Metaverse Market by Component (Hardware, Software (Extended Reality Software, Gaming Engine, 3D Mapping, Modeling & Reconstruction, Metaverse Platform, Financial Platform), and Professional Services), Vertical and Region - Global Forecast to 2027
Metaverse Market Analysis & Global Trends
[272 Pages Report] The Metaverse Market size is expected to expand $61.8 billion in 2022 to $426.9 billion by 2027. The metaverse industry is anticipated to have an effective CAGR of 47.2% during the period 2022-2027.
Rise in Demand in the media and entertainment, gaming and adjacent markets like virtual reality (VR), augmented reality (AR), mixed reality (MR), and digitalization in the fashion, retail, and art industries are the main factors for the metaverse industry growth. These major factors multiply the scope, reach and offerings by metaverse largely to the industries, end-users. Furthermore, a shift by brands for their promotions using gamification and virtual world simulators has exponentially created a surge for the metaverse vendors for restructuring cutting edge infrastructure design, 3D environment revamp, and improvisation while offering technologically-driven ecosystem so as to create the best suited experience and transactions to end-users.
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COVID -19 Impact
According to MarketsandMarkets study, metaverse market growth rate has slightly decreased by 1.0 to 1.5% during 2020-2021 compared to the pre-COVID-19 scenario. The decline is primarily due to the operational challenges faced by extended reality (XR) device manufacturers. Yet, we have noticed significant and numerous opportunities emerging in the metaverse software market even though considering the COVID-19 impact. Major ones include rise in XR-based solution deployment in education sector and industrial training. Further opportunities include fullproof experimented deployment of XR in healthcare sector, continuous and consistent developments in 5G technology, and corporates shifting from offline exhibitions to virtual video live streaming events. Thu, the market is expected to flourish over the forecast period.
Metaverse Market Growth Dynamics
Driver: Increasing demand in the entertainment and gaming industry
The global media & entertainment, and gaming industry has witnessed the fastest growth owing to the increasing adoption of AR, VR, and MR technologies. The key reasons for adopting these technologies are that the devices, such as VR headsets, MR headsets, HUD, HMD, smart glasses, smart helmets, can offer the first-person perspective, act as natural user interfaces, provide 6-degree freedom, etc., to create realistic-looking virtual scenarios to enhance the overall gaming experience of end users. User experiences have increased manifold owing to the introduction of these devices and solutions offered. The virtual experience by a user in real-time scenarios has been the best offers technology could make provision for mankind. The growing demand for extended reality devices has also attracted significant investments by the key players in the market. The increasing investments and developments from the key market players are expected to boost the metaverse adoption in gaming and entertainment.
Restraint: High installation and maintenance costs of high-end metaverse components
Metaverse hardware includes XR devices, along with semiconductor components, sensors, trackers, and other state-of-the-art equipment. To experience the metaverse in a realistic and most engaging way, fast networking, large storage, and high-end hardware is required, which are expensive. These devices used in metaverse also use 3D and other advanced technologies to create a realistic-looking virtual environment, which increases their costs more.
The enterprise-grade metaverse software such as engines, 3D modelling software, and rendering tools are expensive. In addition to that, the installation of extended reality devices and solutions requires additional costs. Their maintenance costs further increase the overall investments required to adopt this technology. Therefore, such high installation and maintenance costs are expected to inhibit the growth of the metaverse market globally.
Opportunity: Incorporation of the metaverse and adjacent technologies in aerospace and defense sector
Technologies, such as XR, AI, and analytics in the aerospace and defense sector is expected to be useful for training and simulating applications largely. These technologies coupled with metaverse are expected to be helpful for experiential training by making use of data-driven applications in real-time. Thus, the metaverse is projected to enable the improved and efficient transfer of accurate skills and enhanced knowledge retention by trainees across this vertical/enterprise. Extended reality is used to train the ground crew for pre-flight checks in airlines. It is also used to enable the ground crew to carry out required procedures before the take-off of aircraft. Further, the technologies combined can be used to inspect airplanes, analyze the data, and find out malfunctions, before take-off, thereby ensuring increased safety. The metaverse in integration with XR, can also help in weapon training, flight training, and simulations, thereby boosting the market growth.
Challenge: Global economic slowdown resulting due to COVID-19
The ongoing pandemic has increased the demand for extended reality devices due to the unexpected lockdowns in key regions (Europe, Asia Pacific, and North America). The employees of several organizations are working from home in the wake of the COVID-19, thereby increasing the requirement for virtual meetings, training, and conferences. The pandemic has also affected the global manufacturing of extended reality devices.
A survey conducted by the National Association of Manufacturers (NAM) in 2020 related to the manufacturing industry in the US depicts more than 35% of respondents are of the opinion that the COVID-19 has impacted their supply chain operations, and over 53% expected a change in their operations in the coming months. Some key industrial companies have closed their facilities and are considering the extent of layoffs to help curb the spread of the virus and for economic reasons. The severe impact of the pandemic on the manufacturing industry has halted the supply of extended reality devices across the world. It has reduced consumer expenditure on non-essential items. This, in turn, is expected to act as a challenge for the growth of the metaverse market in short term.
Metaverse Market Ecosystem
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Based on the component, the Software segment to hold the largest market size during the forecast period
The software market is dominated by extended reality software. The high share is attributed to the high demand for 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. Further, the 3D mapping, modeling, & reconstruction tools, and volumetric video tools are key components for designing the virtual worlds and games in metaverse platforms. The software market for metaverse platforms is growing at a highest growth rate due to the emergence of centralized and decentralized gateways, avatar identity makers, play-to-earn games, virtual worlds, and metaverse-based social media. The metaverse and financial platforms market is dominated by numerous start-ups and are emerging markets with high potential in booming technologies, such as blockchain, NFT, cryptocurrency, and virtualization. The companies are focusing on leveraging these technologies to design their platforms and decentralized solutions.
The hardware market is expected to grow at the highest CAGR over the forecast period. The introduction of HUD in the entertainment sector is expected to fuel the growth of the AR devices segment of the market. The ability of AR devices to combine the real world with virtual objects has increased their demand across various applications. Presently, AR smart glasses are the most demanded among AR devices in industrial applications, thereby contributing to the growth of the AR devices segment. Haptics and gesture-tracking devices have been an integral part of VR hardware owing to their rise in consumer applications usage. Gaming with gesture-tracking devices provides users an enhanced experience of the virtual world. The MR devices segment is mainly dominated by Microsoft HoloLens 2 and Magic Leap One, which are expected to gain popularity in experiencing the metaverse.
Based on vertical, the Consumer segment holds the largest market share among verticals during the forecast period
The consumer segment consists of mainly two sub-segments namely gaming & social media, and live entertainment & other events. Various entertainment applications include museums (archeology), theme parks, art galleries, and exhibitions. Metaverse, along with the XR technology, offers remarkable results in terms of visual effects when used in gaming and sports broadcasts. The gaming sector has been an early adopter of new technologies such as 3D, VR, and MR. These technologies can enhance the gaming experience of players by creating virtual objects and characters, which are linked to defined locations in the real world. Players can interact and involve as if real-time in these games and the engines and 3D modeling software are so precisely designed it feels like live gaming for a player. Live entertainment and events include sports, circus, music concerts, and other events such as trade fairs, exhibitions, seminars, so on and so forth.
