The global metaverse market size in 2022 was valued at USD 47.48 billion with a growth rate of 39.44% CAGR to a valuation of USD 678.80 billion by 2030. North America comprehensively accounted for the largest market share, with over 45% in 2021.
A metaverse is a VR space where users can interact with other users in a computer-generated environment. The metaverse has many applications like healthcare, real estate, education, military, gaming, etc. The metaverse is increasingly used by individuals, mostly for work, art, or investments. According to a study published in PC Magazine, 52% of worldwide internet users join the metaverse for work possibilities, 48% for art and live entertainment, 44% for money investment, 40% for education, 32% for online dating and socialising, and 29% for gaming.
Metaverse allows its users to meet others by negating physical distances. It provides a platform with an immersive experience to the user having improved online social interactions and much more that are beyond social media. Newer business and financial growth opportunities are available in the metaverse. It improves online learning, education, gaming, and the use of cryptocurrencies, NFTs and the working environment in various ways, which in turn is expediting the overall market growth.
Market Dynamics
Market Drivers (Increasing Adoption of New Technologies, Growing Demand for Metaverse Users to Purchase Digital Assets through Cryptocurrency)
The rising adoption of new technologies, like artificial intelligence (AI), mixed reality (MR), and blockchain, in the metaverse industry helps foster market growth. Companies like Facebook, Roblox, Fortnite, NVidia, Microsoft, epic, USM, Google, RTFKT Akira, and Oculus have incorporated metaverse extended reality (XR) systems and other new technologies or are in the process of incorporating them. According to a study, LG Group filed for 688 extended reality patents across 455 patent families, Sony filed for 87 XR patents across 78 patent families, while Qualcomm Incorporated filed for 80 patents across 28 patent families for the metaverse.
The metaverse uses cryptocurrency as its mode of transaction. Cryptocurrency is used to pay for everything on the metaverse, from non-fungible tokens (NFT) to avatar shoes. According to a study, 53% of companies invest in cryptocurrencies, while 44% invest in NFTs. According to a CNBC survey, 1 in 10 people invests in cryptocurrencies, which are used mostly in trading different commodities such as NFTs. As cryptocurrency exchanges are accessible worldwide, investors can use this currency to directly sell to purchasers on the metaverse, positively changing the metaverse market trends.
Market Restraints (Lack of Awareness of Service and Security Options)
The industry can face restraints to its growth due to its users’ lack of awareness of service and security options. Organisations operating in the market have been subject to cyber-attacks, which raises high sensitivity and security concerns. According to SonicWall, nearly 500 million cyber-attacks were reported through September 2021, with more than 1700 attacks reported per organisation.
Market Opportunities (Expansion of Opportunities for Business-to-Business (B2B), and Business-to-Consumer (B2C), Career Opportunities in the Metaverse)
Access to the metaverse’s marketplace for consumers is rapidly increasing in frontier and emerging economies. In the metaverse, the differences between B2C and B2B marketing are not visible that companies can leverage to grow their consumer bases while avoiding corporate trends. For example, a Gucci bag was worth more in the metaverse than in real life when it was resold for 350,000 Robux or USD 4115 in the Roblox metaverse. The same bag’s price in real life is approximately USD 3400. The expansion of opportunities can help boost the metaverse market size.
The career opportunities in the metaverse are growing. More jobs are being created due to the increasing demands for different products and services in the metaverse, which could ultimately increase market growth. According to a study, about 10,000 jobs across different sectors like research, planning, development, safety, world-building, storytelling, ad-blocking, and cybersecurity are expected to be created soon in the metaverse.
The industry can be divided into segments based on components, platform, technology, offering, application, end-use, and region.
Based on Components
Hardware
Software
Services
Based on Platform
Desktop
Mobile
Headsets
Based on Technology
Metaverse in Blockchain
Metaverse in Virtual Reality (VR) and Augmented Reality (AR)
Metaverse in Mixed Reality (MR)
Metaverse in Internet of Things (IoT)
Others
Based on Offering
Metaverse in Virtual Platforms
Metaverse in Asset Marketplaces
Metaverse in Avatars
Metaverse in Financial Services
Based on Application
Metaverse in Gaming
Metaverse in Online Education
Metaverse in Advertising
Metaverse in Virtual Goods
Metaverse in edge computing
Metaverse in Online Shopping
Metaverse in social media
Metaverse in Conferences
Metaverse in Content Creation
Metaverse in Digital Twin Operations
Metaverse in Blockchain Applications
Metaverse in Virtualisation Tools
Metaverse in NFT
Metaverse in Payments
Based on End-Use
Metaverse in Healthcare
Metaverse in Real Estate
Metaverse in Customer Experience
Metaverse in Media and Entertainment
Metaverse in Manufacturing
Metaverse in Education
Metaverse in Military
Metaverse in Technology
Metaverse in Fashion
Based on Region North America
United States of America
Canada
Mexico
Rest of North America
Europe
United Kingdom
France
Germany
Rest of Europe
Asia-Pacific
China
Japan
India
South Korea
Rest of Asia-Pacific
South America
Brazil
Rest of South America
The Middle East and Africa
United Arab Emirates
South Africa
Saudi Arabia
Rest of the Middle East and Africa
In terms of components, the hardware segment accounted for the maximum metaverse market share, with USD 16.58 billion in 2021, and is expected to grow at more than 38% CAGR. Due to an increasing focus by firms to produce products that have a better user experience and enable greater user immersion into the metaverse, the hardware segment is expected to account for the largest revenue size during the projected period. Many companies are developing hardware to enhance the user experience in the metaverse. In June 2021, analysts at JP Morgan suggested that Meta, Inc. will use Broadcom, Inc.’s application-specific integrated circuit (ASIC) chips to build its metaverse hardware.
In terms of Platform, the desktop segment accounted for the largest metaverse market size, with USD 16.38 billion in 2021. The desktop is currently a primary portal for entry into the metaverse. The desktop has more storage than a mobile device, allowing faster entry into the metaverse. The desktop processor has a larger screen and a physical keyboard, enabling smoother access to the metaverse. The internet connection speed is fixed for desktop, making it faster than the mobile internet connection speed. The different advantages of desktop over mobile cause more users to prefer it for multiverse entry, driving the market growth of this segment. According to a study, fixed internet connection speed on the desktop is 29.2 Mbps faster than mobile internet connection speed. According to another study, 48.88% of internet traffic for various purposes like metaverse entry comes from desktop users, while 47.59% of internet traffic comes from mobile users.
In terms of Technology, the metaverse in virtual reality (VR) and augmented reality (AR) segment showed the maximum market share in 2021, with revenue of over 35%. Currently, Metaverse VR and AR are being used in the gaming industry, propelling the market growth. The user experience is enhanced by using virtual reality and augmented reality devices, while costs can be cut when organisations use VR for education and training. These factors caused the demand for virtual reality and augmented reality devices to increase, fostering market growth. According to a study, around 50 million people used virtual reality in the United States and 83.7 million people used augmented reality in 2020, and these numbers are expected to rise to 65.9 million and 110.1 million users, respectively, in 2023.
In terms of Technology, Metaverse in Mixed Reality is expected to be the fastest-growing metaverse market, with a CAGR of 40.4%. Due to the increased use of MR for better engagement in the metaverse, the metaverse in the mixed reality market segment is growing tremendously. Mixed reality enables the user to see and immerse himself into the metaverse even as he interacts with it using his hands. Mixed reality helps adapt the metaverse to fit the real-life surroundings of the user. The benefits of mixed reality for the metaverse increase the number of users to adopt it, driving the market growth. A study by Boeing showed that mixed reality improved productivity in the metaverse by 25%, while another study showed that mixed-reality onboarding improved employee retention by 82% and productivity by 70%.
In terms of Offering, the metaverse in the asset marketplace is expected to have a high growth rate, with a CAGR of 40%. The increased investments in bitcoins, Ethereum, NFTs, and other cryptocurrencies have caused the metaverse’s rapid growth in the asset marketplace segment. Cryptocurrencies are protected from inflation, governed and managed by their user, decentralised, secure, and private. They are a cost-effective transaction method, allow for smooth currency exchange, and allow easy transfer of funds. The benefits of a cryptocurrency cause more users and businesses to adopt it in the metaverse, which causes its market expansion. According to a study, around 300 million people, or 3.9% of the total population use cryptocurrencies for different transactions in 2021. Around 18,000 businesses have started adopting cryptocurrency payments for transactions such as those in the metaverse.
In terms of Application, the metaverse in gaming has the maximum revenue share with 27.17% in 2021. Due to developers’ significant ongoing developments and innovations and a growing focus on boosting immersion and realism in games, the gaming segment had the highest market share in 2021. VR, AR, and MR devices are increasingly being used to access and provide a real experience for gaming. Epic Games was reported to invest USD 1 billion to accelerate the gaming segment in the metaverse in 2021, and it announced a further USD 2 billion investment for metaverse advancement along with KIRKBI.
