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市場調査レポート
商品コード
1166151

メタバースの世界市場 - 規模・シェア・動向分析・機会・予測:コンポーネント別、用途別、技術別、提供別、プラットフォーム別・エンドユーザー別・ハードウェア別・ソフトウェア別・地域別(2018年~2028年)

Metaverse Market - Global Size, Share, Trend Analysis, Opportunity & Forecast Report, 2018-2028, Segmented By Components; Application; Technology; Offering; Platform; End-User; Hardware; Software (Extended Reality Software, Gaming Engines, Region

出版日: | 発行: Blueweave Consulting | ページ情報: 英文 440 Pages | 納期: 2~3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=156.53円
メタバースの世界市場 - 規模・シェア・動向分析・機会・予測:コンポーネント別、用途別、技術別、提供別、プラットフォーム別・エンドユーザー別・ハードウェア別・ソフトウェア別・地域別(2018年~2028年)
出版日: 2022年11月08日
発行: Blueweave Consulting
ページ情報: 英文 440 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 目次
概要

世界のメタバースの市場規模は、2021年は407億米ドルで、予測期間中に40.5%のCAGRで成長し、2028年末までに約4,390億米ドルに達すると予想されています。市場の成長を後押しする主な要因には、ヘルスケア分野における拡張現実の採用増加、隣接市場からの機会増加などが挙げられます。

当レポートでは、世界のメタバース市場を調査しており、市場の概要、市場規模や予測、動向、促進要因・抑制要因、コンポーネント別・技術別・提供別・プラットフォーム別・エンドユーザー別・地域別などの分析、および企業プロファイルなどの包括的な情報を提供しています。

目次

第1章 調査の枠組み

第2章 エグゼクティブサマリー

第3章 世界のメタバース市場の洞察

  • 業界バリューチェーン分析
  • DROC分析
    • 成長促進要因
      • 手頃な価格のハードウェアの可用性
      • ゲーミフィケーション・VRシミュレーターのブランドプロモーション
      • 教育・企業研修への強いこだわり
      • 隣接市場からの機会
      • ヘルスケアにおける拡張現実の採用増加
      • エンターテイメント・ゲーム業界での高い需要
      • ファッション、アート、小売への仮想化の組み込み
    • 抑制要因
      • サイバーベースの脅威
      • 高い維持費
      • 使いすぎによる健康と心の問題
    • 機会
      • 仮想トークンとNFTの人気の高まり
      • 在宅勤務の機会とリモート作業ツールの増加
      • 5G技術の継続的な開発
    • 課題
      • 新興諸国における認識の欠如
      • 専用メタバースネットワークの高コスト
  • 技術の進歩/最近の開発
  • 規制の枠組み
  • ポーターのファイブフォース分析
    • 供給企業の交渉力
    • 買い手の交渉力
    • 新規参入業者の脅威
    • 代替品の脅威
    • 競争の激しさ

第4章 世界のメタバース市場概要

  • 市場規模と予測:金額別(2018年~2028年)
    • 金額別
  • 市場シェアと予測
    • コンポーネント別
      • ハードウェア
      • ソフトウェア
      • サービス
    • 用途別
      • 広告
      • ブロックチェーン
      • 会議
      • コンテンツ制作
      • デジタルツイン運用
      • エッジコンピューティング
      • ゲーム
      • NFT
      • オンライン教育
      • オンラインショッピング
      • 決済
      • ソーシャルメディア
      • 仮想グッズ
      • 仮想化ツール
    • 技術別
      • ブロックチェーン
      • 仮想現実(VR)・拡張現実(AR)
      • 複合現実(MR)
      • モノのインターネット(IoT)
      • その他
    • 提供別
      • 資産マーケットプレイス
      • アバター
      • 金融業務
      • 仮想プラットフォーム
    • プラットフォーム別
      • デスクトップ
      • モバイル
      • ヘッドセット
    • エンドユーザー別
      • 教育
      • ファッション
      • ヘルスケア
    • ハードウェア別
      • ARデバイス
      • VRデバイス
      • MRデバイス
      • ディスプレイ
    • ソフトウェア別
      • XRソフトウェア
      • ゲームエンジン
      • 3Dマッピング、モデリング、再構築
      • メタバースプラットフォーム
      • 金融プラットフォーム
      • その他のソフトウェア(地理空間マッピングツール、クラウドベースソフトウェア)
    • プロフェッショナルサービス別
      • 用途開発・システム統合
      • 戦略・ビジネスコンサルティング
    • 地域別
      • 北米
      • 欧州
      • アジア太平洋
      • ラテンアメリカ
      • 中東・アフリカ

第5章 北米のメタバース市場

  • 市場規模と予測:金額別(2018年~2028年)
    • 金額別
  • 市場シェアと予測
    • コンポーネント別
    • 用途別
    • 技術別
    • 提供別
    • プラットフォーム別
    • エンドユーザー別
    • ハードウェア別
    • ソフトウェア別
    • プロフェッショナルサービス別
    • 国別
      • 米国
      • カナダ

