Metaverse Market

Metaverse Market by Component (Hardware (AR Devices, VR Devices, MR Devices), Software, Professional Services), Vertical (Consumer, Commercial, Industrial Manufacturing), & Region(North America, APAC, Europe,MEA, Latin America) - Global Forecast to 2030

Report Code: TC 8053 Oct, 2023, by marketsandmarkets.com

The Metaverse Market size accounted for USD 83.9 Billion in 2023 and is estimated to achieve a market size of USD 1,303.4 Billion by 2030 growing at a CAGR of 48.0% from 2023 to 2030.

The growth of the metaverse market is the growing demand of the global entertainment and gaming industry. It 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, and 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.

Prominent gaming and digital technology players are channeling substantial investments into developing tailored metaverses. A primary driver behind this surge in metaverse technology expenditure is the immense potential for marketing a wide array of products within these metaverses. The metaverse allows gamers to immerse themselves in virtual reality while engaging in gameplay fully. Numerous companies strive to construct digitally captivating platforms that offer customers deeply satisfying gaming experiences. Several key factors propelling the growth of market revenue encompass a steadily expanding user base in the gaming industry, the rising popularity of play-to-earn games, and the rapid advancements in AR, VR, and metaverse (XR) technologies.

Metaverse Market Forecast to 2030

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Metaverse Market Attractive Opportunities

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Metaverse Market Growth Dynamics

Drivers: Increasing adoption of metaverse in the healthcare sector

Using metaverse in the healthcare sector opens new opportunities for medical practitioners and holds a promising future, especially for modern healthcare organizations. It enables doctors and patients to connect virtually for sessions without geographical limitations and assists virtual wellness, fitness, mental health, and doctor-patient interaction. Various technologies in the metaverse, such as AR, VR, MR, digital twin, blockchain , AI, and ML, will transform the medical sector. For instance, using metaverse, doctors can perform virtual surgeries on the dummies created using digital twins. Further, the blockchain ensures safe transactions and anonymous data storage of patient records. With advancements in artificial intelligence (AI) and machine learning, XR applications will soon be able to adapt to individual users’ needs and preferences; this will provide personalized experiences for medical training, patient education, and therapy, which can lead to improved engagement, retention, and overall effectiveness. By tailoring these experiences to each user, healthcare providers can ensure that their patients receive the most relevant and engaging information, leading to better outcomes.

Restraint: Regulating the metaverse concerning cybersecurity, privacy, and usage standards

Security and privacy issues are the significant challenges faced by the VR, AR, and MR industries. These issues have emerged due to the inconsistencies in programming and negligence and oversight of both the developers and end users of apps and devices. Many consumer AR applications available on the Play Store and App Stores do not have the capabilities to secure user identity and privacy, thereby raising cybersecurity concerns. Further, there are no regulations or defined standards in the metaverse industry at a global level stating the dos and don’ts associated with the metaverse environment. In addition, there is a need to regulate and define taxation in digital real estate, which further hinders the adoption of a metaverse in the entertainment sector. Such factors would slow the market’s smooth growth soon.

Opportunities: Incorporation of metaverse and adjacent technologies in the aerospace and defense sector

Technologies like XR, AI, and analytics in the aerospace and defense sector are expected to be useful for training and simulating applications. These technologies, coupled with metaverse, are expected to be helpful for experiential training by using real-time data-driven applications. Thus, the metaverse is projected to enable the improved and efficient transfer of accurate skills and enhanced knowledge retention by trainees. Metaverse is used to train the ground crew for pre-flight checks in airlines. It also enables the ground crew to perform the required procedures before the aircraft takes off. In integration with XR, the metaverse can also help in weapon training, flight training, and simulations, thereby boosting the market growth.

Technologies like Metaverse (XR), Artificial Intelligence (AI) , and analytics will find substantial utility within the aerospace and defense sector, primarily in training and simulation applications. The convergence of these technologies with the metaverse can revolutionize experiential training, employing data-driven applications in real-time scenarios; this suggests that the metaverse can facilitate the enhancement and efficiency of skill transfer and knowledge retention among trainees in this particular industry. An instance of utilizing metaverse is observed in training ground crew members responsible for pre-flight inspections in the aviation sector. These technologies can empower ground crew personnel to execute essential protocols before aircraft take-off. For instance, in November 2022, SimX, a medical device manufacturing company, received a research and development contract from the US Air Force to create an improved virtual reality (VR) medical simulation training program. The goal was to adapt their current VR medical simulation system to produce a platform that guarantees increased flexibility and consistency for tactical combat casualty care training.

Challenges: Health and mental issues from excessive use

The devices used to experience metaverse, such as HMDs, are highly sophisticated but have also become the focus of health concerns. The most common risk is injuries caused to users due to their bumping into real objects while engrossed in the virtual world. Several users have also reported headaches, eye strain, dizziness, and nausea after using such devices. According to research by the University of Leeds, exposure to VR for 20 minutes will affect the ability of some children to discern the distance between objects. Moreover, the regular use of such devices will accelerate the propagation of myopia at a global level.

Another limitation is the low resolution of VR-enabled devices. Low resolution causes difficulty in viewing and can also aggravate symptoms of virtual sickness, such as irritation and nausea. Fixing the resolution can cause a more significant burden on the processing and graphical processing units, affecting the performance.

Apart from these, these devices also expose users to harmful electromagnetic frequency radiation, which may cause illness. Researchers from the National Toxicology Program (NTP), a federal inter-agency program under the National Health Institutes (US), experimented on mice to demonstrate that subjects exposed to electromagnetic radiation might be highly vulnerable to cancer. Therefore, excessive use of metaverse devices can cause health issues, limiting the growth of the metaverse market.

Metaverse Ecosystem

Metaverse Market

Based on the component, the strategy and business consulting services under the professional services segment significantly contribute the highest market share to the metaverse market during the forecast period.

Consulting services deal with complex inquiries and have numerous clients that demand constant changes in their solutions and service offerings. These services focus more on offering superior customer service. The business consulting service focuses on user pain points, goals, and timelines while considering the technology and human resource bandwidths. Service providers offer consulting services to help clients implement new methodologies for recognizing additional revenue streams. Consulting services help in defining deployable use cases for achieving better business performance. Strategy and business consulting services in the metaverse are becoming increasingly crucial as virtual and augmented reality technologies evolve and shape new business opportunities. Here are some areas where strategy and consulting services can be valuable in the metaverse:

  • Market Analysis and Entry Strategy:
    • Assessing market potential in the metaverse.
    • Identifying target customer segments and their preferences.
    • Determining the feasibility and timing of entry into metaverse markets.
  • Platform and Technology Selection:
    • Evaluating different metaverse platforms and technologies.
    • Advising on hardware and software requirements.
    • Assessing compatibility with existing IT infrastructure.

Based on the vertical, the consumer segment will dominate the metaverse market more during the forecast period.

Interaction plays a vital role in the metaverse. Metaverse is highly empirical and interactive because students can connect and interact in real-time and change their choices to improve performance. Corporates have added gameplay to their Learning and Development (L&D) programs to enjoy higher employee engagement and performance. Continuous advancements in VR, AR, AI, and computer graphics make the metaverse more immersive, accessible, and appealing to consumers. User-friendly content creation tools like 3D modeling software and game engines like Unity and Unreal Engine enable individuals and small teams to develop and contribute to metaverse content and experiences. Brands and advertisers are exploring metaverse-based marketing campaigns and virtual events, leveraging these environments’ immersive and engaging nature to connect with consumers in new ways. Gaming and social media hold the largest share of the consumer vertical market in 2023. The high percentage is attributable to the increasing user base of decentralized play-to-earn games and the rise of a metaverse in social media. The video games industry has been the earliest and foremost user of extended reality technology. It employs various tools and frameworks to develop extended reality games. Several game developers create interactive 3D media experiences and comprehensive participation effects, allowing players to dive into a completely different reality. The video games industry has been the early and foremost user of metaverse technology. It employs various tools and frameworks to develop VR and AR games. A few game developers create interactive 3D media experiences and comprehensive participation effects, allowing players to dive into a completely different reality.

AR technology has transformed the gaming industry over the past few years by enhancing users’ immersion in the gaming experience. This technology uses the existing environments in gaming applications to develop playing fields within it. AR technology provides users an interactive experience of a real-world climate wherein real-world objects are augmented. It superimposes animated objects on a live view of the real world. AR games are mostly mobile-based or tablet-based. They are also available for portable gaming systems.

Metaverse Market by Region

Asia Pacific to grow at the highest CAGR during the forecast period.