In terms of End-Use, The Media and Entertainment segment held a significant portion of total global industry revenue. The industry is working to improve participant social interactions. Companies are also using the metaverse concept to add value to entertainment brands by enhancing offerings such as immersive storytelling, unleashing fan creativity, and world-building. These three factors contribute to the franchise-building process while also increasing audience engagement. The concept will improve storytelling by incorporating an immersive and interactive experience. The COVID-19 pandemic aided the growth of the media and entertainment segment.
North America is having the largest share, with a revenue of over 70 % in 2021. The North American region’s market share is high due to the customers and users in North America that adopt new and complex technology. Americans are increasingly using VR, MR, AR, and other new technology to access and experience the metaverse as real as possible. Americans also enjoy their experience in the metaverse, which compels them to invest in devices that would further enhance their experience in the metaverse. The increased demand for devices that enhance their experience fosters market growth. According to a study, 37% of Americans believe life in the metaverse would be more fun than real life, 38% believe the metaverse makes their life better, 47% use it to socialise efficiently, and 48% do not feel overwhelmed about the multiverse, 40% understand the purpose of the metaverse, and 57% believe that the metaverse will be as popular as traditional social media platforms.
Due to many start-ups and organisations, the Asia-Pacific region could be the fastest-growing metaverse market. The industry in India, for example, is seeing tremendous growth due to a lot of start-ups and organisations plying in the metaverse being present. The metaverse consumer base is also growing in Asia-Pacific due to the increased adoption of technology that would enhance their experience in the metaverse, which increases the demand for these devices and the market growth. According to China’s Social Sciences Academic Press and NetEase, 31.8% of people use the QQ metaverse platform seven days a week, while another study suggests that the South Korean metaverse platform Zepeto has about 2 million active Asian users a day.
Report Attribute
Details
Forecast Period
2022 - 2030
Market size value in 2022
USD 47.48 billion
Revenue forecast in 2030
USD 678.80 billion
Growth rate
CAGR of approximately 39.44%
The base year for estimation
2022
Historical data
2015 – 2019
Unit
USD Billion, CAGR (2022 - 2030)
Segmentation
By Components, By Platform, By Technology, By Offering, By Application, By End-Use, and By Region.
By Components
Hardware, Software, Services
By Platform
Desktop, Mobile, Headsets
By Technology
Metaverse in Blockchain, Virtual Reality (VR) and Augmented Reality (AR), Mixed Reality (MR), Internet of Things (IoT), Others
By Offering
Metaverse in Virtual Platforms, Asset Marketplaces, Avatars, Financial Services
By End-Use
Metaverse in Healthcare, Real Estate, Education, Military, Manufacturing, Social Media, Customer Experience, Digital Twin Operations, Advertising, Online Education, Entertainment, Virtual Goods, Technology, Edge Computing, Online Shopping, Content Creation, Conferences, Fashion, Blockchain Applications, Virtualisation Tools, Payments, NFT, Gaming
By Region
Asia0Pacific, North America, Europe, South America, the Middle East and Africa
Country Scope
United States of America, Canada, Mexico, United Kingdom, France, Germany, China, Japan, India, South Korea, Brazil, Saudi Arabia, South Africa, United Arab Emirates
Company Usability Profiles
Tencent Holdings Ltd., Meta, Inc., Alphabet, Inc., Nvidia Corporation, Roblox Corporation, Microsoft Corporation, Globant, Queppelin, Alibaba Cloud, Netease, Inc., Magic Leap, Inc.
The investments in R&D and other advanced technologies such as AI, cloud, and machine learning (ML) and strategic decisions such as mergers & acquisitions enable major competitors to acquire a significant share in the industry. The key competitors in this market are:
Tencent Holdings Ltd.
Meta, Inc.
Alphabet, Inc.
Nvidia Corporation
Roblox Corporation
Microsoft Corporation
Globant
Queppelin
Alibaba Cloud
Netease, Inc.
Magic Leap, Inc.
Recent Developments
In January 2022, Microsoft announced its acquisition of Activision Blizzard, Inc. Microsoft believes that this acquisition will accelerate Microsoft’s gaming business growth across mobile, PC, cloud, and console and will lay the foundation for the metaverse industry.
In January 2022, The Sandbox announced a collaboration with Warner Music Group to launch the first music-themed world in the Sandbox gaming metaverse. This partnership marks WMG’s first main entry into the NFT metaverse realm and Sandbox’s first deal with a major music company.
In November 2021, TaleCraft Majuro announced the launch of its medieval-themed NFT gaming metaverse. TaleCraft believes that users on its platform will be able to explore a medieval game setting and use crafted NFTs for many activities in-game.
In November 2021, Microsoft announced Mesh for its Teams platform. Mesh combines Teams’ productivity tools, where people can attend virtual meets, collaborate on shared documents, send chats and more, with the mixed-reality capabilities of Mesh, which allows people in various physical locations to join shared and collaborative holographic experiences. Microsoft believes Mesh can help people engage more in the meetings while making the team more effective.
In November 2021, Tencent announced a collaboration with the Asian Institute of Digital Finance (AIDF). Through this partnership, Tencent Financial Technology (FiT) and AIDF will partner in education, entrepreneurship, and research to better support the Asian digital finance industry, which is growing rapidly.
List of Metaverse Platforms that Key Market Leaders Develop
Platform
Function
Key Player
Facebook Metaverse
Fortnite Metaverse
Metaverse in gaming
Epic Games
Ominverse - Nvidia Metaverse
Metaverse in digital twin operations
Microsoft Metaverse
Metaverse in mixed reality
Metaverse Minute – Unity Metaverse
Unity
b: The key factors that drive the growth of the metaverse market are the increasing adoption of new technology and the growing demand for metaverse users to make transactions using cryptocurrency.
b: The main competitors in the metaverse market are Tencent Holdings Ltd., Meta, Inc., Alphabet, Inc., Nvidia Corporation, Roblox Corporation, Microsoft Corporation, Globant, Queppelin, Alibaba Cloud, Netease, Inc., and Magic Leap, Inc.
b: The expected CAGR for revenue for the global metaverse market over the forecast period (2022-2030) is 39.44%.
b: A metaverse is a VR space where users can interact with other users in a computer-generated environment.
b: The global metaverse market size will be USD 678.80 billion by 2030.
b: The global metaverse market size was $47.48 Bn in 2022 and is predicted to grow to $678.80 Bn by 2030, with a CAGR of 39.44% during the period 2022-2030.
b: The estimated metaverse market in 2030 is USD 678.80 billion at a CAGR of 39.44%.
