市場調査レポート
商品コード
1359923

メタバースの世界市場:コンポーネント別(ハードウェア、ソフトウェア、プロフェッショナルサービス)、業界別(消費者、商業、産業製造)、地域別(北米、アジア太平洋、欧州、中東・アフリカ、ラテンアメリカ)-2030年までの予測

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

出版日: | 発行: MarketsandMarkets | ページ情報: 英文 350 Pages | 納期: 即納可能 即納可能とは

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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=160.11円
メタバースの世界市場:コンポーネント別(ハードウェア、ソフトウェア、プロフェッショナルサービス)、業界別(消費者、商業、産業製造)、地域別(北米、アジア太平洋、欧州、中東・アフリカ、ラテンアメリカ)-2030年までの予測
出版日: 2023年10月06日
発行: MarketsandMarkets
ページ情報: 英文 350 Pages
納期: 即納可能 即納可能とは
  • 全表示
  • 概要
  • 目次
概要

世界のメタバースの市場規模は、2023年の839億米ドルから2030年には1兆3,034億米ドルに成長すると予測され、予測期間中の年間平均成長率(CAGR)は48.0%と見込まれています。

多くのオンラインゲームやプラットフォームが、ユーザー生成コンテンツや経済諸国を含む没入型仮想世界を提供しているため、ビデオゲーム産業はメタバースの発展に重要な役割を果たしています。メタバースは、教育やコラボレーションなど、エンターテインメント以外の分野にも応用されています。バーチャルクラスルーム、カンファレンス、ワークスペースが普及しつつあります。

調査範囲
対象範囲2018-2030年
基準年2022年
予測期間2023-2030年
単位百万/十憶 (米ドル)
セグメントコンポーネント, 業界,地域
対象地域北米, アジア太平洋, ラテンアメリカ, 欧州, 中東・アフリカ

VRデバイスは、リアルな画像とサウンドによる環境を提供します。企業やヘルスケア業界では、ゲーム、エンターテインメント、トレーニング用途にVRデバイスが利用されています。ここでは、HMD、プロジェクター、ディスプレイウォール、ジェスチャートラッキング機器など、さまざまなタイプのVR機器について詳しく説明します。例えば、Meta Quest 2、HTC Vive Cosmos、Oculus Rift S、HTC Vive Pro、Varjo VR-3などがあります。

当レポートでは、世界のメタバース市場について調査し、コンポーネント別、業界別、地域別動向、および市場に参入する企業のプロファイルなどをまとめています。

目次

第1章 イントロダクション

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 重要考察

第5章 市場概要と業界動向

  • イントロダクション
  • 市場力学
  • ケーススタディ分析
  • サプライチェーン分析
  • エコシステム分析
  • 技術分析
  • 特許分析
  • ポーターのファイブフォースモデル
  • 価格分析
  • 貿易分析
  • 規制状況
  • 主要な利害関係者と購入基準
  • 購入者に影響を与える動向/混乱
  • メタバース市場:ビジネスモデル分析
  • 主要な会議とイベント
  • 2030年以降のメタバース産業の潜在的な見通し

第6章 メタバース市場、コンポーネント別

  • イントロダクション
  • ハードウェア
  • ソフトウェア
  • プロフェッショナルサービス

第7章 メタバース市場、業界別

  • イントロダクション
  • 消費者
  • 商業
  • 産業製造
  • ヘルスケア
  • その他

第8章 メタバース市場、地域別

  • イントロダクション
  • 北米
  • 欧州
  • アジア太平洋
  • 中東・アフリカ
  • ラテンアメリカ

第9章 競合情勢

  • 概要
  • 主要参入企業が採用した戦略
  • 収益分析
  • 主要企業の市場ランキング
  • ブランドの比較/ベンダー製品の情勢
  • 主要な市場参入企業の世界スナップショット
  • 主要企業の企業評価マトリックス
  • スタートアップ/中小企業向けの企業評価マトリクス
  • メタバースベンダーの評価と財務指標
  • 競合シナリオ

第10章 企業プロファイル

  • イントロダクション
  • 主要参入企業
    • GOOGLE
    • APPLE
    • META
    • MICROSOFT
    • SAMSUNG
    • SONY
    • HTC
    • ACTIVISION BLIZZARD
    • QUALCOMM
    • NETEASE
    • ELECTRONIC ARTS
    • TAKE-TWO
    • TENCENT
    • NEXON
    • EPIC GAMES
    • UNITY
    • VALVE
  • その他の企業
    • ACCENTURE
    • ADOBE
    • HPE
    • DELOITTE
    • ANSYS
    • AUTODESK
    • INTEL
    • TECH MAHINDRA
    • BYTEDANCE
    • NVIDIA
    • SEIKO EPSON
    • PANASONIC
    • EON REALITY
    • ROBLOX
    • LENOVO
    • RAZER
    • NEXTECH AR SOLUTIONS
    • ZQGAME
    • TALECRAFT
    • VR CHAT
    • DECENTRALAND
    • SANDBOX VR
    • QUIDIENT

第11章 隣接市場および関連市場

第12章 付録

目次
Product Code: TC 8053

The global metaverse market is expected to grow from 83.9 Billion in 2023 to USD 1,303.4 Billion by 2030 at a Compound Annual Growth Rate (CAGR) of 48.0% during the forecast period. The video game industry has played a significant role in developing the metaverse, as many online games and platforms offer immersive virtual worlds with user-generated content and economies. The metaverse has applications beyond entertainment, including education and collaboration. Virtual classrooms, conferences, and workspaces are becoming more prevalent.

Scope of the Report
Years Considered for the Study2018-2030
Base Year2022
Forecast Period2023-2030
Units ConsideredMillion/Billion (USD)
SegmentsBy Component, Vertical, and region
Regions coveredNorth America, Asia Pacific, Latin America, Europe, and the Middle East & Africa

"VR Devices segment to have largest market size during the forecast period."

VR devices provide an environment with realistic images and sounds. Enterprises and consumers use VR devices for gaming, entertainment, and training applications in the enterprises and healthcare industries. This section explains different types of VR devices, including HMDs, projectors and display walls, and gesture-tracking devices, in detail. Some examples are Meta Quest 2, HTC Vive Cosmos, Oculus Rift S, HTC Vive Pro, and Varjo VR-3.

Use cases:

  • Gaming and Entertainment: VR is well-known for its immersive gaming experiences, where users are fully engaged in virtual worlds, interact with objects, and participate in realistic gameplay.
  • Training and Simulation: Businesses use VR for training simulations in aviation, medicine, military, and industrial sectors. Trainees can practice in safe and controlled virtual environments.
  • Education and Learning: VR provides interactive educational experiences, from virtual field trips to complex scientific simulations, enhancing engagement and understanding.

"Consumer vertical to hold the largest market size during the forecast period."

The consumer segment comprises gaming, social media, sports, live entertainment, concerts, and other events. Various entertainment applications include museums (archeology), theme parks, art galleries, and exhibitions. Metaverse and the extended reality technology offer remarkable visual effects when used in gaming and sports broadcasts. The gaming sector has been an early adopter of new 3D, VR, and MR technologies. These technologies can enhance players' gaming experience by creating virtual objects and characters linked to defined locations in the real world. Players can easily interact with digital objects in the real world.