E-commerce has become a key area of focus for retailers in the Asia Pacific, with China being the largest e-commerce market worldwide. The high demand for metaverse devices and metaverse software from the commercial sector is expected to drive the market’s growth in Asia Pacific. Asia Pacific registers the highest demand for consumer products such as smartphones, tablets, laptops, and TV sets. The region is an attractive market for cell phones, tablets, laptops, and television manufacturers. Companies such as Samsung and LG are in South Korea. In contrast, Sony, Sharp, and Panasonic are significant suppliers of legacy metaverse hardware in Japan and facilitate metaverse experience through their latest smartphones and tablets.

Initiatives and funding by governments to support the research and development of the metaverse would boost regional growth. For instance, in 2022, in collaboration with a global technology company, the Centre for Civil Society and Governance of the University of Hong Kong announced a proposal request (RFP) for AR/VR Policy Research in the Asia Pacific region. This initiative encouraged the academic community to undertake solutions-focused research to facilitate the responsible development of AR and VR technologies. The industry intended to award six grants, each worth about USD 100,000. The digital currency market is growing in Asia Pacific. Japanese cryptocurrency exchanges are speeding up the listing of cryptocurrency traders. In February 2021, MAXST Co., Ltd. (South Korea) launched its spatial AR platform, MAXST VPS, a technology that detects a user’s location by constructing a 3D spatial map for indoor and outdoor AR content creation. It will connect all real-world aspects with the virtual world or metaverse. In August 2021, WIMI Hologram Cloud, an AR application technology provider in China, announced the establishment of the “Holographic Metaverse Division” to develop the underlying metaverse holographic technology and to explore next-generation internet services. South Korea’s strength in music shows, TV, and video games makes the country a fertile ground for developing the NFTs framework in the country. For instance, in November 2021, HYBE Corporation, a Korean entertainment company, partnered with Dunamu, a blockchain company, to establish a joint venture for launching the NFT marketplace.

Key Players

Microsoft (US), Sony (Japan), Meta (US), HTC (Taiwan), Google (US), Apple (US), Qualcomm (US), Samsung (South Korea), 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), Tech Mahindra (India), Ansys (US), Autodesk (US), Intel (US), ByteDance (China), NVIDIA (US), Epson (Japan), Panasonic (Japan), EON Reality (US), Roblox (US), Lenovo (China), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (US), VR Chat (US), Decentraland (US), Sandbox VR (US), and Quidient (US) are the key players in the metaverse market.

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Scope of the Report

Report Metric

Details

Market size available for years

2018–2030

Base year considered

2022

Forecast period

2023–2030

Forecast units

Million/Billion (USD)

Segments Covered

Component, Vertical, and region

Geographies covered

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

Companies covered

Microsoft (US), Sony (Japan), Meta (US), HTC (Taiwan), Google (US), Apple (US), Qualcomm (US), Samsung (South Korea), 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), Tech Mahindra (India), Ansys (US), Autodesk (US), Intel (US), ByteDance (China), NVIDIA (US), Epson (Japan), Panasonic (Japan), EON Reality (US), Roblox (US), Lenovo (China), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (US), VR Chat (US), Decentraland (US), Sandbox VR (US), and Quidient (US).

This research report categorizes the Metaverse Market based on service types, verticals, and regions.

Based on Components, the Metaverse market segments are as follows:
  • Hardware
    • AR devices
      • AR devices: by Type (qualitative)
      • AR Head-Mounted Displays (HMD)
      • AR smart glasses
      • Smart helmets
      • AR Head-Up Displays (HUD)
    • VR devices
      • VR devices: by Type (qualitative)
      • VR Head-Mounted Displays (HMD)
      • Gesture-tracking devices and haptics
    • MR devices
    • Displays
      • Displays: By Type (qualitative)
      • 3D displays
      • Holographic Displays
      • Virtual Mirrors
  • Software
    • Extended Reality Software
    • Gaming Engines
    • 3D Mapping, Modeling, and Reconstruction
    • Metaverse Platforms
    • Financial Platforms
    • Other Software
  • Professional Services
    • Application Development and System Integration
    • Strategy and Business Consulting Services
Based on vertical, the Metaverse market segments are as follows:
  • Consumer
    • Gaming and Social Media
    • Live Entertainment and Events
  • Commercial
    • Retail and eCommerce
    • Education and Corporate
    • Travel and Tourism
    • Real Estate
  • Industrial Manufacturing
  • Healthcare
  • Other verticals
Based on regions, the Metaverse market segments are as follows:
  • North America
    • US
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Rest of Asia Pacific
  • Middle East and Africa
    • United Arab Emirates (UAE)
    • Saudi Arabia
    • South Africa
    • Rest of the Middle East and Africa
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America

Recent Developments

  • In February 2023, Google launched XR Immersive Stream, which is a cloud-based graphics rendering service that utilizes Google Cloud’s graphics processing units to deliver high-quality, intricate images and videos to any device. Developers can use this service to craft various immersive experiences without requiring robust hardware or specialized applications on the user’s end. Essentially, the critical benefit of XR Immersive Stream is its ability to eliminate the necessity for devices to possess potent hardware or specialized applications to submerge users in 3D or AR environments fully.
  • In October 2022, Meta and Microsoft partnered to create a more immersive future for work and play. They plan to introduce Mesh for Microsoft Teams to Meta Quest devices; this technology is the culmination of years of research and innovation, including Azure Digital Twins, Dynamics 365 Remote Assist, and Teams video meetings. It allows people to meet virtually in the place where work happens, using any device, from smartphones to laptops and mixed-reality headsets. By using Mesh for Teams with Meta Quest Pro and Meta Quest 2 devices, people can collaborate as they are in the exact location.
  • In November 2021, Samsung acquired an American optics company, DigiLens, to develop a new type of lens iteration called holographic waveguides featuring a wider FoV (Field of View) than other waveguides.

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TABLE OF CONTENTS
 
1 INTRODUCTION (Page No. - 41)
    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
    1.4 YEARS CONSIDERED 
    1.5 CURRENCY CONSIDERED 
           TABLE 1 USD EXCHANGE RATES, 2018–2022
    1.6 STAKEHOLDERS 
    1.7 SUMMARY OF CHANGES 
 
2 RESEARCH METHODOLOGY (Page No. - 47)
    2.1 RESEARCH DATA 
           FIGURE 1 METAVERSE 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 primary profiles
                    2.1.2.2 Key industry insights
    2.2 MARKET FORECAST: FACTOR IMPACT ANALYSIS 
           TABLE 3 FACTOR ANALYSIS
    2.3 MARKET SIZE ESTIMATION 
           FIGURE 2 MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES
           2.3.1 TOP-DOWN APPROACH
                    FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
           2.3.2 BOTTOM-UP APPROACH
                    FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
                    FIGURE 5 METAVERSE MARKET: RESEARCH FLOW
           2.3.3 MARKET ESTIMATION APPROACHES
                    2.3.3.1 Supply-side approach
                               FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS
                               FIGURE 7 SUPPLY-SIDE MARKET SIZE ESTIMATION: REVENUE OF VENDORS OFFERING METAVERSE HARDWARE, SOFTWARE, AND SERVICES
                               FIGURE 8 MARKET PROJECTIONS FROM SUPPLY SIDE
                    2.3.3.2 Demand-side approach
                               FIGURE 9 DEMAND-SIDE APPROACH: REVENUE GENERATED FROM DIFFERENT VERTICALS
                               FIGURE 10 MARKET PROJECTIONS FROM DEMAND-SIDE
    2.4 DATA TRIANGULATION 
           FIGURE 11 MARKET: DATA TRIANGULATION
    2.5 RECESSION IMPACT AND RESEARCH ASSUMPTIONS 
           2.5.1 RECESSION IMPACT
           2.5.2 RESEARCH ASSUMPTIONS
    2.6 LIMITATIONS AND RISK ASSESSMENT 
 
3 EXECUTIVE SUMMARY (Page No. - 61)
    TABLE 4 METAVERSE MARKET SIZE AND GROWTH, 2018–2022 (USD MILLION, Y-O-Y) 
    TABLE 5 MARKET SIZE AND GROWTH, 2023–2030 (USD MILLION, Y-O-Y) 
    FIGURE 12 GLOBAL MARKET TO WITNESS SIGNIFICANT GROWTH 
    3.1 OVERVIEW OF IMPACT OF RECESSION ON MARKET 
           3.1.1 PRE-RECESSION SCENARIO
           3.1.2 POST-RECESSION SCENARIO
                    FIGURE 13 NORTH AMERICA TO ACCOUNT FOR LARGEST SHARE IN 2023
                    FIGURE 14 FASTEST-GROWING SEGMENTS OF MARKET
 