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1. Introduction 1.1. Study Objective 1.2. Market Definition 1.3. Study Scope 1.3.1. Markets Covered 1.3.2. Geographic Scope 1.3.3. Years Considered 1.3.4. Stakeholders 2. Research Methodology 2.1. Data Procurement 2.2. Paid Database 2.2.1. Secondary Data 2.2.1.1. Key Secondary sources 2.2.2. Primary Data 2.2.2.1 Primary sources 2.2.2.2. Key industry insights 2.2.2.3. Primary interviews with experts 2.2.2.4. Key primary respondent list 2.3. Market Size Estimation 2.4. Bottom-Up and Top-Down Approaches 2.4.1. Bottom-Up Approach 2.4.1.1. Approach for arriving at market size by bottom-up analysis 2.4.2. Top-Down Approach 2.4.2.1. Approach for Capturing Market Size by Top-Down Analysis 2.5. Market Breakdown and Data Triangulation 2.6. Research Methodology 2.7. Risk Assessment 3. Executive Summary 3.1 Metaverse Market: Post-Covid-19 3.1.1 Actual Scenario 3.1.2 Pessimistic Scenario 3.1.3 Optimistic Scenario 3.1.4 Market Summary 4. Industry Outlook 4.1 Market Snapshot 4.2 Global Metaverse Market 4.2.1 Global market, 2022 – 2030 (USD Million) 4.3 Regional Business Analysis 4.3.1 by Region, 2022 - 2030 (USD Million) 4.4 By Offerings Business Analysis 4.4.1 By Offerings Type, 2022 - 2030 (USD Million) 4.5 By Technology Business Analysis 4.5.1 By Technology Type, 2022 - 2030 (USD Million) 4.6 By Platform Business Analysis 4.6.1 By Platform Type, 2022 - 2030 (USD Million) 4.7 By End-user Business Analysis 4.7.1 By End-user Type, 2022 - 2030 (USD Million) 4.8 Application Business Analysis 4.8.1 By Application, 2022 - 2030 (USD Million) 4.9 Components Business Analysis 4.9.1 By Components, 2022 - 2030 (USD Million) 4.10 Value Chain Analysis 4.11 Market Variable Analysis 4.11.1 Market Drivers Analysis 4.11.2 Market Restraints Analysis 4.12 Business Environment Analysis Tool 4.12.1 PEST analysis 4.12.2 Porter’s analysis 4.13 Penetration & Growth Prospect Mapping 5. Market Dynamics 5.1. Introduction 5.2. Market Dynamics 5.2.1. Drivers 5.2.2. Restraints 5.2.3. Opportunities 5.2.4. Challenges 5.3. Impact of Covid-19 5.4. Value Chain Analysis 5.5. Ecosystem 5.6. Patent Analysis 5.7. Trade Analysis 5.8. Tariff Analysis 5.9. Case Study Analysis 5.10. Porter’s Five Forces Analysis 5.10.1 Threat of New Entrants 5.10.2 Threat of Substitutes 5.10.3 Bargaining Power of Buyers 5.10.4 Bargaining Power of Suppliers 5.10.5 Degree of Competition 5.11. Technology Analysis 5.11.1. Trends in Technology (2014-2020) 5.11.2. Trends in Technology (2022-2028) 5.12. Pricing Analysis 5.12.1. Average Price Trend Analysis (By region, By Country) 6. Competitive & Vendor Landscape 6.1. Company Market Share Analysis 6.2. Manufacturers Metaverse Manufacturing Sites, Area Served, Product Type 6.3. Competitive Situation and Trends 6.4. Manufacturers Mergers & Acquisitions, Expansion Plans 7. Global Market: By Offerings Type Segment Analysis 7.1. Introduction 7.2. Sales Volume & Revenue Analysis (2022-2030) 7.3. Metaverse in Virtual Platforms 7.3.1. Metaverse in Virtual Platforms market, 2022 - 2030 (USD Million) 7.4. Metaverse in Asset Marketplaces 7.4.1. Metaverse in Asset Marketplaces market, 2022 - 2030 (USD Million) 7.5 Metaverse in Avatars 7.5.1 Metaverse in Avatars market, 2022 - 2030 (USD Million) 7.6 Metaverse in Financial Services 7.6.1 Metaverse in Financial Services market, 2022 - 2030 (USD Million) 8. Global Market: By Technology Segment Analysis 8.1. Introduction 8.2. Sales Volume & Revenue Analysis (2022-2030) 8.3. Metaverse in Blockchain 8.3.1. Metaverse in Blockchain market, 2022 - 2030 (USD Million) 8.4. Metaverse in Virtual Reality (VR) and Augmented Reality (AR) 8.4.1. Metaverse in Virtual Reality (VR) and Augmented Reality (AR) market, 2022 - 2030 (USD Million) 8.5 Metaverse in Mixed Reality (MR) 8.5.1 Metaverse in Mixed Reality (MR) market, 2022 - 2030 (USD Million) 8.6 Metaverse in Internet of Things (IoT) 8.6.1 Metaverse in Internet of Things (IoT) market, 2022 - 2030 (USD Million) 8.7 Others 8.7.1 Others market, 2022 - 2030 (USD Million) 9. Global Market: By Platform Segment Analysis 9.1. Introduction 9.2. Sales Volume & Revenue Analysis (2022-2030) 9.3. Desktop 9.3.1. Desktop market, 2022 - 2030 (USD Million) 9.4. Mobile 9.4.1. Mobile market, 2022 - 2030 (USD Million) 9.5 Headsets 9.5.1 Headsets market, 2022 - 2030 (USD Million) 10. Global Market: By End-user Segment Analysis 10.1. Introduction 10.2. Sales Volume & Revenue Analysis (2022-2030) 10.3. Metaverse in Healthcare 10.3.1. Metaverse in Healthcare market, 2022 - 2030 (USD Million) 10.4. Metaverse in Real Estate 10.4.1. Metaverse in Real Estate market, 2022 - 2030 (USD Million) 10.5 Metaverse in Customer Experience 10.5.1 Metaverse in Customer Experience market, 2022 - 2030 (USD Million) 10.6 Metaverse in Media and Entertainment 10.6.1 Metaverse in Media and Entertainment market, 2022 - 2030 (USD Million) 10.7 Metaverse in Manufacturing 10.7.1 Metaverse in Manufacturing market, 2022 - 2030 (USD Million) 10.8 Metaverse in Education 10.8.1 Metaverse in Education market, 2022 - 2030 (USD Million) 10.9 Metaverse in Military 10.9.1 Metaverse in Military market, 2022 - 2030 (USD Million) 10.10 Metaverse in Technology 10.10.1 Metaverse in Technology market, 2022 - 2030 (USD Million) 10.11 Metaverse in Fashion 10.11.1 Metaverse in Fashion market, 2022 - 2030 (USD Million) 11. Global Market: By Application Segment Analysis 11.1. Introduction 11.2. Sales Volume & Revenue Analysis (2022-2030) 11.3. Metaverse in Gaming 11.3.1. Metaverse in Gaming market, 2022 - 2030 (USD Million) 11.4. Metaverse in Online Education 11.4.1. Metaverse in Online Education market, 2022 - 2030 (USD Million) 11.5 Metaverse in Advertising 11.5.1 Metaverse in Advertising market, 2022 - 2030 (USD Million) 11.6 Metaverse in Virtual Goods 11.6.1 Metaverse in Virtual Goods market, 2022 - 2030 (USD Million) 11.7 Metaverse in edge computing 11.7.1 Metaverse in edge computing market, 2022 - 2030 (USD Million) 11.8 Metaverse in Online Shopping 11.8.1 Metaverse in Online Shopping market, 2022 - 2030 (USD Million) 11.9 Metaverse in social media 11.9.1 Metaverse in social media market, 2022 - 2030 (USD Million) 11.10 Metaverse in Conferences 11.10.1 Metaverse in Conferences market, 2022 - 2030 (USD Million) 11.11 Metaverse in Content Creation 11.11.1 Metaverse in Content Creation market, 2022 - 2030 (USD Million) 11.12 Metaverse in Digital Twin Operations 11.12.1 Metaverse in Digital Twin Operations market, 2022 - 2030 (USD Million) 11.13 Metaverse in Blockchain Applications 11.13.1 Metaverse in Blockchain Applications market, 2022 - 2030 (USD Million) 11.14 Metaverse in Virtualisation Tools 11.14.1 Metaverse in Virtualisation Tools market, 2022 - 2030 (USD Million) 11.15 Metaverse in NFT 11.15.1 Metaverse in NFT market, 2022 - 2030 (USD Million) 11.16 Metaverse in Payments 11.16.1 Metaverse in Payments market, 2022 - 2030 (USD Million) 12. Global Market: By Components Segment Analysis 12.1. Introduction 12.2. Sales Volume & Revenue Analysis (2022-2030) 13.3. Hardware 13.3.1. Hardware market, 2022 - 2030 (USD Million) 13.4. Software 13.4.1. Software market, 2022 - 2030 (USD Million) 13.5 Services 13.5.1 Services market, 2022 - 2030 (USD Million) 14. Global Market: Regional Outlook 14.1 North America 14.1.1. North America By