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市場調査レポート
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1401298

メタバースの世界市場:2023年~2030年

Global Metaverse Market - 2023-2030

出版日: | 発行: DataM Intelligence | ページ情報: 英文 204 Pages | 納期: 約2営業日

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メタバースの世界市場:2023年~2030年
出版日: 2023年12月29日
発行: DataM Intelligence
ページ情報: 英文 204 Pages
納期: 約2営業日
ご注意事項 :
本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
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  • 概要
  • 目次
概要

概要

世界のメタバース市場は2022年に521億米ドルに達し、2030年には1兆206億米ドルに達すると予測され、予測期間2023-2030年のCAGRは45.5%で成長します。

メタバースは、拡張現実(AR)と仮想現実(VR)が融合し、物理的領域とデジタル領域のよりシームレスな統合を実現するという重要な動向を目の当たりにしています。この融合はメタバースの景観を形成し、ユーザーがデジタル環境と関わり、体験する方法を変容させつつあります。NFT(非代替性トークン)は、メタバース内の仮想資産や不動産をトークン化し、デジタル所有権を促進するために使用されています。

ブロックチェーンのような非中央集権的テクノロジーは、ユーザー主導のコントロールとオーナーシップのために脚光を浴びています。メタバースへのアクセシビリティと相互運用性が向上し、ユーザーは異なるメタバース・プラットフォーム間をより簡単に移行できるようになっています。メタバースは商業、教育、社会化のハブとなりつつあり、イノベーションと経済成長の機会をもたらしています。しかし、プライバシーとセキュリティに関する懸念は、依然として解決すべき重要な課題です。

デヘラードゥーンのUPESビジネススクールは、インド初のメタバースとウェブ3.0のMBAプログラムを導入しました。この革新的な2年間のカリキュラムは、学生にメタバース、ブロックチェーン技術、Web 3.0のエコシステムを包括的に理解させることに重点を置いています。このプログラムには、メタバースの理論的知識、メタラボを通じた没入型体験、メタバースセクターで活動する企業への実践的接触という3つの重要な原則が組み込まれています。

メタバース市場はアジア太平洋地域が最大のシェアを占めています。この地域はテクノロジーに精通した人口が多く、急速に成長しています。中国や韓国のような国々は、メタバース・テクノロジーの利用や開発で台頭しており、大手企業はこの分野に多額の投資を行っています。また、アジア太平洋地域はゲーム産業とテクノロジー産業を後押ししており、仮想現実と拡張現実の採用が増加していることも、世界のメタバース市場をリードする要因となっています。

市場力学

成長するゲーム産業

ゲーム産業はメタバース市場成長の原動力です。Data.aiとInternational Data Corporationは、ビデオゲームに対する世界の消費者支出は今年2,220億米ドルに達し、その61%以上をモバイルゲームが占めると予測しています。モバイルゲームはデジタルゲーム消費の主要な促進要因であり、2022年には家庭用ゲーム機を3.3倍上回る。

Xbox Series X/SやPlayStation 5のような新しいゲーム機が登場し、モバイルゲームと家庭用ゲーム機のゲーム体験が融合し続けることで、さらなる成長が見込まれます。モバイルゲームは、さまざまなサブジャンルや属性にまたがる幅広い魅力を備えているため、メタバースにアクセスするための極めて重要なチャネルとなっており、市場の拡大と万人へのアクセシビリティの向上に貢献しています。

没入型・包括的学習による教育の変革

メタバース市場の成長は、教育における変革の可能性に後押しされています。メタバース技術は、地理的な障壁を取り払い、生徒のエンゲージメントを高めることで、学習体験に革命を起こすことを約束します。バーチャルリアリティ(VR)は、理解力、知識の定着、生徒のエンゲージメント、モチベーションを大幅に向上させることが示されています。生徒は、歴史的な時代を探検したり、実験を行ったり、共有されたデジタル環境で仮想授業を受けたりすることができます。VR教育はすでに具体化しており、日本の学校では没入型学習のためにメタクエスト2ヘッドセットを使用しています。