第6章 欧州のメタバース市場

  • 市場規模と予測:金額別(2018年~2028年)
    • 金額別
  • 市場シェアと予測
    • コンポーネント別
    • 用途別
    • 技術別
    • 提供別
    • プラットフォーム別
    • エンドユーザー別
    • ハードウェア別
    • ソフトウェア別
    • プロフェッショナルサービス別
    • 国別
      • ドイツ
      • 英国
      • イタリア
      • フランス
      • スペイン
      • オランダ
      • ベルギー
      • 北欧諸国
      • その他の欧州

第7章 アジア太平洋のメタバース市場

  • 市場規模と予測:金額別(2018年~2028年)
    • 金額別
  • 市場シェアと予測
    • コンポーネント別
    • 用途別
    • 技術別
    • 提供別
    • プラットフォーム別
    • エンドユーザー別
    • ハードウェア別
    • ソフトウェア別
    • プロフェッショナルサービス別
    • 国別
      • 中国
      • インド
      • 日本
      • 韓国
      • オーストラリア・ニュージーランド
      • インドネシア
      • マレーシア
      • シンガポール
      • フィリピン
      • ベトナム
      • その他のアジア太平洋

第8章 ラテンアメリカのメタバース市場

  • 市場規模と予測:金額別(2018年~2028年)
    • 金額別
  • 市場シェアと予測
    • コンポーネント別
    • 用途別
    • 技術別
    • 提供別
    • プラットフォーム別
    • エンドユーザー別
    • ハードウェア別
    • ソフトウェア別
    • プロフェッショナルサービス別
    • 国別
      • ブラジル
      • メキシコ
      • アルゼンチン
      • ペルー
      • コロンビア
      • その他のラテンアメリカ

第9章 中東・アフリカのメタバース市場

  • 市場規模と予測:金額別(2018年~2028年)
    • 金額別
  • 市場シェアと予測
    • コンポーネント別
    • 用途別
    • 技術別
    • 提供別
    • プラットフォーム別
    • エンドユーザー別
    • ハードウェア別
    • ソフトウェア別
    • プロフェッショナルサービス別
    • 国別
      • サウジアラビア
      • アラブ首長国連邦
      • カタール
      • クウェート
      • イラン
      • 南アフリカ
      • ナイジェリア
      • ケニア
      • エジプト
      • モロッコ
      • アルジェリア
      • その他の中東・アフリカ

第10章 競合情勢

  • 主要企業とその製品リスト
  • 世界メタバース企業の市場シェア分析、2021年
  • 運用パラメータ別の競合ベンチマーキング
  • 主要な戦略的展開(合併、買収、パートナーシップ)

第11章 世界のメタバース市場に対するCOVID-19の影響

第12章 企業プロファイル(企業概要、財務マトリックス、競合情勢、主要人物、主要競合、連絡先住所、戦略的展望、SWOT)

  • Active Theory
  • Alibaba Cloud
  • Alphabet, Inc.
  • Antier Solutions Pvt. Ltd.
  • ByteDance Ltd.
  • Decentraland
  • Epic Games, Inc.
  • Globant
  • Lilith Games
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • NetEase, Inc.
  • Nextech AR Solutions Corp.
  • Nvidia Corporation
  • Queppelin
  • Roblox Corporation
  • Tencent Holdings Ltd.
  • The Sandbox
  • Unity Technologies, Inc.
  • その他の有力企業

第13章 主要な戦略的推奨事項

第14章 調査手法

目次
Product Code: BWC22501

Global Metaverse Market to Grow at a CAGR of 40.5% during Forecast Period

Global Metaverse market is growing at a high CAGR because of the increasing acceptance of augmented reality in the healthcare sector as well as opportunities from adjacent markets are driving the metaverse market.

A recent study conducted by the strategic consulting and market research firm, BlueWeave Consulting, revealed that the Global Metaverse market was worth USD 40.7 billion in the year 2021. The market is projected to grow at a CAGR of 40.5%, earning revenues of around USD 439.0 billion by the end of 2028. The Global Metaverse market is booming because of the increasing acceptance of augmented reality in the healthcare sector, which lowers costs and improves results for people without endangering patient lives and the opportunities from adjacent markets. In addition, technologies like XR, AI, and analytics are anticipated to be very helpful for teaching and simulating applications in the aerospace and defense sector is a significant driver of market expansion. However, a lack of awareness and understanding among the general people of the metaverse may act as a huge restraining factor for market growth.

Opportunities from Adjacent Markets Coupled with Increasing Acceptance of Augmented Reality in Healthcare are driving the Metaverse Market

Technologies like XR, AI, and analytics are anticipated to be very helpful for teaching and simulating applications in the aerospace and defense sector. These technologies and the metaverse are anticipated to be beneficial for experiential training by utilizing data-driven applications in real-time. Thus, it is anticipated that the metaverse will facilitate the more effective and efficient transmission of precise skills and greater information retention by trainees throughout this vertical/enterprise. Airlines train their ground staff for pre-flight inspections using extended reality. The integration of the metaverse with XR can aid in simulations, aviation training, and weapon training, thereby boosting market growth.

The metaverse Market is being driven by the increasing acceptance of augmented reality in the healthcare sector, which lowers costs and improves results for people without endangering patient lives. PTSD, phobias, anxiety disorders, hallucinations, and delusions are problems that can be treated using metaverse in mental health. The way we seek help from coworkers, friends, family, or medical professionals when we are having a mental breakdown has changed because of technology. Virtual reality technology has the potential to improve people's welfare, and companies in the sector are developing mental health apps for the metaverse. Researchers at EMPA have created hundreds of avatars of actual patients with chronic pain, and they are using them to predict and enhance the effects of medications and thereby boosting the market growth.