Components, 2022 - 2030 (USD Million) 14.1.2. North America By Platform, 2022 - 2030 (USD Million) 14.1.3. North America By Technology, 2022 - 2030 (USD Million) 14.1.4. North America By Offering, 2022 - 2030 (USD Million) 14.1.5. North America By Application, 2022 - 2030 (USD Million) 14.1.6. North America By End-Use, 2022 - 2030 (USD Million) 14.1.7. North America by Country, 2022 - 2030 (USD Million) 14.1.4.1. U.S. 14.1.4.1.1. U.S. By Components, 2022 - 2030 (USD Million) 14.1.4.1.2. U.S. By Platform, 2022 - 2030 (USD Million) 14.1.4.1.3. U.S. By End-Use, 2022 - 2030 (USD Million) 14.1.4.2. Canada 14.1.4.2.1. Canada By Components, 2022 - 2030 (USD Million) 14.1.4.2.2. Canada By Region, 2022 - 2030 (USD Million) 14.1.4.2.3. Canada by Applications, 2022 - 2030 (USD Million) 14.1.4.2.4. Canada by Technology, 2022 - 2030 (USD Million) 14.1.4.2.5. Canada by Offering, 2022 - 2030 (USD Million) 14.2. Europe 14.2.1. Europe By End-Use, 2022 - 2030 (USD Million) 14.2.2. Europe By Application, 2022 - 2030 (USD Million) 14.2.3. Europe by country, 2022 - 2030 (USD Million) 14.2.4.1 U.K. 14.2.4.1.1. U.K. By Components, 2022 - 2030 (USD Million) 14.2.4.1.2. U.K. By Platform, 2022 - 2030 (USD Million) 14.2.4.1.3. U.K. by Region, 2022 - 2030 (USD Million) 14.2.4.1.4. U.K. By Technology, 2022 - 2030 (USD Million) 14.2.4.1.5. U.K. By Offering, 2022 - 2030 (USD Million) 14.2.4.1.6. U.K. By Applications, 2022 - 2030 (USD Million) 14.2.4.1.7. U.K. By End-Use, 2022 - 2030 (USD Million) 14.2.4.2. Germany 14.2.4.2.1. Germany By Components, 2022 - 2030 (USD Million) 14.2.4.2.2. Germany By Platform, 2022 - 2030 (USD Million) 14.2.4.2.3. Germany by Region, 2022 - 2030 (USD Million) 14.2.4.2.4. Germany by Technology, 2022 - 2030 (USD Million) 14.2.4.2.5. Germany by Offering, 2022 - 2030 (USD Million) 14.2.4.2.6. Germany by Applications, 2022 - 2030 (USD Million) 12.2.4.2.3. Germany by End-Use, 2022 - 2030 (USD Million) 14.2.4.3. France 14.2.4.3.1. France By End-Use, 2022 - 2030 (USD Million) 14.2.4.3.2. France By Region, 2022 - 2030 (USD Million) 14.2.4.3.3. France by Application, 2022 - 2030 (USD Million) 14.2.4.4. Rest of Europe 14.2.4.4.1. Rest of Europe By End-Use, 2022 - 2030 (USD Million) 14.2.4.4.2. Rest of Europe By Region, 2022 - 2030 (USD Million) 14.2.4.4.3. Rest of Europe by Application, 2022 - 2030 (USD Million) 14.2.4.4.4. Rest of Europe by Technology, 2022 - 2030 (USD Million) 14.2.4.4.5. Rest of Europe by Offering, 2022 - 2030 (USD Million) 14.2.4.4.6. Rest of Europe by Platform, 2022 - 2030 (USD Million) 14.3. Asia Pacific 14.3.1. Asia Pacific By Components, 2022 - 2030 (USD Million) 14.3.2. Asia Pacific By Application, 2022 - 2030 (USD Million) 14.3.3. Asia Pacific by Platform, 2022 - 2030 (USD Million) 14.3.4.1. China 14.3.4.1.1. China By Components, 2022 - 2030 (USD Million) 14.3.4.1.2. China By Region, 2022 - 2030 (USD Million) 14.3.4.1.3. China by Application, 2022 - 2030 (USD Million) 14.3.4.1.4. China by Technology, 2022 - 2030 (USD Million) 14.3.4.1.5. China by Offering, 2022 - 2030 (USD Million) 14.3.4.1.6. China by End-Use, 2022 - 2030 (USD Million) 14.3.4.2. India 14.3.4.2.1. India By Technology, 2022 - 2030 (USD Million) 14.3.4.2.2. India By Region, 2022 - 2030 (USD Million) 14.3.4.2.3. India by Application, 2022 - 2030 (USD Million) 14.3.4.2.4. India by Offering, 2022 - 2030 (USD Million) 14.3.4.2.4. India by Components, 2022 - 2030 (USD Million) 14.3.4.3. Japan 14.3.4.3.1. Japan By Technology, 2022 - 2030 (USD Million) 14.3.4.3.2. Japan by Application, 2022 - 2030 (USD Million) 14.3.4.4. South Korea 14.3.4.4.1. South Korea By Offering, 2022 - 2030 (USD Million) 14.3.4.4.2. South Korea by Application, 2022 - 2030 (USD Million) 14.3.4.5. Rest of ASIA PACIFIC 14.3.4.5.1. Rest of ASIA PACIFIC By Components, 2022 - 2030 (USD Million) 14.3.4.5.2. Rest of ASIA PACIFIC by Platform, 2022 - 2030 (USD Million) 14.3.4.5.3. Rest of ASIA PACIFIC By Technology, 2022 - 2030 (USD Million) 14.3.4.5.4. Rest of ASIA PACIFIC By Offering, 2022 - 2030 (USD Million) 14.3.4.5.5. Rest of ASIA PACIFIC By Application, 2022 - 2030 (USD Million) 14.3.4.5.6. Rest of ASIA PACIFIC By End-Use, 2022 - 2030 (USD Million) 14.3.4.5.7. Rest of ASIA PACIFIC By Region, 2022 - 2030 (USD Million) 14.4. Latin America 14.4.1. Latin America By Components, 2022 - 2030 (USD Million) 14.4.2. Latin America by Application, 2022 - 2030 (USD Million) 14.4.3. Latin America by country, 2022 - 2030 (USD Million) 14.4.4.1. Brazil 14.4.4.1.1. Brazil By Components, 2022 - 2030 (USD Million) 14.4.4.1.2. Brazil by Application, 2022 - 2030 (USD Million) 14.4.4.2. Mexico 14.4.4.2.1. Mexico By Technology, 2022 - 2030 (USD Million) 14.4.4.2.2. Mexico by Application, 2022 - 2030 (USD Million) 14.4.4.3. Rest of Latin America 14.4.4.3.1. Rest of the Latin By Offering, 2022 - 2030 (USD Million) 14.4.4.3.2. Rest of the Latin by Application, 2022 - 2030 (USD Million) 15. Competitive Landscape 15.1 Tencent Holdings Ltd. 15.1.1. Company overview 15.1.2. Financial performance 15.1.3. Product Portfolio Analysis 15.1.4. Business Strategy & Recent Development 15.2. Meta, Inc. 15.2.1. Company overview 15.2.2. Financial performance 15.2.3. Product Portfolio Analysis 15.2.4. Business Strategy & Recent Development 15.3. Alphabet, Inc. 15.3.1. Company overview 15.3.2. Financial performance 15.3.3. Product Portfolio Analysis 15.3.4. Business Strategy & Recent Development 15.4. Nvidia Corporation. 15.4.1. Company overview 15.4.2. Financial performance 15.4.3. Product Portfolio Analysis 15.4.4. Business Strategy & Recent Development 15.5. Roblox Corporation 15.5.1. Company overview 15.5.2. Financial performance 15.5.3. Product Portfolio Analysis 15.5.4. Business Strategy & Recent Development 15.6. Microsoft Corporation. 15.6.1. Company overview 15.6.2. Financial performance 15.6.3. Product Portfolio Analysis 15.6.4. Business Strategy & Recent Development 15.7. Globant. 15.7.1. Company overview 15.7.2. Financial performance 15.7.3. Product Portfolio Analysis 15.7.4. Business Strategy & Recent Development 15.8. Queppelin. 15.8.1. Company overview 15.8.2. Financial performance 15.8.3. Product Portfolio Analysis 15.8.4. Business Strategy & Recent Development 15.9. Alibaba Cloud. 