教育における公平性は重要な関心事であり、メタバース技術はその解決策を提供します。十分な教育を受けられない地域の生徒が質の高い教育を受けられるようになり、優れた教師が遠隔地の生徒に指導できるようになります。メタバースは、世界学習、バーチャル遠足、個別指導を可能にし、広場恐怖症やPTSDの生徒を含む多様なニーズを持つ生徒のためになります。この可能性を実現するためには、政府と教育者が協力して、包括的なアクセス、カリキュラム開発、教員養成を確保する必要があります。メタバースは、学習を真に没入的で、魅力的で、公平な体験にすることで、教育を再構築しようとしています。

ユーザーのプライバシー保護の課題と戦略

メタバースの開発は、セキュリティとプライバシーに関する大きな課題に直面しています。ユーザー情報、コミュニケーション、シナリオ、バーチャルグッズはすべて、潜在的な脆弱性のポイントです。ユーザー情報の保護には、機密データを保護するための暗号化、マット化、機械学習が含まれます。コミュニケーションのセキュリティは、意図した受信者だけがコンテンツにアクセスできるようにするための強力な暗号化に依存します。

シナリオは、カスタマイズや匿名化を可能にし、ユーザー選択型の保護を提供しなければならないです。仮想の商品や取引には、権利の匿名化や属性の保護といったメカニズムが必要です。これらの懸念に対処することは、信頼を構築し、メタバースが成功裏に安全に進化するために極めて重要です。

目次

第1章 調査手法と調査範囲

第2章 定義と概要

第3章 エグゼクティブサマリー

第4章 市場力学

  • 影響要因
    • 促進要因
      • 成長するゲーム産業
      • 没入型学習と包括的学習による教育の変革
    • 抑制要因
      • ユーザーのプライバシー保護に関する課題と戦略
    • 機会
    • 影響分析

第5章 産業分析

  • ポーターのファイブフォース分析
  • サプライチェーン分析
  • 価格分析
  • 規制分析
  • ロシア・ウクライナ戦争の影響分析
  • DMIの見解

第6章 COVID-19分析

第7章 コンポーネント別

  • ハードウェア
    • ARデバイス
    • VR機器
    • MRデバイス
    • ディスプレイ
  • ソフトウェア
    • 拡張現実感ソフトウェア
    • ゲームエンジン
    • 3Dマッピング、モデリング、再構成
    • 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
  • プロフェッショナル・サービス
    • 業界別開発とシステム統合
    • 戦略・ビジネスコンサルティングサービス

第8章 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

第9章 用途別

  • ゲーム
  • オンラインショッピング
  • コンテンツ制作&ソーシャルメディア
  • イベント&カンファレンス
  • デジタルマーケティング(広告)
  • 試験・検査
  • その他

第10章 エンドユーザー別

  • コンシューマー
    • ゲームとソーシャルメディア
    • ライブエンターテイメントとイベント
  • 商業
    • 小売およびeコマース
    • 教育および企業
    • 旅行・観光
    • 不動産
  • 製造業
  • ヘルスケア
  • その他

第11章 地域別

  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • フランス
    • イタリア
    • ロシア
    • その他欧州
  • 南米
    • ブラジル
    • アルゼンチン
    • その他南米
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • オーストラリア
    • その他アジア太平洋地域
  • 中東・アフリカ

第12章 競合情勢

  • 競合シナリオ
  • 市況/シェア分析
  • M&A分析

第13章 企業プロファイル

  • Microsoft
    • 会社概要
    • コンポーネント・ポートフォリオと説明
    • 財務概要
    • 主な発展
  • Sony
  • Meta
  • HTC
  • Google
  • Apple
  • Qualcomm
  • Samsung
  • Activision Blizzard
  • NetEase
  • Electronic Arts
  • Take-Two
  • Tencent
  • Nexon
  • Epic Games
  • Unity
  • Valve
  • Accenture
  • Adobe
  • HPE

第14章 付録

目次
Product Code: ICT6079

Overview

Global Metaverse Market reached US$ 52.1 billion in 2022 and is expected to reach US$ 1,020.6 billion by 2030, growing with a CAGR of 45.5% during the forecast period 2023-2030.

The metaverse is witnessing significant trends, with Augmented Reality (AR) and Virtual Reality (VR) converging to create a more seamless integration of the physical and digital realms. The convergence is shaping the metaverse landscape and transforming the way users interact with and experience digital environments. NFTs (Non-Fungible Tokens) are being used to tokenize virtual assets and properties within the metaverse, fostering digital ownership.