Lack of awareness in developing countries is the key Challenge in the Operation of Metaverse in the Market

The overall lack of awareness and understanding among the general people is one of the major challenges the metaverse must overcome. Virtual reality is one of the multiverse's notions that most people can understand. However, for some people, the concept of this vast digital environment known as the "metaverse" can be frightening or even perplexing. Most people need to be made aware of what the metaverse is, even though we hear the term frequently these days. In addition, users need more awareness of service and security alternatives; the industry may encounter growth constraints. Additionally, businesses functioning in the industry have experienced cyberattacks, which create serious security issues. Through September 2021, over 500 million cyberattacks were reported, with more than 1700 attacks reported for each business, according to SonicWall.

Fashion Category Had the Biggest Market Share in Global Metaverse End-User Segment

The market is segmented based on offerings: asset marketplace, avatars, financial services, and virtual platforms. The asset marketplace is expected to have a high growth rate due to increased investments in bitcoins, Ethereum, NFTs, and other cryptocurrencies have caused the metaverse's rapid growth in the asset marketplace segment. In addition, the rising penetration of smartphones and the rising number of app developers in the market will propel the growth of the virtual platform segment during the forecast period. In addition, based on end-user segmentation, the Metaverse market is divided into education, fashion, and healthcare. The Metaverse market's fastest-growing area is anticipated to be the fashion section. Because they are aware of micro indicators like high purchasing power for virtual clothes in the immersive digital environment, the leading fashion and apparel firms in the world are now adopting and wagering on adopting the trend of digital clothing.

Regional Insight

The majority of users are in North America, where metaverse experiences are popular. A study found that 37% of Americans think that living in the metaverse would be more enjoyable than living in the real world, 38% think that the metaverse improves their lives, 47% use it effectively for socializing, and 48% do not feel overwhelmed by the multiverse. In addition, 40% of Americans believe that the metaverse has a purpose, and 57% think that it will become as popular as conventional social media platforms. India is experiencing great growth because of a large number of start-ups and organizations, making Asia-Pacific the region with the fastest-growing metaverse market. Additionally, 31.8% of people utilize the QQ metaverse platform seven days a week, according to China's Social Sciences Academic Press and NetEase.

Impact of COVID-19 on Global Metaverse Market

Due to lockdowns and closures, users were constrained, which has propelled the metaverse market as an important lifestyle area for users, including interactive game landscapes and the growing use of mixed reality. The popularity of the metaverse is growing along with the use of blockchain, nonfungible tokens (NFTs), and digital assets. Furthermore, the rise in work-from-home culture and social isolation norms brought about by the COVID-19 lockdowns contributed to the period's increased demand for metaverse platforms, which lasted after COVID-19 instances started to decline in late 2021. For instance, in November 2020, more than 30 million users tuned into a two-day virtual concert hosted by Sony Music Entertainment and Lil Nas X on the Roblox platform.

Competitive Landscape

Key players operating in the Global Metaverse market are Active Theory, Alibaba Cloud, Alphabet, Inc., Antier Solutions Pvt. Ltd., ByteDance Ltd., Decentraland, Epic Games, Inc., Globant, Lilith Games, Magic Leap, Inc., Meta Platforms, Inc., Microsoft Corporation, NetEase, Inc., Nextech AR Solutions Corp., Nvidia Corporation, Queppelin, Roblox Corporation, Tencent Holdings Ltd., The Sandbox, Unity Technologies, Inc., and other prominent players.

Don't miss the business opportunity in the Global Metaverse market. Consult our analysts to gain crucial insights and facilitate your business growth.

The in-depth analysis of the report provides information about growth potential, upcoming trends, and statistics of the global metaverse market. It also highlights the factors driving forecasts of total market size. The report promises to provide recent technology trends in the global metaverse market and industry insights to help decision-makers make sound strategic decisions. Furthermore, the report also analyzes the growth drivers, challenges, and competitive dynamics of the market.

Table of Contents

1. Research Framework

  • 1.1. Research Objective
  • 1.2. Product Overview
  • 1.3. Market Segmentation

2. Executive Summary

3. Global Metaverse Market Insights

  • 3.1. Industry Value Chain Analysis
  • 3.2. DROC Analysis
    • 3.2.1. Growth Drivers
      • 3.2.1.1. Affordable hardware availability
      • 3.2.1.2. Brand promotion with gamification and VR simulators
      • 3.2.1.3. Strong commitment to education and corporate training
      • 3.2.1.4. Opportunities from adjacent markets
      • 3.2.1.5. Increasing acceptance of augmented reality in healthcare
      • 3.2.1.6. High demand in the entertainment and gaming industry
      • 3.2.1.7. Incorporating virtualization in fashion, art and retail
    • 3.2.2. Restraints
      • 3.2.2.1. Cyber-based threats
      • 3.2.2.2. High maintenance cost
      • 3.2.2.3. Health and psychological problems due to overuse
    • 3.2.3. Opportunity
      • 3.2.3.1. Growing Popularity of virtual tokens and NFTs
      • 3.2.3.2. Increasing work from home opportunities and remote working tools
      • 3.2.3.3. Continuous development of 5G technology
    • 3.2.4. Challenges
      • 3.2.4.1. Lack of awareness in developing countries
      • 3.2.4.2. High cost of leased Metaverse network
  • 3.3. Technology Advancements/Recent Developments
  • 3.4. Regulatory Framework
  • 3.5. Porter's Five Forces Analysis
    • 3.5.1. Bargaining Power of Suppliers
    • 3.5.2. Bargaining Power of Buyers
    • 3.5.3. Threat of New Entrants
    • 3.5.4. Threat of Substitutes
    • 3.5.5. Intensity of Rivalry