15.9.1. Company overview 15.9.2. Financial performance 15.9.3. Product Portfolio Analysis 15.9.4. Business Strategy & Recent Development 15.10. Netease, Inc. 15.10.1. Company overview 15.10.2. Financial performance 15.10.3. Product Portfolio Analysis 15.10.4. Business Strategy & Recent Development 15.11. Magic Leap, Inc 15.11.1. Company overview 15.11.2. Financial performance 15.11.3. Product Portfolio Analysis 15.11.4. Business Strategy & Recent Development List of Tables (81 Tables) TABLE 1. By Offerings Type, 2022-2030 (USD Million) TABLE 2. FOR Metaverse in Virtual Platforms, BY REGION, 2022-2030 (USD Million) TABLE 3. FOR Metaverse in Asset Marketplaces, BY REGION, 2022-2030 (USD Million) TABLE 4. FOR Metaverse in Avatars, BY REGION, 2022-2030 (USD Million) TABLE 5. FOR Metaverse in Financial Services, BY REGION, 2022-2030 (USD Million) TABLE 6. By Technology, 2022-2030 (USD Million) TABLE 7. FOR Metaverse in Blockchain, BY REGION, 2022-2030 (USD Million) TABLE 8. FOR Metaverse in Virtual Reality (VR) and Augmented Reality (AR), BY REGION, 2022-2030 (USD Million) TABLE 9. FOR Fusion Deposition Modeling (FDM), BY REGION, 2022-2030 (USD Million) TABLE 10. FOR Metaverse in Mixed Reality (MR), BY REGION, 2022-2030 (USD Million) TABLE 11. FOR Metaverse in Internet of Things (IoT), BY REGION, 2022-2030 (USD Million) TABLE 12. FOR Others, BY REGION, 2022-2030 (USD Million) TABLE 13. By Platform Type, 2022-2030 (USD Million) TABLE 14. FOR Desktop, BY REGION, 2022-2030 (USD Million) TABLE 15. FOR Mobile, BY REGION, 2022-2030 (USD Million) TABLE 16. FOR Headsets, BY REGION, 2022-2030 (USD Million) TABLE 17. By End-user Type, 2022-2030 (USD Million) TABLE 18. FOR Metaverse in Healthcare, BY REGION, 2022-2030 (USD Million) TABLE 19. FOR Metaverse in Real Estate, BY REGION, 2022-2030 (USD Million) TABLE 20. FOR Metaverse in Customer Experience, BY REGION, 2022-2030 (USD Million) TABLE 21. FOR Metaverse in Media and Entertainment, BY REGION, 2022-2030 (USD Million) TABLE 22. FOR Metaverse in Manufacturing, BY REGION, 2022-2030 (USD Million) TABLE 23. FOR Metaverse in Education, BY REGION, 2022-2030 (USD Million) TABLE 24. FOR Metaverse in Military, BY REGION, 2022-2030 (USD Million) TABLE 25. FOR Metaverse in Technology, BY REGION, 2022-2030 (USD Million) TABLE 26. FOR Metaverse in Fashion, BY REGION, 2022-2030 (USD Million) TABLE 27. BY APPLICATION, 2022-2030 (USD Million) TABLE 28. FOR Metaverse in Gaming, BY REGION, 2022-2030 (USD Million) TABLE 29. FOR Metaverse in Online Education, BY REGION, 2022-2030 (USD Million) TABLE 30. FOR Metaverse in Advertising, BY REGION, 2022-2030 (USD Million) TABLE 31. FOR Metaverse in Virtual Goods, BY REGION, 2022-2030 (USD Million) TABLE 32. FOR Metaverse in edge computing, BY REGION, 2022-2030 (USD Million) TABLE 33. FOR Metaverse in Online Shopping, BY REGION, 2022-2030 (USD Million) TABLE 34. FOR Metaverse in social media, BY REGION, 2022-2030 (USD Million) TABLE 35. FOR Metaverse in Conferences, BY REGION, 2022-2030 (USD Million) TABLE 36. FOR Metaverse in Content Creation, BY REGION, 2022-2030 (USD Million) TABLE 37. FOR Metaverse in Digital Twin Operations, BY REGION, 2022-2030 (USD Million) TABLE 38. FOR Metaverse in Blockchain Applications, BY REGION, 2022-2030 (USD Million) TABLE 39. FOR Metaverse in Virtualisation Tools, BY REGION, 2022-2030 (USD Million) TABLE 40. FOR Metaverse in NFT, BY REGION, 2022-2030 (USD Million) TABLE 41. FOR Metaverse in Payments, BY REGION, 2022-2030 (USD Million) TABLE 42. BY Components, 2022-2030 (USD Million) TABLE 43. FOR Hardware, BY REGION, 2022-2030 (USD Million) TABLE 44. FOR Software, BY REGION, 2022-2030 (USD Million) TABLE 45. FOR Services, BY REGION, 2022-2030 (USD Million) TABLE 46. BY REGION, 2022-2030 (USD Million) TABLE 47. NORTH AMERICA BY COUNTRY, 2022-2030 (USD Million) TABLE 48. NORTH AMERICA BY Components, 2022-2030 (USD Million) TABLE 49. NORTH AMERICA By Platform, 2022-2030 (USD Million) TABLE 50. NORTH AMERICA BY APPLICATION, 2022-2030 (USD Million) TABLE 51. EUROPE BY COUNTRY, 2022-2030 (USD Million) TABLE 52. EUROPE By Platform, 2022-2030 (USD Million) TABLE 53. EUROPE BY End-Use, 2022-2030 (USD Million) TABLE 54. ASIA-PACIFIC BY COUNTRY, 2022-2030 (USD Million) TABLE 55. ASIA-PACIFIC By Offering, 2022-2030 (USD Million) TABLE 56. ASIA-PACIFIC BY Technology, 2022-2030 (USD Million) TABLE 57. LAMEA BY COUNTRY, 2022-2030 (USD Million) TABLE 58. LAMEA By Technology, 2022-2030 (USD Million) TABLE 59. LAMEA BY Platform, 2022-2030 (USD Million) TABLE 60. Tencent Holdings Ltd: COMPANY SNAPSHOT TABLE 61. Tencent Holdings Ltd: OPERATING SEGMENTS TABLE 62. Meta, Inc: COMPANY SNAPSHOT TABLE 63. Meta, Inc: OPERATING SEGMENTS TABLE 64. Alphabet, Inc: COMPANY SNAPSHOT TABLE 65. Alphabet, Inc: OPERATING SEGMENTS TABLE 66. Nvidia Corporation: COMPANY SNAPSHOT TABLE 67. Nvidia Corporation: OPERATING SEGMENTS TABLE 68. Roblox Corporation: COMPANY SNAPSHOT TABLE 69. Roblox Corporation: OPERATING SEGMENTS TABLE 70. Microsoft Corporation: COMPANY SNAPSHOT TABLE 71. Microsoft Corporation: OPERATING SEGMENTS TABLE 72. Globant: COMPANY SNAPSHOT TABLE 73. Globant: OPERATING SEGMENTS TABLE 74. Queppelin: COMPANY SNAPSHOT TABLE 75. Queppelin: OPERATING SEGMENTS TABLE 76. Alibaba Cloud: COMPANY SNAPSHOT TABLE 77. Alibaba Cloud: OPERATING SEGMENTS TABLE 78. Netease, Inc: COMPANY SNAPSHOT TABLE 79. Netease, Inc: OPERATING SEGMENTS TABLE 80. Magic Leap, Inc: COMPANY SNAPSHOT TABLE 81. Magic Leap, Inc: OPERATING SEGMENTS List of Figures (28 Figures) Figure 1 Research Methodology Steps Figure 2 Research Design Figure 3 Breakdown of Primaries: Metaverse Market Figure 4 Research Methodology: Hypothesis Building Figure 5 Application-Based Estimation Figure 6 Top 11 Companies with Highest No. Of Patent in Last 9 Years Figure 7 No. Of Patents Granted Per Year, 2019–2020 Figure 8 Import Data from Metaverse, By Country, 2016–2020 (USD Thousand) Figure 9 Export Data from Metaverse, By Country, 2016–2020 (USD Thousand) Figure 10 Data Triangulation Methodology Figure 11 By Offerings, 2019 vs. 2025 (USD Million) Figure 12 By Technology, 2019 vs. 2025 (USD Million) Figure 13 By Platform, 2019 vs. 2025 (USD Million) Figure 14 By End-user, 2019 vs. 2025 (USD Million) Figure 15 By Application Type, 2019 vs. 2025 Figure 16 By Components, 2019 vs. 2025 Figure 17 Geographical Snapshot of the Metaverse Market Figure 18 Hardware to Witness Higher CAGR for Components Segment during Forecast Period. Figure 19 Metaverse in Asset Marketplaces to Witness Higher CAGR for Offerings Segment during Forecast Period. Figure 20 Metaverse in Virtual Reality (VR) and Augmented Reality (AR) to Witness Higher CAGR for Technology Segment during Forecast Period. Figure 21 Desktop to Witness Higher CAGR in Metaverse Market for Platform Segment during Forecast Period. Figure 22 Media and Entertainment to Witness Higher CAGR End-Use Segment during Forecast Period. Figure 23 Metaverse in Gaming to Witness Higher CAGR Application Segment during Forecast Period. Figure 24 North America Accounted for the Largest Share of the By Regional Basis, in 2019 Figure 25 Drivers, Restraints, Opportunities, and Challenges Figure 26 North America: Snapshot Figure 27 Asia Pacific: Snapshot Figure 28 Vendor Dive: Evaluation Overview
1. Introduction
1.1. Study Objective
1.2. Market Definition
1.3. Study Scope
1.3.1. Markets Covered
1.3.2. Geographic Scope
1.3.3. Years Considered
1.3.4. Stakeholders
2. Research Methodology
2.1. Data Procurement
2.2. Paid Database
2.2.1. Secondary Data
2.2.1.1. Key Secondary sources
2.2.2. Primary Data
2.2.2.1 Primary sources
2.2.2.2. Key industry insights
2.2.2.3. Primary interviews with experts
2.2.2.4. Key primary respondent list
2.3. Market Size Estimation
2.4. Bottom-Up and Top-Down Approaches
2.4.1. Bottom-Up Approach
2.4.1.1. Approach for arriving at market size by bottom-up analysis
2.4.2. Top-Down Approach
2.4.2.1. Approach for Capturing Market Size by Top-Down Analysis
2.5. Market Breakdown and Data Triangulation
2.6. Research Methodology
2.7. Risk Assessment
3. Executive Summary
3.1 Metaverse Market: Post-Covid-19
3.1.1 Actual Scenario
3.1.2 Pessimistic Scenario
3.1.3 Optimistic Scenario
3.1.4 Market Summary
4. Industry Outlook
4.1 Market Snapshot
4.2 Global Metaverse Market
4.2.1 Global market, 2022 – 2030 (USD Million)
4.3 Regional Business Analysis
4.3.1 by Region, 2022 - 2030 (USD Million)