4 PREMIUM INSIGHTS (Page No. - 67)
    4.1 ATTRACTIVE MARKET OPPORTUNITIES IN METAVERSE MARKET 
           FIGURE 15 XR-BASED TECHNOLOGICAL TRANSFORMATIONS IN SOCIAL NETWORKING, ONLINE VIDEO GAMING, AND LIVE ENTERTAINMENT TO DRIVE MARKET GROWTH
    4.2 MARKET, BY COMPONENT 
           FIGURE 16 METAVERSE SOFTWARE TO BE DOMINANT MARKET IN 2023 AND 2030
           4.2.1 METAVERSE HARDWARE MARKET, BY TYPE
                    FIGURE 17 VR DEVICES TO ACCOUNT FOR LARGEST METAVERSE HARDWARE MARKET SHARE IN 2023 AND 2030
           4.2.2 METAVERSE SOFTWARE MARKET, BY TYPE
                    FIGURE 18 EXTENDED REALITY SOFTWARE TO BE LARGEST SOFTWARE MARKET IN 2023 AND 2030
    4.3 MARKET, BY VERTICAL 
           FIGURE 19 CONSUMER VERTICAL TO ACCOUNT FOR LARGEST MARKET SHARE IN 2023 AND 2030
    4.4 MARKET REGIONAL SCENARIO 
           FIGURE 20 ASIA PACIFIC TO EMERGE AS BEST MARKET FOR INVESTMENTS IN  NEXT SEVEN YEARS
 
5 MARKET OVERVIEW AND INDUSTRY TRENDS (Page No. - 70)
    5.1 INTRODUCTION 
    5.2 MARKET DYNAMICS 
           FIGURE 21 MARKET DYNAMICS: METAVERSE MARKET
           5.2.1 DRIVERS
                    5.2.1.1 Increase in demand from entertainment and gaming industries
                               FIGURE 22 NUMBER OF MOBILEAR ACTIVE USER DEVICES WORLDWIDE  FROM 2019 TO 2024 (BILLION)
                    5.2.1.2 Emerging opportunities from adjacent markets
                               TABLE 6 MARKET SIZE AND GROWTH RATES OF ADJACENT MARKETS
                               FIGURE 23 EVOLUTION OF METAVERSE
                    5.2.1.3 Virtualization in fashion, art, and retail industries
                    5.2.1.4 Surge in deployment in education sector and industrial training
                    5.2.1.5 Increase in adoption of metaverse in healthcare sector
                    5.2.1.6 Availability of affordable hardware
                    5.2.1.7 Increase in ‘zoom fatigue’ resulting in rise in adoption of metaverse technologies
           5.2.2 RESTRAINTS
                    5.2.2.1 High installation and maintenance costs of high-end metaverse components
                    5.2.2.2 Regulations pertaining to cybersecurity, privacy, and usage standards
           5.2.3 OPPORTUNITIES
                    5.2.3.1 Incorporation of metaverse and adjacent technologies in aerospace & defense sector
                    5.2.3.2 Continuous developments in 5G technology
                               FIGURE 24 5G USERS SPEND MORE TIME IN METAVERSE (HOURS/WEEK)
                    5.2.3.3 Emergence of virtual experiences in corporate and hospitality sectors
           5.2.4 CHALLENGES
                    5.2.4.1 Local government restrictions coupled with environmental impact
                    5.2.4.2 Health and mental issues from excessive use
    5.3 CASE STUDY ANALYSIS 
           5.3.1 REZZIL DEPLOYED RIGOROUS TRAINING ASSISTANCE FOR PROFESSIONAL ATHLETES TO PARTICIPATE IN WITHOUT PHYSICAL STRAIN
           5.3.2 SAMSUNG CREATED VIRTUAL STORE IN NEW YORK VIA DECENTRALAND
           5.3.3 UNITY HELPED HYUNDAI WITH META-FACTORY SETUP
           5.3.4 H&M LAUNCHED VIRTUAL STORE, ENTERING FASHION SPACE OF METAVERSE
           5.3.5 TANISHQ ENTERED JEWELRY RETAIL SPACE OF METAVERSE
           5.3.6 TECH MAHINDRA AIMED TO LEVERAGE METAVERSE CAPABILITIES FOR AUTOMOTIVE INDUSTRY
           5.3.7 STANFORD ENTERED METAVERSE TO MAKE VIRTUAL INTERACTION ENGAGING
           5.3.8 GUANAJUATO INTERNATIONAL FILM FESTIVAL WENT VIRTUAL DURING PANDEMIC
           5.3.9 VIRTUAL 3D RETAIL CPG STORE INTRODUCED
           5.3.10 KALEIDOSCOPE INNOVATION PLATFORMED VIRTUAL ENVIRONMENT OF CANON MEDICAL
           5.3.11 AWS AIMED TO HELP VOLKSWAGEN GROUP SPEED UP PREPARING 3D DATA AND REMOTE RENDERING PROCESS
           5.3.12 MICROSOFT OFFERED TIME-EFFICIENT AIRPLANE WIRING APPROACH TO BOEING
           5.3.13 AMD USED MAP BUILDING TO ELEVATE FORTNITE GAMING EXPERIENCE
           5.3.14 ZEPETO CREATED SEAMLESS INTEGRATION OF VIRTUAL EXPERIENCES AND FASHION USING METAVERSE
    5.4 SUPPLY CHAIN ANALYSIS 
           FIGURE 25 METAVERSE MARKET: SUPPLY CHAIN
    5.5 ECOSYSTEM ANALYSIS 
           FIGURE 26 MARKET: ECOSYSTEM
           TABLE 7 MARKET: COMPANIES AND THEIR ROLE IN ECOSYSTEM
    5.6 TECHNOLOGICAL ANALYSIS 
           5.6.1 TECHNOLOGY STACK
                    FIGURE 27 METAVERSE MARKET: TECHNOLOGIES
           5.6.2 INFRASTRUCTURE LEVEL
                    5.6.2.1 5G network
                    5.6.2.2 Internet of things
                    5.6.2.3 Cloud and edge computing
           5.6.3 DESIGN AND DEVELOPMENT LEVEL
                    5.6.3.1 Blockchain
                    5.6.3.2 3D modeling and real-time rendering
                    5.6.3.3 Artificial intelligence, natural language processing, and computer vision
           5.6.4 HUMAN INTERACTION LEVEL
                    5.6.4.1 Virtual reality
                    5.6.4.2 Augmented reality
                               5.6.4.2.1 Mobile augmented reality
                               TABLE 8 USE CASES OF MOBILEAR
                               5.6.4.2.2 Monitor-based AR technology
                               5.6.4.2.3 Near-eye-based AR technology
                               5.6.4.2.4 WebAR
                               TABLE 9 USE CASES OF WEBAR
                    5.6.4.3 Mixed reality
    5.7 PATENT ANALYSIS 
           FIGURE 28 NUMBER OF PATENTS GRANTED, 2012–2022
           FIGURE 29 TOP FIVE GLOBAL PATENT OWNERS
           TABLE 10 US: TOP TEN PATENT OWNERS
           TABLE 11 KEY PATENTS IN METAVERSE MARKET
    5.8 PORTER’S FIVE FORCES MODEL 
           FIGURE 30 MARKET: PORTER’S FIVE FORCES ANALYSIS
           TABLE 12 METAVERSE MARKET: PORTER’S FIVE FORCES ANALYSIS
           5.8.1 THREAT FROM NEW ENTRANTS
           5.8.2 THREAT FROM SUBSTITUTES
           5.8.3 BARGAINING POWER OF SUPPLIERS
           5.8.4 BARGAINING POWER OF BUYERS
           5.8.5 INTENSITY OF COMPETITIVE RIVALRY
    5.9 PRICING ANALYSIS 
           5.9.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY HARDWARE
                    TABLE 13 AVERAGE SELLING PRICE OF METAVERSE HEADSETS OFFERED BY KEY PLAYERS
                    FIGURE 31 AVERAGE SELLING PRICE OF METAVERSE MR HEADSETS OFFERED  BY KEY PLAYERS (USD)
           5.9.2 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY SOFTWARE
                    TABLE 14 AVERAGE SELLING PRICE TREND OF SDKS OFFERED BY KEY PLAYERS
                    TABLE 15 AVERAGE SELLING PRICE TREND OF METAVERSE SOFTWARE OFFERED BY KEY PLAYERS
           5.9.3 AVERAGE SELLING PRICE TREND OF HARDWARE, BY REGION
                    FIGURE 32 AVERAGE SELLING PRICE TREND OF MR DEVICES, BY REGION
    5.10 TRADE ANALYSIS 
           5.10.1 IMPORT SCENARIO
                    TABLE 16 IMPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)
           5.10.2 EXPORT SCENARIO
                    TABLE 17 EXPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)
    5.11 REGULATORY LANDSCAPE 
           5.11.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 18 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 19 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 20 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 21 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND  OTHER ORGANIZATIONS
           5.11.2 REGULATORY IMPLICATIONS AND INDUSTRY STANDARDS
    5.12 KEY STAKEHOLDERS AND BUYING CRITERIA 
           5.12.1 KEY STAKEHOLDERS IN BUYING PROCESS
                    FIGURE 33 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR  END-USE VERTICALS
                    TABLE 22 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR END-USE  VERTICALS
           5.12.2 BUYING CRITERIA
                    FIGURE 34 KEY BUYING CRITERIA FOR MAJOR END-USE VERTICALS
                    TABLE 23 KEY BUYING CRITERIA FOR MAJOR END-USE VERTICALS
    5.13 TRENDS/DISRUPTIONS IMPACTING BUYERS 
                    FIGURE 35 METAVERSE MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS
    5.14 MARKET: BUSINESS MODEL ANALYSIS 
                    FIGURE 36 MARKET: BUSINESS MODELS
           5.14.1 BUSINESS MODEL FOR HARDWARE VENDORS
           5.14.2 BUSINESS MODEL FOR SOFTWARE VENDORS
           5.14.3 BUSINESS MODEL FOR SERVICE VENDORS
           5.14.4 REVENUE GENERATION MODELS
           5.14.5 PARTNERSHIPS & ECOSYSTEM
    5.15 KEY CONFERENCES AND EVENTS 
                    TABLE 24 MARKET: DETAILED LIST OF CONFERENCES AND EVENTS, 2023–2024
    5.16 POTENTIAL OUTLOOK OF METAVERSE INDUSTRY BEYOND 2030 
                    TABLE 25 MARKET SCENARIO
                    TABLE 26 METAVERSE TECHNOLOGY FUTURE ROADMAP
                    FIGURE 37 NUMBER OF GAMERS IN METAVERSE, 2020–2030 (BILLION)
                    TABLE 27 IMPACT OF WEB 2.0 AND 3.0
 