Decentralized technologies, like blockchain, are gaining prominence for user-driven control and ownership. Metaverse accessibility and interoperability are improving, enabling users to transition between different metaverse platforms more easily. The metaverse is becoming a hub for commerce, education and socialization, presenting opportunities for innovation and economic growth. Privacy and security concerns, however, remain critical challenges to address.

Dehradun's UPES School of Business has introduced India's first MBA program in Metaverse and Web 3.0. The innovative two-year curriculum focuses on providing students with a comprehensive understanding of the Metaverse, blockchain technology and Web 3.0 ecosystems. The program incorporates three key principles: theoretical knowledge of the Metaverse, immersive experiences through Meta labs and practical exposure to companies operating in the Metaverse sector.

Asia-Pacific dominates the metaverse market, holding the largest share. The region has a large and rapidly growing population of tech-savvy individuals. Countries like China and South Korea are emerging in metaverse technology usage and development, with major companies investing heavily in the sector. Also, Asia-Pacific's boosting gaming and technology industries, along with its increasing adoption of virtual and augmented reality, contribute to its leadership in the global metaverse market.

Dynamics

Growing Gaming Industry

The gaming industry is a driving force behind the metaverse market's growth. Data.ai and the International Data Corporation predict that global consumer spending on video games will reach a record-breaking US$ 222 billion this year, with mobile gaming accounting for over 61% of that figure. Mobile gaming is the primary growth driver for digital games consumption, outpacing home game consoles by a factor of 3.3 in 2022.

The availability of new gaming consoles like the Xbox Series X/S and PlayStation 5, along with the continued convergence of mobile and console gaming experiences, is expected to fuel further growth. Mobile gaming's broad appeal across various subgenres and demographics makes it a pivotal channel for accessing the metaverse, contributing to the market's expansion and accessibility for all.

Transforming Education Through Immersive and Inclusive Learning

The growth of the metaverse market is fueled by its transformative potential in education. Metaverse technologies promise to revolutionize learning experiences by breaking down geographical barriers and enhancing student engagement. Virtual Reality (VR) has shown to significantly improve comprehension, knowledge retention, student engagement and motivation. Students can explore historical periods, conduct experiments or attend virtual classes in shared digital environments. VR education is already taking shape, with schools in Japan using Meta Quest 2 headsets for immersive learning.

Equity in education is a significant concern and metaverse technologies offer a solution. Students from underserved areas can access high-quality education and outstanding teachers can reach remote students. The metaverse enables global learning, virtual field trips and personalized tutoring, benefiting students with diverse needs, including those with agoraphobia and PTSD. To realize this potential, governments and educators need to collaborate to ensure inclusive access, curriculum development and teacher training. The metaverse is set to reshape education by making learning a truly immersive, engaging and equitable experience.

Challenges and Strategies for Protecting User Privacy

The development of the metaverse faces significant challenges related to security and privacy concerns. User information, communication, scenarios and virtual goods are all potential points of vulnerability. Protecting user information involves encryption, matting and machine learning to safeguard sensitive data. Communication security relies on strong encryption to ensure only intended recipients can access content.

Scenarios must offer user-selective protection, allowing customization and anonymization. Virtual goods and transactions require mechanisms like rights anonymization and attribute protection. Addressing these concerns is crucial to building trust and ensuring the metaverse's successful and secure evolution.

Segment Analysis

The global metaverse market is segmented based on component, end-user, platform, application and region.

AR Dominates the Metaverse: A Bridge to Real-World Integration and Immersive Experiences

AR technology dominates the metaverse market due to its accessibility and seamless integration with the real world. AR enhances user experiences by layering digital content onto the physical environment, making it more relatable and user-friendly. Its widespread use in applications like augmented reality games, virtual try-ons and location-based services gives it a substantial share in the growing metaverse ecosystem.

In 2023, augmented reality (AR) is at the forefront of tech trends, offering exciting opportunities for businesses. It's a key player in the evolving metaverse, blurring the lines between the digital and physical worlds. AR avatars and spatial audio enrich immersive experiences, while AI simplifies AR's complex processes.