4. Global Metaverse Market Overview

  • 4.1. Market Size & Forecast, by Value, 2018-2028
    • 4.1.1. By Value (USD Billion)
  • 4.2. Market Share & Forecast
    • 4.2.1. By Components
      • 4.2.1.1. Hardware
      • 4.2.1.2. Software
      • 4.2.1.3. Services
    • 4.2.2. By Application
      • 4.2.2.1. Advertising
      • 4.2.2.2. Block chain Applications
      • 4.2.2.3. Conferences
      • 4.2.2.4. Content Creation
      • 4.2.2.5. Digital Twin Operations
      • 4.2.2.6. edge computing
      • 4.2.2.7. Gaming
      • 4.2.2.8. NFT
      • 4.2.2.9. Online Education
      • 4.2.2.10. Online Shopping
      • 4.2.2.11. Payments
      • 4.2.2.12. social media
      • 4.2.2.13. Virtual Goods
      • 4.2.2.14. Virtualization Tools
    • 4.2.3. By Technology
      • 4.2.3.1. Blockchain
      • 4.2.3.2. Virtual Reality (VR) and Augmented Reality (AR)
      • 4.2.3.3. Mixed Reality (MR)
      • 4.2.3.4. Internet of Things (IoT)
      • 4.2.3.5. Others
    • 4.2.4. By Offering
      • 4.2.4.1. Asset Marketplaces
      • 4.2.4.2. Avatars
      • 4.2.4.3. Financial Services
      • 4.2.4.4. Virtual Platforms
    • 4.2.5. By Platform
      • 4.2.5.1. Desktop
      • 4.2.5.2. Mobile
      • 4.2.5.3. Headsets
    • 4.2.6. By End-User
      • 4.2.6.1. Education
      • 4.2.6.2. Fashion
      • 4.2.6.3. Healthcare
    • 4.2.7. By Hardware
      • 4.2.7.1. AR Devices
      • 4.2.7.2. VR Devices
      • 4.2.7.3. MR Devices
      • 4.2.7.4. Displays
    • 4.2.8. By Software
      • 4.2.8.1. Extended Reality Software
      • 4.2.8.2. Gaming Engines
      • 4.2.8.3. 3D Mapping, Modeling, and Reconstruction
      • 4.2.8.4. Metaverse Platforms
      • 4.2.8.5. Financial Platforms
      • 4.2.8.6. Other Software (Geospatial Mapping Tools, Cloud-Based Software)
    • 4.2.9. By Professional Services
      • 4.2.9.1. Application Development and System Integration
      • 4.2.9.2. Strategy And Business Consulting
    • 4.2.10. By Region
      • 4.2.10.1. North America
      • 4.2.10.2. Europe
      • 4.2.10.3. Asia Pacific (APAC)
      • 4.2.10.4. Latin America
      • 4.2.10.5. Middle East and Africa (MEA)

5. North America Metaverse Market

    • 5.1.1. Market Size & Forecast by Value, 2018-2028
    • 5.1.2. By Value (USD Billion)
  • 5.2. Market Share & Forecast
    • 5.2.1. By Components
    • 5.2.2. By Application
    • 5.2.3. By Technology
    • 5.2.4. By Offering
    • 5.2.5. By Platform
    • 5.2.6. By End-User
    • 5.2.7. By Hardware
    • 5.2.8. By Software
    • 5.2.9. By Professional Services
    • 5.2.10. By Country
      • 5.2.10.1. United States
      • 5.2.10.1.1. By Components
      • 5.2.10.1.2. By Application
      • 5.2.10.1.3. By Technology
      • 5.2.10.1.4. By Offering
      • 5.2.10.1.5. By Platform
      • 5.2.10.1.6. By End-User
      • 5.2.10.1.7. By Hardware
      • 5.2.10.1.8. By Software
      • 5.2.10.1.9. By Professional Services
      • 5.2.10.2. Canada
      • 5.2.10.2.1. By Components
      • 5.2.10.2.2. By Application
      • 5.2.10.2.3. By Technology
      • 5.2.10.2.4. By Offering
      • 5.2.10.2.5. By Platform
      • 5.2.10.2.6. By End-User
      • 5.2.10.2.7. By Hardware
      • 5.2.10.2.8. By Software
      • 5.2.10.2.9. By Professional Services