Metaverse is a concept that has gained significant attention and traction in recent years, especially in the consumer technology space. Here are some ways the metaverse is impacting consumers:

  • AR and VR: Consumer adoption of VR and AR technologies is vital to the metaverse concept. VR headsets, like Oculus Rift and HTC Vive, and AR applications like Pokemon GO provide users with immersive experiences. These technologies can be used for gaming, social interactions, and even education, bridging the metaverse.
  • Gaming and Entertainment: The gaming industry is at the forefront of metaverse development. Games like Fortnite, Roblox, and Minecraft are evolving into metaverse-like experiences where users can socialize, build, and engage in various activities within a shared virtual space. Users purchase virtual goods and assets; some even earn a living through in-game actions.
  • Social Interaction: Social media platforms and communication tools are integrating metaverse elements. Facebook, for instance, rebranded itself as Meta, emphasizing its commitment to building the metaverse; this suggests that future social interactions may increasingly occur in virtual spaces, with avatars and digital environments.

"Metaverse market in Asia Pacific to grow at the highest CAGR during the forecast period."

The metaverse market in the Asia Pacific will experience extensive growth opportunities due to high consumer spending, internet penetration, and the rising adoption of advanced technologies, such as XR, AI, and cloud. The presence of many display panel manufacturers in the region has increased demand for the latest display technologies, such as 3D and holographic displays.

Consumer electronics, retail, banking, financial services, and insurance (BFSI), healthcare, transportation, and sports and entertainment industries would contribute substantially to the market growth in the region. These industries offer significant growth potential for the market due to the increasing awareness among consumers and the rising adoption of new technologies in various sectors, especially in China, India, and South Korea. The expanding number of players in the region will drive the growth of the metaverse market in Asia Pacific. The thriving commercial and consumer demands are a key factor driving the development of the metaverse market in the region, as these markets are witnessing increased investments in countries such as Japan and China. The use of metaverse has increased in commercial and consumer markets in Asia Pacific owing to the region's easy availability of metaverse technology. The low-priced VR headsets are readily available in countries of Asia Pacific; this, in turn, helps the market in the region to grow at a high pace.

Further, our team conducted in-depth interviews with the Chief Executive Officers (CEOs), Chief Marketing Officers (CMO), Chief Operating Officers (COOs), Chief Technology Officers (CTOs), Vice Presidents (VPs), Managing Directors (MDs), domain heads, technology and innovation directors, and related key executives from various prominent companies and organizations operating in the Metaverse market.

  • By Company - Tier 1-29%, Tier 2-45%, and Tier 3-26%
  • By Designation - C-Level Executives-30%, Director Level-25%, and Others-45%
  • By Region - North America-40%, Europe-30%, Asia Pacific-25%, RoW - 5%

The key players in the metaverse market are Microsoft (US), Sony (Japan), Meta (US), HTC (Taiwan), Google (US), Apple (US), Qualcomm (US), Samsung (South Korea), Activision Blizzard (US), NetEase (China), Electronic Arts (US), Take-Two (US), Tencent (China), Nexon (Japan), Epic Games (US), Unity (US), Valve (US), Accenture (Ireland), Adobe (US), HPE (US), Deloitte (UK), Tech Mahindra (India), Ansys (US), Autodesk (US), Intel (US), ByteDance (China), NVIDIA (US), Epson (Japan), Panasonic (Japan), EON Reality (US), Roblox (US), Lenovo (China), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (US), VR Chat (US), Decentraland (US), Sandbox VR (US), and Quidient (US). The study includes an in-depth competitive analysis of these key players in the Metaverse market with their company profiles, recent developments, and key market strategies.

Research Coverage

The research study covered inputs, insights, trends, and happenings from secondary sources, primary sources, stakeholders' interviews, and surveys. Secondary sources include information from databases and repositories such as D&B Hoovers, Bloomberg, Factiva, and CoinDesk. We fetched primary data from supply-side industry experts who hold the chair of Chief Executive Officer (CEO), Chief Technological Officer (CTO), Chief Operating Officer (COO), Vice-President (VP) of IT, and Managing Director (MD), among others. A few of our critical primary respondents are Accenture, Cisco, and HCLTech, among others. We also reached out to a few startups during our primary interviews. Additionally, we have taken information and statistical and historical data from a few government associations, public sources, webinar and seminar transcripts, journals, conferences, and events.

Reasons to buy this report:

The report will help the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall metaverse market and the subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. The report also helps stakeholders understand the market pulse and provides information on key market drivers, restraints, challenges, and opportunities. The report incorporates a critical section comprising the company profiles in the market, in which it has exhaustively evaluated the vendors in terms of product portfolio offerings and business strategies followed; this will give a holistic view of the current standing of the key players in the market and the ongoing developments encompassing partnerships, agreements, collaborations, mergers and acquisitions, joint ventures, new product or service launches, and business expansions. This evaluation will help the buyers understand how the major vendors are achieving service differentiation, and buyers can understand the need gap analysis for the existing services and new services needed to cater to these newly developed solutions for this market. The report can help the buyers understand significant benefits as well as driving factors that are becoming key growth drivers of the development of buyers in these services.

The report provides insights on the following pointers.

  • Analysis of key drivers (increasing demand in the entertainment and gaming industry, virtualization in fashion, art, and retail sectors), restraints (high installation and maintenance costs of high-end metaverse components), opportunities (continuous development in 5G technology), and challenges (health and mental issues from excessive use) influencing the growth of the metaverse market
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the metaverse market
  • Market Development: Comprehensive information about lucrative markets - the report analyses the metaverse market across varied regions.
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the metaverse market

Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players, like include Microsoft (US), Sony (Japan), Meta (US), HTC (Taiwan), Google (US), Apple (US), Qualcomm (US), Samsung (South Korea), Activision Blizzard (US), NetEase (China), Electronic Arts (US), Take-Two (US), Tencent (China), Nexon (Japan), Epic Games (US), Unity (US), Valve (US), Accenture (Ireland), Adobe (US), HPE (US), Deloitte (UK), Tech Mahindra (India), Ansys (US), Autodesk (US), Intel (US), ByteDance (China), NVIDIA (US), Epson (Japan), Panasonic (Japan), EON Reality (US), Roblox (US), Lenovo (China), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (US), VR Chat (US), Decentraland (US), Sandbox VR (US), and Quidient (US) in the metaverse market. The report also helps stakeholders understand the competitive analysis of these market players.

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
    • 1.2.1 INCLUSIONS AND EXCLUSIONS
  • 1.3 MARKET SCOPE
    • 1.3.1 MARKET SEGMENTATION
    • 1.3.2 REGIONS COVERED
  • 1.4 YEARS CONSIDERED
  • 1.5 CURRENCY CONSIDERED
    • TABLE 1 USD EXCHANGE RATES, 2018-2022
  • 1.6 STAKEHOLDERS
  • 1.7 SUMMARY OF CHANGES

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • FIGURE 1 METAVERSE MARKET: RESEARCH DESIGN
    • 2.1.1 SECONDARY DATA
    • TABLE 2 LIST OF KEY SECONDARY SOURCES
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 Breakup of primary profiles
      • 2.1.2.2 Key industry insights
  • 2.2 MARKET FORECAST: FACTOR IMPACT ANALYSIS
    • TABLE 3 FACTOR ANALYSIS
  • 2.3 MARKET SIZE ESTIMATION
    • FIGURE 2 METAVERSE MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES
    • 2.3.1 TOP-DOWN APPROACH
    • FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
    • 2.3.2 BOTTOM-UP APPROACH
    • FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
    • FIGURE 5 METAVERSE MARKET: RESEARCH FLOW
    • 2.3.3 MARKET ESTIMATION APPROACHES
      • 2.3.3.1 Supply-side approach
    • FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS
    • FIGURE 7 SUPPLY-SIDE MARKET SIZE ESTIMATION: REVENUE OF VENDORS OFFERING METAVERSE HARDWARE, SOFTWARE, AND SERVICES
    • FIGURE 8 MARKET PROJECTIONS FROM SUPPLY SIDE
      • 2.3.3.2 Demand-side approach
    • FIGURE 9 DEMAND-SIDE APPROACH: REVENUE GENERATED FROM DIFFERENT VERTICALS
    • FIGURE 10 MARKET PROJECTIONS FROM DEMAND-SIDE
  • 2.4 DATA TRIANGULATION
    • FIGURE 11 METAVERSE MARKET: DATA TRIANGULATION
  • 2.5 RECESSION IMPACT AND RESEARCH ASSUMPTIONS
    • 2.5.1 RECESSION IMPACT
    • 2.5.2 RESEARCH ASSUMPTIONS
  • 2.6 LIMITATIONS AND RISK ASSESSMENT

