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市場調査レポート
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1460735

メタバースの世界市場:市場規模・シェア分析 - 動向、促進要因、競合情勢、将来予測 (2024年~2030年)

Metaverse Market Size & Share Analysis - Trends, Drivers, Competitive Landscape, and Forecasts (2024 - 2030)

出版日: | 発行: Prescient & Strategic Intelligence | ページ情報: 英文 290 Pages | 納期: 2~3営業日

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本日の銀行送金レート: 1USD=155.95円
メタバースの世界市場:市場規模・シェア分析 - 動向、促進要因、競合情勢、将来予測 (2024年~2030年)
出版日: 2024年03月01日
発行: Prescient & Strategic Intelligence
ページ情報: 英文 290 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 目次
概要

市場概要

世界のメタバース市場は成長を続けており、2030年には1兆1,578億米ドルに達すると予測されています。また、予測期間中のCAGRは44.0%に達する見通しです。物理世界と仮想世界の融合が重視されるようになったこと、拡張VRデバイスの受容が進んでいること、XRデバイスのニーズが加速していることなどが、この産業の発展を後押ししている主な理由です。

主要な洞察

メタバース業界では、ハードウェアが圧倒的なシェアを占めています。

業種別では、2023年にデスクトップカテゴリーが約50%と最大のシェアを占めています。

2023年には、VRカテゴリーがメタバース業界で約45%と最大のシェアを占めています。

ARは、予測期間中に44.6%という最も高いCAGRを示すと推定されています。

2023年、北米地域は45%の収益シェアで世界のメタバース産業を支配しています。

同大陸の主導権は、スマートフォンなどのスマートデバイスの普及、AR/VR技術への高いニーズ、デジタル技術や開発技術への支出の増大によるものです。

アジア太平洋は、予測期間中に44.7%という最高のCAGRを示すと予測されています。

当レポートでは、世界のメタバースの市場について分析し、市場の基本構造・最新情勢や主な促進・抑制要因、世界全体および地域別・主要国の市場規模の動向見通し (金額ベース、2017~2030年)、セグメント別の詳細動向、現在の市場競争の状況、主要企業のプロファイルなどを調査しております。

目次

第1章 調査範囲

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場指標

第5章 業界の展望

  • 市場力学
    • 動向
    • 促進要因
    • 抑制要因/課題
    • 促進要因/抑制要因の影響分析
  • 新型コロナウイルス感染症 (COVID-19) の影響
  • ポーターのファイブフォース分析

第6章 世界市場

  • 概要
  • 市場収益:コンポーネント別 (2017~2030年)
  • 市場収益:プラットフォーム別 (2017~2030年)
  • 市場収益:提供製品/サービス別 (2017~2030年)
  • 市場収益:技術別 (2017~2030年)
  • 市場収益:業種別 (2017~2030年)
  • 市場収益:地域別 (2017~2030年)

第7章 北米市場

  • 概要
  • 市場収益:コンポーネント別 (2017~2030年)
  • 市場収益:プラットフォーム別 (2017~2030年)
  • 市場収益:提供製品/サービス別 (2017~2030年)
  • 市場収益:技術別 (2017~2030年)
  • 市場収益:業種別 (2017~2030年)
  • 市場収益:国別 (2017~2030年)

第8章 欧州市場

第9章 アジア太平洋市場

第10章 ラテンアメリカ市場

第11章 中東・アフリカ市場

第12章 米国市場

  • 概要
  • 市場収益:コンポーネント別 (2017~2030年)
  • 市場収益:プラットフォーム別 (2017~2030年)
  • 市場収益:提供製品/サービス別 (2017~2030年)
  • 市場収益:技術別 (2017~2030年)
  • 市場収益:業種別 (2017~2030年)

第13章 カナダ市場

第14章 ドイツ市場

第15章 フランス市場

第16章 英国市場

第17章 イタリア市場

第18章 スペイン市場

第19章 日本市場

第20章 中国市場

第21章 インド市場

第22章 オーストラリア市場

第23章 韓国市場

第24章 ブラジル市場

第25章 メキシコ市場

第26章 サウジアラビア市場

第27章 南アフリカ市場

第28章 アラブ首長国連邦 (UAE) 市場

第29章 競合情勢

  • 市場参入企業とその提供製品/サービスの一覧
  • 主要企業の競合ベンチマーク
  • 主要企業の製品ベンチマーク
  • 最近の戦略展開状況

第30章 企業プロファイル

  • Microsoft Corporation
  • Sony Semiconductor Solutions Corporation
  • Meta Platforms Inc.
  • Alphabet Inc.
  • Apple Inc.
  • Huawei Technologies Co. Ltd.
  • Logitech International S.A.
  • NVIDIA Corp.
  • HTC Corporation
  • Autodesk Inc.
  • Alibaba Group Holding Limited

第31章 付録

目次
Product Code: 12358

Market Overview

the worldwide metaverse market is witnessing growth and projected to reach USD 1,157.8 billion by 2030. This represents a substantial compound annual growth rate (CAGR) of 44.0% over the forecasted period. The rising emphasis on adding the physical and virtual worlds, increasing acceptance of enhanced VR devices, and accelerating the need for XR devices are the key reasons propelling the development of the industry.