6 METAVERSE MARKET, BY COMPONENT (Page No. - 123)
    6.1 INTRODUCTION 
           FIGURE 38 SOFTWARE SEGMENT TO ACCOUNT FOR LARGEST MARKET SIZE DURING FORECAST PERIOD
           TABLE 28 MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
           TABLE 29 MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
    6.2 HARDWARE 
           6.2.1 HARDWARE INNOVATION TO BE SIGNIFICANT IN SHAPING HOW PEOPLE ENGAGE WITH VIRTUAL WORLDS AND DIGITAL CONTENT
           6.2.2 HARDWARE: MARKET DRIVERS
                    FIGURE 39 VR DEVICES TO BE LARGEST HARDWARE MARKET FOR METAVERSE DURING FORECAST PERIOD
                    TABLE 30 METAVERSE HARDWARE MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 31 METAVERSE HARDWARE MARKET, BY REGION, 2023–2030 (USD MILLION)
                    TABLE 32 METAVERSE HARDWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)
                    TABLE 33 METAVERSE HARDWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)
           6.2.3 AR DEVICES
                    TABLE 34 AR DEVICES IN METAVERSE MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 35 AR DEVICES IN MARKET, BY REGION, 2023–2030 (USD MILLION)
                    6.2.3.1 AR Head-Mounted Displays (HMD)
                               6.2.3.1.1 AR smart glasses
                               6.2.3.1.2 Smart helmets
                    6.2.3.2 AR Head-up Displays (HUD)
           6.2.4 VR DEVICES
                    TABLE 36 VR DEVICES IN MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 37 VR DEVICES IN MARKET, BY REGION, 2023–2030 (USD MILLION)
                    6.2.4.1 VR Head-mounted Display (HMD)
                    6.2.4.2 Gesture-tracking devices & haptics
                               6.2.4.2.1 Data gloves/haptics
                               6.2.4.2.2 Other gesture-tracking devices
           6.2.5 MR DEVICES
                    TABLE 38 MR DEVICES IN METAVERSE MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 39 MR DEVICES IN MARKET, BY REGION, 2023–2030 (USD MILLION)
           6.2.6 DISPLAYS
                    TABLE 40 DISPLAYS IN MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 41 DISPLAYS IN MARKET, BY REGION, 2023–2030 (USD MILLION)
                    6.2.6.1 3D displays
                    6.2.6.2 Holographic displays
                    6.2.6.3 Virtual mirrors
    6.3 SOFTWARE 
           6.3.1 TOOLS TO DESIGN, CREATE, AND TEST AR, VR, AND MR EXPERIENCES
           6.3.2 SOFTWARE: METAVERSE MARKET DRIVERS
                    FIGURE 40 EXTENDED REALITY SOFTWARE TO BE LARGEST SOFTWARE MARKET DURING FORECAST PERIOD
                    TABLE 42 METAVERSE SOFTWARE MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 43 METAVERSE SOFTWARE MARKET, BY REGION, 2023–2030 (USD MILLION)
                    TABLE 44 METAVERSE SOFTWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)
                    TABLE 45 METAVERSE SOFTWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)
           6.3.3 EXTENDED REALITY SOFTWARE
                    TABLE 46 EXTENDED REALITY SOFTWARE IN MARKET, BY REGION,  2018–2022 (USD MILLION)
                    TABLE 47 EXTENDED REALITY SOFTWARE IN MARKET, BY REGION,  2023–2030 (USD MILLION)
                    6.3.3.1 Software Development Kits
                               6.3.3.1.1 Case study: TendAR used ARcore SDK for behavioral data reading
                    6.3.3.2 Cloud-based Services
                               6.3.3.2.1 Case study: VR Group boosted cloud application performance and reduced costs
           6.3.4 GAMING ENGINES
                    TABLE 48 GAMING ENGINES IN MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 49 GAMING ENGINES IN MARKET, BY REGION, 2023–2030 (USD MILLION)
           6.3.5 3D MAPPING, MODELING, AND RECONSTRUCTION
                    TABLE 50 3D MAPPING, MODELING, AND RECONSTRUCTION IN MARKET,  BY REGION, 2018–2022 (USD MILLION)
                    TABLE 51 3D MAPPING, MODELING, AND RECONSTRUCTION IN MARKET,  BY REGION, 2023–2030 (USD MILLION)
                    6.3.5.1 Volumetric video
           6.3.6 METAVERSE PLATFORMS
                    TABLE 52 METAVERSE PLATFORMS MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 53 METAVERSE PLATFORMS MARKET, BY REGION, 2023–2030 (USD MILLION)
                    6.3.6.1 Centralized metaverse platforms
                    6.3.6.2 Decentralized metaverse platforms
           6.3.7 FINANCIAL PLATFORMS
                    TABLE 54 FINANCIAL PLATFORMS IN MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 55 FINANCIAL PLATFORMS IN MARKET, BY REGION, 2023–2030 (USD MILLION)
                    6.3.7.1 Traditional finance in metaverse
                               6.3.7.1.1 Digital payment gateways
                               6.3.7.1.2 Central bank digital currency (CBDC)
                    6.3.7.2 Decentralized finance in metaverse
                               6.3.7.2.1 Cryptocurrency
                               6.3.7.2.2 In-game tokens
                               6.3.7.2.3 Non-fungible tokens
           6.3.8 OTHER SOFTWARE
                    TABLE 56 OTHER METAVERSE SOFTWARE MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 57 OTHER METAVERSE SOFTWARE MARKET, BY REGION, 2023–2030 (USD MILLION)
    6.4 PROFESSIONAL SERVICES 
           6.4.1 DELIVERING VARIOUS SPECIALIZED EXPERTISE AND SOLUTIONS WITHIN VIRTUAL ENVIRONMENTS
           6.4.2 PROFESSIONAL SERVICES: MARKET DRIVERS
                    FIGURE 41 STRATEGY & BUSINESS CONSULTING SERVICES TO BE LARGER PROFESSIONAL SERVICES SEGMENT DURING FORECAST PERIOD
                    TABLE 58 METAVERSE PROFESSIONAL SERVICES MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 59 METAVERSE PROFESSIONAL SERVICES MARKET, BY REGION, 2023–2030 (USD MILLION)
                    TABLE 60 METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2018–2022 (USD MILLION)
                    TABLE 61 METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)
           6.4.3 APPLICATION DEVELOPMENT & SYSTEM INTEGRATION
                    TABLE 62 APPLICATION DEVELOPMENT & SYSTEM INTEGRATION IN MARKET,  BY REGION, 2018–2022 (USD MILLION)
                    TABLE 63 APPLICATION DEVELOPMENT & SYSTEM INTEGRATION IN MARKET,  BY REGION, 2023–2030 (USD MILLION)
           6.4.4 STRATEGY & BUSINESS CONSULTING SERVICES
                    TABLE 64 STRATEGY & BUSINESS CONSULTING SERVICES IN MARKET, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 65 STRATEGY & BUSINESS CONSULTING SERVICES IN MARKET, BY REGION, 2023–2030 (USD MILLION)
 