4.4 By Offerings Business Analysis
4.4.1 By Offerings Type, 2022 - 2030 (USD Million)
4.5 By Technology Business Analysis
4.5.1 By Technology Type, 2022 - 2030 (USD Million)
4.6 By Platform Business Analysis
4.6.1 By Platform Type, 2022 - 2030 (USD Million)
4.7 By End-user Business Analysis
4.7.1 By End-user Type, 2022 - 2030 (USD Million)
4.8 Application Business Analysis
4.8.1 By Application, 2022 - 2030 (USD Million)
4.9 Components Business Analysis
4.9.1 By Components, 2022 - 2030 (USD Million)
4.10 Value Chain Analysis
4.11 Market Variable Analysis
4.11.1 Market Drivers Analysis
4.11.2 Market Restraints Analysis
4.12 Business Environment Analysis Tool
4.12.1 PEST analysis
4.12.2 Porter’s analysis
4.13 Penetration & Growth Prospect Mapping
5. Market Dynamics
5.1. Introduction
5.2. Market Dynamics
5.2.1. Drivers
5.2.2. Restraints
5.2.3. Opportunities
5.2.4. Challenges
5.3. Impact of Covid-19
5.4. Value Chain Analysis
5.5. Ecosystem
5.6. Patent Analysis
5.7. Trade Analysis
5.8. Tariff Analysis
5.9. Case Study Analysis
5.10. Porter’s Five Forces Analysis
5.10.1 Threat of New Entrants
5.10.2 Threat of Substitutes
5.10.3 Bargaining Power of Buyers
5.10.4 Bargaining Power of Suppliers
5.10.5 Degree of Competition
5.11. Technology Analysis
5.11.1. Trends in Technology (2014-2020)
5.11.2. Trends in Technology (2022-2028)
5.12. Pricing Analysis
5.12.1. Average Price Trend Analysis (By region, By Country)
6. Competitive & Vendor Landscape
6.1. Company Market Share Analysis
6.2. Manufacturers Metaverse Manufacturing Sites, Area Served, Product Type
6.3. Competitive Situation and Trends
6.4. Manufacturers Mergers & Acquisitions, Expansion Plans
7. Global Market: By Offerings Type Segment Analysis
7.1. Introduction
7.2. Sales Volume & Revenue Analysis (2022-2030)
7.3. Metaverse in Virtual Platforms
7.3.1. Metaverse in Virtual Platforms market, 2022 - 2030 (USD Million)
7.4. Metaverse in Asset Marketplaces
7.4.1. Metaverse in Asset Marketplaces market, 2022 - 2030 (USD Million)
7.5 Metaverse in Avatars
7.5.1 Metaverse in Avatars market, 2022 - 2030 (USD Million)
7.6 Metaverse in Financial Services
7.6.1 Metaverse in Financial Services market, 2022 - 2030 (USD Million)
8. Global Market: By Technology Segment Analysis
8.1. Introduction
8.2. Sales Volume & Revenue Analysis (2022-2030)
8.3. Metaverse in Blockchain
8.3.1. Metaverse in Blockchain market, 2022 - 2030 (USD Million)
8.4. Metaverse in Virtual Reality (VR) and Augmented Reality (AR)
8.4.1. Metaverse in Virtual Reality (VR) and Augmented Reality (AR) market, 2022 - 2030 (USD Million)
8.5 Metaverse in Mixed Reality (MR)
8.5.1 Metaverse in Mixed Reality (MR) market, 2022 - 2030 (USD Million)
8.6 Metaverse in Internet of Things (IoT)
8.6.1 Metaverse in Internet of Things (IoT) market, 2022 - 2030 (USD Million)
8.7 Others
8.7.1 Others market, 2022 - 2030 (USD Million)
9. Global Market: By Platform Segment Analysis
9.1. Introduction
9.2. Sales Volume & Revenue Analysis (2022-2030)
9.3. Desktop
9.3.1. Desktop market, 2022 - 2030 (USD Million)
9.4. Mobile
9.4.1. Mobile market, 2022 - 2030 (USD Million)
9.5 Headsets
9.5.1 Headsets market, 2022 - 2030 (USD Million)
10. Global Market: By End-user Segment Analysis
10.1. Introduction
10.2. Sales Volume & Revenue Analysis (2022-2030)
10.3. Metaverse in Healthcare
10.3.1. Metaverse in Healthcare market, 2022 - 2030 (USD Million)
10.4. Metaverse in Real Estate
10.4.1. Metaverse in Real Estate market, 2022 - 2030 (USD Million)
10.5 Metaverse in Customer Experience
10.5.1 Metaverse in Customer Experience market, 2022 - 2030 (USD Million)
10.6 Metaverse in Media and Entertainment
10.6.1 Metaverse in Media and Entertainment market, 2022 - 2030 (USD Million)
10.7 Metaverse in Manufacturing
10.7.1 Metaverse in Manufacturing market, 2022 - 2030 (USD Million)
10.8 Metaverse in Education
10.8.1 Metaverse in Education market, 2022 - 2030 (USD Million)
10.9 Metaverse in Military
10.9.1 Metaverse in Military market, 2022 - 2030 (USD Million)
10.10 Metaverse in Technology
10.10.1 Metaverse in Technology market, 2022 - 2030 (USD Million)
10.11 Metaverse in Fashion
10.11.1 Metaverse in Fashion market, 2022 - 2030 (USD Million)
11. Global Market: By Application Segment Analysis
11.1. Introduction
11.2. Sales Volume & Revenue Analysis (2022-2030)
11.3. Metaverse in Gaming
11.3.1. Metaverse in Gaming market, 2022 - 2030 (USD Million)
11.4. Metaverse in Online Education
11.4.1. Metaverse in Online Education market, 2022 - 2030 (USD Million)
11.5 Metaverse in Advertising
11.5.1 Metaverse in Advertising market, 2022 - 2030 (USD Million)
11.6 Metaverse in Virtual Goods
11.6.1 Metaverse in Virtual Goods market, 2022 - 2030 (USD Million)
11.7 Metaverse in edge computing
11.7.1 Metaverse in edge computing market, 2022 - 2030 (USD Million)
11.8 Metaverse in Online Shopping
11.8.1 Metaverse in Online Shopping market, 2022 - 2030 (USD Million)
11.9 Metaverse in social media
11.9.1 Metaverse in social media market, 2022 - 2030 (USD Million)
11.10 Metaverse in Conferences
11.10.1 Metaverse in Conferences market, 2022 - 2030 (USD Million)
11.11 Metaverse in Content Creation
11.11.1 Metaverse in Content Creation market, 2022 - 2030 (USD Million)
11.12 Metaverse in Digital Twin Operations
11.12.1 Metaverse in Digital Twin Operations market, 2022 - 2030 (USD Million)
11.13 Metaverse in Blockchain Applications
11.13.1 Metaverse in Blockchain Applications market, 2022 - 2030 (USD Million)
11.14 Metaverse in Virtualisation Tools
11.14.1 Metaverse in Virtualisation Tools market, 2022 - 2030 (USD Million)
11.15 Metaverse in NFT
11.15.1 Metaverse in NFT market, 2022 - 2030 (USD Million)
11.16 Metaverse in Payments
11.16.1 Metaverse in Payments market, 2022 - 2030 (USD Million)
12. Global Market: By Components Segment Analysis
12.1. Introduction
12.2. Sales Volume & Revenue Analysis (2022-2030)
13.3. Hardware
13.3.1. Hardware market, 2022 - 2030 (USD Million)
13.4. Software
13.4.1. Software market, 2022 - 2030 (USD Million)
13.5 Services
13.5.1 Services market, 2022 - 2030 (USD Million)
14. Global Market: Regional Outlook
14.1 North America
14.1.1. North America By Components, 2022 - 2030 (USD Million)
14.1.2. North America By Platform, 2022 - 2030 (USD Million)
14.1.3. North America By Technology, 2022 - 2030 (USD Million)
14.1.4. North America By Offering, 2022 - 2030 (USD Million)
14.1.5. North America By Application, 2022 - 2030 (USD Million)
14.1.6. North America By End-Use, 2022 - 2030 (USD Million)
14.1.7. North America by Country, 2022 - 2030 (USD Million)
14.1.4.1. U.S.