North America to hold the largest market size during the forecast period
The adoption of the metaverse solution is expected to be the highest in North America compared to other regions. North America, being technologically advanced and developed, is the leading market by region in terms of developing cutting-edge technologies used in display devices. Further, the rising expenditure of companies and individuals on digital solutions and advanced technologies also boosts market growth.
North America accounted for a significant share of the global market in 2022. The use of AR technology in consumer electronics boosts the growth of the AR market in the region. The region has also adopted in industries such as aerospace and defense, healthcare, consumer, and commercial applications for education and training purposes. Several global companies providing AR devices and solutions have their presence in the US, including PTC, Magic Leap, Microsoft, and Google. Additionally, the increased acceptance of metaverse technologies by enterprises to market their products in a modern way has been the key factor driving the growth of the metaverse market in North America.
Key Market Players
Key players profiled in metaverse market report include 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). These players offer various metaverse solutions to cater to the demands and needs of the market. Major growth strategies adopted by the players include product enhancements, collaborations and partnerships.
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Report Metrics |
Details |
Market Size Value in 2022 |
$61.8 billion |
Revenue Forecast size in 2027 |
$426.9 billion |
Growth Rate |
CAGR of 47.2% |
Key Market Growth Drivers |
|
Key Market Opportunities |
|
Largest Market |
North America |
Market size available for years |
2018–2027 |
Base year considered |
2021 |
Forecast period |
2022–2027 |
Market Segmentation |
Component (Hardware, Software (Extended Reality Software, Gaming Engine, 3D Mapping, Modeling & Reconstruction, Metaverse Platform, Financial Platform), and Professional Services), Vertical and Region |
Regions Covered |
North America, Asia Pacific, Europe, Middle East and Africa, and Latin America |
Top Players |
Meta (US), Microsoft (US), Netease (China), Electronic Arts (US), Take-two (US), Tencent (China), Nexon (Japan), Epic games (US), Unity (US), and Valve (US). |
The research report categorizes the Metaverse Market to forecast revenues and analyze trends in each of the following submarkets:
Metaverse Market by component:
-
Hardware
- AR devices
- VR devices
- MR devices
- displays
-
Software
- extended reality software
- gaming engines
- 3D mapping, modeling, and reconstruction
- metaverse platforms
- financial platforms
- other software (geospatial mapping tools, cloud-based software)
-
Professional Services
- application development and system integration
- strategy and business consulting
Market by vertical:
-
Consumer
- Gaming and Social Media
- Live Entertainment and Events
-
Commercial
- Retail and eCommerce
- Education and Corporate
- Travel and Tourism
- Real Estate
- Industrial Manufacturing
- Healthcare
- Others (automotive, aerospace and defence, transportation and logistics, and energy and utilities)
Market by region:
-
North America
- US
- Canada
-
Europe
- UK
- Germany
- rest of Europe
-
Asia Pacific
- China
- Japan
- South Korea
- rest of Asia Pacific
- Middle East & Africa
- Latin America
Recent Developments in Metaverse Market
- In February 2022, Electronic Arts Company launched GRID Legends, a multiplayer game that enables seamless action, organize the perfect multiplayer session, and create stories with other racers. It enables users to enter events in real-time, open design races from the Race Creator, search for live events that match users' preferences, or create a private lobby for users' parties. Players can even allow friends and foes to enter any career event in real time.
- In December 2021, Meta launched a closed beta for a simplified AR creation tool called ‘ Spark AR Go’. Meta announced the distribution of its ‘Spark Augmented Reality (AR) Go’ mobile application as a beta version for android and iOS smartphones. Meta built the mobile application to accompany its spark AR studio Software Development Kit (SDK), a powerful tool that enables webAR effects and 3D content found in its lineup of social media platforms such as Instagram and Facebook. ‘Spark AR Go’ enables AR content creators to develop, test, and publish immersive experiences for Meta’s social media platforms and track user performance metrics, and receive community feedback.
- In November 2021, NetEase Cloud Classroom was launched, a platform that offers online courses targeting adults in China operated by Youdao. It introduces around 100 free-to-use digital training courses offered by Amazon Web Services to help learners learn best cloud practices about dozens of AWS services and solutions
- In November 2021, Unity Simulation Pro was launched, which allows developers to unlock the true power of scalable simulations. It is the only product built from the ground up to deliver distributed rendering, enabling multiple Graphics Processing Units (GPUs) to render the same project simultaneously, either locally or in the private cloud. Unity SystemGraph is a flexible and easy-to-use node-based editor designed to simulate intricate mechatronic systems. It can emulate any robotics system and photosensors, such as lidar sensors and cameras.