7 METAVERSE MARKET, BY VERTICAL (Page No. - 155)
    7.1 INTRODUCTION 
                    FIGURE 42 CONSUMER VERTICAL TO BE DOMINANT DURING FORECAST PERIOD
                    TABLE 66 MARKET, BY VERTICAL, 2018–2022 (USD MILLION)
                    TABLE 67 MARKET, BY VERTICAL, 2023–2030 (USD MILLION)
    7.2 CONSUMER 
           7.2.1 GAMERS: EARLY ADOPTERS OF METAVERSE TECHNOLOGIES WITH NEW DIMENSIONS OF GAMEPLAY, SOCIAL INTERACTION, AND EXPLORATION
           7.2.2 CONSUMER VERTICAL: MARKET DRIVERS
                    TABLE 68 METAVERSE MARKET IN CONSUMER VERTICAL, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 69 MARKET IN CONSUMER VERTICAL, BY REGION, 2023–2030 (USD MILLION)
                    TABLE 70 MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)
                    TABLE 71 MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)
           7.2.3 GAMING & SOCIAL MEDIA
                    TABLE 72 MARKET IN GAMING & SOCIAL MEDIA, BY REGION,  2018–2022 (USD MILLION)
                    TABLE 73 MARKET IN GAMING & SOCIAL MEDIA, BY REGION,  2023–2030 (USD MILLION)
                    7.2.3.1 Gaming
                               7.2.3.1.1 Gaming: Metaverse use cases
                               TABLE 74 GAMING: METAVERSE USE CASES
                    7.2.3.2 Social media
           7.2.4 LIVE ENTERTAINMENT & EVENTS
                    TABLE 75 MARKET IN LIVE ENTERTAINMENT & EVENTS, BY REGION,  2018–2022 (USD MILLION)
                    TABLE 76 MARKET IN LIVE ENTERTAINMENT & EVENTS, BY REGION,  2023–2030 (USD MILLION)
                    7.2.4.1 Sports
                    7.2.4.2 Music concerts
                    7.2.4.3 Other events & conferences
                    7.2.4.4 Live entertainment & events: Metaverse use cases
                               TABLE 77 LIVE ENTERTAINMENT & EVENTS: METAVERSE USE CASES
    7.3 COMMERCIAL 
           7.3.1 COMMERCIAL INTERESTS INSTRUMENTAL IN ADVANCING METAVERSE'S DEVELOPMENT
           7.3.2 COMMERCIAL VERTICAL: MARKET DRIVERS
                    TABLE 78 METAVERSE MARKET IN COMMERCIAL VERTICAL, BY REGION,  2018–2022 (USD MILLION)
                    TABLE 79 MARKET IN COMMERCIAL VERTICAL, BY REGION,  2023–2030 (USD MILLION)
                    TABLE 80 MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)
                    TABLE 81 MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)
           7.3.3 RETAIL & ECOMMERCE
                    TABLE 82 MARKET IN RETAIL & ECOMMERCE VERTICAL, BY REGION,  2018–2022 (USD MILLION)
                    TABLE 83 MARKET IN RETAIL & ECOMMERCE VERTICAL, BY REGION,  2023–2030 (USD MILLION)
                    7.3.3.1 Jewelry & luxury goods
                    7.3.3.2 Beauty and cosmetics
                    7.3.3.3 Apparel fitting
                    7.3.3.4 Home furnishing
                    7.3.3.5 Virtual shopping
                    7.3.3.6 Retail & eCommerce: Metaverse use cases
                               TABLE 84 RETAIL & ECOMMERCE: METAVERSE USE CASES
           7.3.4 EDUCATION & CORPORATE
                    TABLE 85 MARKET IN EDUCATION & CORPORATE VERTICAL, BY REGION,  2018–2022 (USD MILLION)
                    TABLE 86 MARKET IN EDUCATION & CORPORATE VERTICAL, BY REGION,  2023–2030 (USD MILLION)
                    7.3.4.1 Education & corporate: Metaverse use cases
                               TABLE 87 EDUCATION & CORPORATE: METAVERSE USE CASES
           7.3.5 TRAVEL & TOURISM
                    TABLE 88 METAVERSE MARKET IN TRAVEL & TOURISM VERTICAL, BY REGION,  2018–2022 (USD MILLION)
                    TABLE 89 MARKET IN TRAVEL & TOURISM VERTICAL, BY REGION,  2023–2030 (USD MILLION)
                    7.3.5.1 Virtual hotel tours
                    7.3.5.2 Virtual theme parks
                    7.3.5.3 Museums, zoos, and aquariums
                    7.3.5.4 Travel & tourism: Metaverse use cases
                               TABLE 90 TRAVEL & TOURISM: METAVERSE USE CASES
           7.3.6 REAL ESTATE
                    TABLE 91 MARKET IN REAL ESTATE VERTICAL, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 92 MARKET IN REAL ESTATE VERTICAL, BY REGION, 2023–2030 (USD MILLION)
                    7.3.6.1 Virtual property & real estate
                    7.3.6.2 Real estate: Metaverse use cases
                               TABLE 93 REAL ESTATE: METAVERSE USE CASES
    7.4 INDUSTRIAL MANUFACTURING 
           7.4.1 ENGINEERS AND DESIGNERS IN VIRTUAL ENVIRONMENTS CREATE AND OPTIMIZE PRODUCT DESIGNS
                    TABLE 94 METAVERSE MARKET IN INDUSTRIAL MANUFACTURING VERTICAL, BY REGION,  2018–2022 (USD MILLION)
                    TABLE 95 MARKET IN INDUSTRIAL MANUFACTURING VERTICAL, BY REGION,  2023–2030 (USD MILLION)
           7.4.2 DIGITAL FACTORY
           7.4.3 DIGITAL TWINS
           7.4.4 INDUSTRIAL TRAINING
           7.4.5 INDUSTRIAL MANUFACTURING: METAVERSE USE CASES
                    TABLE 96 INDUSTRIAL MANUFACTURING: METAVERSE USE CASES
    7.5 HEALTHCARE 
           7.5.1 INCREASE IN DEMAND FOR VIRTUAL THERAPY AND MENTAL HEALTH SERVICES WITH SAFETY AND PRIVACY ENSURED
                    TABLE 97 MARKET IN HEALTHCARE VERTICAL, BY REGION, 2018–2022 (USD MILLION)
                    TABLE 98 MARKET IN HEALTHCARE VERTICAL, BY REGION, 2023–2030 (USD MILLION)
           7.5.2 DIAGNOSTICS & TREATMENT
           7.5.3 AR/VR BASED TRAINING
           7.5.4 HEALTHCARE: METAVERSE USE CASES
                    TABLE 99 HEALTHCARE: METAVERSE USE CASES
    7.6 OTHER VERTICALS 
           TABLE 100 MARKET IN OTHER VERTICALS, BY REGION, 2018–2022 (USD MILLION)
           TABLE 101 MARKET IN OTHER VERTICALS, BY REGION, 2023–2030 (USD MILLION)
           7.6.1 OTHER VERTICALS: METAVERSE USE CASES
                    TABLE 102 OTHER VERTICALS: METAVERSE USE CASES
 