3 EXECUTIVE SUMMARY

    • TABLE 4 METAVERSE MARKET SIZE AND GROWTH, 2018-2022 (USD MILLION, Y-O-Y)
    • TABLE 5 METAVERSE MARKET SIZE AND GROWTH, 2023-2030 (USD MILLION, Y-O-Y)
    • FIGURE 12 GLOBAL METAVERSE MARKET TO WITNESS SIGNIFICANT GROWTH
  • 3.1 OVERVIEW OF IMPACT OF RECESSION ON METAVERSE MARKET
    • 3.1.1 PRE-RECESSION SCENARIO
    • 3.1.2 POST-RECESSION SCENARIO
    • FIGURE 13 NORTH AMERICA TO ACCOUNT FOR LARGEST SHARE IN 2023
    • FIGURE 14 FASTEST-GROWING SEGMENTS OF METAVERSE MARKET

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE MARKET OPPORTUNITIES IN METAVERSE MARKET
    • FIGURE 15 XR-BASED TECHNOLOGICAL TRANSFORMATIONS IN SOCIAL NETWORKING, ONLINE VIDEO GAMING, AND LIVE ENTERTAINMENT TO DRIVE METAVERSE MARKET GROWTH
  • 4.2 METAVERSE MARKET, BY COMPONENT
    • FIGURE 16 METAVERSE SOFTWARE TO BE DOMINANT MARKET IN 2023 AND 2030
    • 4.2.1 METAVERSE HARDWARE MARKET, BY TYPE
    • FIGURE 17 VR DEVICES TO ACCOUNT FOR LARGEST METAVERSE HARDWARE MARKET SHARE IN 2023 AND 2030
    • 4.2.2 METAVERSE SOFTWARE MARKET, BY TYPE
    • FIGURE 18 EXTENDED REALITY SOFTWARE TO BE LARGEST SOFTWARE MARKET IN 2023 AND 2030
  • 4.3 METAVERSE MARKET, BY VERTICAL
    • FIGURE 19 CONSUMER VERTICAL TO ACCOUNT FOR LARGEST MARKET SHARE IN 2023 AND 2030
  • 4.4 METAVERSE MARKET REGIONAL SCENARIO
    • FIGURE 20 ASIA PACIFIC TO EMERGE AS BEST MARKET FOR INVESTMENTS IN NEXT SEVEN YEARS

5 MARKET OVERVIEW AND INDUSTRY TRENDS

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • FIGURE 21 MARKET DYNAMICS: METAVERSE MARKET
    • 5.2.1 DRIVERS
      • 5.2.1.1 Increase in demand from entertainment and gaming industries
    • FIGURE 22 NUMBER OF MOBILEAR ACTIVE USER DEVICES WORLDWIDE FROM 2019 TO 2024 (BILLION)
      • 5.2.1.2 Emerging opportunities from adjacent markets
    • TABLE 6 MARKET SIZE AND GROWTH RATES OF ADJACENT MARKETS
    • FIGURE 23 EVOLUTION OF METAVERSE
      • 5.2.1.3 Virtualization in fashion, art, and retail industries
      • 5.2.1.4 Surge in deployment in education sector and industrial training
      • 5.2.1.5 Increase in adoption of metaverse in healthcare sector
      • 5.2.1.6 Availability of affordable hardware
      • 5.2.1.7 Increase in 'zoom fatigue' resulting in rise in adoption of metaverse technologies
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 High installation and maintenance costs of high-end metaverse components
      • 5.2.2.2 Regulations pertaining to cybersecurity, privacy, and usage standards
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Incorporation of metaverse and adjacent technologies in aerospace & defense sector
      • 5.2.3.2 Continuous developments in 5G technology
    • FIGURE 24 5G USERS SPEND MORE TIME IN METAVERSE (HOURS/WEEK)
      • 5.2.3.3 Emergence of virtual experiences in corporate and hospitality sectors
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Local government restrictions coupled with environmental impact
      • 5.2.4.2 Health and mental issues from excessive use
  • 5.3 CASE STUDY ANALYSIS
    • 5.3.1 REZZIL DEPLOYED RIGOROUS TRAINING ASSISTANCE FOR PROFESSIONAL ATHLETES TO PARTICIPATE IN WITHOUT PHYSICAL STRAIN
    • 5.3.2 SAMSUNG CREATED VIRTUAL STORE IN NEW YORK VIA DECENTRALAND
    • 5.3.3 UNITY HELPED HYUNDAI WITH META-FACTORY SETUP
    • 5.3.4 H&M LAUNCHED VIRTUAL STORE, ENTERING FASHION SPACE OF METAVERSE
    • 5.3.5 TANISHQ ENTERED JEWELRY RETAIL SPACE OF METAVERSE
    • 5.3.6 TECH MAHINDRA AIMED TO LEVERAGE METAVERSE CAPABILITIES FOR AUTOMOTIVE INDUSTRY
    • 5.3.7 STANFORD ENTERED METAVERSE TO MAKE VIRTUAL INTERACTION ENGAGING
    • 5.3.8 GUANAJUATO INTERNATIONAL FILM FESTIVAL WENT VIRTUAL DURING PANDEMIC
    • 5.3.9 VIRTUAL 3D RETAIL CPG STORE INTRODUCED
    • 5.3.10 KALEIDOSCOPE INNOVATION PLATFORMED VIRTUAL ENVIRONMENT OF CANON MEDICAL
    • 5.3.11 AWS AIMED TO HELP VOLKSWAGEN GROUP SPEED UP PREPARING 3D DATA AND REMOTE RENDERING PROCESS
    • 5.3.12 MICROSOFT OFFERED TIME-EFFICIENT AIRPLANE WIRING APPROACH TO BOEING
    • 5.3.13 AMD USED MAP BUILDING TO ELEVATE FORTNITE GAMING EXPERIENCE
    • 5.3.14 ZEPETO CREATED SEAMLESS INTEGRATION OF VIRTUAL EXPERIENCES AND FASHION USING METAVERSE
  • 5.4 SUPPLY CHAIN ANALYSIS
    • FIGURE 25 METAVERSE MARKET: SUPPLY CHAIN
  • 5.5 ECOSYSTEM ANALYSIS
    • FIGURE 26 METAVERSE MARKET: ECOSYSTEM
    • TABLE 7 METAVERSE MARKET: COMPANIES AND THEIR ROLE IN ECOSYSTEM
  • 5.6 TECHNOLOGICAL ANALYSIS
    • 5.6.1 TECHNOLOGY STACK
    • FIGURE 27 METAVERSE MARKET: TECHNOLOGIES
    • 5.6.2 INFRASTRUCTURE LEVEL
      • 5.6.2.1 5G network
      • 5.6.2.2 Internet of things
      • 5.6.2.3 Cloud and edge computing
    • 5.6.3 DESIGN AND DEVELOPMENT LEVEL
      • 5.6.3.1 Blockchain
      • 5.6.3.2 3D modeling and real-time rendering
      • 5.6.3.3 Artificial intelligence, natural language processing, and computer vision
    • 5.6.4 HUMAN INTERACTION LEVEL
      • 5.6.4.1 Virtual reality
      • 5.6.4.2 Augmented reality
        • 5.6.4.2.1 Mobile augmented reality
    • TABLE 8 USE CASES OF MOBILEAR
        • 5.6.4.2.2 Monitor-based AR technology
        • 5.6.4.2.3 Near-eye-based AR technology
        • 5.6.4.2.4 WebAR
    • TABLE 9 USE CASES OF WEBAR
      • 5.6.4.3 Mixed reality
  • 5.7 PATENT ANALYSIS
    • FIGURE 28 NUMBER OF PATENTS GRANTED, 2012-2022
    • FIGURE 29 TOP FIVE GLOBAL PATENT OWNERS
    • TABLE 10 US: TOP TEN PATENT OWNERS
    • TABLE 11 KEY PATENTS IN METAVERSE MARKET
  • 5.8 PORTER'S FIVE FORCES MODEL
    • FIGURE 30 METAVERSE MARKET: PORTER'S FIVE FORCES ANALYSIS
    • TABLE 12 METAVERSE MARKET: PORTER'S FIVE FORCES ANALYSIS
    • 5.8.1 THREAT FROM NEW ENTRANTS
    • 5.8.2 THREAT FROM SUBSTITUTES
    • 5.8.3 BARGAINING POWER OF SUPPLIERS
    • 5.8.4 BARGAINING POWER OF BUYERS
    • 5.8.5 INTENSITY OF COMPETITIVE RIVALRY
  • 5.9 PRICING ANALYSIS
    • 5.9.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY HARDWARE
    • TABLE 13 AVERAGE SELLING PRICE OF METAVERSE HEADSETS OFFERED BY KEY PLAYERS
    • FIGURE 31 AVERAGE SELLING PRICE OF METAVERSE MR HEADSETS OFFERED BY KEY PLAYERS (USD)
    • 5.9.2 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY SOFTWARE
    • TABLE 14 AVERAGE SELLING PRICE TREND OF SDKS OFFERED BY KEY PLAYERS
    • TABLE 15 AVERAGE SELLING PRICE TREND OF METAVERSE SOFTWARE OFFERED BY KEY PLAYERS
    • 5.9.3 AVERAGE SELLING PRICE TREND OF HARDWARE, BY REGION
    • FIGURE 32 AVERAGE SELLING PRICE TREND OF MR DEVICES, BY REGION
  • 5.10 TRADE ANALYSIS
    • 5.10.1 IMPORT SCENARIO
    • TABLE 16 IMPORT DATA, BY COUNTRY, 2017-2021 (USD MILLION)
    • 5.10.2 EXPORT SCENARIO
    • TABLE 17 EXPORT DATA, BY COUNTRY, 2017-2021 (USD MILLION)
  • 5.11 REGULATORY LANDSCAPE
    • 5.11.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • TABLE 18 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • TABLE 19 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • TABLE 20 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • TABLE 21 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • 5.11.2 REGULATORY IMPLICATIONS AND INDUSTRY STANDARDS
  • 5.12 KEY STAKEHOLDERS AND BUYING CRITERIA
    • 5.12.1 KEY STAKEHOLDERS IN BUYING PROCESS
    • FIGURE 33 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR END-USE VERTICALS
    • TABLE 22 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR END-USE VERTICALS
    • 5.12.2 BUYING CRITERIA
    • FIGURE 34 KEY BUYING CRITERIA FOR MAJOR END-USE VERTICALS
    • TABLE 23 KEY BUYING CRITERIA FOR MAJOR END-USE VERTICALS
  • 5.13 TRENDS/DISRUPTIONS IMPACTING BUYERS
    • FIGURE 35 METAVERSE MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS
  • 5.14 METAVERSE MARKET: BUSINESS MODEL ANALYSIS
    • FIGURE 36 METAVERSE MARKET: BUSINESS MODELS
    • 5.14.1 BUSINESS MODEL FOR HARDWARE VENDORS
    • 5.14.2 BUSINESS MODEL FOR SOFTWARE VENDORS
    • 5.14.3 BUSINESS MODEL FOR SERVICE VENDORS
    • 5.14.4 REVENUE GENERATION MODELS
    • 5.14.5 PARTNERSHIPS & ECOSYSTEM
  • 5.15 KEY CONFERENCES AND EVENTS
    • TABLE 24 METAVERSE MARKET: DETAILED LIST OF CONFERENCES AND EVENTS, 2023-2024
  • 5.16 POTENTIAL OUTLOOK OF METAVERSE INDUSTRY BEYOND 2030
    • TABLE 25 METAVERSE MARKET SCENARIO
    • TABLE 26 METAVERSE TECHNOLOGY FUTURE ROADMAP
    • FIGURE 37 NUMBER OF GAMERS IN METAVERSE, 2020-2030 (BILLION)
    • TABLE 27 IMPACT OF WEB 2.0 AND 3.0