- In April 2021, Microsoft launched Microsoft Mesh, a unifying holographic virtual collaboration experience through mixed reality applications. Mesh enabled apps allows users to experience a shared 3D virtual presence using any device, such as VR headsets, mobile phones, tablets, and PCs.
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TABLE OF CONTENTS
1 INTRODUCTION (Page No. - 32)
1.1 OBJECTIVES OF THE STUDY
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 FOR THE STUDY
1.4 CURRENCY CONSIDERED
TABLE 1 UNITED STATES DOLLAR EXCHANGE RATE, 2018–2021
1.5 STAKEHOLDERS
2 RESEARCH METHODOLOGY (Page No. - 37)
2.1 RESEARCH DATA
FIGURE 1 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 MARKET SIZE ESTIMATION
FIGURE 2 TOP-DOWN AND BOTTOM-UP APPROACH
2.2.1 SUPPLY-SIDE APPROACH
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 1 (SUPPLY-SIDE): REVENUE OF METAVERSE FROM VENDORS
FIGURE 4 SUPPLY-SIDE MARKET SIZE ESTIMATION: REVENUE OF VENDORS OFFERING METAVERSE HARDWARE, SOFTWARE, AND SERVICES
FIGURE 5 MARKET PROJECTIONS FROM SUPPLY SIDE
2.2.2 DEMAND-SIDE APPROACH
FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY ? APPROACH 2 (DEMAND SIDE): REVENUE OF VENDORS FROM VERTICALS
FIGURE 7 MARKET PROJECTIONS FROM DEMAND-SIDE
2.3 DATA TRIANGULATION
FIGURE 8 DATA TRIANGULATION
2.4 MARKET FORECAST
TABLE 4 FACTOR ANALYSIS
2.5 RESEARCH ASSUMPTIONS
TABLE 5 ASSUMPTIONS FOR THE STUDY
2.6 LIMITATIONS OF THE STUDY
3 EXECUTIVE SUMMARY (Page No. - 49)
FIGURE 9 MARKET: GLOBAL SNAPSHOT
FIGURE 10 MARKET OPPORTUNITY TILL 2030
FIGURE 11 LARGEST-GROWING SEGMENTS OF THE MARKET
FIGURE 12 SOFTWARE SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 13 CONSUMER VERTICAL TO HOLD THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 14 MARKET: REGIONAL SNAPSHOT
4 PREMIUM INSIGHTS (Page No. - 54)
4.1 ATTRACTIVE MARKET OPPORTUNITIES IN THE MARKET
FIGURE 15 XR-BASED TECHNOLOGICAL TRANSFORMATIONS IN SOCIAL NETWORKING, ONLINE VIDEO GAMING, AND LIVE ENTERTAINMENT TO DRIVE THE GROWTH OF THE MARKET
4.2 MARKET, BY COMPONENT, 2022 VS. 2027
FIGURE 16 SOFTWARE SEGMENT TO HOLD A LARGER MARKET SHARE IN 2022
4.2.1 MARKET, BY HARDWARE, 2022 VS. 2027
FIGURE 17 VR DEVICES SEGMENT TO HOLD THE LARGEST MARKET SHARE IN 2022
4.2.2 MARKET, BY SOFTWARE, 2022 VS. 2027
FIGURE 18 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD A LARGER MARKET SHARE IN 2022
4.3 MARKET, BY VERTICAL, 2022 VS. 2027
FIGURE 19 CONSUMER VERTICAL TO HOLD THE LARGEST MARKET SHARE IN 2022
4.4 MARKET REGIONAL SCENARIO, 2022–2027
FIGURE 20 ASIA PACIFIC TO EMERGE AS THE BEST MARKET FOR INVESTMENTS IN NEXT FIVE YEARS
5 MARKET OVERVIEW AND INDUSTRY TRENDS (Page No. - 57)
5.1 INTRODUCTION
5.2 MARKET DYNAMICS
FIGURE 21 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
5.2.1 DRIVERS
5.2.1.1 Increasing demand in the entertainment and gaming industry
5.2.1.2 Emerging opportunities from adjacent markets
TABLE 6 MARKET SIZE AND GROWTH RATES OF ADJACENT MARKETS
5.2.1.3 Brand promotions using gamification and virtual world simulators
5.2.1.4 Virtualization in fashion, art, and retail industries
5.2.1.5 Surging deployment in the education sector and industrial training
5.2.1.6 Increasing adoption of extended reality in the healthcare sector
5.2.1.7 Availability of affordable hardware
5.2.2 RESTRAINTS
5.2.2.1 High installation and maintenance costs of high-end metaverse components
5.2.2.2 Health and mental issues from excessive use
5.2.2.3 Regulating the metaverse with respect to cybersecurity, privacy, and usage standards
5.2.3 OPPORTUNITIES
5.2.3.1 Incorporation of metaverse and adjacent technologies in aerospace and defense sector
5.2.3.2 Continuous developments in 5G technology
5.2.3.3 Emergence of virtual experiences in corporate and hospitality sectors
5.2.4 CHALLENGES
5.2.4.1 Global economic slowdown due to COVID-19
5.2.4.2 Local government restrictions coupled with the environmental impact
5.3 COVID-19 IMPACT ON MARKET DYNAMICS
5.3.1 DRIVERS AND OPPORTUNITIES
5.3.2 RESTRAINTS AND CHALLENGES
5.4 REGULATORY LANDSCAPE
5.4.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 7 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 8 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 9 ASIA-PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES AND OTHER ORGANIZATIONS
TABLE 10 REST OF WORLD: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES AND OTHER ORGANIZATIONS
5.4.2 REGULATORY IMPLICATIONS AND INDUSTRY STANDARDS
5.5 PATENT ANALYSIS
FIGURE 22 NUMBER OF PATENTS PUBLISHED, 2011–2021
FIGURE 23 TOP FIVE PATENT OWNERS (GLOBAL)
TABLE 11 TOP TEN PATENT OWNERS (UNITED STATES)
TABLE 12 KEY PATENTS IN THE MARKET
5.6 PORTER’S FIVE FORCES MODEL
FIGURE 24 MARKET: PORTER’S FIVE FORCES ANALYSIS
TABLE 13 MARKET: PORTER’S FIVE FORCES ANALYSIS
5.6.1 INTENSITY OF COMPETITIVE RIVALRY
5.6.2 BARGAINING POWER OF SUPPLIERS
5.6.3 BARGAINING POWER OF BUYERS
5.6.4 THREAT OF NEW ENTRANTS
5.6.5 THREAT OF SUBSTITUTES
5.7 KEY CONFERENCES AND EVENTS IN 2022-2023
TABLE 14 DETAILED LIST OF CONFERENCES AND EVENTS
5.8 CASE STUDY ANALYSIS
5.8.1 CASE STUDY 1: ASSISTING PROFESSIONAL ATHLETES PARTICIPATE IN RIGOROUS TRAINING EXERCISES BUT WITHOUT THE PHYSICAL STRAIN
5.8.2 CASE STUDY 2: SAMSUNG CREATES A VIRTUAL STORE IN NEW YORK VIA DECENTRALAND
5.8.3 CASE STUDY 3: TOWARDS A META-FACTORY SETUP
5.8.4 CASE STUDY 4: ENTERING THE FASHION SPACE OF METAVERSE
5.8.5 CASE STUDY 5: ENTERING INTO JEWELLERY RETAIL SPACE OF METAVERSE
5.8.6 CASE STUDY 6: LEVERAGING AUTOMOBILE INDUSTRY INTO METAVERSE
5.8.7 CASE STUDY 7: ENTERING INTO EDUCATION SPACE OF THE METAVERSE MAKING VIRTUAL INTERACTION ENGAGING
5.8.8 CASE STUDY 8: MEDIA INDUSTRY DELVING INTO METAVERSE VEHEMENTLY