Mobile AR has improved significantly, thanks to geospatial APIs and advancements in Apple ARKit. WebAR enhances accessibility and cross-platform AR development accelerates deployment. AR glasses like Meta's Cambria and Apple's LiDAR technology promise a consumer-friendly future. AR in marketing, with interactive business cards and manuals, offers innovative ways to engage customers.

Geographical Penetration

Asia-Pacific Gaming Powerhouse: Fueling Metaverse Growth

Asia-Pacific's dominance in the metaverse market is driven by its massive gaming population of 1.5 billion enthusiasts, making it the world's fastest-growing gaming region. The diverse and dynamic market offers a plethora of opportunities for game developers, marketers and strategists looking to tap into the burgeoning metaverse landscape.

The region's gaming industry is thriving, with a market value of US$ 70 billion and insights from the "Level Up: A Guide to Succeed in Asia's US$ 70 billion Gaming Market," a report jointly published by Google and Niko Partners, provide valuable guidance for those seeking to navigate and succeed in this vibrant and ever-expanding metaverse market. With its vast and engaged gaming community, Asia-Pacific is poised to play a pivotal role in the metaverse's continued growth and development.

COVID-19 Impact Analysis

The Russia-Ukraine war has the potential to significantly impact the metaverse market and the broader digital world. The conflict is reshaping the global order and the outcome will influence the trajectory of a new, decentralized community of global internet users. If Ukraine and like-minded countries uphold their democratic ideals and remain free, the movement toward a more empowered and borderless world will gain momentum. The aligns with the metaverse's vision, where online communities transcend physical borders.

However, if Russia prevails and suppresses freedom and democracy, it could lead to a world devoid of rules and freedom, hampering the growth of the metaverse and digital empowerment, ultimately subjecting might to right. The war's outcome carries high stakes for the future of the metaverse and the digital landscape.

Russia-Ukraine War Impact Analysis

Russia-Ukraine war has significantly impacted the metaverse market, serving as a catalyst for its evolution. Mirroring historical events like the Second World War, the conflict has become a testing ground for the Open Metaverse, showcasing its potential for both positive and negative applications. Decentralized technologies, including cryptocurrencies and blockchain, have played a pivotal role in mobilizing resources and coordinating strategies for both Ukraine and Russia within this virtual landscape.

On the positive side, Ukraine has successfully leveraged the Open Metaverse to raise over US$ 200 million in international donations, aiding in the procurement of essential resources for its military and civilians. Meanwhile, Russia has utilized the metaverse to fund its war efforts through cryptocurrencies and spread propaganda, highlighting the intricate interplay between real-world geopolitics and the evolving dynamics of the virtual realm.

AI Impact Analysis

In recent years, the convergence of Artificial Intelligence (AI) and the Metaverse has ushered in a new era of technological innovation and immersive digital experiences. The Metaverse, an interconnected digital universe, integrates augmented reality, virtual reality and immersive technologies into a collective virtual shared space. AI plays a pivotal role in shaping the Metaverse by driving content creation, personalization and immersive storytelling.

AI algorithms generate lifelike virtual environments and adaptive experiences tailored to individual users, enhancing the sense of presence and engagement. AI-driven avatars enable meaningful social interactions, breaking down language barriers and creating a deeper connection within the Metaverse community.

Furthermore, AI is transforming industries within the Metaverse, enabling remote work, enhancing productivity and providing innovative solutions across various sectors. However, this integration also brings ethical considerations, such as privacy, bias, digital equity and regulation, which must be addressed to ensure responsible development and use of AI in the evolving Metaverse landscape.

The future of education is evolving rapidly and hyper-personalization through AI and the Metaverse is at the forefront of this transformation. As AI becomes more integrated into XR learning environments, students can benefit from tailored learning experiences and instant access to a vast wealth of knowledge. The metaverse offers a dynamic and immersive backdrop for learning, where students can actively engage with educational content, explore concepts in a hands-on manner and gain insights from AI-powered mentors.