6 METAVERSE MARKET, BY COMPONENT

  • 6.1 INTRODUCTION
    • FIGURE 38 SOFTWARE SEGMENT TO ACCOUNT FOR LARGEST MARKET SIZE DURING FORECAST PERIOD
    • TABLE 28 METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 29 METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
  • 6.2 HARDWARE
    • 6.2.1 HARDWARE INNOVATION TO BE SIGNIFICANT IN SHAPING HOW PEOPLE ENGAGE WITH VIRTUAL WORLDS AND DIGITAL CONTENT
    • 6.2.2 HARDWARE: METAVERSE MARKET DRIVERS
    • FIGURE 39 VR DEVICES TO BE LARGEST HARDWARE MARKET FOR METAVERSE DURING FORECAST PERIOD
    • TABLE 30 METAVERSE HARDWARE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 31 METAVERSE HARDWARE MARKET, BY REGION, 2023-2030 (USD MILLION)
    • TABLE 32 METAVERSE HARDWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 33 METAVERSE HARDWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • 6.2.3 AR DEVICES
    • TABLE 34 AR DEVICES IN METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 35 AR DEVICES IN METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)
      • 6.2.3.1 AR Head-Mounted Displays (HMD)
        • 6.2.3.1.1 AR smart glasses
        • 6.2.3.1.2 Smart helmets
      • 6.2.3.2 AR Head-up Displays (HUD)
    • 6.2.4 VR DEVICES
    • TABLE 36 VR DEVICES IN METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 37 VR DEVICES IN METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)
      • 6.2.4.1 VR Head-mounted Display (HMD)
      • 6.2.4.2 Gesture-tracking devices & haptics
        • 6.2.4.2.1 Data gloves/haptics
        • 6.2.4.2.2 Other gesture-tracking devices
    • 6.2.5 MR DEVICES
    • TABLE 38 MR DEVICES IN METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 39 MR DEVICES IN METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)
    • 6.2.6 DISPLAYS
    • TABLE 40 DISPLAYS IN METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 41 DISPLAYS IN METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)
      • 6.2.6.1 3D displays
      • 6.2.6.2 Holographic displays
      • 6.2.6.3 Virtual mirrors
  • 6.3 SOFTWARE
    • 6.3.1 TOOLS TO DESIGN, CREATE, AND TEST AR, VR, AND MR EXPERIENCES
    • 6.3.2 SOFTWARE: METAVERSE MARKET DRIVERS
    • FIGURE 40 EXTENDED REALITY SOFTWARE TO BE LARGEST SOFTWARE MARKET DURING FORECAST PERIOD
    • TABLE 42 METAVERSE SOFTWARE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 43 METAVERSE SOFTWARE MARKET, BY REGION, 2023-2030 (USD MILLION)
    • TABLE 44 METAVERSE SOFTWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 45 METAVERSE SOFTWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • 6.3.3 EXTENDED REALITY SOFTWARE
    • TABLE 46 EXTENDED REALITY SOFTWARE IN METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 47 EXTENDED REALITY SOFTWARE IN METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)
      • 6.3.3.1 Software Development Kits
        • 6.3.3.1.1 Case study: TendAR used ARcore SDK for behavioral data reading
      • 6.3.3.2 Cloud-based Services
        • 6.3.3.2.1 Case study: VR Group boosted cloud application performance and reduced costs
    • 6.3.4 GAMING ENGINES
    • TABLE 48 GAMING ENGINES IN METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 49 GAMING ENGINES IN METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)
    • 6.3.5 3D MAPPING, MODELING, AND RECONSTRUCTION
    • TABLE 50 3D MAPPING, MODELING, AND RECONSTRUCTION IN METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 51 3D MAPPING, MODELING, AND RECONSTRUCTION IN METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)
      • 6.3.5.1 Volumetric video
    • 6.3.6 METAVERSE PLATFORMS
    • TABLE 52 METAVERSE PLATFORMS MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 53 METAVERSE PLATFORMS MARKET, BY REGION, 2023-2030 (USD MILLION)
      • 6.3.6.1 Centralized metaverse platforms
      • 6.3.6.2 Decentralized metaverse platforms
    • 6.3.7 FINANCIAL PLATFORMS
    • TABLE 54 FINANCIAL PLATFORMS IN METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 55 FINANCIAL PLATFORMS IN METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)
      • 6.3.7.1 Traditional finance in metaverse
        • 6.3.7.1.1 Digital payment gateways
        • 6.3.7.1.2 Central bank digital currency (CBDC)
      • 6.3.7.2 Decentralized finance in metaverse
        • 6.3.7.2.1 Cryptocurrency
        • 6.3.7.2.2 In-game tokens
        • 6.3.7.2.3 Non-fungible tokens
    • 6.3.8 OTHER SOFTWARE
    • TABLE 56 OTHER METAVERSE SOFTWARE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 57 OTHER METAVERSE SOFTWARE MARKET, BY REGION, 2023-2030 (USD MILLION)
  • 6.4 PROFESSIONAL SERVICES
    • 6.4.1 DELIVERING VARIOUS SPECIALIZED EXPERTISE AND SOLUTIONS WITHIN VIRTUAL ENVIRONMENTS
    • 6.4.2 PROFESSIONAL SERVICES: METAVERSE MARKET DRIVERS
    • FIGURE 41 STRATEGY & BUSINESS CONSULTING SERVICES TO BE LARGER PROFESSIONAL SERVICES SEGMENT DURING FORECAST PERIOD
    • TABLE 58 METAVERSE PROFESSIONAL SERVICES MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 59 METAVERSE PROFESSIONAL SERVICES MARKET, BY REGION, 2023-2030 (USD MILLION)
    • TABLE 60 METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 61 METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • 6.4.3 APPLICATION DEVELOPMENT & SYSTEM INTEGRATION
    • TABLE 62 APPLICATION DEVELOPMENT & SYSTEM INTEGRATION IN METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 63 APPLICATION DEVELOPMENT & SYSTEM INTEGRATION IN METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)
