49 MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)
    9.2 ACTION 
           9.2.1 POPULARITY OF LIVESTREAMING AND ESPORTS GAME TOURNAMENTS TO FUEL DEMAND FOR THIS GENRE
                    TABLE 50 ACTION: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 51 ACTION: MARKET, BY REGION, 2023–2028 (USD MILLION)
    9.3 ADVENTURE 
           9.3.1 METAVERSE TO PROVIDE ENHANCEMENTS IN COMBAT, EXPLORATION, AND SURVIVAL GAMES
                    TABLE 52 ADVENTURE: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 53 ADVENTURE: MARKET, BY REGION, 2023–2028 (USD MILLION)
    9.4 CASUAL 
           9.4.1 INCREASING USE OF VR IN COLLABORATIVE FAMILY AND CHILDREN GAMES TO DRIVE MARKET
                    TABLE 54 CASUAL: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 55 CASUAL: MARKET, BY REGION, 2023–2028 (USD MILLION)
    9.5 ROLE-PLAYING 
           9.5.1 METAVERSE TO PROVIDE HIGHLY DETAILED AND VISUALLY STUNNING EXPERIENCE IN ROLE-PLAYING GAMES
                    TABLE 56 ROLE-PLAYING: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 57 ROLE-PLAYING: MARKET, BY REGION, 2023–2028 (USD MILLION)
    9.6 SIMULATION 
           9.6.1 EMERGING USE OF EXTENDED REALITY IN FLIGHT AND TRUCK SIMULATION GAMES TO DRIVE MARKET
                    TABLE 58 SIMULATION: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 59 SIMULATION: MARKET, BY REGION, 2023–2028 (USD MILLION)
    9.7 SPORTS & RACING 
           9.7.1 RISING POPULARITY OF METAVERSE IN MULTIPLAYER SPORTS & RACING GAMES TO DRIVE MARKET
                    TABLE 60 SPORTS & RACING: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 61 SPORTS & RACING: MARKET, BY REGION, 2023–2028 (USD MILLION)
    9.8 STRATEGY 
           9.8.1 INCREASING POPULARITY OF USER-GENERATED CONTENT IN MULTIPLAYER STRATEGY GAMES TO DRIVE MARKET
                    TABLE 62 STRATEGY: MARKET, BY REGION, 2019–2022 (USD MILLION)
                    TABLE 63 STRATEGY: MARKET, BY REGION, 2023–2028 (USD MILLION)
 