The use of the 3D digital twin technology has positively changed the way businesses operate, and how customers interpret, assess, and perceive the built environment. Through the use of this technology, any room or structure can be provided with an exact 3D virtual representation. Consequently, enterprises will be able to create identical physical locations and use them as standalone locations.

Digital twin technology provides users the opportunity to virtually fit clothes and check out new stores before they open. In this case, the camera captures the customer's image, and the AR technology, which is embedded, gives a real image of the product being worn on the customer's body to show how it would look.

As for virtual try-on technology, there are now some fashion brands and businesses that are concentrating on the combination of physical and virtual reality, to provide a solution that is both efficient and safe for customers, either online or in-store.

Key Insights

The hardware category is the dominant revenue contributor in the metaverse industry.

Augmented acceptance of AR, MR, and XR techs is propelling this trend.

High-tech VR equipment expenditure is increasing among businesses and individual customers.

Small, medium-sized, and large-scale businesses are actively spending on VR equipment, boosting industry development.

In 2023, the desktop category had the largest share, of approximately 50%, in the industry.

The development of the desktop category is being boosted by the increasing acceptance of virtual desktops and PC gaming globally.

In 2023, the VR category held the largest share, around 45%, metaverse industry.

VR also has applications in numerous industries such as healthcare, entertainment, education, and gaming, leading to its extensive acceptance.

VR tech is progressively used for employee training, offering advantages in the human resources industry.

AR is estimated to witness the highest CAGR of 44.6% over the projection period.

The demand for Wearable AR devices including Smart glasses has given rise to the tangible realm of the virtual reality experience. This requires a unique user experience (UX) and design approach.

What's more, the real-time personalization of games is a strong point of AR, which is beneficial for game development.

In 2023, the North American region dominates the worldwide metaverse industry with a 45% revenue share.

The continent's leadership is because of the popularity of smart devices such as smartphones, the high need for AR/VR techs, and augmented expenditure on digital and developing technologies.

APAC is projected to witness the highest CAGR of 44.7% over the projection period.

This growth in APAC is driven by the adoption of new technologies, significant investments by tech giants, and consumer demand for immersive digital experiences.

Table of Contents

Chapter 1. Research Scope

  • 1.1. Research Objectives
  • 1.2. Market Definition
  • 1.3. Analysis Period
  • 1.4. Market Size Breakdown by Segments
    • 1.4.1. Market size breakdown, by component
    • 1.4.2. Market size breakdown, by platform
    • 1.4.3. Market size breakdown, by offering
    • 1.4.4. Market size breakdown, by technology
    • 1.4.5. Market size breakdown, by vertical
    • 1.4.6. Market size breakdown, by region
    • 1.4.7. Market size breakdown, by country
  • 1.5. Market Data Reporting Unit
    • 1.5.1. Value
  • 1.6. Key Stakeholders

Chapter 2. Research Methodology

  • 2.1. Secondary Research
    • 2.1.1. Paid
    • 2.1.2. Unpaid
    • 2.1.3. P&S Intelligence database
  • 2.2. Primary Research
  • 2.3. Market Size Estimation
  • 2.4. Data Triangulation
  • 2.5. Currency Conversion Rates
  • 2.6. Assumptions for the Study
  • 2.7. Notes and Caveats

Chapter 3. Executive Summary

Chapter 4. Market Indicators

Chapter 5. Industry Outlook

  • 5.1. Market Dynamics
    • 5.1.1. Trends
    • 5.1.2. Drivers
    • 5.1.3. Restraints/challenges
    • 5.1.4. Impact analysis of drivers/restraints
  • 5.2. Impact of COVID-19
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Bargaining power of buyers
    • 5.3.2. Bargaining power of suppliers
    • 5.3.3. Threat of new entrants
    • 5.3.4. Intensity of rivalry
    • 5.3.5. Threat of substitutes

Chapter 6. Global Market

  • 6.1. Overview
  • 6.2. Market Revenue, by Component (2017-2030)
  • 6.3. Market Revenue, by Platform (2017-2030)
  • 6.4. Market Revenue, by Offering (2017-2030)
  • 6.5. Market Revenue, by Technology (2017-2030)
  • 6.6. Market Revenue, by Vertical (2017-2030)
  • 6.7. Market Revenue, by Region (2017-2030)

Chapter 7. North America Market

  • 7.1. Overview
  • 7.2. Market Revenue, by Component (2017-2030)
  • 7.3. Market Revenue, by Platform (2017-2030)
  • 7.4. Market Revenue, by Offering (2017-2030)
  • 7.5. Market Revenue, by Technology (2017-2030)
  • 7.6. Market Revenue, by Vertical (2017-2030)
  • 7.7. Market Revenue, by Country (2017-2030)