    • 6.4.4 STRATEGY & BUSINESS CONSULTING SERVICES
    • TABLE 64 STRATEGY & BUSINESS CONSULTING SERVICES IN METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 65 STRATEGY & BUSINESS CONSULTING SERVICES IN METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)

7 METAVERSE MARKET, BY VERTICAL

  • 7.1 INTRODUCTION
    • FIGURE 42 CONSUMER VERTICAL TO BE DOMINANT DURING FORECAST PERIOD
    • TABLE 66 METAVERSE MARKET, BY VERTICAL, 2018-2022 (USD MILLION)
    • TABLE 67 METAVERSE MARKET, BY VERTICAL, 2023-2030 (USD MILLION)
  • 7.2 CONSUMER
    • 7.2.1 GAMERS: EARLY ADOPTERS OF METAVERSE TECHNOLOGIES WITH NEW DIMENSIONS OF GAMEPLAY, SOCIAL INTERACTION, AND EXPLORATION
    • 7.2.2 CONSUMER VERTICAL: METAVERSE MARKET DRIVERS
    • TABLE 68 METAVERSE MARKET IN CONSUMER VERTICAL, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 69 METAVERSE MARKET IN CONSUMER VERTICAL, BY REGION, 2023-2030 (USD MILLION)
    • TABLE 70 METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 71 METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
    • 7.2.3 GAMING & SOCIAL MEDIA
    • TABLE 72 METAVERSE MARKET IN GAMING & SOCIAL MEDIA, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 73 METAVERSE MARKET IN GAMING & SOCIAL MEDIA, BY REGION, 2023-2030 (USD MILLION)
      • 7.2.3.1 Gaming
        • 7.2.3.1.1 Gaming: Metaverse use cases
    • TABLE 74 GAMING: METAVERSE USE CASES
      • 7.2.3.2 Social media
    • 7.2.4 LIVE ENTERTAINMENT & EVENTS
    • TABLE 75 METAVERSE MARKET IN LIVE ENTERTAINMENT & EVENTS, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 76 METAVERSE MARKET IN LIVE ENTERTAINMENT & EVENTS, BY REGION, 2023-2030 (USD MILLION)
      • 7.2.4.1 Sports
      • 7.2.4.2 Music concerts
      • 7.2.4.3 Other events & conferences
      • 7.2.4.4 Live entertainment & events: Metaverse use cases
    • TABLE 77 LIVE ENTERTAINMENT & EVENTS: METAVERSE USE CASES
  • 7.3 COMMERCIAL
    • 7.3.1 COMMERCIAL INTERESTS INSTRUMENTAL IN ADVANCING METAVERSE'S DEVELOPMENT
    • 7.3.2 COMMERCIAL VERTICAL: METAVERSE MARKET DRIVERS
    • TABLE 78 METAVERSE MARKET IN COMMERCIAL VERTICAL, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 79 METAVERSE MARKET IN COMMERCIAL VERTICAL, BY REGION, 2023-2030 (USD MILLION)
    • TABLE 80 METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 81 METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
    • 7.3.3 RETAIL & ECOMMERCE
    • TABLE 82 METAVERSE MARKET IN RETAIL & ECOMMERCE VERTICAL, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 83 METAVERSE MARKET IN RETAIL & ECOMMERCE VERTICAL, BY REGION, 2023-2030 (USD MILLION)
      • 7.3.3.1 Jewelry & luxury goods
      • 7.3.3.2 Beauty and cosmetics
      • 7.3.3.3 Apparel fitting
      • 7.3.3.4 Home furnishing
      • 7.3.3.5 Virtual shopping
      • 7.3.3.6 Retail & eCommerce: Metaverse use cases
    • TABLE 84 RETAIL & ECOMMERCE: METAVERSE USE CASES
    • 7.3.4 EDUCATION & CORPORATE
    • TABLE 85 METAVERSE MARKET IN EDUCATION & CORPORATE VERTICAL, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 86 METAVERSE MARKET IN EDUCATION & CORPORATE VERTICAL, BY REGION, 2023-2030 (USD MILLION)
      • 7.3.4.1 Education & corporate: Metaverse use cases
    • TABLE 87 EDUCATION & CORPORATE: METAVERSE USE CASES
    • 7.3.5 TRAVEL & TOURISM
    • TABLE 88 METAVERSE MARKET IN TRAVEL & TOURISM VERTICAL, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 89 METAVERSE MARKET IN TRAVEL & TOURISM VERTICAL, BY REGION, 2023-2030 (USD MILLION)
      • 7.3.5.1 Virtual hotel tours
      • 7.3.5.2 Virtual theme parks
      • 7.3.5.3 Museums, zoos, and aquariums
      • 7.3.5.4 Travel & tourism: Metaverse use cases
    • TABLE 90 TRAVEL & TOURISM: METAVERSE USE CASES
    • 7.3.6 REAL ESTATE
    • TABLE 91 METAVERSE MARKET IN REAL ESTATE VERTICAL, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 92 METAVERSE MARKET IN REAL ESTATE VERTICAL, BY REGION, 2023-2030 (USD MILLION)
      • 7.3.6.1 Virtual property & real estate
      • 7.3.6.2 Real estate: Metaverse use cases
    • TABLE 93 REAL ESTATE: METAVERSE USE CASES
  • 7.4 INDUSTRIAL MANUFACTURING
    • 7.4.1 ENGINEERS AND DESIGNERS IN VIRTUAL ENVIRONMENTS CREATE AND OPTIMIZE PRODUCT DESIGNS
    • TABLE 94 METAVERSE MARKET IN INDUSTRIAL MANUFACTURING VERTICAL, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 95 METAVERSE MARKET IN INDUSTRIAL MANUFACTURING VERTICAL, BY REGION, 2023-2030 (USD MILLION)
    • 7.4.2 DIGITAL FACTORY
    • 7.4.3 DIGITAL TWINS
    • 7.4.4 INDUSTRIAL TRAINING
    • 7.4.5 INDUSTRIAL MANUFACTURING: METAVERSE USE CASES
    • TABLE 96 INDUSTRIAL MANUFACTURING: METAVERSE USE CASES
  • 7.5 HEALTHCARE
    • 7.5.1 INCREASE IN DEMAND FOR VIRTUAL THERAPY AND MENTAL HEALTH SERVICES WITH SAFETY AND PRIVACY ENSURED
    • TABLE 97 METAVERSE MARKET IN HEALTHCARE VERTICAL, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 98 METAVERSE MARKET IN HEALTHCARE VERTICAL, BY REGION, 2023-2030 (USD MILLION)
    • 7.5.2 DIAGNOSTICS & TREATMENT
    • 7.5.3 AR/VR BASED TRAINING
    • 7.5.4 HEALTHCARE: METAVERSE USE CASES
    • TABLE 99 HEALTHCARE: METAVERSE USE CASES
  • 7.6 OTHER VERTICALS
    • TABLE 100 METAVERSE MARKET IN OTHER VERTICALS, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 101 METAVERSE MARKET IN OTHER VERTICALS, BY REGION, 2023-2030 (USD MILLION)
    • 7.6.1 OTHER VERTICALS: METAVERSE USE CASES
    • TABLE 102 OTHER VERTICALS: METAVERSE USE CASES