10 METAVERSE IN GAMING MARKET, BY REGION (Page No. - 114)
     10.1 INTRODUCTION 
               FIGURE 36 ASIA PACIFIC TO GROW AT HIGHEST RATE DURING FORECAST PERIOD
               TABLE 64 MARKET, BY REGION, 2019–2022 (USD MILLION)
               TABLE 65 MARKET, BY REGION, 2023–2028 (USD MILLION)
     10.2 NORTH AMERICA 
             10.2.1 NORTH AMERICA: MARKET DRIVERS
             10.2.2 NORTH AMERICA: RECESSION IMPACT
                       FIGURE 37 NORTH AMERICA: METAVERSE IN GAMING MARKET SNAPSHOT
                       TABLE 66 NORTH AMERICA: MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
                       TABLE 67 NORTH AMERICA: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
                       TABLE 68 NORTH AMERICA: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 69 NORTH AMERICA: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
                       TABLE 70 NORTH AMERICA: MARKET, BY HARDWARE, 2019–2022 (USD MILLION)
                       TABLE 71 NORTH AMERICA: MARKET, BY HARDWARE, 2023–2028 (USD MILLION)
                       TABLE 72 NORTH AMERICA: MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)
                       TABLE 73 NORTH AMERICA: MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)
                       TABLE 74 NORTH AMERICA: MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)
                       TABLE 75 NORTH AMERICA: MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)
             10.2.3 US
                       TABLE 76 US: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 77 US: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
             10.2.4 CANADA
                       TABLE 78 CANADA: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 79 CANADA: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
     10.3 EUROPE 
             10.3.1 EUROPE: MARKET DRIVERS
             10.3.2 EUROPE: RECESSION IMPACT
                       TABLE 80 EUROPE: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
                       TABLE 81 EUROPE: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
                       TABLE 82 EUROPE: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 83 EUROPE: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
                       TABLE 84 EUROPE: MARKET, BY HARDWARE, 2019–2022 (USD MILLION)
                       TABLE 85 EUROPE: MARKET, BY HARDWARE, 2023–2028 (USD MILLION)
                       TABLE 86 EUROPE: MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)
                       TABLE 87 EUROPE: MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)
                       TABLE 88 EUROPE: MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)
                       TABLE 89 EUROPE: MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)
             10.3.3 UK
                       TABLE 90 UK: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 91 UK: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
             10.3.4 GERMANY
                       TABLE 92 GERMANY: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 93 GERMANY: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
             10.3.5 FRANCE
                       TABLE 94 FRANCE: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 95 FRANCE: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
             10.3.6 REST OF EUROPE
                       TABLE 96 REST OF EUROPE: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 97 REST OF EUROPE: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
     10.4 ASIA PACIFIC 
             10.4.1 ASIA PACIFIC: MARKET DRIVERS
             10.4.2 ASIA PACIFIC: RECESSION IMPACT
                       FIGURE 38 ASIA PACIFIC: REGIONAL SNAPSHOT
                       TABLE 98 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
                       TABLE 99 ASIA PACIFIC: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
                       TABLE 100 ASIA PACIFIC: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 101 ASIA PACIFIC: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
                       TABLE 102 ASIA PACIFIC: MARKET, BY HARDWARE, 2019–2022 (USD MILLION)
                       TABLE 103 ASIA PACIFIC: MARKET, BY HARDWARE, 2023–2028 (USD MILLION)
                       TABLE 104 ASIA PACIFIC: MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)
                       TABLE 105 ASIA PACIFIC: MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)
                       TABLE 106 ASIA PACIFIC: MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)
                       TABLE 107 ASIA PACIFIC: MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)
             10.4.3 CHINA
                       TABLE 108 CHINA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 109 CHINA: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
             10.4.4 JAPAN
                       TABLE 110 JAPAN: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 111 JAPAN: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
             10.4.5 SOUTH KOREA
                       TABLE 112 SOUTH KOREA: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 113 SOUTH KOREA: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
             10.4.6 REST OF ASIA PACIFIC
                       TABLE 114 REST OF ASIA PACIFIC: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 115 REST OF ASIA PACIFIC: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
     10.5 MIDDLE EAST & AFRICA 
             10.5.1 MIDDLE EAST & AFRICA: MARKET DRIVERS
             10.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT
                       TABLE 116 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
                       TABLE 117 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
                       TABLE 118 MIDDLE EAST & AFRICA: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 119 MIDDLE EAST & AFRICA: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
                       TABLE 120 MIDDLE EAST & AFRICA: MARKET, BY HARDWARE, 2019–2022 (USD MILLION)
                       TABLE 121 MIDDLE EAST & AFRICA: MARKET, BY HARDWARE, 2023–2028 (USD MILLION)
                       TABLE 122 MIDDLE EAST & AFRICA: MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)
                       TABLE 123 MIDDLE EAST & AFRICA: MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)
                       TABLE 124 MIDDLE EAST & AFRICA: MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)
                       TABLE 125 MIDDLE EAST & AFRICA: MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)
             10.5.3 KINGDOM OF SAUDI ARABIA
                       TABLE 126 KINGDOM OF SAUDI ARABIA: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 127 KINGDOM OF SAUDI ARABIA: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
             10.5.4 REST OF MIDDLE EAST & AFRICA
                       TABLE 128 REST OF MIDDLE EAST & AFRICA: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 129 REST OF MIDDLE EAST & AFRICA: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
     10.6 LATIN AMERICA 
             10.6.1 LATIN AMERICA: MARKET DRIVERS
             10.6.2 LATIN AMERICA: RECESSION IMPACT
                       TABLE 130 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION)
                       TABLE 131 LATIN AMERICA: MARKET, BY COUNTRY, 2023–2028 (USD MILLION)
                       TABLE 132 LATIN AMERICA: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 133 LATIN AMERICA: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
                       TABLE 134 LATIN AMERICA: MARKET, BY HARDWARE, 2019–2022 (USD MILLION)
                       TABLE 135 LATIN AMERICA: MARKET, BY HARDWARE, 2023–2028 (USD MILLION)
                       TABLE 136 LATIN AMERICA: MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)
                       TABLE 137 LATIN AMERICA: MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)
                       TABLE 138 LATIN AMERICA: MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)
                       TABLE 139 LATIN AMERICA: MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)
             10.6.3 BRAZIL
                       TABLE 140 BRAZIL: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 141 BRAZIL: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
             10.6.4 REST OF LATIN AMERICA
                       TABLE 142 REST OF LATIN AMERICA: MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
                       TABLE 143 REST OF LATIN AMERICA: MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
 