5.8.9 CASE STUDY 9: INTRODUCING VIRTUAL 3D RETAIL CPG STORE
5.8.10 CASE STUDY 10: MASTERING HEALTHCARE VIA METAVERSE
5.9 ECOSYSTEM
FIGURE 25 ECOSYSTEM
TABLE 15 MARKET: COMPANIES AND THEIR ROLE IN THE ECOSYSTEM
5.10 TECHNOLOGY ANALYSIS
5.10.1 TECHNOLOGY STACK
FIGURE 26 MARKET: TECHNOLOGIES
5.10.2 INFRASTRUCTURE LEVEL
5.10.2.1 5G network
5.10.2.2 Internet of things
5.10.2.3 Cloud and edge computing
5.10.3 DESIGN AND DEVELOPMENT LEVEL
5.10.3.1 Blockchain
5.10.3.2 3D modeling and real-time rendering
5.10.3.3 Artificial intelligence, natural language processing, and computer vision
5.10.4 HUMAN INTERACTION LEVEL
5.10.4.1 Virtual reality
5.10.4.2 Augmented reality
5.10.4.2.1 Mobile augmented reality
5.10.4.2.2 Monitor-based AR technology
5.10.4.2.3 Near-eye-based AR technology
5.10.4.2.4 Web AR
5.10.4.3 Mixed reality
5.11 TRENDS/DISRUPTIONS IMPACTING BUYERS
FIGURE 27 MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS
6 METAVERSE MARKET, BY COMPONENT (Page No. - 91)
6.1 INTRODUCTION
6.2 COMPONENT: MARKET DRIVERS
6.3 COMPONENT: KEY TRENDS POST COVID-19
FIGURE 28 SOFTWARE SEGMENT TO HOLD THE LARGEST MARKET SHARE DURING THE FORECAST PERIOD
TABLE 16 MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 17 MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
6.4 HARDWARE
TABLE 18 HARDWARE: MARKET, BY REGION, 2018–2021 (USD BILLION)
TABLE 19 HARDWARE: MARKET, BY REGION, 2022–2027 (USD BILLION)
FIGURE 29 AR DEVICES SEGMENT TO HOLD THE LARGEST MARKET SHARE DURING THE FORECAST PERIOD
TABLE 20 MARKET, BY HARDWARE, 2018–2021 (USD BILLION)
TABLE 21 MARKET, BY HARDWARE, 2022–2027 (USD BILLION)
6.4.1 AR DEVICES
TABLE 22 AR DEVICES: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 23 AR DEVICES: MARKET, BY REGION, 2022–2027 (USD MILLION)
6.4.1.1 AR Head-Mounted Displays (HMD)
6.4.1.1.1 AR smart glasses
6.4.1.1.2 Smart helmets
6.4.1.2 AR Head-Up Displays (HUD)
6.4.2 VR DEVICES
TABLE 24 VR DEVICES: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 25 VR DEVICES: MARKET, BY REGION, 2022–2027 (USD MILLION)
6.4.2.1 VR Head-Mounted Displays (HMD)
6.4.2.2 Gesture-tracking devices and haptics
6.4.2.2.1 Data gloves/haptics
6.4.2.2.2 Others
6.4.3 MR DEVICES
TABLE 26 MR DEVICES: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 27 MR DEVICES: MARKET, BY REGION, 2022–2027 (USD MILLION)
6.4.4 DISPLAYS
TABLE 28 DISPLAYS: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 29 DISPLAYS: MARKET, BY REGION, 2022–2027 (USD MILLION)
6.4.4.1 3D displays
6.4.4.2 Holographic displays
6.4.4.3 Virtual mirrors
6.5 SOFTWARE
TABLE 30 SOFTWARE: MARKET, BY REGION, 2018–2021 (USD BILLION)
TABLE 31 SOFTWARE: MARKET, BY REGION, 2022–2027 (USD BILLION)
FIGURE 30 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE DURING THE FORECAST PERIOD
TABLE 32 MARKET, BY SOFTWARE, 2018–2021 (USD BILLION)
TABLE 33 MARKET, BY SOFTWARE, 2022–2027 (USD BILLION)
6.5.1 EXTENDED REALITY SOFTWARE
TABLE 34 EXTENDED REALITY SOFTWARE: MARKET, BY REGION, 2018–2021 (USD BILLION)
TABLE 35 EXTENDED REALITY SOFTWARE: MARKET, BY REGION, 2022–2027 (USD BILLION)
6.5.2 GAMING ENGINES
TABLE 36 GAMING ENGINES: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 37 GAMING ENGINES: MARKET, BY REGION, 2022–2027 (USD MILLION)
6.5.3 3D MAPPING, MODELING, AND RECONSTRUCTION
TABLE 38 3D MAPPING, MODELING, AND RECONSTRUCTION: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 39 3D MAPPING, MODELING, AND RECONSTRUCTION: MARKET, BY REGION, 2022–2027 (USD MILLION)
6.5.3.1 Volumetric video
6.5.4 METAVERSE PLATFORMS (GATEWAYS, AVATAR IDENTITY MAKERS, PLAY-TO-EARN GAMES, VIRTUAL WORLDS, METAVERSE-BASED SOCIAL MEDIA, AND OTHERS)
TABLE 40 METAVERSE PLATFORMS: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 41 METAVERSE PLATFORMS: MARKET, BY REGION, 2022–2027 (USD MILLION)
6.5.4.1 Centralized metaverse platforms
6.5.4.2 Decentralized metaverse platforms
6.5.5 FINANCIAL PLATFORMS
TABLE 42 FINANCIAL PLATFORMS: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 43 FINANCIAL PLATFORMS: MARKET, BY REGION, 2022–2027 (USD MILLION)
6.5.5.1 Traditional finance in metaverse
6.5.5.1.1 Digital payment gateways
6.5.5.1.2 Central Bank Digital Currency (CBDC)
6.5.5.2 Decentralized finance in metaverse
6.5.5.2.1 Cryptocurrency
6.5.5.2.2 In-game tokens
6.5.5.2.3 Non-fungible tokens
6.5.6 OTHER SOFTWARE
TABLE 44 OTHER SOFTWARE: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 45 OTHER SOFTWARE: MARKET, BY REGION, 2022–2027 (USD MILLION)
6.6 PROFESSIONAL SERVICES
TABLE 46 PROFESSIONAL SERVICES: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 47 PROFESSIONAL SERVICES: MARKET, BY REGION, 2022–2027 (USD MILLION)
TABLE 48 MARKET, BY PROFESSIONAL SERVICE, 2018–2021 (USD MILLION)
TABLE 49 MARKET, BY PROFESSIONAL SERVICE, 2022–2027 (USD MILLION)
6.6.1 APPLICATION DEVELOPMENT AND SYSTEM INTEGRATION
6.6.2 STRATEGY AND BUSINESS CONSULTING SERVICES
7 METAVERSE MARKET, BY VERTICAL (Page No. - 117)
7.1 INTRODUCTION
7.2 VERTICAL: MARKET DRIVERS
7.3 VERTICAL: KEY TRENDS POST COVID-19
FIGURE 31 CONSUMER VERTICAL SEGMENT TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
TABLE 50 MARKET, BY VERTICAL, 2018–2021 (USD BILLION)
TABLE 51 MARKET, BY VERTICAL, 2022–2027 (USD BILLION)
7.4 CONSUMER
TABLE 52 CONSUMER: MARKET, BY REGION, 2018–2021 (USD BILLION)
TABLE 53 CONSUMER: MARKET, BY REGION, 2022–2027 (USD BILLION)
TABLE 54 MARKET, BY CONSUMER VERTICAL, 2018–2021 (USD BILLION)
TABLE 55 MARKET, BY CONSUMER VERTICAL, 2022–2027 (USD BILLION)
7.4.1 GAMING AND SOCIAL MEDIA
TABLE 56 GAMING AND SOCIAL MEDIA: MARKET, BY REGION, 2018–2021 (USD BILLION)
TABLE 57 GAMING AND SOCIAL MEDIA: MARKET, BY REGION, 2022–2027 (USD BILLION)