6. Europe Metaverse Market

  • 6.1. Market Size & Forecast by Value, 2018-2028
    • 6.1.1. By Value (USD Billion)
  • 6.2. Market Share & Forecast
    • 6.2.1. By Components
    • 6.2.2. By Application
    • 6.2.3. By Technology
    • 6.2.4. By Offering
    • 6.2.5. By Platform
    • 6.2.6. By End-User
    • 6.2.7. By Hardware
    • 6.2.8. By Software
    • 6.2.9. By Professional Services
    • 6.2.10. By Country
      • 6.2.10.1. Germany
      • 6.2.10.1.1. By Components
      • 6.2.10.1.2. By Application
      • 6.2.10.1.3. By Technology
      • 6.2.10.1.4. By Offering
      • 6.2.10.1.5. By Platform
      • 6.2.10.1.6. By End-User
      • 6.2.10.1.7. By Hardware
      • 6.2.10.1.8. By Software
      • 6.2.10.1.9. By Professional Services
      • 6.2.10.2. United Kingdom
      • 6.2.10.2.1. By Components
      • 6.2.10.2.2. By Application
      • 6.2.10.2.3. By Technology
      • 6.2.10.2.4. By Offering
      • 6.2.10.2.5. By Platform
      • 6.2.10.2.6. By End-User
      • 6.2.10.2.7. By Hardware
      • 6.2.10.2.8. By Software
      • 6.2.10.2.9. By Professional Services
      • 6.2.10.3. Italy
      • 6.2.10.3.1. By Components
      • 6.2.10.3.2. By Application
      • 6.2.10.3.3. By Technology
      • 6.2.10.3.4. By Offering
      • 6.2.10.3.5. By Platform
      • 6.2.10.3.6. By End-User
      • 6.2.10.3.7. By Hardware
      • 6.2.10.3.8. By Software
      • 6.2.10.3.9. By Professional Services
      • 6.2.10.4. France
      • 6.2.10.4.1. By Components
      • 6.2.10.4.2. By Application
      • 6.2.10.4.3. By Technology
      • 6.2.10.4.4. By Offering
      • 6.2.10.4.5. By Platform
      • 6.2.10.4.6. By End-User
      • 6.2.10.4.7. By Hardware
      • 6.2.10.4.8. By Software
      • 6.2.10.4.9. By Professional Services
      • 6.2.10.5. Spain
      • 6.2.10.5.1. By Components
      • 6.2.10.5.2. By Application
      • 6.2.10.5.3. By Technology
      • 6.2.10.5.4. By Offering
      • 6.2.10.5.5. By Platform
      • 6.2.10.5.6. By End-User
      • 6.2.10.5.7. By Hardware
      • 6.2.10.5.8. By Software
      • 6.2.10.5.9. By Professional Services
      • 6.2.10.6. The Netherlands
      • 6.2.10.6.1. By Components
      • 6.2.10.6.2. By Application
      • 6.2.10.6.3. By Technology
      • 6.2.10.6.4. By Offering
      • 6.2.10.6.5. By Platform
      • 6.2.10.6.6. By End-User
      • 6.2.10.6.7. By Hardware
      • 6.2.10.6.8. By Software
      • 6.2.10.6.9. By Professional Services
      • 6.2.10.7. Belgium
      • 6.2.10.7.1. By Components
      • 6.2.10.7.2. By Application
      • 6.2.10.7.3. By Technology
      • 6.2.10.7.4. By Offering
      • 6.2.10.7.5. By Platform
      • 6.2.10.7.6. By End-User
      • 6.2.10.7.7. By Hardware
      • 6.2.10.7.8. By Software
      • 6.2.10.7.9. By Professional Services
      • 6.2.10.8. NORDIC Countries
      • 6.2.10.8.1. By Components
      • 6.2.10.8.2. By Application
      • 6.2.10.8.3. By Technology
      • 6.2.10.8.4. By Offering
      • 6.2.10.8.5. By Platform
      • 6.2.10.8.6. By End-User
      • 6.2.10.8.7. By Hardware
      • 6.2.10.8.8. By Software
      • 6.2.10.8.9. By Professional Services
      • 6.2.10.9. Rest of Europe
      • 6.2.10.9.1. By Components
      • 6.2.10.9.2. By Application
      • 6.2.10.9.3. By Technology
      • 6.2.10.9.4. By Offering
      • 6.2.10.9.5. By Platform
      • 6.2.10.9.6. By End-User
      • 6.2.10.9.7. By Hardware
      • 6.2.10.9.8. By Software
      • 6.2.10.9.9. By Professional Services