11 COMPETITIVE LANDSCAPE (Page No. - 152)
     11.1 INTRODUCTION 
     11.2 MARKET SHARE OF TOP VENDORS 
               TABLE 144 INTENSITY OF COMPETITIVE RIVALRY
               FIGURE 39 MARKET SHARE ANALYSIS, 2022
     11.3 REVENUE ANALYSIS OF TOP FIVE VENDORS 
               FIGURE 40 REVENUE ANALYSIS OF TOP FIVE VENDORS, 2018–2022 (USD BILLION)
     11.4 COMPANY EVALUATION QUADRANT, 2022 
             11.4.1 DEFINITIONS AND METHODOLOGY
                       FIGURE 41 KEY PLAYER EVALUATION QUADRANT: CRITERIA WEIGHTAGE
             11.4.2 STARS
             11.4.3 EMERGING LEADERS
             11.4.4 PERVASIVE PLAYERS
             11.4.5 PARTICIPANTS
                       FIGURE 42 COMPANY EVALUATION QUADRANT, 2022
                       TABLE 145 COMPANY FOOTPRINT (TOP 10 PLAYERS)
     11.5 COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES, 2022 
             11.5.1 DEFINITION AND METHODOLOGY
                       FIGURE 43 COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES: CRITERIA WEIGHTAGE
             11.5.2 PROGRESSIVE COMPANIES
             11.5.3 RESPONSIVE COMPANIES
             11.5.4 DYNAMIC COMPANIES
             11.5.5 STARTING BLOCKS
                       FIGURE 44 COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES, 2022
     11.6 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 
               TABLE 146 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES
               TABLE 147 ANALYSIS OF KEY STARTUPS/SMES
     11.7 COMPANY FINANCIAL METRICS 
               FIGURE 45 COMPANY FINANCIAL METRICS, 2022
     11.8 GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS 
               FIGURE 46 METAVERSE IN GAMING: GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS, 2022
     11.9 COMPETITIVE SCENARIO 
             11.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS
                       TABLE 148 MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, JANUARY 2020–APRIL 2023
             11.9.2 DEALS
                       TABLE 149 METAVERSE IN GAMING MARKET: DEALS, JANUARY 2020–APRIL 2023
 