7.4.1.1 Gaming
7.4.1.1.1 Gaming: Metaverse use cases
TABLE 58 GAMING: METAVERSE USE CASES
7.4.1.2 Social media
7.4.2 LIVE ENTERTAINMENT AND EVENTS
TABLE 59 LIVE ENTERTAINMENT AND EVENTS: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 60 LIVE ENTERTAINMENT AND EVENTS: MARKET, BY REGION, 2022–2027 (USD BILLION)
7.4.2.1 Sports
7.4.2.2 Music concerts
7.4.2.3 Other events and conferences
7.4.2.4 Live entertainment and events: Metaverse use cases
TABLE 61 LIVE ENTERTAINMENT AND EVENTS: METAVERSE USE CASES
7.5 COMMERCIAL
TABLE 62 COMMERCIAL: METAVERSE MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 63 COMMERCIAL: MARKET, BY REGION, 2022–2027 (USD BILLION)
TABLE 64 MARKET, BY COMMERCIAL VERTICAL, 2018–2021 (USD MILLION)
TABLE 65 MARKET, BY COMMERCIAL VERTICAL, 2022–2027 (USD MILLION)
7.5.1 RETAIL AND ECOMMERCE
TABLE 66 RETAIL AND E-COMMERCE: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 67 RETAIL AND E-COMMERCE: MARKET, BY REGION, 2022–2027 (USD MILLION)
7.5.1.1 Jewelry and luxury goods
7.5.1.2 Beauty and cosmetics
7.5.1.3 Apparel fitting
7.5.1.4 Home furnishing
7.5.1.5 Virtual shopping
7.5.1.6 Retail and eCommerce: Metaverse use cases
TABLE 68 RETAIL AND E-COMMERCE: METAVERSE USE CASES
7.5.2 EDUCATION AND CORPORATE
TABLE 69 EDUCATION AND CORPORATE: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 70 EDUCATION AND CORPORATE: MARKET, BY REGION, 2022–2027 (USD MILLION)
7.5.2.1 Education and corporate: Metaverse use cases
TABLE 71 EDUCATION AND CORPORATE: METAVERSE USE CASES
7.5.3 TRAVEL AND TOURISM
TABLE 72 TRAVEL AND TOURISM: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 73 TRAVEL AND TOURISM: MARKET, BY REGION, 2022–2027 (USD MILLION)
7.5.3.1 Virtual hotel tours
7.5.3.2 Virtual theme parks
7.5.3.3 Museums, zoos, and other
7.5.3.4 Travel and tourism: Metaverse use cases
TABLE 74 TRAVEL AND TOURISM: METAVERSE USE CASES
7.5.4 REAL ESTATE
TABLE 75 REAL ESTATE: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 76 REAL ESTATE: MARKET, BY REGION, 2022–2027 (USD MILLION)
7.5.4.1 Virtual property and real estate
7.5.4.2 Real estate: Metaverse use cases
TABLE 77 REAL ESTATE: METAVERSE USE CASES
7.6 INDUSTRIAL MANUFACTURING
TABLE 78 INDUSTRIAL MANUFACTURING: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 79 INDUSTRIAL MANUFACTURING: MARKET, BY REGION, 2022–2027 (USD BILLION)
7.6.1 DIGITAL FACTORY
7.6.2 DIGITAL TWINS
7.6.3 INDUSTRIAL TRAINING
7.6.4 INDUSTRIAL MANUFACTURING: METAVERSE USE CASES
TABLE 80 INDUSTRIAL MANUFACTURING: METAVERSE USE CASES
7.7 HEALTHCARE
TABLE 81 HEALTHCARE: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 82 HEALTHCARE: MARKET, BY REGION, 2022–2027 (USD MILLION)
7.7.1 DIAGNOSTICS AND TREATMENT
7.7.2 AR/VR BASED TRAINING
7.7.3 HEALTHCARE: METAVERSE USE CASES
TABLE 83 HEALTHCARE: METAVERSE USE CASES
7.8 OTHER VERTICALS (AUTOMOTIVE, AEROSPACE AND DEFENCE, ENERGY AND UTILITIES, TRANSPORTATION AND LOGISTICS)
TABLE 84 OTHER VERTICALS: MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 85 OTHER VERTICALS: MARKET, BY REGION, 2022–2027 (USD MILLION)
7.8.1 OTHER VERTICALS: METAVERSE USE CASES
TABLE 86 OTHER VERTICALS: METAVERSE USE CASES
8 METAVERSE MARKET, BY REGION (Page No. - 143)
8.1 INTRODUCTION
FIGURE 32 ASIA PACIFIC TO GROW AT THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD
TABLE 87 MARKET, BY REGION, 2018–2021 (USD BILLION)
TABLE 88 MARKET, BY REGION, 2022–2027 (USD BILLION)
8.2 NORTH AMERICA
8.2.1 NORTH AMERICA: KEY TRENDS POST COVID-19
8.2.2 NORTH AMERICA: MARKET DRIVERS
8.2.3 NORTH AMERICA: REGULATIONS
FIGURE 33 NORTH AMERICA: MARKET SNAPSHOT
TABLE 89 NORTH AMERICA: MARKET, BY COUNTRY, 2018–2021 (USD BILLION)
TABLE 90 NORTH AMERICA: MARKET, BY COUNTRY, 2022–2027 (USD BILLION)
TABLE 91 NORTH AMERICA: MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 92 NORTH AMERICA: MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
TABLE 93 NORTH AMERICA: MARKET, BY HARDWARE, 2018–2021 (USD BILLION)
TABLE 94 NORTH AMERICA: MARKET, BY HARDWARE, 2022–2027 (USD BILLION)
TABLE 95 NORTH AMERICA: MARKET, BY SOFTWARE, 2018–2021 (USD BILLION)
TABLE 96 NORTH AMERICA: MARKET, BY SOFTWARE, 2022–2027 (USD BILLION)
TABLE 97 NORTH AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2018–2021 (USD BILLION)
TABLE 98 NORTH AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2022–2027 (USD BILLION)
TABLE 99 NORTH AMERICA: MARKET, BY VERTICAL, 2018–2021 (USD BILLION)
TABLE 100 NORTH AMERICA: MARKET, BY VERTICAL, 2022–2027 (USD BILLION)
TABLE 101 NORTH AMERICA: MARKET, BY CONSUMER VERTICAL, 2018–2021 (USD BILLION)
TABLE 102 NORTH AMERICA: MARKET, BY CONSUMER VERTICAL, 2022–2027 (USD BILLION)
TABLE 103 NORTH AMERICA: MARKET, BY COMMERCIAL VERTICAL, 2018–2021 (USD MILLION)
TABLE 104 NORTH AMERICA: MARKET, BY COMMERCIAL VERTICAL, 2022–2027 (USD MILLION)
8.2.4 US
TABLE 105 US: MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 106 US: MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
8.2.5 CANADA
TABLE 107 CANADA: MARKET, BY COMPONENT, 2018–2021 (USD MILLION)
TABLE 108 CANADA: MARKET, BY COMPONENT, 2022–2027 (USD MILLION)
8.3 EUROPE
8.3.1 EUROPE: KEY TRENDS POST COVID-19
8.3.2 EUROPE: MARKETDRIVERS
8.3.3 EUROPE: REGULATIONS
TABLE 109 EUROPE: METAVERSE MARKET, BY COUNTRY, 2018–2021 (USD BILLION)
TABLE 110 EUROPE: MARKET, BY COUNTRY, 2022–2027 (USD BILLION)
TABLE 111 EUROPE: MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 112 EUROPE: MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
TABLE 113 EUROPE: MARKET, BY HARDWARE, 2018–2021 (USD MILLION)
TABLE 114 EUROPE: MARKET, BY HARDWARE, 2022–2027 (USD MILLION)
TABLE 115 EUROPE: MARKET, BY SOFTWARE, 2018–2021 (USD MILLION)