14.1.4.1.1. U.S. By Components, 2022 - 2030 (USD Million)
14.1.4.1.2. U.S. By Platform, 2022 - 2030 (USD Million)
14.1.4.1.3. U.S. By End-Use, 2022 - 2030 (USD Million)
14.1.4.2. Canada
14.1.4.2.1. Canada By Components, 2022 - 2030 (USD Million)
14.1.4.2.2. Canada By Region, 2022 - 2030 (USD Million)
14.1.4.2.3. Canada by Applications, 2022 - 2030 (USD Million)
14.1.4.2.4. Canada by Technology, 2022 - 2030 (USD Million)
14.1.4.2.5. Canada by Offering, 2022 - 2030 (USD Million)
14.2. Europe
14.2.1. Europe By End-Use, 2022 - 2030 (USD Million)
14.2.2. Europe By Application, 2022 - 2030 (USD Million)
14.2.3. Europe by country, 2022 - 2030 (USD Million)
14.2.4.1 U.K.
14.2.4.1.1. U.K. By Components, 2022 - 2030 (USD Million)
14.2.4.1.2. U.K. By Platform, 2022 - 2030 (USD Million)
14.2.4.1.3. U.K. by Region, 2022 - 2030 (USD Million)
14.2.4.1.4. U.K. By Technology, 2022 - 2030 (USD Million)
14.2.4.1.5. U.K. By Offering, 2022 - 2030 (USD Million)
14.2.4.1.6. U.K. By Applications, 2022 - 2030 (USD Million)
14.2.4.1.7. U.K. By End-Use, 2022 - 2030 (USD Million)
14.2.4.2. Germany
14.2.4.2.1. Germany By Components, 2022 - 2030 (USD Million)
14.2.4.2.2. Germany By Platform, 2022 - 2030 (USD Million)
14.2.4.2.3. Germany by Region, 2022 - 2030 (USD Million)
14.2.4.2.4. Germany by Technology, 2022 - 2030 (USD Million)
14.2.4.2.5. Germany by Offering, 2022 - 2030 (USD Million)
14.2.4.2.6. Germany by Applications, 2022 - 2030 (USD Million)
12.2.4.2.3. Germany by End-Use, 2022 - 2030 (USD Million)
14.2.4.3. France
14.2.4.3.1. France By End-Use, 2022 - 2030 (USD Million)
14.2.4.3.2. France By Region, 2022 - 2030 (USD Million)
14.2.4.3.3. France by Application, 2022 - 2030 (USD Million)
14.2.4.4. Rest of Europe
14.2.4.4.1. Rest of Europe By End-Use, 2022 - 2030 (USD Million)
14.2.4.4.2. Rest of Europe By Region, 2022 - 2030 (USD Million)
14.2.4.4.3. Rest of Europe by Application, 2022 - 2030 (USD Million)
14.2.4.4.4. Rest of Europe by Technology, 2022 - 2030 (USD Million)
14.2.4.4.5. Rest of Europe by Offering, 2022 - 2030 (USD Million)
14.2.4.4.6. Rest of Europe by Platform, 2022 - 2030 (USD Million)
14.3. Asia Pacific
14.3.1. Asia Pacific By Components, 2022 - 2030 (USD Million)
14.3.2. Asia Pacific By Application, 2022 - 2030 (USD Million)
14.3.3. Asia Pacific by Platform, 2022 - 2030 (USD Million)
14.3.4.1. China
14.3.4.1.1. China By Components, 2022 - 2030 (USD Million)
14.3.4.1.2. China By Region, 2022 - 2030 (USD Million)
14.3.4.1.3. China by Application, 2022 - 2030 (USD Million)
14.3.4.1.4. China by Technology, 2022 - 2030 (USD Million)
14.3.4.1.5. China by Offering, 2022 - 2030 (USD Million)
14.3.4.1.6. China by End-Use, 2022 - 2030 (USD Million)
14.3.4.2. India
14.3.4.2.1. India By Technology, 2022 - 2030 (USD Million)
14.3.4.2.2. India By Region, 2022 - 2030 (USD Million)
14.3.4.2.3. India by Application, 2022 - 2030 (USD Million)
14.3.4.2.4. India by Offering, 2022 - 2030 (USD Million)
14.3.4.2.4. India by Components, 2022 - 2030 (USD Million)
14.3.4.3. Japan
14.3.4.3.1. Japan By Technology, 2022 - 2030 (USD Million)
14.3.4.3.2. Japan by Application, 2022 - 2030 (USD Million)
14.3.4.4. South Korea
14.3.4.4.1. South Korea By Offering, 2022 - 2030 (USD Million)
14.3.4.4.2. South Korea by Application, 2022 - 2030 (USD Million)
14.3.4.5. Rest of ASIA PACIFIC
14.3.4.5.1. Rest of ASIA PACIFIC By Components, 2022 - 2030 (USD Million)
14.3.4.5.2. Rest of ASIA PACIFIC by Platform, 2022 - 2030 (USD Million)
14.3.4.5.3. Rest of ASIA PACIFIC By Technology, 2022 - 2030 (USD Million)
14.3.4.5.4. Rest of ASIA PACIFIC By Offering, 2022 - 2030 (USD Million)
14.3.4.5.5. Rest of ASIA PACIFIC By Application, 2022 - 2030 (USD Million)
14.3.4.5.6. Rest of ASIA PACIFIC By End-Use, 2022 - 2030 (USD Million)
14.3.4.5.7. Rest of ASIA PACIFIC By Region, 2022 - 2030 (USD Million)
14.4. Latin America
14.4.1. Latin America By Components, 2022 - 2030 (USD Million)
14.4.2. Latin America by Application, 2022 - 2030 (USD Million)
14.4.3. Latin America by country, 2022 - 2030 (USD Million)
14.4.4.1. Brazil
14.4.4.1.1. Brazil By Components, 2022 - 2030 (USD Million)
14.4.4.1.2. Brazil by Application, 2022 - 2030 (USD Million)
14.4.4.2. Mexico
14.4.4.2.1. Mexico By Technology, 2022 - 2030 (USD Million)
14.4.4.2.2. Mexico by Application, 2022 - 2030 (USD Million)
14.4.4.3. Rest of Latin America
14.4.4.3.1. Rest of the Latin By Offering, 2022 - 2030 (USD Million)
14.4.4.3.2. Rest of the Latin by Application, 2022 - 2030 (USD Million)
15. Competitive Landscape
15.1 Tencent Holdings Ltd.
15.1.1. Company overview
15.1.2. Financial performance
15.1.3. Product Portfolio Analysis
15.1.4. Business Strategy & Recent Development
15.2. Meta, Inc.
15.2.1. Company overview
15.2.2. Financial performance
15.2.3. Product Portfolio Analysis
15.2.4. Business Strategy & Recent Development
15.3. Alphabet, Inc.
15.3.1. Company overview
15.3.2. Financial performance
15.3.3. Product Portfolio Analysis
15.3.4. Business Strategy & Recent Development
15.4. Nvidia Corporation.
15.4.1. Company overview
15.4.2. Financial performance
15.4.3. Product Portfolio Analysis
15.4.4. Business Strategy & Recent Development
15.5. Roblox Corporation
15.5.1. Company overview
15.5.2. Financial performance
15.5.3. Product Portfolio Analysis
15.5.4. Business Strategy & Recent Development
15.6. Microsoft Corporation.
15.6.1. Company overview
15.6.2. Financial performance
15.6.3. Product Portfolio Analysis
15.6.4. Business Strategy & Recent Development
15.7. Globant.
15.7.1. Company overview
15.7.2. Financial performance
15.7.3. Product Portfolio Analysis
15.7.4. Business Strategy & Recent Development
15.8. Queppelin.
15.8.1. Company overview
15.8.2. Financial performance
15.8.3. Product Portfolio Analysis
15.8.4. Business Strategy & Recent Development
15.9. Alibaba Cloud.
15.9.1. Company overview
15.9.2. Financial performance
15.9.3. Product Portfolio Analysis
15.9.4. Business Strategy & Recent Development
15.10. Netease, Inc.
15.10.1. Company overview
15.10.2. Financial performance
15.10.3. Product Portfolio Analysis
15.10.4. Business Strategy & Recent Development
15.11. Magic Leap, Inc
15.11.1. Company overview
15.11.2. Financial performance
15.11.3. Product Portfolio Analysis
15.11.4. Business Strategy & Recent Development
List of Tables (81 Tables)
TABLE 1. By Offerings Type, 2022-2030 (USD Million)
TABLE 2. FOR Metaverse in Virtual Platforms, BY REGION, 2022-2030 (USD Million)
TABLE 3. FOR Metaverse in Asset Marketplaces, BY REGION, 2022-2030 (USD Million)