12 COMPANY PROFILES (Page No. - 168)
     12.1 INTRODUCTION 
     12.2 KEY PLAYERS 
(Business Overview, Products/Solutions/Services offered, Recent Developments, MnM View)*
             12.2.1 META (FORMERLY FACEBOOK)
                       TABLE 150 META: BUSINESS OVERVIEW
                       FIGURE 47 META: COMPANY SNAPSHOT
                       TABLE 151 META: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 152 META: PRODUCT LAUNCHES AND ENHANCEMENTS
                       TABLE 153 META: DEALS
             12.2.2 ACTIVISION BLIZZARD
                       TABLE 154 ACTIVISION BLIZZARD: BUSINESS OVERVIEW
                       FIGURE 48 ACTIVISION BLIZZARD: COMPANY SNAPSHOT
                       TABLE 155 ACTIVISION BLIZZARD: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 156 ACTIVISION BLIZZARD: PRODUCT LAUNCHES AND ENHANCEMENTS
                       TABLE 157 ACTIVISION BLIZZARD: DEALS
             12.2.3 NETEASE
                       TABLE 158 NETEASE: BUSINESS OVERVIEW
                       FIGURE 49 NETEASE: COMPANY SNAPSHOT
                       TABLE 159 NETEASE: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 160 NETEASE: PRODUCT LAUNCHES AND ENHANCEMENTS
                       TABLE 161 NETEASE: DEALS
                       TABLE 162 NETEASE: OTHERS
             12.2.4 ELECTRONIC ARTS
                       TABLE 163 ELECTRONIC ARTS: BUSINESS OVERVIEW
                       FIGURE 50 ELECTRONIC ARTS: COMPANY SNAPSHOT
                       TABLE 164 ELECTRONIC ARTS: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 165 ELECTRONIC ARTS: PRODUCT LAUNCHES AND ENHANCEMENTS
                       TABLE 166 ELECTRONIC ARTS: DEALS
             12.2.5 TAKE-TWO
                       TABLE 167 TAKE-TWO: BUSINESS OVERVIEW
                       FIGURE 51 TAKE-TWO: COMPANY SNAPSHOT
                       TABLE 168 TAKE-TWO: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 169 TAKE-TWO: DEALS
             12.2.6 TENCENT
                       TABLE 170 TENCENT: BUSINESS OVERVIEW
                       FIGURE 52 TENCENT: COMPANY SNAPSHOT
                       TABLE 171 TENCENT: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 172 TENCENT: DEALS
             12.2.7 NEXON
                       TABLE 173 NEXON: BUSINESS OVERVIEW
                       FIGURE 53 NEXON: COMPANY SNAPSHOT
                       TABLE 174 NEXON: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 175 NEXON: PRODUCT LAUNCHES AND ENHANCEMENTS
                       TABLE 176 NEXON: DEALS
             12.2.8 EPIC GAMES
                       TABLE 177 EPIC GAMES: BUSINESS OVERVIEW
                       TABLE 178 EPIC GAMES: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 179 EPIC GAMES: PRODUCT LAUNCHES AND ENHANCEMENTS
                       TABLE 180 EPIC GAMES: DEALS
             12.2.9 UNITY
                       TABLE 181 UNITY: BUSINESS OVERVIEW
                       FIGURE 54 UNITY: COMPANY SNAPSHOT
                       TABLE 182 UNITY: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 183 UNITY: PRODUCT LAUNCHES AND ENHANCEMENTS
                       TABLE 184 UNITY: DEALS
             12.2.10 VALVE
                       TABLE 185 VALVE: BUSINESS OVERVIEW
                       TABLE 186 VALVE: SOLUTIONS/SERVICES/PLATFORMS OFFERED
*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 
             12.3.1 ACCENTURE
             12.3.2 ADOBE
             12.3.3 HPE
             12.3.4 DELOITTE
             12.3.5 ANSYS
             12.3.6 AUTODESK INC.
             12.3.7 INTEL
             12.3.8 TECH MAHINDRA
             12.3.9 BYTEDANCE
             12.3.10 NVIDIA
             12.3.11 MICROSOFT
             12.3.12 SAMSUNG
             12.3.13 GOOGLE
             12.3.14 SONY
             12.3.15 HTC
             12.3.16 SEIKO EPSON
             12.3.17 APPLE
             12.3.18 QUALCOMM
             12.3.19 PANASONIC
             12.3.20 EON REALITY
             12.3.21 ROBLOX
             12.3.22 LENOVO
             12.3.23 RAZER
             12.3.24 NEXTECH AR SOLUTIONS
             12.3.25 ZQGAME
             12.3.26 TALECRAFT
             12.3.27 VR CHAT
             12.3.28 DECENTRALAND
             12.3.29 SOMNIUM SPACE
             12.3.30 SANDBOX VR
 