TABLE 116 EUROPE: MARKET, BY SOFTWARE, 2022–2027 (USD MILLION)
TABLE 117 EUROPE: MARKET, BY PROFESSIONAL SERVICE, 2018–2021 (USD MILLION)
TABLE 118 EUROPE: MARKET, BY PROFESSIONAL SERVICE, 2022–2027 (USD MILLION)
TABLE 119 EUROPE: MARKET, BY VERTICAL, 2018–2021 (USD BILLION)
TABLE 120 EUROPE: MARKET, BY VERTICAL, 2022–2027 (USD BILLION)
TABLE 121 EUROPE: MARKET, BY CONSUMER VERTICAL, 2018–2021 (USD MILLION)
TABLE 122 EUROPE: MARKET, BY CONSUMER VERTICAL, 2022–2027 (USD MILLION)
TABLE 123 EUROPE: MARKET, BY COMMERCIAL VERTICAL, 2018–2021 (USD MILLION)
TABLE 124 EUROPE: MARKET, BY COMMERCIAL VERTICAL, 2022–2027 (USD MILLION)
8.3.4 UK
TABLE 125 UK: MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 126 UK: MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
8.3.5 GERMANY
TABLE 127 GERMANY: MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 128 GERMANY: MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
8.3.6 REST OF EUROPE
TABLE 129 REST OF EUROPE: MARKET, BY COMPONENT, 2018–2021 (USD MILLION)
TABLE 130 REST OF EUROPE: MARKET, BY COMPONENT, 2022–2027 (USD MILLION)
8.4 ASIA PACIFIC
8.4.1 ASIA PACIFIC: KEY TRENDS POST COVID-19
8.4.2 ASIA PACIFIC: MARKET DRIVERS
8.4.3 REGULATIONS
FIGURE 34 ASIA PACIFIC: REGIONAL SNAPSHOT
TABLE 131 ASIA PACIFIC: METAVERSE MARKET, BY COUNTRY, 2018–2021 (USD BILLION)
TABLE 132 ASIA PACIFIC: MARKET, BY COUNTRY, 2022–2027 (USD BILLION)
TABLE 133 ASIA PACIFIC: MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 134 ASIA PACIFIC: MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
TABLE 135 ASIA PACIFIC: MARKET, BY HARDWARE, 2018–2021 (USD MILLION)
TABLE 136 ASIA PACIFIC: MARKET, BY HARDWARE, 2022–2027 (USD MILLION)
TABLE 137 ASIA PACIFIC: MARKET, BY SOFTWARE, 2018–2021 (USD MILLION)
TABLE 138 ASIA PACIFIC: MARKET, BY SOFTWARE, 2022–2027 (USD MILLION)
TABLE 139 ASIA PACIFIC: MARKET, BY PROFESSIONAL SERVICE, 2018–2021 (USD MILLION)
TABLE 140 ASIA PACIFIC: MARKET, BY PROFESSIONAL SERVICE, 2022–2027 (USD MILLION)
TABLE 141 ASIA PACIFIC: MARKET, BY VERTICAL, 2018–2021 (USD BILLION)
TABLE 142 ASIA PACIFIC: MARKET, BY VERTICAL, 2022–2027 (USD BILLION)
TABLE 143 ASIA PACIFIC: MARKET, BY CONSUMER VERTICAL, 2018–2021 (USD MILLION)
TABLE 144 ASIA PACIFIC: MARKET, BY CONSUMER VERTICAL, 2022–2027 (USD MILLION)
TABLE 145 ASIA PACIFIC: MARKET, BY COMMERCIAL VERTICAL, 2018–2021 (USD MILLION)
TABLE 146 ASIA PACIFIC: MARKET, BY COMMERCIAL VERTICAL, 2022–2027 (USD MILLION)
8.4.4 CHINA
TABLE 147 CHINA: MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 148 CHINA: MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
8.4.5 JAPAN
TABLE 149 JAPAN: MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 150 JAPAN: MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
8.4.6 SOUTH KOREA
8.4.7 SOUTH KOREA: MARKET DRIVERS
TABLE 151 SOUTH KOREA: MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 152 SOUTH KOREA: MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
8.4.8 REST OF ASIA PACIFIC
TABLE 153 REST OF ASIA PACIFIC: MARKET, BY COMPONENT, 2018–2021 (USD BILLION)
TABLE 154 REST OF ASIA PACIFIC: MARKET, BY COMPONENT, 2022–2027 (USD BILLION)
8.5 MIDDLE EAST AND AFRICA
8.5.1 MIDDLE EAST AND AFRICA: KEY TRENDS POST COVID-19
8.5.2 MIDDLE EAST AND AFRICA: MARKET DRIVERS
8.5.3 REGULATIONS
TABLE 155 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD MILLION)
TABLE 156 MIDDLE EAST & AFRICA: MARKET, BY COMPONENT, 2022–2027 (USD MILLION)
TABLE 157 MIDDLE EAST & AFRICA: MARKET, BY HARDWARE, 2018–2021 (USD MILLION)
TABLE 158 MIDDLE EAST & AFRICA: MARKET, BY HARDWARE, 2022–2027 (USD MILLION)
TABLE 159 MIDDLE EAST & AFRICA: MARKET, BY SOFTWARE, 2018–2021 (USD MILLION)
TABLE 160 MIDDLE EAST & AFRICA: MARKET, BY SOFTWARE, 2022–2027 (USD MILLION)
TABLE 161 MIDDLE EAST & AFRICA: MARKET, BY PROFESSIONAL SERVICE, 2018–2021 (USD MILLION)
TABLE 162 MIDDLE EAST & AFRICA: MARKET, BY PROFESSIONAL SERVICE, 2022–2027 (USD MILLION)
TABLE 163 MIDDLE EAST & AFRICA: MARKET, BY VERTICAL, 2018–2021 (USD MILLION)
TABLE 164 MIDDLE EAST & AFRICA: MARKET, BY VERTICAL, 2022–2027 (USD MILLION)
TABLE 165 MIDDLE EAST & AFRICA: MARKET, BY CONSUMER VERTICAL, 2018–2021 (USD MILLION)
TABLE 166 MIDDLE EAST & AFRICA: MARKET, BY CONSUMER VERTICAL, 2022–2027 (USD MILLION)
TABLE 167 MIDDLE EAST & AFRICA: MARKET, BY COMMERCIAL VERTICAL, 2018–2021 (USD MILLION)
TABLE 168 MIDDLE EAST & AFRICA: MARKET, BY COMMERCIAL VERTICAL, 2022–2027 (USD MILLION)
8.6 LATIN AMERICA
8.6.1 LATIN AMERICA: KEY TRENDS POST COVID-19
8.6.2 LATIN AMERICA: METAVERSE MARKET DRIVERS
8.6.3 REGULATIONS
TABLE 169 LATIN AMERICA: MARKET, BY COMPONENT, 2018–2021 (USD MILLION)
TABLE 170 LATIN AMERICA: MARKET, BY COMPONENT, 2022–2027 (USD MILLION)
TABLE 171 LATIN AMERICA: MARKET, BY HARDWARE, 2018–2021 (USD MILLION)
TABLE 172 LATIN AMERICA: MARKET, BY HARDWARE, 2022–2027 (USD MILLION)
TABLE 173 LATIN AMERICA: MARKET, BY SOFTWARE, 2018–2021 (USD MILLION)
TABLE 174 LATIN AMERICA: MARKET, BY SOFTWARE, 2022–2027 (USD MILLION)
TABLE 175 LATIN AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2018–2021 (USD MILLION)
TABLE 176 LATIN AMERICA: MARKET, BY PROFESSIONAL SERVICE, 2022–2027 (USD MILLION)
TABLE 177 LATIN AMERICA: MARKET, BY VERTICAL, 2018–2021 (USD MILLION)
TABLE 178 LATIN AMERICA: MARKET, BY VERTICAL, 2022–2027 (USD MILLION)
TABLE 179 LATIN AMERICA: MARKET, BY CONSUMER VERTICAL, 2018–2021 (USD MILLION)
TABLE 180 LATIN AMERICA: MARKET, BY CONSUMER VERTICAL, 2022–2027 (USD MILLION)
TABLE 181 LATIN AMERICA: MARKET, BY COMMERCIAL VERTICAL, 2018–2021 (USD MILLION)
TABLE 182 LATIN AMERICA: MARKET, BY COMMERCIAL VERTICAL, 2022–2027 (USD MILLION)