By Component

  • Hardware
    • AR devices
    • VR devices
    • MR devices
    • Displays
  • Software
    • Extended Reality Software
    • Gaming Engines
    • 3D Mapping, Modeling and Reconstruction
    • Metaverse Platforms
    • Financial Platforms
    • Other
  • Professional Services
    • Vertical Development and System Integration
    • Strategy and Business Consulting Services

By Platform

  • Desktop
  • Mobile
  • Headset

By Application

  • Gaming
  • Online Shopping
  • Content Creation & Social Media
  • Events & Conference
  • Digital Marketing (Advertising)
  • Testing and Inspection
  • Others

By End-User

  • Consumer
    • Gaming and Social Media
    • Live Entertainment and Events
  • Commercial
    • Retail and E-commerce
    • Education and Corporate
    • Travel and Tourism
    • Real Estate
  • Industrial Manufacturing
  • Healthcare
  • Other

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Russia
    • Rest of Europe
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • Middle East and Africa

Key Developments

  • In September 2022, Meta and Qualcomm announced a partnership to develop customized chips for the Metaverse. The collaboration builds on their existing relationship, as Qualcomm already produces the Snapdragon XR2 chip for Meta's Quest 2. The partnership aims to create next-generation platforms and core technologies to advance the Metaverse.
  • In April 2022, Snap announced a partnership with Live Nation to introduce augmented reality (AR) experiences at select concerts and festivals. The multiyear collaboration aims to enhance the concert and festival experience by using Snap's AR technology.
  • In September 2023, Apple's entry into the augmented reality (AR) headset market with the Vision Pro headset represents a significant development in AR technology. The "spatial computer" is designed to allow users to interact with digital content in a manner that simulates its physical presence in their environment. Apple's move into the AR headset market is seen as a step toward advancing AR and potentially bringing the concept of the metaverse closer to reality.

Competitive Landscape

The major global players in the market include Microsoft, Sony, Meta, HTC, Google, Apple, Qualcomm, Samsung, Activision Blizzard, NetEase, Electronic Arts, Take-Two, Tencent, Nexon, Epic Games, Unity, Valve, Accenture, Adobe, HPE.

Why Purchase the Report?

  • To visualize the global metaverse market segmentation based on component, end-user, platform, application and region, as well as understand key commercial assets and players.
  • Identify commercial opportunities by analyzing trends and co-development.
  • Excel data sheet with numerous data points of metaverse market-level with all segments.
  • PDF report consists of a comprehensive analysis after exhaustive qualitative interviews and an in-depth study.
  • Component mapping available as excel consisting of key Components of all the major players.

The global metaverse market report would provide approximately 99 tables, 83 figures and 204 Pages.

Target Audience 2023

  • Manufacturers/ Buyers
  • Industry Investors/Investment Bankers
  • Research Professionals
  • Emerging Companies

Table of Contents

1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Definition and Overview

3. Executive Summary

  • 3.1. Snippet by Component
  • 3.2. Snippet by Platform
  • 3.3. Snippet by Application
  • 3.4. Snippet by End-User
  • 3.5. Snippet by Region

4. Dynamics

  • 4.1. Impacting Factors
    • 4.1.1. Drivers
      • 4.1.1.1. Growing Gaming Industry
      • 4.1.1.2. Transforming Education Through Immersive and Inclusive Learning
    • 4.1.2. Restraints
      • 4.1.2.1. Challenges and strategies for protecting user privacy
    • 4.1.3. Opportunity
    • 4.1.4. Impact Analysis

5. Industry Analysis

  • 5.1. Porter's Five Force Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Pricing Analysis
  • 5.4. Regulatory Analysis
  • 5.5. Russia-Ukraine War Impact Analysis
  • 5.6. DMI Opinion

6. COVID-19 Analysis

  • 6.1. Analysis of COVID-19
    • 6.1.1. Scenario Before COVID
    • 6.1.2. Scenario During COVID
    • 6.1.3. Scenario Post COVID
  • 6.2. Pricing Dynamics Amid COVID-19
  • 6.3. Demand-Supply Spectrum
  • 6.4. Government Initiatives Related to the Market During Pandemic
  • 6.5. Manufacturers Strategic Initiatives
  • 6.6. Conclusion