7. Asia Pacific Metaverse Market

  • 7.1. Market Size & Forecast by Value, 2018-2028
    • 7.1.1. By Value (USD Billion)
  • 7.2. Market Share & Forecast
    • 7.2.1. By Components
    • 7.2.2. By Application
    • 7.2.3. By Technology
    • 7.2.4. By Offering
    • 7.2.5. By Platform
    • 7.2.6. By End-User
    • 7.2.7. By Hardware
    • 7.2.8. By Software
    • 7.2.9. By Professional Services
    • 7.2.10. By Country
      • 7.2.10.1. China
      • 7.2.10.1.1. By Components
      • 7.2.10.1.2. By Application
      • 7.2.10.1.3. By Technology
      • 7.2.10.1.4. By Offering
      • 7.2.10.1.5. By Platform
      • 7.2.10.1.6. By End-User
      • 7.2.10.1.7. By Hardware
      • 7.2.10.1.8. By Software
      • 7.2.10.1.9. By Professional Services
      • 7.2.10.2. India
      • 7.2.10.2.1. By Components
      • 7.2.10.2.2. By Application
      • 7.2.10.2.3. By Technology
      • 7.2.10.2.4. By Offering
      • 7.2.10.2.5. By Platform
      • 7.2.10.2.6. By End-User
      • 7.2.10.2.7. By Hardware
      • 7.2.10.2.8. By Software
      • 7.2.10.2.9. By Professional Services
      • 7.2.10.3. Japan
      • 7.2.10.3.1. By Components
      • 7.2.10.3.2. By Application
      • 7.2.10.3.3. By Technology
      • 7.2.10.3.4. By Offering
      • 7.2.10.3.5. By Platform
      • 7.2.10.3.6. By End-User
      • 7.2.10.3.7. By Hardware
      • 7.2.10.3.8. By Software
      • 7.2.10.3.9. By Professional Services
      • 7.2.10.4. South Korea
      • 7.2.10.4.1. By Components
      • 7.2.10.4.2. By Application
      • 7.2.10.4.3. By Technology
      • 7.2.10.4.4. By Offering
      • 7.2.10.4.5. By Platform
      • 7.2.10.4.6. By End-User
      • 7.2.10.4.7. By Hardware
      • 7.2.10.4.8. By Software
      • 7.2.10.4.9. By Professional Services
      • 7.2.10.5. Australia & New Zealand
      • 7.2.10.5.1. By Components
      • 7.2.10.5.2. By Application
      • 7.2.10.5.3. By Technology
      • 7.2.10.5.4. By Offering
      • 7.2.10.5.5. By Platform
      • 7.2.10.5.6. By End-User
      • 7.2.10.5.7. By Hardware
      • 7.2.10.5.8. By Software
      • 7.2.10.5.9. By Professional Services
      • 7.2.10.6. Indonesia
      • 7.2.10.6.1. By Components
      • 7.2.10.6.2. By Application
      • 7.2.10.6.3. By Technology
      • 7.2.10.6.4. By Offering
      • 7.2.10.6.5. By Platform
      • 7.2.10.6.6. By End-User
      • 7.2.10.6.7. By Hardware
      • 7.2.10.6.8. By Software
      • 7.2.10.6.9. By Professional Services
      • 7.2.10.7. Malaysia
      • 7.2.10.7.1. By Components
      • 7.2.10.7.2. By Application
      • 7.2.10.7.3. By Technology
      • 7.2.10.7.4. By Offering
      • 7.2.10.7.5. By Platform
      • 7.2.10.7.6. By End-User
      • 7.2.10.7.7. By Hardware
      • 7.2.10.7.8. By Software
      • 7.2.10.7.9. By Professional Services
      • 7.2.10.8. Singapore
      • 7.2.10.8.1. By Components
      • 7.2.10.8.2. By Application
      • 7.2.10.8.3. By Technology
      • 7.2.10.8.4. By Offering
      • 7.2.10.8.5. By Platform
      • 7.2.10.8.6. By End-User
      • 7.2.10.8.7. By Hardware
      • 7.2.10.8.8. By Software
      • 7.2.10.8.9. By Professional Services
      • 7.2.10.9. Philippines
      • 7.2.10.9.1. By Components
      • 7.2.10.9.2. By Application
      • 7.2.10.9.3. By Technology
      • 7.2.10.9.4. By Offering
      • 7.2.10.9.5. By Platform
      • 7.2.10.9.6. By End-User
      • 7.2.10.9.7. By Hardware
      • 7.2.10.9.8. By Software
      • 7.2.10.9.9. By Professional Services
      • 7.2.10.10. Vietnam
      • 7.2.10.10.1. By Components
      • 7.2.10.10.2. By Application
      • 7.2.10.10.3. By Technology
      • 7.2.10.10.4. By Offering
      • 7.2.10.10.5. By Platform
      • 7.2.10.10.6. By End-User
      • 7.2.10.10.7. By Hardware
      • 7.2.10.10.8. By Software
      • 7.2.10.10.9. By Professional Services
      • 7.2.10.11. Rest of Asia Pacific
      • 7.2.10.11.1. By Components
      • 7.2.10.11.2. By Application
      • 7.2.10.11.3. By Technology
      • 7.2.10.11.4. By Offering
      • 7.2.10.11.5. By Platform
      • 7.2.10.11.6. By End-User
      • 7.2.10.11.7. By Hardware
      • 7.2.10.11.8. By Software
      • 7.2.10.11.9. By Professional Services