9 COMPETITIVE LANDSCAPE (Page No. - 189)
9.1 OVERVIEW
9.2 MARKET EVALUATION FRAMEWORK
FIGURE 35 MARKET EVALUATION FRAMEWORK
9.3 MARKET RANKING OF TOP PLAYERS
FIGURE 36 MARKET RANKING OF MAJOR PLAYERS IN METAVERSE MARKET, 2021
9.4 COMPETITIVE BENCHMARKING
TABLE 183 MARKET: DETAILED LIST OF KEY STARTUPS/SMES
TABLE 184 MARKET: COMPETITIVE BENCHMARKING OF KEY PLAYERS [STARTUPS/SMES]
9.5 COMPETITIVE SCENARIO
9.5.1 PRODUCT LAUNCHES AND ENHANCEMENTS
TABLE 185 PRODUCT LAUNCHES AND ENHANCEMENTS, 2019-2022
9.5.2 ACQUISITIONS
TABLE 186 ACQUISITIONS, 2019–2022
9.5.3 PARTNERSHIPS, AGREEMENTS, AND COLLABORATIONS
TABLE 187 PARTNERSHIPS, AGREEMENTS, AND COLLABORATIONS, 2019-2022
10 COMPANY PROFILES (Page No. - 201)
(Business Overview, Pro Products/Services/Solutions ducts Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats))*
10.1 INTRODUCTION
10.2 KEY PLAYERS
10.2.1 META (FACEBOOK)
TABLE 188 META: BUSINESS OVERVIEW
FIGURE 37 META: COMPANY SNAPSHOT
TABLE 189 META: PRODUCTS OFFERED
TABLE 190 META: PRODUCT LAUNCHES
TABLE 191 META: DEALS
10.2.2 ACTIVISION BLIZZARD (MICROSOFT)
TABLE 192 ACTIVISION BLIZZARD(MICROSOFT): BUSINESS OVERVIEW
FIGURE 38 ACTIVISION BLIZZARD (MICROSOFT): COMPANY SNAPSHOT
TABLE 193 ACTIVISION BLIZZARD (MICROSOFT): PRODUCTS OFFERED
TABLE 194 ACTIVISION BLIZZARD (MICROSOFT): PRODUCT LAUNCHES
TABLE 195 ACTIVISION BLIZZARD (MICROSOFT): DEALS
10.2.3 NETEASE
TABLE 196 NETEASE: BUSINESS OVERVIEW
FIGURE 39 NETEASE: COMPANY SNAPSHOT
TABLE 197 NETEASE: PRODUCTS OFFERED
TABLE 198 NETEASE: PRODUCT LAUNCHES
TABLE 199 NETEASE: DEALS
10.2.4 ELECTRONIC ARTS
TABLE 200 ELECTRONIC ARTS: BUSINESS OVERVIEW
FIGURE 40 ELECTRONIC ARTS: COMPANY SNAPSHOT
TABLE 201 ELECTRONIC ARTS: PRODUCTS OFFERED
TABLE 202 ELECTRONIC ARTS: PRODUCT LAUNCHES
TABLE 203 ELECTRONIC ARTS: DEALS
10.2.5 TAKE-TWO
TABLE 204 TAKE-TWO: BUSINESS OVERVIEW
FIGURE 41 TAKE-TWO: COMPANY SNAPSHOT
TABLE 205 TAKE-TWO: PRODUCTS OFFERED
TABLE 206 TAKE-TWO: DEALS
10.2.6 TENCENT
TABLE 207 TENCENT: BUSINESS OVERVIEW
FIGURE 42 TENCENT: COMPANY SNAPSHOT
TABLE 208 TENCENT: PRODUCTS OFFERED
10.2.7 NEXON
TABLE 209 NEXON: BUSINESS OVERVIEW
FIGURE 43 NEXON: COMPANY SNAPSHOT
TABLE 210 NEXON: PRODUCTS OFFERED
TABLE 211 NEXON: DEALS
10.2.8 EPIC GAMES
TABLE 212 EPIC GAMES: BUSINESS OVERVIEW
TABLE 213 EPIC GAMES: PRODUCTS OFFERED
TABLE 214 EPIC GAMES: PRODUCT LAUNCHES
TABLE 215 EPIC GAMES: DEALS
10.2.9 UNITY
TABLE 216 UNITY: BUSINESS OVERVIEW
FIGURE 44 UNITY: COMPANY SNAPSHOT
TABLE 217 UNITY: PRODUCTS OFFERED
TABLE 218 UNITY: PRODUCT LAUNCHES
TABLE 219 UNITY: DEALS
10.2.10 VALVE
TABLE 220 VALVE: BUSINESS OVERVIEW
TABLE 221 VALVE: PRODUCTS OFFERED
10.3 OTHER COMPANIES
10.3.1 ACCENTURE
10.3.2 ADOBE
10.3.3 HPE
10.3.4 DELOITTE
10.3.5 ANSYS
10.3.6 AUTODESK INC.
10.3.7 INTEL
10.3.8 TECH MAHINDRA
10.3.9 BYTEDANCE
10.3.10 NVIDIA
10.3.11 MICROSOFT
10.3.12 SAMSUNG
10.3.13 GOOGLE
10.3.14 SONY
10.3.15 HTC
10.3.16 SEIKO EPSON
10.3.17 APPLE
10.3.18 QUALCOMM
10.3.19 PANASONIC
10.3.20 EON REALITY
10.3.21 ROBLOX
10.3.22 LENOVO
10.3.23 RAZER
10.3.24 NEXTECH AR SOLUTIONS
10.3.25 ZQGAME
10.3.26 TALECRAFT
10.3.27 VR CHAT
10.3.28 DECENTRALAND
10.3.29 SOMNIUM SPACE
10.3.30 SANDBOX VR
10.3.31 QUIDIENT
*Details on Business Overview, Products/Services/Solutions Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats) might not be captured in case of unlisted companies.
11 ADJACENT MARKET (Page No. - 258)
11.1 INTRODUCTION
11.1.1 RELATED MARKETS
TABLE 222 RELATED MARKETS
11.2 LIMITATIONS
11.3 EXTENDED REALITY MARKET
11.3.1 INTRODUCTION
11.3.2 EXTENDED REALITY MARKET BY TECHNOLOGY
TABLE 223 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2017–2020 (USD BILLION)
TABLE 224 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2021–2026 (USD BILLION)
11.3.3 EXTENDED REALITY MARKET BY OFFERING
TABLE 225 EXTENDED REALITY MARKET, BY OFFERING, 2017–2020 (USD BILLION)
TABLE 226 EXTENDED REALITY MARKET, BY OFFERING, 2021–2026 (USD BILLION)
TABLE 227 EXTENDED REALITY HARDWARE MARKET, BY COMPONENT, 2017–2020 (USD MILLION)
TABLE 228 EXTENDED REALITY HARDWARE MARKET, BY COMPONENT, 2021–2026 (USD MILLION)
11.3.4 EXTENDED REALITY MARKET BY REGION
TABLE 229 EXTENDED REALITY MARKET, BY REGION, 2017–2020 (USD BILLION)
TABLE 230 EXTENDED REALITY MARKET, BY REGION, 2021–2026 (USD BILLION)
11.4 AUGMENTED REALITY MARKET
11.4.1 INTRODUCTION
11.4.2 AUGMENTED REALITY MARKET BY DEVICE TYPE
TABLE 231 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021–2026 (USD MILLION)
11.4.3 AUGMENTED REALITY MARKET BY OFFERING
TABLE 232 AUGMENTED REALITY MARKET, BY OFFERING, 2021–2026 (USD MILLION)
11.4.4 AUGMENTED REALITY MARKET BY REGION
TABLE 233 AUGMENTED REALITY MARKET, BY REGION, 2021–2026 (USD MILLION)
11.5 VIRTUAL REALITY MARKET
11.5.1 INTRODUCTION
11.5.2 VIRTUAL REALITY MARKET BY OFFERING
TABLE 234 VR MARKET, BY OFFERING, 2016–2019 (USD MILLION)
TABLE 235 VR MARKET, BY OFFERING, 2020–2025 (USD MILLION)
11.5.3 VIRTUAL REALITY MARKET BY REGION
TABLE 236 VR MARKET, BY REGION, 2016–2019 (USD MILLION)
TABLE 237 VR MARKET, BY REGION, 2020–2025 (USD MILLION)
12 APPENDIX (Page No. - 266)
12.1 DISCUSSION GUIDE
12.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
12.3 AVAILABLE CUSTOMIZATIONS
12.4 RELATED REPORTS
12.5 AUTHOR DETAILS
The study involved four major activities in estimating the current size of the metaverse market. Exhaustive secondary research was done to collect information on the market. 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 complete market size. Thereafter, the market breakup and data triangulation procedures were used to estimate the market size of the segments and subsegments of the market.