TABLE 4. FOR Metaverse in Avatars, BY REGION, 2022-2030 (USD Million)
TABLE 5. FOR Metaverse in Financial Services, BY REGION, 2022-2030 (USD Million)
TABLE 6. By Technology, 2022-2030 (USD Million)
TABLE 7. FOR Metaverse in Blockchain, BY REGION, 2022-2030 (USD Million)
TABLE 8. FOR Metaverse in Virtual Reality (VR) and Augmented Reality (AR), BY REGION, 2022-2030 (USD Million)
TABLE 9. FOR Fusion Deposition Modeling (FDM), BY REGION, 2022-2030 (USD Million)
TABLE 10. FOR Metaverse in Mixed Reality (MR), BY REGION, 2022-2030 (USD Million)
TABLE 11. FOR Metaverse in Internet of Things (IoT), BY REGION, 2022-2030 (USD Million)
TABLE 12. FOR Others, BY REGION, 2022-2030 (USD Million)
TABLE 13. By Platform Type, 2022-2030 (USD Million)
TABLE 14. FOR Desktop, BY REGION, 2022-2030 (USD Million)
TABLE 15. FOR Mobile, BY REGION, 2022-2030 (USD Million)
TABLE 16. FOR Headsets, BY REGION, 2022-2030 (USD Million)
TABLE 17. By End-user Type, 2022-2030 (USD Million)
TABLE 18. FOR Metaverse in Healthcare, BY REGION, 2022-2030 (USD Million)
TABLE 19. FOR Metaverse in Real Estate, BY REGION, 2022-2030 (USD Million)
TABLE 20. FOR Metaverse in Customer Experience, BY REGION, 2022-2030 (USD Million)
TABLE 21. FOR Metaverse in Media and Entertainment, BY REGION, 2022-2030 (USD Million)
TABLE 22. FOR Metaverse in Manufacturing, BY REGION, 2022-2030 (USD Million)
TABLE 23. FOR Metaverse in Education, BY REGION, 2022-2030 (USD Million)
TABLE 24. FOR Metaverse in Military, BY REGION, 2022-2030 (USD Million)
TABLE 25. FOR Metaverse in Technology, BY REGION, 2022-2030 (USD Million)
TABLE 26. FOR Metaverse in Fashion, BY REGION, 2022-2030 (USD Million)
TABLE 27. BY APPLICATION, 2022-2030 (USD Million)
TABLE 28. FOR Metaverse in Gaming, BY REGION, 2022-2030 (USD Million)
TABLE 29. FOR Metaverse in Online Education, BY REGION, 2022-2030 (USD Million)
TABLE 30. FOR Metaverse in Advertising, BY REGION, 2022-2030 (USD Million)
TABLE 31. FOR Metaverse in Virtual Goods, BY REGION, 2022-2030 (USD Million)
TABLE 32. FOR Metaverse in edge computing, BY REGION, 2022-2030 (USD Million)
TABLE 33. FOR Metaverse in Online Shopping, BY REGION, 2022-2030 (USD Million)
TABLE 34. FOR Metaverse in social media, BY REGION, 2022-2030 (USD Million)
TABLE 35. FOR Metaverse in Conferences, BY REGION, 2022-2030 (USD Million)
TABLE 36. FOR Metaverse in Content Creation, BY REGION, 2022-2030 (USD Million)
TABLE 37. FOR Metaverse in Digital Twin Operations, BY REGION, 2022-2030 (USD Million)
TABLE 38. FOR Metaverse in Blockchain Applications, BY REGION, 2022-2030 (USD Million)
TABLE 39. FOR Metaverse in Virtualisation Tools, BY REGION, 2022-2030 (USD Million)
TABLE 40. FOR Metaverse in NFT, BY REGION, 2022-2030 (USD Million)
TABLE 41. FOR Metaverse in Payments, BY REGION, 2022-2030 (USD Million)
TABLE 42. BY Components, 2022-2030 (USD Million)
TABLE 43. FOR Hardware, BY REGION, 2022-2030 (USD Million)
TABLE 44. FOR Software, BY REGION, 2022-2030 (USD Million)
TABLE 45. FOR Services, BY REGION, 2022-2030 (USD Million)
TABLE 46. BY REGION, 2022-2030 (USD Million)
TABLE 47. NORTH AMERICA BY COUNTRY, 2022-2030 (USD Million)
TABLE 48. NORTH AMERICA BY Components, 2022-2030 (USD Million)
TABLE 49. NORTH AMERICA By Platform, 2022-2030 (USD Million)
TABLE 50. NORTH AMERICA BY APPLICATION, 2022-2030 (USD Million)
TABLE 51. EUROPE BY COUNTRY, 2022-2030 (USD Million)
TABLE 52. EUROPE By Platform, 2022-2030 (USD Million)
TABLE 53. EUROPE BY End-Use, 2022-2030 (USD Million)
TABLE 54. ASIA-PACIFIC BY COUNTRY, 2022-2030 (USD Million)
TABLE 55. ASIA-PACIFIC By Offering, 2022-2030 (USD Million)
TABLE 56. ASIA-PACIFIC BY Technology, 2022-2030 (USD Million)
TABLE 57. LAMEA BY COUNTRY, 2022-2030 (USD Million)
TABLE 58. LAMEA By Technology, 2022-2030 (USD Million)
TABLE 59. LAMEA BY Platform, 2022-2030 (USD Million)
TABLE 60. Tencent Holdings Ltd: COMPANY SNAPSHOT
TABLE 61. Tencent Holdings Ltd: OPERATING SEGMENTS
TABLE 62. Meta, Inc: COMPANY SNAPSHOT
TABLE 63. Meta, Inc: OPERATING SEGMENTS
TABLE 64. Alphabet, Inc: COMPANY SNAPSHOT
TABLE 65. Alphabet, Inc: OPERATING SEGMENTS
TABLE 66. Nvidia Corporation: COMPANY SNAPSHOT
TABLE 67. Nvidia Corporation: OPERATING SEGMENTS
TABLE 68. Roblox Corporation: COMPANY SNAPSHOT
TABLE 69. Roblox Corporation: OPERATING SEGMENTS
TABLE 70. Microsoft Corporation: COMPANY SNAPSHOT
TABLE 71. Microsoft Corporation: OPERATING SEGMENTS
TABLE 72. Globant: COMPANY SNAPSHOT
TABLE 73. Globant: OPERATING SEGMENTS
TABLE 74. Queppelin: COMPANY SNAPSHOT
TABLE 75. Queppelin: OPERATING SEGMENTS
TABLE 76. Alibaba Cloud: COMPANY SNAPSHOT
TABLE 77. Alibaba Cloud: OPERATING SEGMENTS
TABLE 78. Netease, Inc: COMPANY SNAPSHOT
TABLE 79. Netease, Inc: OPERATING SEGMENTS
TABLE 80. Magic Leap, Inc: COMPANY SNAPSHOT
TABLE 81. Magic Leap, Inc: OPERATING SEGMENTS
List of Figures (28 Figures)
Figure 1 Research Methodology Steps
Figure 2 Research Design
Figure 3 Breakdown of Primaries: Metaverse Market
Figure 4 Research Methodology: Hypothesis Building
Figure 5 Application-Based Estimation
Figure 6 Top 11 Companies with Highest No. Of Patent in Last 9 Years
Figure 7 No. Of Patents Granted Per Year, 2019–2020
Figure 8 Import Data from Metaverse, By Country, 2016–2020 (USD Thousand)
Figure 9 Export Data from Metaverse, By Country, 2016–2020 (USD Thousand)
Figure 10 Data Triangulation Methodology
Figure 11 By Offerings, 2019 vs. 2025 (USD Million)
Figure 12 By Technology, 2019 vs. 2025 (USD Million)
Figure 13 By Platform, 2019 vs. 2025 (USD Million)
Figure 14 By End-user, 2019 vs. 2025 (USD Million)
Figure 15 By Application Type, 2019 vs. 2025
Figure 16 By Components, 2019 vs. 2025
Figure 17 Geographical Snapshot of the Metaverse Market
Figure 18 Hardware to Witness Higher CAGR for Components Segment during Forecast Period.
Figure 19 Metaverse in Asset Marketplaces to Witness Higher CAGR for Offerings Segment during Forecast Period.
Figure 20 Metaverse in Virtual Reality (VR) and Augmented Reality (AR) to Witness Higher CAGR for Technology Segment during Forecast Period.
Figure 21 Desktop to Witness Higher CAGR in Metaverse Market for Platform Segment during Forecast Period.
Figure 22 Media and Entertainment to Witness Higher CAGR End-Use Segment during Forecast Period.
Figure 23 Metaverse in Gaming to Witness Higher CAGR Application Segment during Forecast Period.
Figure 24 North America Accounted for the Largest Share of the By Regional Basis, in 2019
Figure 25 Drivers, Restraints, Opportunities, and Challenges
Figure 26 North America: Snapshot
Figure 27 Asia Pacific: Snapshot
Figure 28 Vendor Dive: Evaluation Overview