8 METAVERSE MARKET, BY REGION (Page No. - 184)
    8.1 INTRODUCTION 
           FIGURE 43 ASIA PACIFIC TO GROW AT HIGHEST GROWTH RATE DURING  FORECAST PERIOD
           TABLE 103 MARKET, BY REGION, 2018–2022 (USD MILLION)
           TABLE 104 MARKET, BY REGION, 2023–2030 (USD MILLION)
    8.2 NORTH AMERICA 
           8.2.1 NORTH AMERICA: MARKET DRIVERS
           8.2.2 NORTH AMERICA: RECESSION IMPACT
           8.2.3 NORTH AMERICA: REGULATIONS
                    TABLE 105 NORTH AMERICA: REGULATIONS
                    FIGURE 44 NORTH AMERICA: METAVERSE MARKET SNAPSHOT
                    TABLE 106 NORTH AMERICA: MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                    TABLE 107 NORTH AMERICA: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
                    TABLE 108 NORTH AMERICA: METAVERSE HARDWARE MARKET, BY TYPE,  2018–2022 (USD MILLION)
                    TABLE 109 NORTH AMERICA: METAVERSE HARDWARE MARKET, BY TYPE,  2023–2030 (USD MILLION)
                    TABLE 110 NORTH AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)
                    TABLE 111 NORTH AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 112 NORTH AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE,  2018–2022 (USD MILLION)
                    TABLE 113 NORTH AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 114 NORTH AMERICA: MARKET, BY VERTICAL, 2018–2022 (USD MILLION)
                    TABLE 115 NORTH AMERICA: MARKET, BY VERTICAL, 2023–2030 (USD MILLION)
                    TABLE 116 NORTH AMERICA: MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)
                    TABLE 117 NORTH AMERICA: MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)
                    TABLE 118 NORTH AMERICA: MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)
                    TABLE 119 NORTH AMERICA: MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)
                    TABLE 120 NORTH AMERICA: MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
                    TABLE 121 NORTH AMERICA: MARKET, BY COUNTRY, 2023–2030 (USD MILLION)
           8.2.4 US
                    8.2.4.1 Home to leading technology companies focusing on VR, AR, and other metaverse-related technologies
                               TABLE 122 US: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                               TABLE 123 US: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
           8.2.5 CANADA
                    8.2.5.1 Investments in pioneering technologies and expansion programs
                               TABLE 124 CANADA: MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                               TABLE 125 CANADA: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
    8.3 EUROPE 
           8.3.1 EUROPE: MARKET DRIVERS
           8.3.2 EUROPE: RECESSION IMPACT
           8.3.3 EUROPE: REGULATIONS
                    TABLE 126 EUROPE: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                    TABLE 127 EUROPE: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
                    TABLE 128 EUROPE: METAVERSE HARDWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)
                    TABLE 129 EUROPE: METAVERSE HARDWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 130 EUROPE: METAVERSE SOFTWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)
                    TABLE 131 EUROPE: METAVERSE SOFTWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 132 EUROPE: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE,  2018–2022 (USD MILLION)
                    TABLE 133 EUROPE: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 134 EUROPE: MARKET, BY VERTICAL, 2018–2022 (USD MILLION)
                    TABLE 135 EUROPE: MARKET, BY VERTICAL, 2023–2030 (USD MILLION)
                    TABLE 136 EUROPE: MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)
                    TABLE 137 EUROPE: MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)
                    TABLE 138 EUROPE: MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)
                    TABLE 139 EUROPE: MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)
                    TABLE 140 EUROPE: MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
                    TABLE 141 EUROPE: MARKET, BY COUNTRY, 2023–2030 (USD MILLION)
           8.3.4 UK
                    8.3.4.1 Increase in focus on digitization
                               TABLE 142 UK: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                               TABLE 143 UK: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
           8.3.5 GERMANY
                    8.3.5.1 Surge in adoption of new technologies in manufacturing sector
                               TABLE 144 GERMANY: MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                               TABLE 145 GERMANY: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
           8.3.6 REST OF EUROPE
                    TABLE 146 REST OF EUROPE: MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                    TABLE 147 REST OF EUROPE: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
    8.4 ASIA PACIFIC 
           8.4.1 ASIA PACIFIC: MARKET DRIVERS
           8.4.2 ASIA PACIFIC: RECESSION IMPACT
           8.4.3 REGULATIONS
                    FIGURE 45 ASIA PACIFIC: REGIONAL SNAPSHOT
                    TABLE 148 ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                    TABLE 149 ASIA PACIFIC: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
                    TABLE 150 ASIA PACIFIC: METAVERSE HARDWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)
                    TABLE 151 ASIA PACIFIC: METAVERSE HARDWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 152 ASIA PACIFIC: METAVERSE SOFTWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)
                    TABLE 153 ASIA PACIFIC: METAVERSE SOFTWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 154 ASIA PACIFIC: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE,  2018–2022 (USD MILLION)
                    TABLE 155 ASIA PACIFIC: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 156 ASIA PACIFIC: MARKET, BY VERTICAL, 2018–2022 (USD MILLION)
                    TABLE 157 ASIA PACIFIC: MARKET, BY VERTICAL, 2023–2030 (USD MILLION)
                    TABLE 158 ASIA PACIFIC: MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)
                    TABLE 159 ASIA PACIFIC: MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)
                    TABLE 160 ASIA PACIFIC: MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)
                    TABLE 161 ASIA PACIFIC: MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)
                    TABLE 162 ASIA PACIFIC: MARKET, BY COUNTRY, 2018–2022 (USD MILLION)
                    TABLE 163 ASIA PACIFIC: MARKET, BY COUNTRY, 2023–2030 (USD MILLION)
           8.4.4 CHINA
                    8.4.4.1 Rise in number of local players producing metaverse devices
                               TABLE 164 CHINA: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                               TABLE 165 CHINA: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
           8.4.5 JAPAN
                    8.4.5.1 Technology innovations and growing gaming market
                               TABLE 166 JAPAN: MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                               TABLE 167 JAPAN: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
           8.4.6 SOUTH KOREA
                    8.4.6.1 Presence of tech giants, gaming industry, and government support
                               TABLE 168 SOUTH KOREA: MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                               TABLE 169 SOUTH KOREA: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
           8.4.7 REST OF ASIA PACIFIC
                    TABLE 170 REST OF ASIA PACIFIC: MARKET, BY COMPONENT,  2018–2022 (USD MILLION)
                    TABLE 171 REST OF ASIA PACIFIC: MARKET, BY COMPONENT,  2023–2030 (USD MILLION)
    8.5 MIDDLE EAST & AFRICA 
           8.5.1 MIDDLE EAST & AFRICA: MARKET DRIVERS
           8.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT
           8.5.3 REGULATIONS
                    TABLE 172 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMPONENT,  2018–2022 (USD MILLION)
                    TABLE 173 MIDDLE EAST & AFRICA: MARKET, BY COMPONENT,  2023–2030 (USD MILLION)
                    TABLE 174 MIDDLE EAST & AFRICA: METAVERSE HARDWARE MARKET, BY TYPE,  2018–2022 (USD MILLION)
                    TABLE 175 MIDDLE EAST & AFRICA: METAVERSE HARDWARE MARKET, BY TYPE,  2023–2030 (USD MILLION)
                    TABLE 176 MIDDLE EAST & AFRICA: METAVERSE SOFTWARE MARKET, BY TYPE,  2018–2022 (USD MILLION)
                    TABLE 177 MIDDLE EAST & AFRICA: METAVERSE SOFTWARE MARKET, BY TYPE,  2023–2030 (USD MILLION)
                    TABLE 178 MIDDLE EAST & AFRICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE,  2018–2022 (USD MILLION)
                    TABLE 179 MIDDLE EAST & AFRICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 180 MIDDLE EAST & AFRICA: MARKET, BY VERTICAL, 2018–2022 (USD MILLION)
                    TABLE 181 MIDDLE EAST & AFRICA: MARKET, BY VERTICAL, 2023–2030 (USD MILLION)
                    TABLE 182 MIDDLE EAST & AFRICA: MARKET IN CONSUMER VERTICAL,  BY SUBVERTICAL, 2018–2022 (USD MILLION)
                    TABLE 183 MIDDLE EAST & AFRICA: MARKET IN CONSUMER VERTICAL,  BY SUBVERTICAL, 2023–2030 (USD MILLION)
                    TABLE 184 MIDDLE EAST & AFRICA: MARKET IN COMMERCIAL VERTICAL,  BY SUBVERTICAL, 2018–2022 (USD MILLION)
                    TABLE 185 MIDDLE EAST & AFRICA: MARKET IN COMMERCIAL VERTICAL,  BY SUBVERTICAL, 2023–2030 (USD MILLION)
    8.6 LATIN AMERICA 
           8.6.1 LATIN AMERICA: MARKET DRIVERS
           8.6.2 LATIN AMERICA: RECESSION IMPACT
           8.6.3 REGULATIONS
                    TABLE 186 LATIN AMERICA: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)
                    TABLE 187 LATIN AMERICA: MARKET, BY COMPONENT, 2023–2030 (USD MILLION)
                    TABLE 188 LATIN AMERICA: METAVERSE HARDWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)
                    TABLE 189 LATIN AMERICA: METAVERSE HARDWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 190 LATIN AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)
                    TABLE 191 LATIN AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 192 LATIN AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE,  2018–2022 (USD MILLION)
                    TABLE 193 LATIN AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)
                    TABLE 194 LATIN AMERICA: MARKET, BY VERTICAL, 2018–2022 (USD MILLION)
                    TABLE 195 LATIN AMERICA: MARKET, BY VERTICAL, 2023–2030 (USD MILLION)
                    TABLE 196 LATIN AMERICA: MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)
                    TABLE 197 LATIN AMERICA: MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)
                    TABLE 198 LATIN AMERICA: MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)
                    TABLE 199 LATIN AMERICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)
 