Secondary Research
In the secondary research process, various secondary sources, such as D&B Hoovers, Bloomberg BusinessWeek, and Factiva, have been referred to, to identify and collect information for this study. These secondary sources included annual reports, press releases and investor presentations of companies, whitepapers, and articles by recognized authors, industry standard organizations and associations, such as the VR/AR Association, the XR Association, EuroXR, XR Association UNB, IEEE.
Primary Research
The metaverse market comprises several stakeholders, such as Metaverse platform and services 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 (OEM) Government organizations, forums, alliances, and associations, System Integrators (SIs) and Value-added Resellers (VARs), Research organizations, Technology investors, Technology standard organizations, forums, alliances, and associations, and end-use verticals. The demand side of the market consists of organizations from different verticals, such as Consumer, Commercial, Banking, Financial Services, and Insurance (BFSI), Industrial manufacturing, Information Technology (IT) and telecom, media and entertainment, government and public sector, travel and hospitality, healthcare, and others (automotive, aerospace and defence, transportation and logistics, and energy and utilities). The supply-side includes metaverse providers, offering metaverse hardware, software and professional services. Various primary sources from both the supply and demand sides of the market were interviewed to obtain qualitative and quantitative information. Following is the breakup of the primary respondents:
To know about the assumptions considered for the study, download the pdf brochure
Metaverse Market Size Estimation
Both top-down and bottom-up approaches were used to estimate and validate the total size of the metaverse market. The methods were also used extensively to estimate the size of various segments in the market. The research methodology used to estimate the market size includes the following:
- Key players in the market have been identified through extensive secondary research.
- The industry’s supply chain and market size, in terms of value, have been determined through primary and secondary research processes.
- All percentage shares, splits, and breakups have been determined using secondary sources and verified through primary sources.
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. To complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment, data triangulation, and market breakup procedures were employed, wherever applicable. The data was triangulated by studying various factors and trends from both the demand and supply sides.
Report Objectives
- To describe and forecast the metaverse market based on components (hardware, software and professional services), verticals, and regions
- To forecast the market size of five main regions: North America, Europe, Asia Pacific, Middle East and Africa, and Latin America
- To analyze subsegments with respect to individual growth trends, prospects, and contributions to the total market
- To provide detailed information about the major factors (drivers, restraints, opportunities, and challenges) influencing the growth of the market
- To analyze the opportunities in the market for stakeholders and provide details of the competitive landscape of the major players
- To assess the impact of COVID-19 on the market
- To comprehensively analyze the core competencies of the key players in the market
- To track and analyze the competitive developments, such as new product/solution launches and enhancements; business expansions; acquisitions; and partnerships, contracts, 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)
Scope of Virtual Mirrors Market
Virtual mirrors and the metaverse market are connected in a few different ways. Virtual mirrors and the metaverse market are related in the sense that they both involve creating virtual experiences for users.
Virtual mirrors refer to the technology that allows users to try on clothing, makeup, or accessories virtually using augmented reality (AR) or virtual reality (VR). This technology enables users to see how an item will look on them without having to physically try it on. Virtual mirrors are increasingly being used by retailers to enhance the shopping experience for their customers and to make online shopping more interactive and engaging.
Virtual Mirrors Market Impact on the Metaverse Market
Virtual mirrors can be used within the metaverse to enhance the shopping experience for users. For example, a user in the metaverse could visit a virtual store and use a virtual mirror to try on clothes or accessories before making a purchase. This would allow users to see how the items would look on them in a virtual setting and could potentially help them make more informed purchasing decisions.
Virtual mirrors could be used as a bridge between the metaverse and the physical world. For example, a user could try on clothes or accessories using a virtual mirror in the metaverse, and then purchase the real items for delivery to their physical address. This would enable retailers to create a more seamless shopping experience for users that blends the virtual and physical worlds.
Industries Getting Impacted in Future by Virtual Mirrors Market
- Beauty and cosmetics: Virtual mirrors can be used to enable customers to try on different makeup looks and products without the need for physical samples. Beauty brands can leverage virtual mirrors to provide a more personalized and interactive shopping experience for their customers, which could potentially drive sales and improve customer satisfaction.
- Home decor and furniture: Virtual mirrors can be used to allow customers to visualize how furniture or decor items would look in their homes before making a purchase. This could help to reduce the risk of returns and improve customer satisfaction.
- Automotive industry: Virtual mirrors can be used to simulate how different car models would look in different colours and configurations. Customers can use virtual mirrors to visualize how different customizations would look and make more informed purchasing decisions.
- Healthcare: Virtual mirrors can be used in telemedicine to allow doctors and patients to conduct remote consultations and visual examinations. This could improve access to healthcare for patients in remote or underserved areas and reduce the need for in-person appointments.
- Entertainment: Virtual mirrors can be used to create interactive and immersive experiences in the gaming and entertainment industries. For example, a user could use a virtual mirror to see themselves transformed into a character in a game or movie.
New Business Opportunities in Virtual Mirrors Market
- Retail and E-commerce: Retailers can use virtual mirrors to provide customers with a more interactive and engaging shopping experience. For example, a clothing retailer can enable customers to try on clothes virtually using a virtual mirror, which can help to reduce the need for physical samples and improve customer satisfaction. In addition, retailers can use virtual mirrors to create more personalized recommendations and upsell opportunities based on customers' preferences and purchase history.
- Beauty and Cosmetics: Beauty brands can use virtual mirrors to enable customers to try on makeup looks and products virtually, without the need for physical samples. This can help to reduce the risk of returns and improve customer satisfaction. Beauty brands can also use virtual mirrors to create more personalized product recommendations based on customers' skin tone, facial features, and other preferences.
- Healthcare: Virtual mirrors can be used in telemedicine to enable doctors and patients to conduct remote consultations and visual examinations. This can help to improve access to healthcare for patients in remote or underserved areas and reduce the need for in-person appointments.
- Advertising and Marketing: Companies can use virtual mirrors in advertising and marketing to create more immersive and interactive experiences for customers. For example, a car manufacturer can enable customers to visualize different car models and customizations using a virtual mirror, which can help to drive more sales and improve customer engagement.
- Entertainment: Virtual mirrors can be used in the entertainment industry to create more immersive and interactive experiences for users. For example, a gaming company can enable users to create their own avatars and try on different virtual clothing and accessories using a virtual mirror, which can help to increase user engagement and drive more revenue.
Top Players in Virtual Mirrors Market
- Samsung Electronics
- Amazon
- Intel
- Perfect Corp.
- ModiFace
- MemoMi
- Sensei
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