7. By Component

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 7.1.2. Market Attractiveness Index, By Component
  • 7.2. Hardware*
    • 7.2.1. Introduction
    • 7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
    • 7.2.3. AR devices
    • 7.2.4. VR devices
    • 7.2.5. MR devices
    • 7.2.6. Displays
  • 7.3. Software
    • 7.3.1. Extended Reality Software
    • 7.3.2. Gaming Engines
    • 7.3.3. 3D Mapping, Modeling and Reconstruction
    • 7.3.4. Metaverse Platforms
    • 7.3.5. Financial Platforms
    • 7.3.6. Other
  • 7.4. Professional Services
    • 7.4.1. Vertical Development and System Integration
    • 7.4.2. Strategy and Business Consulting Services

8. By Platform

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 8.1.2. Market Attractiveness Index, By Platform
  • 8.2. Desktop*
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 8.3. Mobile
  • 8.4. Headset

9. By Application

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 9.1.2. Market Attractiveness Index, By Application
  • 9.2. Gaming*
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 9.3. Online Shopping
  • 9.4. Content Creation & Social Media
  • 9.5. Events & Conference
  • 9.6. Digital Marketing (Advertising)
  • 9.7. Testing and Inspection
  • 9.8. Others

10. By End-User

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 10.1.2. Market Attractiveness Index, By End-User
  • 10.2. Consumer*
    • 10.2.1. Introduction
    • 10.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
    • 10.2.3. Gaming and Social Media
    • 10.2.4. Live Entertainment and Events
  • 10.3. Commercial
    • 10.3.1. Retail and eCommerce
    • 10.3.2. Education and Corporate
    • 10.3.3. Travel and Tourism
    • 10.3.4. Real Estate
  • 10.4. Industrial Manufacturing
  • 10.5. Healthcare
  • 10.6. Other

11. By Region

  • 11.1. Introduction
    • 11.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region
    • 11.1.2. Market Attractiveness Index, By Region
  • 11.2. North America
    • 11.2.1. Introduction
    • 11.2.2. Key Region-Specific Dynamics
    • 11.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.2.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.2.7.1. U.S.
      • 11.2.7.2. Canada
      • 11.2.7.3. Mexico
  • 11.3. Europe
    • 11.3.1. Introduction
    • 11.3.2. Key Region-Specific Dynamics
    • 11.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.3.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.3.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.3.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.3.7.1. Germany
      • 11.3.7.2. UK
      • 11.3.7.3. France
      • 11.3.7.4. Italy
      • 11.3.7.5. Russia
      • 11.3.7.6. Rest of Europe
  • 11.4. South America
    • 11.4.1. Introduction
    • 11.4.2. Key Region-Specific Dynamics
    • 11.4.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.4.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.4.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.4.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.4.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.4.7.1. Brazil
      • 11.4.7.2. Argentina
      • 11.4.7.3. Rest of South America
  • 11.5. Asia-Pacific
    • 11.5.1. Introduction
    • 11.5.2. Key Region-Specific Dynamics
    • 11.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.5.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.5.7.1. China
      • 11.5.7.2. India
      • 11.5.7.3. Japan
      • 11.5.7.4. Australia
      • 11.5.7.5. Rest of Asia-Pacific
  • 11.6. Middle East and Africa
    • 11.6.1. Introduction
    • 11.6.2. Key Region-Specific Dynamics
    • 11.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.6.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User

12. Competitive Landscape

  • 12.1. Competitive Scenario
  • 12.2. Market Positioning/Share Analysis
  • 12.3. Mergers and Acquisitions Analysis

13. Company Profiles

  • 13.1. Microsoft*
    • 13.1.1. Company Overview
    • 13.1.2. Component Portfolio and Description
    • 13.1.3. Financial Overview
    • 13.1.4. Key Developments
  • 13.2. Sony
  • 13.3. Meta
  • 13.4. HTC
  • 13.5. Google
  • 13.6. Apple
  • 13.7. Qualcomm
  • 13.8. Samsung
  • 13.9. Activision Blizzard
  • 13.10. NetEase
  • 13.11. Electronic Arts
  • 13.12. Take-Two
  • 13.13. Tencent
  • 13.14. Nexon
  • 13.15. Epic Games
  • 13.16. Unity
  • 13.17. Valve
  • 13.18. Accenture
  • 13.19. Adobe
  • 13.20. HPE

LIST NOT EXHAUSTIVE

14. Appendix

  • 14.1. About Us and Services
  • 14.2. Contact Us