9 COMPETITIVE LANDSCAPE (Page No. - 227)
    9.1 OVERVIEW 
    9.2 STRATEGIES ADOPTED BY KEY PLAYERS 
           TABLE 200 STRATEGIES ADOPTED BY KEY MARKET VENDORS
           9.2.1 PRODUCT PORTFOLIO
           9.2.2 REGIONAL FOCUS
           9.2.3 MANUFACTURING FOOTPRINT
           9.2.4 ORGANIC/INORGANIC STRATEGIES
    9.3 REVENUE ANALYSIS 
           FIGURE 46 HISTORICAL FIVE-YEAR SEGMENTAL REVENUE ANALYSIS OF KEY METAVERSE PROVIDERS, 2018–2022 (USD MILLION)
           TABLE 201 MAJOR AR COMPANIES
           TABLE 202 MAJOR VR COMPANIES
           TABLE 203 MAJOR MR COMPANIES
    9.4 MARKET RANKING OF KEY PLAYERS 
           FIGURE 47 MARKET RANKING OF KEY METAVERSE PLAYERS, 2022
    9.5 BRAND COMPARISON/VENDOR PRODUCT LANDSCAPE 
           TABLE 204 BRAND COMPARISON/VENDOR PRODUCT LANDSCAPE
    9.6 GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS 
           FIGURE 48 GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS
    9.7 COMPANY EVALUATION MATRIX FOR KEY PLAYERS 
           FIGURE 49 COMPANY EVALUATION MATRIX FOR KEY PLAYERS: CRITERIA WEIGHTAGE
           9.7.1 STARS
           9.7.2 EMERGING LEADERS
           9.7.3 PERVASIVE PLAYERS
           9.7.4 PARTICIPANTS
                    FIGURE 50 COMPANY EVALUATION MATRIX FOR KEY PLAYERS, 2022
           9.7.5 KEY COMPANY FOOTPRINT
                    TABLE 205 KEY COMPANY REGIONAL FOOTPRINT
                    TABLE 206 KEY COMPANY COMPONENT FOOTPRINT
                    TABLE 207 OVERALL KEY COMPANY FOOTPRINT
    9.8 COMPANY EVALUATION MATRIX FOR STARTUPS/SMES 
           FIGURE 51 COMPANY EVALUATION MATRIX FOR SMES/STARTUPS: CRITERIA WEIGHTAGE
           9.8.1 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES
                    TABLE 208 DETAILED LIST OF KEY STARTUPS/SMES
                    TABLE 209 COMPANY FOOTPRINT FOR STARTUPS/SMES, BY REGION
    9.9 VALUATION AND FINANCIAL METRICS OF METAVERSE VENDORS 
           FIGURE 52 VALUATION AND FINANCIAL METRICS OF METAVERSE VENDORS
    9.10 COMPETITIVE SCENARIO 
           9.10.1 PRODUCT LAUNCHES AND PRODUCT ENHANCEMENTS
                    TABLE 210 MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, FEBRUARY 2020–AUGUST 2023
           9.10.2 DEALS
                    TABLE 211 METAVERSE MARKET: DEALS, JANUARY 2020–SEPTEMBER 2023
 
10 COMPANY PROFILES (Page No. - 262)
     10.1 INTRODUCTION 
     10.2 KEY PLAYERS 
Business overview, Products offered, Recent developments, Product launches, Deals, MnM view, Key strengths, Strategic choices, and Weaknesses & Competitive threats
             10.2.1 GOOGLE
                       TABLE 212 GOOGLE: BUSINESS OVERVIEW
                       FIGURE 53 GOOGLE: COMPANY SNAPSHOT
                       TABLE 213 GOOGLE: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 214 GOOGLE: PRODUCT LAUNCHES
                       TABLE 215 GOOGLE: DEALS
             10.2.2 APPLE
                       TABLE 216 APPLE: BUSINESS OVERVIEW
                       FIGURE 54 APPLE: COMPANY SNAPSHOT
                       TABLE 217 APPLE: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 218 APPLE: PRODUCT LAUNCHES
                       TABLE 219 APPLE: DEALS
             10.2.3 META
                       TABLE 220 META: BUSINESS OVERVIEW
                       FIGURE 55 META: COMPANY SNAPSHOT
                       TABLE 221 META: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 222 META: PRODUCT LAUNCHES
                       TABLE 223 META: DEALS
             10.2.4 MICROSOFT
                       TABLE 224 MICROSOFT: BUSINESS OVERVIEW
                       FIGURE 56 MICROSOFT: COMPANY SNAPSHOT
                       TABLE 225 MICROSOFT: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 226 MICROSOFT: PRODUCT LAUNCHES
                       TABLE 227 MICROSOFT: DEALS
             10.2.5 SAMSUNG
                       TABLE 228 SAMSUNG: BUSINESS OVERVIEW
                       FIGURE 57 SAMSUNG: COMPANY SNAPSHOT
                       TABLE 229 SAMSUNG: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 230 SAMSUNG: PRODUCT LAUNCHES
                       TABLE 231 SAMSUNG: DEALS
             10.2.6 SONY
                       TABLE 232 SONY: BUSINESS OVERVIEW
                       FIGURE 58 SONY: COMPANY SNAPSHOT
                       TABLE 233 SONY: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 234 SONY: PRODUCT LAUNCHES
                       TABLE 235 SONY: DEALS
             10.2.7 HTC
                       TABLE 236 HTC: BUSINESS OVERVIEW
                       FIGURE 59 HTC: COMPANY SNAPSHOT
                       TABLE 237 HTC: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 238 HTC: PRODUCT LAUNCHES
                       TABLE 239 HTC: DEALS
             10.2.8 ACTIVISION BLIZZARD
                       TABLE 240 ACTIVISION BLIZZARD: BUSINESS OVERVIEW
                       FIGURE 60 ACTIVISION BLIZZARD: COMPANY SNAPSHOT
                       TABLE 241 ACTIVISION BLIZZARD: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 242 ACTIVISION BLIZZARD: PRODUCT LAUNCHES
                       TABLE 243 ACTIVISION BLIZZARD: DEALS
             10.2.9 QUALCOMM
                       TABLE 244 QUALCOMM: BUSINESS OVERVIEW
                       FIGURE 61 QUALCOMM: COMPANY SNAPSHOT
                       TABLE 245 QUALCOMM: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 246 QUALCOMM: PRODUCT LAUNCHES
                       TABLE 247 QUALCOMM: DEALS
                       TABLE 248 QUALCOMM: OTHERS
             10.2.10 NETEASE
                       TABLE 249 NETEASE: BUSINESS OVERVIEW
                       FIGURE 62 NETEASE: COMPANY SNAPSHOT
                       TABLE 250 NETEASE: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 251 NETEASE: PRODUCT LAUNCHES
                       TABLE 252 NETEASE: DEALS
             10.2.11 ELECTRONIC ARTS
                       TABLE 253 ELECTRONIC ARTS: BUSINESS OVERVIEW
                       FIGURE 63 ELECTRONIC ARTS: COMPANY SNAPSHOT
                       TABLE 254 ELECTRONIC ARTS: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 255 ELECTRONIC ARTS: PRODUCT LAUNCHES
                       TABLE 256 ELECTRONIC ARTS: DEALS
             10.2.12 TAKE-TWO
                       TABLE 257 TAKE-TWO: BUSINESS OVERVIEW
                       FIGURE 64 TAKE-TWO: COMPANY SNAPSHOT
                       TABLE 258 TAKE-TWO: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 259 TAKE-TWO: PRODUCT LAUNCHES
                       TABLE 260 TAKE-TWO: DEALS
             10.2.13 TENCENT
                       TABLE 261 TENCENT: BUSINESS OVERVIEW
                       FIGURE 65 TENCENT: COMPANY SNAPSHOT
                       TABLE 262 TENCENT: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 263 TENCENT: DEALS
             10.2.14 NEXON
                       TABLE 264 NEXON: BUSINESS OVERVIEW
                       FIGURE 66 NEXON: COMPANY SNAPSHOT
                       TABLE 265 NEXON: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 266 NEXON: PRODUCT LAUNCHES
             10.2.15 EPIC GAMES
                       TABLE 267 EPIC GAMES: BUSINESS OVERVIEW
                       TABLE 268 EPIC GAMES: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 269 EPIC GAMES: PRODUCT LAUNCHES
                       TABLE 270 EPIC GAMES: DEALS
             10.2.16 UNITY
                       TABLE 271 UNITY: BUSINESS OVERVIEW
                       FIGURE 67 UNITY: COMPANY SNAPSHOT
                       TABLE 272 UNITY: SOLUTIONS/SERVICES/PLATFORMS OFFERED
                       TABLE 273 UNITY: PRODUCT LAUNCHES
                       TABLE 274 UNITY: DEALS
             10.2.17 VALVE
                       TABLE 275 VALVE: BUSINESS OVERVIEW
                       TABLE 276 VALVE: SOLUTIONS/SERVICES/PLATFORMS 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
             10.3.7 INTEL
             10.3.8 TECH MAHINDRA
             10.3.9 BYTEDANCE
             10.3.10 NVIDIA
             10.3.11 SEIKO EPSON
             10.3.12 PANASONIC
             10.3.13 EON REALITY
             10.3.14 ROBLOX
             10.3.15 LENOVO
             10.3.16 RAZER
             10.3.17 NEXTECH AR SOLUTIONS
             10.3.18 ZQGAME
             10.3.19 TALECRAFT
             10.3.20 VR CHAT
             10.3.21 DECENTRALAND
             10.3.22 SANDBOX VR
             10.3.23 QUIDIENT
                       TABLE 277 QUIDIENT: PRODUCT LAUNCHES
*Details on Business overview, Products offered, Recent developments, Product launches, Deals, MnM view, Key strengths, Strategic choices, and Weaknesses & Competitive threats might not be captured in case of unlisted companies.
 