8 METAVERSE MARKET, BY REGION

  • 8.1 INTRODUCTION
    • FIGURE 43 ASIA PACIFIC TO GROW AT HIGHEST GROWTH RATE DURING FORECAST PERIOD
    • TABLE 103 METAVERSE MARKET, BY REGION, 2018-2022 (USD MILLION)
    • TABLE 104 METAVERSE MARKET, BY REGION, 2023-2030 (USD MILLION)
  • 8.2 NORTH AMERICA
    • 8.2.1 NORTH AMERICA: METAVERSE MARKET DRIVERS
    • 8.2.2 NORTH AMERICA: RECESSION IMPACT
    • 8.2.3 NORTH AMERICA: REGULATIONS
    • TABLE 105 NORTH AMERICA: REGULATIONS
    • FIGURE 44 NORTH AMERICA: MARKET SNAPSHOT
    • TABLE 106 NORTH AMERICA: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 107 NORTH AMERICA: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • TABLE 108 NORTH AMERICA: METAVERSE HARDWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 109 NORTH AMERICA: METAVERSE HARDWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 110 NORTH AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 111 NORTH AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 112 NORTH AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 113 NORTH AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 114 NORTH AMERICA: METAVERSE MARKET, BY VERTICAL, 2018-2022 (USD MILLION)
    • TABLE 115 NORTH AMERICA: METAVERSE MARKET, BY VERTICAL, 2023-2030 (USD MILLION)
    • TABLE 116 NORTH AMERICA: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 117 NORTH AMERICA: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
    • TABLE 118 NORTH AMERICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 119 NORTH AMERICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
    • TABLE 120 NORTH AMERICA: METAVERSE MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 121 NORTH AMERICA: METAVERSE MARKET, BY COUNTRY, 2023-2030 (USD MILLION)
    • 8.2.4 US
      • 8.2.4.1 Home to leading technology companies focusing on VR, AR, and other metaverse-related technologies
    • TABLE 122 US: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 123 US: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • 8.2.5 CANADA
      • 8.2.5.1 Investments in pioneering technologies and expansion programs
    • TABLE 124 CANADA: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 125 CANADA: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
  • 8.3 EUROPE
    • 8.3.1 EUROPE: METAVERSE MARKET DRIVERS
    • 8.3.2 EUROPE: RECESSION IMPACT
    • 8.3.3 EUROPE: REGULATIONS
    • TABLE 126 EUROPE: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 127 EUROPE: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • TABLE 128 EUROPE: METAVERSE HARDWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 129 EUROPE: METAVERSE HARDWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 130 EUROPE: METAVERSE SOFTWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 131 EUROPE: METAVERSE SOFTWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 132 EUROPE: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 133 EUROPE: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 134 EUROPE: METAVERSE MARKET, BY VERTICAL, 2018-2022 (USD MILLION)
    • TABLE 135 EUROPE: METAVERSE MARKET, BY VERTICAL, 2023-2030 (USD MILLION)
    • TABLE 136 EUROPE: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 137 EUROPE: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
    • TABLE 138 EUROPE: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 139 EUROPE: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
    • TABLE 140 EUROPE: METAVERSE MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 141 EUROPE: METAVERSE MARKET, BY COUNTRY, 2023-2030 (USD MILLION)
    • 8.3.4 UK
      • 8.3.4.1 Increase in focus on digitization
    • TABLE 142 UK: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 143 UK: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • 8.3.5 GERMANY
      • 8.3.5.1 Surge in adoption of new technologies in manufacturing sector
    • TABLE 144 GERMANY: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 145 GERMANY: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • 8.3.6 REST OF EUROPE
    • TABLE 146 REST OF EUROPE: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 147 REST OF EUROPE: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
  • 8.4 ASIA PACIFIC
    • 8.4.1 ASIA PACIFIC: METAVERSE MARKET DRIVERS
    • 8.4.2 ASIA PACIFIC: RECESSION IMPACT
    • 8.4.3 REGULATIONS
    • FIGURE 45 ASIA PACIFIC: REGIONAL SNAPSHOT
    • TABLE 148 ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 149 ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • TABLE 150 ASIA PACIFIC: METAVERSE HARDWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 151 ASIA PACIFIC: METAVERSE HARDWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 152 ASIA PACIFIC: METAVERSE SOFTWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 153 ASIA PACIFIC: METAVERSE SOFTWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 154 ASIA PACIFIC: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 155 ASIA PACIFIC: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 156 ASIA PACIFIC: METAVERSE MARKET, BY VERTICAL, 2018-2022 (USD MILLION)
    • TABLE 157 ASIA PACIFIC: METAVERSE MARKET, BY VERTICAL, 2023-2030 (USD MILLION)
    • TABLE 158 ASIA PACIFIC: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 159 ASIA PACIFIC: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
    • TABLE 160 ASIA PACIFIC: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 161 ASIA PACIFIC: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
    • TABLE 162 ASIA PACIFIC: METAVERSE MARKET, BY COUNTRY, 2018-2022 (USD MILLION)
    • TABLE 163 ASIA PACIFIC: METAVERSE MARKET, BY COUNTRY, 2023-2030 (USD MILLION)
    • 8.4.4 CHINA
      • 8.4.4.1 Rise in number of local players producing metaverse devices
    • TABLE 164 CHINA: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 165 CHINA: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • 8.4.5 JAPAN
      • 8.4.5.1 Technology innovations and growing gaming market
    • TABLE 166 JAPAN: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 167 JAPAN: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • 8.4.6 SOUTH KOREA
      • 8.4.6.1 Presence of tech giants, gaming industry, and government support
    • TABLE 168 SOUTH KOREA: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 169 SOUTH KOREA: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • 8.4.7 REST OF ASIA PACIFIC
    • TABLE 170 REST OF ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 171 REST OF ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
  • 8.5 MIDDLE EAST & AFRICA
    • 8.5.1 MIDDLE EAST & AFRICA: METAVERSE MARKET DRIVERS
    • 8.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT
    • 8.5.3 REGULATIONS
    • TABLE 172 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 173 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • TABLE 174 MIDDLE EAST & AFRICA: METAVERSE HARDWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 175 MIDDLE EAST & AFRICA: METAVERSE HARDWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 176 MIDDLE EAST & AFRICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 177 MIDDLE EAST & AFRICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 178 MIDDLE EAST & AFRICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 179 MIDDLE EAST & AFRICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 180 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY VERTICAL, 2018-2022 (USD MILLION)
    • TABLE 181 MIDDLE EAST & AFRICA: METAVERSE MARKET, BY VERTICAL, 2023-2030 (USD MILLION)
    • TABLE 182 MIDDLE EAST & AFRICA: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 183 MIDDLE EAST & AFRICA: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
    • TABLE 184 MIDDLE EAST & AFRICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 185 MIDDLE EAST & AFRICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
  • 8.6 LATIN AMERICA
    • 8.6.1 LATIN AMERICA: METAVERSE MARKET DRIVERS
    • 8.6.2 LATIN AMERICA: RECESSION IMPACT
    • 8.6.3 REGULATIONS
    • TABLE 186 LATIN AMERICA: METAVERSE MARKET, BY COMPONENT, 2018-2022 (USD MILLION)
    • TABLE 187 LATIN AMERICA: METAVERSE MARKET, BY COMPONENT, 2023-2030 (USD MILLION)
    • TABLE 188 LATIN AMERICA: METAVERSE HARDWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 189 LATIN AMERICA: METAVERSE HARDWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 190 LATIN AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 191 LATIN AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 192 LATIN AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2018-2022 (USD MILLION)
    • TABLE 193 LATIN AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023-2030 (USD MILLION)
    • TABLE 194 LATIN AMERICA: METAVERSE MARKET, BY VERTICAL, 2018-2022 (USD MILLION)
    • TABLE 195 LATIN AMERICA: METAVERSE MARKET, BY VERTICAL, 2023-2030 (USD MILLION)
    • TABLE 196 LATIN AMERICA: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 197 LATIN AMERICA: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)
    • TABLE 198 LATIN AMERICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2018-2022 (USD MILLION)
    • TABLE 199 LATIN AMERICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL, 2023-2030 (USD MILLION)