13 ADJACENT & RELATED MARKETS (Page No. - 230)
     13.1 INTRODUCTION 
             13.1.1 RELATED MARKETS
                       TABLE 187 RELATED MARKETS
     13.2 LIMITATIONS 
     13.3 METAVERSE MARKET 
             13.3.1 INTRODUCTION
             13.3.2 METAVERSE MARKET, BY COMPONENT
                       TABLE 188 METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
                       TABLE 189 METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
             13.3.3 METAVERSE MARKET, BY VERTICAL
                       TABLE 190 METAVERSE MARKET, BY VERTICAL, 2018–2021 (USD BILLION)
                       TABLE 191 METAVERSE MARKET, BY VERTICAL, 2022–2027 (USD BILLION)
             13.3.4 METAVERSE MARKET, BY REGION
                       TABLE 192 METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION)
                       TABLE 193 METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION)
     13.4 AUGMENTED REALITY MARKET 
             13.4.1 INTRODUCTION
             13.4.2 AUGMENTED REALITY MARKET, BY DEVICE TYPE
                       TABLE 194 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021–2026 (USD MILLION)
             13.4.3 AUGMENTED REALITY MARKET, BY OFFERING
                       TABLE 195 AUGMENTED REALITY MARKET, BY OFFERING, 2021–2026 (USD MILLION)
             13.4.4 AUGMENTED REALITY MARKET, BY REGION
                       TABLE 196 AUGMENTED REALITY MARKET, BY REGION, 2021–2026 (USD MILLION)
     13.5 VIRTUAL REALITY MARKET 
             13.5.1 INTRODUCTION
             13.5.2 VIRTUAL REALITY MARKET, BY OFFERING
                       TABLE 197 VR MARKET, BY OFFERING, 2016–2019 (USD MILLION)
                       TABLE 198 VR MARKET, BY OFFERING, 2020–2025 (USD MILLION)
             13.5.3 VIRTUAL REALITY MARKET, BY REGION
                       TABLE 199 VR MARKET, BY REGION, 2016–2019 (USD MILLION)
                       TABLE 200 VR MARKET, BY REGION, 2020–2025 (USD MILLION)
 
14 APPENDIX (Page No. - 237)
     14.1 DISCUSSION GUIDE 
     14.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 
     14.3 CUSTOMIZATION OPTIONS 
     14.4 RELATED REPORTS 
     14.5 AUTHOR DETAILS 

The study involved four major activities in estimating the current size of the metaverse in gaming market. Exhaustive secondary research was done to collect information on the lending industry. The next step was to validate these findings, assumptions, and sizing with industry experts across the value chain using primary research. Both top-down and bottom-up approaches were employed to estimate the total market size. After that, the market breakup and data triangulation procedures were used to estimate the market size of the segments and sub segments of the Metaverse in gaming market.

Secondary Research

The market size of the companies offering metaverse solutions and services in gaming was arrived at based on the secondary data available through paid and unpaid sources. It involved analyzing the product portfolios of major companies in the ecosystem and rating the companies based on their product capabilities and business strategies. In the secondary research process, various sources were referred to, for identifying and collecting information for the study. Secondary sources included annual reports; press releases and investor presentations of companies; product data sheets, white papers, journals, and certified publications; and articles from recognized authors, government websites, directories, and databases.

Primary Research

In the primary research process, various primary sources from both supply and demand sides were interviewed to obtain qualitative and quantitative information on the market. The primary sources from the supply side included various industry experts, such as Chief Experience Officers (CXOs), Vice Presidents (VPs), directors from business development, marketing, and product development/innovation teams, and related key executives from metaverse in gaming vendors, industry associations, independent consultants, and key opinion leaders. Various stakeholders from the demand side, such as Chief Information Officers (CIOs), Chief Technology Officers (CTOs), and Chief Security Officers (CSOs), and installation teams, of governments/end users using metaverse solutions in gaming, project teams were interviewed. This interview helped to understand the buyer’s perspective on the suppliers, products, service providers, and their current use of solutions, which would affect the overall metaverse in gaming market.

Metaverse in Gaming Market Size, and Share

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

The top-down and bottom-up approaches were used to estimate and validate the size of the metaverse in gaming market and various other dependent sub-markets in the overall market.

