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
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.
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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 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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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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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.
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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
Available Customizations
With the given market data, MarketsandMarkets offers customizations as per the company’s specific needs. The following customization options are available for the report:
Company Information
- Detailed analysis and profiling of additional market players (up to 5)
Growth opportunities and latent adjacency in Metaverse in Gaming Market