9 COMPETITIVE LANDSCAPE

  • 9.1 OVERVIEW
  • 9.2 STRATEGIES ADOPTED BY KEY PLAYERS
    • TABLE 200 STRATEGIES ADOPTED BY KEY METAVERSE MARKET VENDORS
    • 9.2.1 PRODUCT PORTFOLIO
    • 9.2.2 REGIONAL FOCUS
    • 9.2.3 MANUFACTURING FOOTPRINT
    • 9.2.4 ORGANIC/INORGANIC STRATEGIES
  • 9.3 REVENUE ANALYSIS
    • FIGURE 46 HISTORICAL FIVE-YEAR SEGMENTAL REVENUE ANALYSIS OF KEY METAVERSE PROVIDERS, 2018-2022 (USD MILLION)
    • TABLE 201 MAJOR AR COMPANIES
    • TABLE 202 MAJOR VR COMPANIES
    • TABLE 203 MAJOR MR COMPANIES
  • 9.4 MARKET RANKING OF KEY PLAYERS
    • FIGURE 47 MARKET RANKING OF KEY METAVERSE PLAYERS, 2022
  • 9.5 BRAND COMPARISON/VENDOR PRODUCT LANDSCAPE
    • TABLE 204 BRAND COMPARISON/VENDOR PRODUCT LANDSCAPE
  • 9.6 GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS
    • FIGURE 48 GLOBAL SNAPSHOT OF KEY METAVERSE MARKET PARTICIPANTS
  • 9.7 COMPANY EVALUATION MATRIX FOR KEY PLAYERS
    • FIGURE 49 COMPANY EVALUATION MATRIX FOR KEY PLAYERS: CRITERIA WEIGHTAGE
    • 9.7.1 STARS
    • 9.7.2 EMERGING LEADERS
    • 9.7.3 PERVASIVE PLAYERS
    • 9.7.4 PARTICIPANTS
    • FIGURE 50 COMPANY EVALUATION MATRIX FOR KEY PLAYERS, 2022
    • 9.7.5 KEY COMPANY FOOTPRINT
    • TABLE 205 KEY COMPANY REGIONAL FOOTPRINT
    • TABLE 206 KEY COMPANY COMPONENT FOOTPRINT
    • TABLE 207 OVERALL KEY COMPANY FOOTPRINT
  • 9.8 COMPANY EVALUATION MATRIX FOR STARTUPS/SMES
    • FIGURE 51 COMPANY EVALUATION MATRIX FOR SMES/STARTUPS: CRITERIA WEIGHTAGE
    • 9.8.1 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES
    • TABLE 208 DETAILED LIST OF KEY STARTUPS/SMES
    • TABLE 209 COMPANY FOOTPRINT FOR STARTUPS/SMES, BY REGION
  • 9.9 VALUATION AND FINANCIAL METRICS OF METAVERSE VENDORS
    • FIGURE 52 VALUATION AND FINANCIAL METRICS OF METAVERSE VENDORS
  • 9.10 COMPETITIVE SCENARIO
    • 9.10.1 PRODUCT LAUNCHES AND PRODUCT ENHANCEMENTS
    • TABLE 210 METAVERSE MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, FEBRUARY 2020-AUGUST 2023
    • 9.10.2 DEALS
    • TABLE 211 METAVERSE MARKET: DEALS, JANUARY 2020-SEPTEMBER 2023

10 COMPANY PROFILES

  • 10.1 INTRODUCTION
  • 10.2 KEY PLAYERS

Business overview, Products offered, Recent developments, Product launches, Deals, MnM view, Key strengths, Strategic choices, and Weaknesses & Competitive threats