In the top-down approach, an exhaustive list of all vendors offering metaverse in gaming solutions was prepared. The revenue contribution of all vendors in the market was estimated through annual reports, press releases, funding, investor presentations, paid databases, and primary interviews. Each vendor was evaluated based on its product/solution offerings, hardware, software, services, game genres, and regional presence. The aggregate of all companies’ revenue was extrapolated to reach the overall market size. Each subsegment was studied and analyzed for its market size and regional penetration. The markets were triangulated through both primary and secondary research. The primary procedure included extensive interviews for key insights from industry leaders, such as CEOs (Chief Executive Officer), VPs (Vice President), directors, and marketing executives. These market numbers were further triangulated with the existing MarketsandMarkets’ repository for validation.

In the bottom-up approach, the adoption trend of metaverse in gaming solutions among different end users in key countries with respect to the regions that contribute to most of the market share was identified. For cross-validation, the adoption trend of solutions, along with different use cases, with respect to their business segments, has been identified and extrapolated. Weightage has been given to the use cases identified in the different application areas for the calculation.

In the bottom-up approach, the adoption trend of metaverse in gamings solutions between the major two applications in key countries, with respect to regions that contribute to most of the market share, has been identified. For cross-validation, the adoption trend of metaverse in gaming, along with different use cases with respect to their business segments, has been identified and generalized. Weightage has been given to the use cases identified in different solution areas for calculation. An exhaustive list of all vendors offering solutions and services in the metaverse in gaming market has been prepared. The revenue contribution of all vendors in the market has been estimated through annual reports, press releases, funding, investor presentations, paid databases, and primary interviews. Vendors with metaverse in gaming or online learning offerings have been considered to evaluate the market size. Each vendor has been evaluated based on its solution and service offerings across verticals. The aggregate of all companies' revenue has been extrapolated to reach the overall market size. Each sub-segment has been studied and analyzed for its market size and regional penetration. Based on these numbers, primary and secondary sources have determined the region split. 

All possible parameters affecting the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. This data has been consolidated and added with detailed inputs and analysis from MarketsandMarkets.

Data Triangulation

After arriving at the overall market size using the market size estimation processes as explained above, the market was split into several segments and subsegments. The data triangulation and market breakup procedures were employed, wherever applicable, to complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment. The data was triangulated by studying various factors and trends from both the demand and supply sides.

Market Definition

Metaverse is an online experience of shared 3D virtual worlds created through the convergence of physical and digital worlds. These virtual worlds are created by leveraging state-of-the-art technologies, such as Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Real-time 3D (RT3D), and interactive video. Metaverse is experienced through various AR, VR, and MR devices, such as Head-mounted Displays (HMD), Head-up Displays (HUD), smart glasses, and smart helmets. It can also be experienced using displays, projectors, smartphones, and computers. Metaverse in gaming refers to the games played by end users in virtual and 3D environments. These games are of various genres, such as action, adventure, casual, role-playing, simulation, sports & racing, and strategy. Such games are developed using all metaverse-related technologies, including AR, VR, and MR.

Key stakeholders of the market include:

  • Metaverse platform and service providers
  • Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) device manufacturers
  • Professional service providers and consulting companies
  • Raw material suppliers
  • Semiconductor foundries
  • Original Equipment Manufacturers (OEMs)
  • Government organizations, forums, alliances, and associations
  • System Integrators (SIs) and Value-added Resellers (VARs)
  • Research organizations
  • Technology standard organizations, forums, alliances, and associations
  • Technology investors
  • End-use verticals

Report Objectives

  • To describe and forecast the metaverse in gaming market based on components, hardware, software, services, game genres, and regions
  • To forecast the market size of five main regions: North America, Europe, Asia Pacific, Middle East & Africa, and Latin America
  • To strategically analyze the market’s subsegments for individual growth trends, prospects, and contributions to the total market
  • To provide detailed information related to the major factors influencing the growth of the market (drivers, restraints, opportunities, and challenges)
  • To analyze industry trends, patents and innovations, and pricing data related to the market
  • To analyze the opportunities in the market for stakeholders and provide details of the competitive landscape
  • To track and analyze competitive developments, such as product developments, product enhancements, partnerships, and collaborations, in the market

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May, 2023
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