8. Latin America Metaverse Market

  • 8.1. Market Size & Forecast by Value, 2018-2028
    • 8.1.1. By Value (USD Billion)
  • 8.2. Market Share & Forecast
    • 8.2.1. By Components
    • 8.2.2. By Application
    • 8.2.3. By Technology
    • 8.2.4. By Offering
    • 8.2.5. By Platform
    • 8.2.6. By End-User
    • 8.2.7. By Hardware
    • 8.2.8. By Software
    • 8.2.9. By Professional Services
    • 8.2.10. By Country
      • 8.2.10.1. Brazil
      • 8.2.10.1.1. By Components
      • 8.2.10.1.2. By Application
      • 8.2.10.1.3. By Technology
      • 8.2.10.1.4. By Offering
      • 8.2.10.1.5. By Platform
      • 8.2.10.1.6. By End-User
      • 8.2.10.1.7. By Hardware
      • 8.2.10.1.8. By Software
      • 8.2.10.1.9. By Professional Services
      • 8.2.10.2. Mexico
      • 8.2.10.2.1. By Components
      • 8.2.10.2.2. By Application
      • 8.2.10.2.3. By Technology
      • 8.2.10.2.4. By Offering
      • 8.2.10.2.5. By Platform
      • 8.2.10.2.6. By End-User
      • 8.2.10.2.7. By Hardware
      • 8.2.10.2.8. By Software
      • 8.2.10.2.9. By Professional Services
      • 8.2.10.3. Argentina
      • 8.2.10.3.1. By Components
      • 8.2.10.3.2. By Application
      • 8.2.10.3.3. By Technology
      • 8.2.10.3.4. By Offering
      • 8.2.10.3.5. By Platform
      • 8.2.10.3.6. By End-User
      • 8.2.10.3.7. By Hardware
      • 8.2.10.3.8. By Software
      • 8.2.10.3.9. By Professional Services
      • 8.2.10.4. Peru
      • 8.2.10.4.1. By Components
      • 8.2.10.4.2. By Application
      • 8.2.10.4.3. By Technology
      • 8.2.10.4.4. By Offering
      • 8.2.10.4.5. By Platform
      • 8.2.10.4.6. By End-User
      • 8.2.10.4.7. By Hardware
      • 8.2.10.4.8. By Software
      • 8.2.10.4.9. By Professional Services
      • 8.2.10.5. Colombia
      • 8.2.10.5.1. By Components
      • 8.2.10.5.2. By Application
      • 8.2.10.5.3. By Technology
      • 8.2.10.5.4. By Offering
      • 8.2.10.5.5. By Platform
      • 8.2.10.5.6. By End-User
      • 8.2.10.5.7. By Hardware
      • 8.2.10.5.8. By Software
      • 8.2.10.5.9. By Professional Services
      • 8.2.10.6. Rest of Latin America
      • 8.2.10.6.1. By Components
      • 8.2.10.6.2. By Application
      • 8.2.10.6.3. By Technology
      • 8.2.10.6.4. By Offering
      • 8.2.10.6.5. By Platform
      • 8.2.10.6.6. By End-User
      • 8.2.10.6.7. By Hardware
      • 8.2.10.6.8. By Software
      • 8.2.10.6.9. By Professional Services