    • 10.2.1 GOOGLE
    • TABLE 212 GOOGLE: BUSINESS OVERVIEW
    • FIGURE 53 GOOGLE: COMPANY SNAPSHOT
    • TABLE 213 GOOGLE: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 214 GOOGLE: PRODUCT LAUNCHES
    • TABLE 215 GOOGLE: DEALS
    • 10.2.2 APPLE
    • TABLE 216 APPLE: BUSINESS OVERVIEW
    • FIGURE 54 APPLE: COMPANY SNAPSHOT
    • TABLE 217 APPLE: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 218 APPLE: PRODUCT LAUNCHES
    • TABLE 219 APPLE: DEALS
    • 10.2.3 META
    • TABLE 220 META: BUSINESS OVERVIEW
    • FIGURE 55 META: COMPANY SNAPSHOT
    • TABLE 221 META: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 222 META: PRODUCT LAUNCHES
    • TABLE 223 META: DEALS
    • 10.2.4 MICROSOFT
    • TABLE 224 MICROSOFT: BUSINESS OVERVIEW
    • FIGURE 56 MICROSOFT: COMPANY SNAPSHOT
    • TABLE 225 MICROSOFT: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 226 MICROSOFT: PRODUCT LAUNCHES
    • TABLE 227 MICROSOFT: DEALS
    • 10.2.5 SAMSUNG
    • TABLE 228 SAMSUNG: BUSINESS OVERVIEW
    • FIGURE 57 SAMSUNG: COMPANY SNAPSHOT
    • TABLE 229 SAMSUNG: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 230 SAMSUNG: PRODUCT LAUNCHES
    • TABLE 231 SAMSUNG: DEALS
    • 10.2.6 SONY
    • TABLE 232 SONY: BUSINESS OVERVIEW
    • FIGURE 58 SONY: COMPANY SNAPSHOT
    • TABLE 233 SONY: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 234 SONY: PRODUCT LAUNCHES
    • TABLE 235 SONY: DEALS
    • 10.2.7 HTC
    • TABLE 236 HTC: BUSINESS OVERVIEW
    • FIGURE 59 HTC: COMPANY SNAPSHOT
    • TABLE 237 HTC: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 238 HTC: PRODUCT LAUNCHES
    • TABLE 239 HTC: DEALS
    • 10.2.8 ACTIVISION BLIZZARD
    • TABLE 240 ACTIVISION BLIZZARD: BUSINESS OVERVIEW
    • FIGURE 60 ACTIVISION BLIZZARD: COMPANY SNAPSHOT
    • TABLE 241 ACTIVISION BLIZZARD: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 242 ACTIVISION BLIZZARD: PRODUCT LAUNCHES
    • TABLE 243 ACTIVISION BLIZZARD: DEALS
    • 10.2.9 QUALCOMM
    • TABLE 244 QUALCOMM: BUSINESS OVERVIEW
    • FIGURE 61 QUALCOMM: COMPANY SNAPSHOT
    • TABLE 245 QUALCOMM: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 246 QUALCOMM: PRODUCT LAUNCHES
    • TABLE 247 QUALCOMM: DEALS
    • TABLE 248 QUALCOMM: OTHERS
    • 10.2.10 NETEASE
    • TABLE 249 NETEASE: BUSINESS OVERVIEW
    • FIGURE 62 NETEASE: COMPANY SNAPSHOT
    • TABLE 250 NETEASE: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 251 NETEASE: PRODUCT LAUNCHES
    • TABLE 252 NETEASE: DEALS
    • 10.2.11 ELECTRONIC ARTS
    • TABLE 253 ELECTRONIC ARTS: BUSINESS OVERVIEW
    • FIGURE 63 ELECTRONIC ARTS: COMPANY SNAPSHOT
    • TABLE 254 ELECTRONIC ARTS: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 255 ELECTRONIC ARTS: PRODUCT LAUNCHES
    • TABLE 256 ELECTRONIC ARTS: DEALS
    • 10.2.12 TAKE-TWO
    • TABLE 257 TAKE-TWO: BUSINESS OVERVIEW
    • FIGURE 64 TAKE-TWO: COMPANY SNAPSHOT
    • TABLE 258 TAKE-TWO: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 259 TAKE-TWO: PRODUCT LAUNCHES
    • TABLE 260 TAKE-TWO: DEALS
    • 10.2.13 TENCENT
    • TABLE 261 TENCENT: BUSINESS OVERVIEW
    • FIGURE 65 TENCENT: COMPANY SNAPSHOT
    • TABLE 262 TENCENT: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 263 TENCENT: DEALS
    • 10.2.14 NEXON
    • TABLE 264 NEXON: BUSINESS OVERVIEW
    • FIGURE 66 NEXON: COMPANY SNAPSHOT
    • TABLE 265 NEXON: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 266 NEXON: PRODUCT LAUNCHES
    • 10.2.15 EPIC GAMES
    • TABLE 267 EPIC GAMES: BUSINESS OVERVIEW
    • TABLE 268 EPIC GAMES: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 269 EPIC GAMES: PRODUCT LAUNCHES
    • TABLE 270 EPIC GAMES: DEALS
    • 10.2.16 UNITY
    • TABLE 271 UNITY: BUSINESS OVERVIEW
    • FIGURE 67 UNITY: COMPANY SNAPSHOT
    • TABLE 272 UNITY: SOLUTIONS/SERVICES/PLATFORMS OFFERED
    • TABLE 273 UNITY: PRODUCT LAUNCHES
    • TABLE 274 UNITY: DEALS
    • 10.2.17 VALVE
    • TABLE 275 VALVE: BUSINESS OVERVIEW
    • TABLE 276 VALVE: SOLUTIONS/SERVICES/PLATFORMS OFFERED
  • 10.3 OTHER COMPANIES
    • 10.3.1 ACCENTURE
    • 10.3.2 ADOBE
    • 10.3.3 HPE
    • 10.3.4 DELOITTE
    • 10.3.5 ANSYS
    • 10.3.6 AUTODESK
    • 10.3.7 INTEL
    • 10.3.8 TECH MAHINDRA
    • 10.3.9 BYTEDANCE
    • 10.3.10 NVIDIA
    • 10.3.11 SEIKO EPSON
    • 10.3.12 PANASONIC
    • 10.3.13 EON REALITY
    • 10.3.14 ROBLOX
    • 10.3.15 LENOVO
    • 10.3.16 RAZER
    • 10.3.17 NEXTECH AR SOLUTIONS
    • 10.3.18 ZQGAME
    • 10.3.19 TALECRAFT
    • 10.3.20 VR CHAT
    • 10.3.21 DECENTRALAND
    • 10.3.22 SANDBOX VR
    • 10.3.23 QUIDIENT
    • TABLE 277 QUIDIENT: PRODUCT LAUNCHES
  • *Details on Business overview, Products offered, Recent developments, Product launches, Deals, MnM view, Key strengths, Strategic choices, and Weaknesses & Competitive threats might not be captured in case of unlisted companies.

11 ADJACENT AND RELATED MARKETS

  • 11.1 INTRODUCTION
    • 11.1.1 RELATED MARKETS
  • 11.2 METAVERSE IN GAMING MARKET
    • TABLE 278 METAVERSE IN GAMING MARKET, BY COMPONENT, 2019-2022 (USD MILLION)
    • TABLE 279 METAVERSE IN GAMING MARKET, BY COMPONENT, 2023-2028 (USD MILLION)
    • TABLE 280 METAVERSE IN GAMING MARKET, BY HARDWARE, 2019-2022 (USD MILLION)
    • TABLE 281 METAVERSE IN GAMING MARKET, BY HARDWARE, 2023-2028 (USD MILLION)
    • TABLE 282 METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019-2022 (USD MILLION)
    • TABLE 283 METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023-2028 (USD MILLION)
    • TABLE 284 METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019-2022 (USD MILLION)
    • TABLE 285 METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023-2028 (USD MILLION)
  • 11.3 EXTENDED REALITY MARKET
    • TABLE 286 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019-2022 (USD MILLION)
    • TABLE 287 EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023-2028 (USD MILLION)
    • TABLE 288 EXTENDED REALITY MARKET, BY OFFERING, 2019-2022 (USD MILLION)
    • TABLE 289 EXTENDED REALITY MARKET, BY OFFERING, 2023-2028 (USD MILLION)
    • TABLE 290 EXTENDED REALITY MARKET, BY APPLICATION, 2019-2022 (USD MILLION)
    • TABLE 291 EXTENDED REALITY MARKET, BY APPLICATION, 2023-2028 (USD MILLION)

12 APPENDIX

  • 12.1 DISCUSSION GUIDE
  • 12.2 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 12.3 CUSTOMIZATION OPTIONS
  • 12.4 RELATED REPORTS