11 ADJACENT AND RELATED MARKETS (Page No. - 346)
     11.1 INTRODUCTION 
             11.1.1 RELATED MARKETS
     11.2 METAVERSE IN GAMING MARKET 
               TABLE 278 METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)
               TABLE 279 METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)
               TABLE 280 METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION)
               TABLE 281 METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION)
               TABLE 282 METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)
               TABLE 283 METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)
               TABLE 284 METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)
               TABLE 285 METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)
     11.3 EXTENDED REALITY MARKET 
               TABLE 286 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)
               TABLE 287 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)
               TABLE 288 EXTENDED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)
               TABLE 289 EXTENDED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)
               TABLE 290 EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)
               TABLE 291 EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)
 
12 APPENDIX (Page No. - 352)
     12.1 DISCUSSION GUIDE 
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The study involved four major activities in estimating the market size for Metaverse. An exhaustive secondary research helped to collect information on the market, peer, and parent markets. The next step was to validate these assumptions, findings, and sizing with the industry experts across the value chain through primary research. Both bottom-up and top-down approaches were employed to estimate the complete market size. After that, market breakup and data triangulation were used to estimate the overall market size of segments and sub-segments.

Secondary Research

The secondary research process referred to various secondary sources to identify and collect information for this study. The secondary sources included annual reports, press releases, investor presentations of companies, and whitepapers; certified publications; and articles from recognized associations and government publishing sources. We used secondary research to obtain critical information about the industry’s value chain, the pool of key players, market classification, segmentation according to industry trends to the bottom-most level, and key developments from the market and technology-oriented perspectives.

Primary Research

In the primary research process, we interviewed various sources from the supply and demand sides to obtain qualitative and quantitative information on the market. The primary sources from the supply side included various industry experts, including Chief Experience Officers (CXOs); Vice Presidents (VPs); directors from business development, marketing, and product development/innovation teams; related executives from metaverse vendors, industry associations, and independent consultants; and key opinion leaders.

After the complete market engineering process (including calculations for market statistics, market breakup, market size estimations, market forecasting, and data triangulation), we conducted extensive primary research to gather information and verify and validate the critical numbers arrived at. The primary research also helped identify and validate the segmentation types, industry trends, key players, a competitive landscape of different market players, and market dynamics, such as drivers, restraints, opportunities, challenges, industry trends, and key strategies. The market engineering process was extensive qualitative and quantitative analysis to record the critical information/insights throughout the report.

Metaverse Market Size, and Share

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Market Size Estimation

We used top-down and bottom-up approaches to estimate and forecast the metaverse market and other dependent submarkets. With the bottom-up procedure, we arrived at the overall market size using the revenues and offerings of the key companies in the market. With data triangulation methods and validation through primary interviews, this study determined and confirmed the exact value of the overall parent market size. The overall market size helped estimate the size of other individual markets via percentage splits of the market segments. The research methodology used to estimate the market size included the following details:

  • We identified key players in the market through secondary research and their revenue contributions in respective regions through primary and secondary research.
  • This procedure included studying top market players’ annual and financial reports and extensive interviews for key insights from industry leaders, such as CEOs, VPs, directors, and marketing executives.
  • All percentage splits and breakups were determined using secondary sources and verified through primary sources.

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 input and analysis from MarketsandMarkets.

Bottom-Up Approach

The bottom-up approach identified the adoption rate of Metaverse by different verticals in critical countries concerning the region that contributes most of the market share. Further, the adoption rate of Metaverse in various industries and use cases concerning their geographies were identified and extrapolated for cross-validation. In addition, later, we assigned weights to the use cases identified in regions such as North America, Europe, etc., for the calculation.

Based on these numbers, we determined the geographic split with primary and secondary sources. The procedure included an analysis of the metaverse market’s region-wise penetration. Various factors considered are – ICT spending and strategic vendor analysis of system integration service providers. Other factors analyzed were the socioeconomic analysis of each country and local and global players’ organic and inorganic business strategies.

With the data triangulation process and data validation via primaries, this study determined and confirmed the exact values of the overall metaverse market and its segments’ market size.

Metaverse Market Size, and Share

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Top-Down Approach

The top-down approach helped prepare an exhaustive list of vendors offering hardware, software, and services in the metaverse market. The revenue contribution for all vendors in the market was estimated through annual reports, press releases, funding, investor presentations, paid databases, and primary interviews. We evaluated vendors based on their offerings and extrapolated all companies’ revenues to reach the overall market size. Each subsegment was further studied and analyzed for its global market size and regional penetration. We triangulated markets through both primary and secondary research. The primary procedure included obtaining critical insights from industry leaders, such as CEOs, VPs, directors, and marketing executives. Analysts derived the metaverse market from metaverse solution subscriptions adopted by different verticals. The MarketsandMarkets repository helped validate the market numbers further.

Metaverse Market Size, and Share

Data Triangulation

A research technique called data triangulation uses two or more methods to confirm findings and outcomes. It is employed to verify the findings’ integrity and ensure that the data support the hypothesis. Data triangulation, used frequently in qualitative research, entails confirming data by those who collected and analyzed it. With the data triangulation process and data validation through primaries, we established the exact values of the overall metaverse market and its segments’ market size.

Market Definition

Metaverse is an online experience of shared 3D virtual worlds created by combining 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.

Key Stakeholders

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

Report Objectives

  • To define, describe, and forecast the metaverse market based on components (hardware, software, and professional services), verticals, and regions
  • To provide detailed information about the major factors (drivers, opportunities, restraints, and challenges) influencing the growth of the metaverse market
  • To analyze the opportunities in the market for stakeholders by identifying the high-growth segments of the metaverse market
  • To forecast the size of the market segments concerning five regions: North America, Europe, Asia Pacific, Middle East and Africa, and Latin America
  • To analyze subsegments of the market concerning individual growth trends, prospects, and contributions to the overall market
  • To profile the key players of the metaverse market and comprehensively analyze their market size and core competencies
  • To track and analyze global competitive developments in the metaverse market, such as product enhancements and new product launches, acquisitions, partnerships, and collaborations.

Available Customizations

With the given market data, MarketsandMarkets offers customizations based on the company’s requirements. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of five additional market players
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Report Code
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Published ON
Oct, 2023
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