9. Middle East & Africa Metaverse Market

  • 9.1. Market Size & Forecast by Value, 2018-2028
    • 9.1.1. By Value (USD Billion)
  • 9.2. Market Share & Forecast
    • 9.2.1. By Components
    • 9.2.2. By Application
    • 9.2.3. By Technology
    • 9.2.4. By Offering
    • 9.2.5. By Platform
    • 9.2.6. By End-User
    • 9.2.7. By Hardware
    • 9.2.8. By Software
    • 9.2.9. By Professional Services
    • 9.2.10. By Country
      • 9.2.10.1. Saudi Arabia
      • 9.2.10.1.1. By Components
      • 9.2.10.1.2. By Application
      • 9.2.10.1.3. By Technology
      • 9.2.10.1.4. By Offering
      • 9.2.10.1.5. By Platform
      • 9.2.10.1.6. By End-User
      • 9.2.10.1.7. By Hardware
      • 9.2.10.1.8. By Software
      • 9.2.10.1.9. By Professional Services
      • 9.2.10.2. UAE
      • 9.2.10.2.1. By Components
      • 9.2.10.2.2. By Application
      • 9.2.10.2.3. By Technology
      • 9.2.10.2.4. By Offering
      • 9.2.10.2.5. By Platform
      • 9.2.10.2.6. By End-User
      • 9.2.10.2.7. By Hardware
      • 9.2.10.2.8. By Software
      • 9.2.10.2.9. By Professional Services
      • 9.2.10.3. Qatar
      • 9.2.10.3.1. By Components
      • 9.2.10.3.2. By Application
      • 9.2.10.3.3. By Technology
      • 9.2.10.3.4. By Offering
      • 9.2.10.3.5. By Platform
      • 9.2.10.3.6. By End-User
      • 9.2.10.3.7. By Hardware
      • 9.2.10.3.8. By Software
      • 9.2.10.3.9. By Professional Services
      • 9.2.10.4. Kuwait
      • 9.2.10.4.1. By Components
      • 9.2.10.4.2. By Application
      • 9.2.10.4.3. By Technology
      • 9.2.10.4.4. By Offering
      • 9.2.10.4.5. By Platform
      • 9.2.10.4.6. By End-User
      • 9.2.10.4.7. By Hardware
      • 9.2.10.4.8. By Software
      • 9.2.10.4.9. By Professional Services
      • 9.2.10.5. Iran
      • 9.2.10.5.1. By Components
      • 9.2.10.5.2. By Application
      • 9.2.10.5.3. By Technology
      • 9.2.10.5.4. By Offering
      • 9.2.10.5.5. By Platform
      • 9.2.10.5.6. By End-User
      • 9.2.10.5.7. By Hardware
      • 9.2.10.5.8. By Software
      • 9.2.10.5.9. By Professional Services
      • 9.2.10.6. South Africa
      • 9.2.10.6.1. By Components
      • 9.2.10.6.2. By Application
      • 9.2.10.6.3. By Technology
      • 9.2.10.6.4. By Offering
      • 9.2.10.6.5. By Platform
      • 9.2.10.6.6. By End-User
      • 9.2.10.6.7. By Hardware
      • 9.2.10.6.8. By Software
      • 9.2.10.6.9. By Professional Services
      • 9.2.10.7. Nigeria
      • 9.2.10.7.1. By Components
      • 9.2.10.7.2. By Application
      • 9.2.10.7.3. By Technology
      • 9.2.10.7.4. By Offering
      • 9.2.10.7.5. By Platform
      • 9.2.10.7.6. By End-User
      • 9.2.10.7.7. By Hardware
      • 9.2.10.7.8. By Software
      • 9.2.10.7.9. By Professional Services
      • 9.2.10.8. Kenya
      • 9.2.10.8.1. By Components
      • 9.2.10.8.2. By Application
      • 9.2.10.8.3. By Technology
      • 9.2.10.8.4. By Offering
      • 9.2.10.8.5. By Platform
      • 9.2.10.8.6. By End-User
      • 9.2.10.8.7. By Hardware
      • 9.2.10.8.8. By Software
      • 9.2.10.8.9. By Professional Services
      • 9.2.10.9. Egypt
      • 9.2.10.9.1. By Components
      • 9.2.10.9.2. By Application
      • 9.2.10.9.3. By Technology
      • 9.2.10.9.4. By Offering
      • 9.2.10.9.5. By Platform
      • 9.2.10.9.6. By End-User
      • 9.2.10.9.7. By Hardware
      • 9.2.10.9.8. By Software
      • 9.2.10.9.9. By Professional Services
      • 9.2.10.10. Morocco
      • 9.2.10.10.1. By Components
      • 9.2.10.10.2. By Application
      • 9.2.10.10.3. By Technology
      • 9.2.10.10.4. By Offering
      • 9.2.10.10.5. By Platform
      • 9.2.10.10.6. By End-User
      • 9.2.10.10.7. By Hardware
      • 9.2.10.10.8. By Software
      • 9.2.10.10.9. By Professional Services
      • 9.2.10.11. Algeria
      • 9.2.10.11.1. By Components
      • 9.2.10.11.2. By Application
      • 9.2.10.11.3. By Technology
      • 9.2.10.11.4. By Offering
      • 9.2.10.11.5. By Platform
      • 9.2.10.11.6. By End-User
      • 9.2.10.11.7. By Hardware
      • 9.2.10.11.8. By Software
      • 9.2.10.11.9. By Professional Services
      • 9.2.10.12. Rest of Middle East & Africa
      • 9.2.10.12.1. By Components
      • 9.2.10.12.2. By Application
      • 9.2.10.12.3. By Technology
      • 9.2.10.12.4. By Offering
      • 9.2.10.12.5. By Platform
      • 9.2.10.12.6. By End-User
      • 9.2.10.12.7. By Hardware
      • 9.2.10.12.8. By Software
      • 9.2.10.12.9. By Professional Services

10. Competitive Landscape

  • 10.1. List of Key Players and Their Offerings
  • 10.2. Global Metaverse Company Market Share Analysis, 2021
  • 10.3. Competitive Benchmarking, By Operating Parameters
  • 10.4. Key Strategic Developments (Mergers, Acquisitions, Partnerships)

11. Impact of Covid-19 on Global Metaverse Market

12. Company Profile (Company Overview, Financial Matrix, Competitive Landscape, Key Personnel, Key Competitors, Contact Address, Strategic Outlook, SWOT)

  • 12.1. Active Theory
  • 12.2. Alibaba Cloud
  • 12.3. Alphabet, Inc.
  • 12.4. Antier Solutions Pvt. Ltd.
  • 12.5. ByteDance Ltd.
  • 12.6. Decentraland
  • 12.7. Epic Games, Inc.
  • 12.8. Globant
  • 12.9. Lilith Games
  • 12.10. Magic Leap, Inc.
  • 12.11. Meta Platforms, Inc.
  • 12.12. Microsoft Corporation
  • 12.13. NetEase, Inc.
  • 12.14. Nextech AR Solutions Corp.
  • 12.15. Nvidia Corporation
  • 12.16. Queppelin
  • 12.17. Roblox Corporation
  • 12.18. Tencent Holdings Ltd.
  • 12.19. The Sandbox
  • 12.20. Unity Technologies, Inc.
  • 12.21. Other Prominent Players

13. Key Strategic Recommendations

14. Research Methodology

  • 14.1. Qualitative Research
    • 14.1.1. Primary & Secondary Research
  • 14.2. Quantitative Research
  • 14.3. Market Breakdown & Data Triangulation
    • 14.3.1. Secondary Research
    • 14.3.2. Primary Research
  • 14.4. Breakdown of Primary Research Respondents, By Region
  • 14.5. Assumptions & Limitations