Chapter 8. Europe Market

  • 8.1. Overview
  • 8.2. Market Revenue, by Component (2017-2030)
  • 8.3. Market Revenue, by Platform (2017-2030)
  • 8.4. Market Revenue, by Offering (2017-2030)
  • 8.5. Market Revenue, by Technology (2017-2030)
  • 8.6. Market Revenue, by Vertical (2017-2030)
  • 8.7. Market Revenue, by Country (2017-2030)

Chapter 9. APAC Market

  • 9.1. Overview
  • 9.2. Market Revenue, by Component (2017-2030)
  • 9.3. Market Revenue, by Platform (2017-2030)
  • 9.4. Market Revenue, by Offering (2017-2030)
  • 9.5. Market Revenue, by Technology (2017-2030)
  • 9.6. Market Revenue, by Vertical (2017-2030)
  • 9.7. Market Revenue, by Country (2017-2030)

Chapter 10. LATAM Market

  • 10.1. Overview
  • 10.2. Market Revenue, by Component (2017-2030)
  • 10.3. Market Revenue, by Platform (2017-2030)
  • 10.4. Market Revenue, by Offering (2017-2030)
  • 10.5. Market Revenue, by Technology (2017-2030)
  • 10.6. Market Revenue, by Vertical (2017-2030)
  • 10.7. Market Revenue, by Country (2017-2030)

Chapter 11. MEA Market

  • 11.1. Overview
  • 11.2. Market Revenue, by Component (2017-2030)
  • 11.3. Market Revenue, by Platform (2017-2030)
  • 11.4. Market Revenue, by Offering (2017-2030)
  • 11.5. Market Revenue, by Technology (2017-2030)
  • 11.6. Market Revenue, by Vertical (2017-2030)
  • 11.7. Market Revenue, by Country (2017-2030)

Chapter 12. U.S. Market

  • 12.1. Overview
  • 12.2. Market Revenue, by Component (2017-2030)
  • 12.3. Market Revenue, by Platform (2017-2030)
  • 12.4. Market Revenue, by Offering (2017-2030)
  • 12.5. Market Revenue, by Technology (2017-2030)
  • 12.6. Market Revenue, by Vertical (2017-2030)

Chapter 13. Canada Market

  • 13.1. Overview
  • 13.2. Market Revenue, by Component (2017-2030)
  • 13.3. Market Revenue, by Platform (2017-2030)
  • 13.4. Market Revenue, by Offering (2017-2030)
  • 13.5. Market Revenue, by Technology (2017-2030)
  • 13.6. Market Revenue, by Vertical (2017-2030)

Chapter 14. Germany Market

  • 14.1. Overview
  • 14.2. Market Revenue, by Component (2017-2030)
  • 14.3. Market Revenue, by Platform (2017-2030)
  • 14.4. Market Revenue, by Offering (2017-2030)
  • 14.5. Market Revenue, by Technology (2017-2030)
  • 14.6. Market Revenue, by Vertical (2017-2030)

Chapter 15. France Market

  • 15.1. Overview
  • 15.2. Market Revenue, by Component (2017-2030)
  • 15.3. Market Revenue, by Platform (2017-2030)
  • 15.4. Market Revenue, by Offering (2017-2030)
  • 15.5. Market Revenue, by Technology (2017-2030)
  • 15.6. Market Revenue, by Vertical (2017-2030)

Chapter 16. U.K. Market

  • 16.1. Overview
  • 16.2. Market Revenue, by Component (2017-2030)
  • 16.3. Market Revenue, by Platform (2017-2030)
  • 16.4. Market Revenue, by Offering (2017-2030)
  • 16.5. Market Revenue, by Technology (2017-2030)
  • 16.6. Market Revenue, by Vertical (2017-2030)

Chapter 17. Italy Market

  • 17.1. Overview
  • 17.2. Market Revenue, by Component (2017-2030)
  • 17.3. Market Revenue, by Platform (2017-2030)
  • 17.4. Market Revenue, by Offering (2017-2030)
  • 17.5. Market Revenue, by Technology (2017-2030)
  • 17.6. Market Revenue, by Vertical (2017-2030)

Chapter 18. Spain Market

  • 18.1. Overview
  • 18.2. Market Revenue, by Component (2017-2030)
  • 18.3. Market Revenue, by Platform (2017-2030)
  • 18.4. Market Revenue, by Offering (2017-2030)
  • 18.5. Market Revenue, by Technology (2017-2030)
  • 18.6. Market Revenue, by Vertical (2017-2030)

Chapter 19. Japan Market

  • 19.1. Overview
  • 19.2. Market Revenue, by Component (2017-2030)
  • 19.3. Market Revenue, by Platform (2017-2030)
  • 19.4. Market Revenue, by Offering (2017-2030)
  • 19.5. Market Revenue, by Technology (2017-2030)
  • 19.6. Market Revenue, by Vertical (2017-2030)

Chapter 20. China Market

  • 20.1. Overview
  • 20.2. Market Revenue, by Component (2017-2030)
  • 20.3. Market Revenue, by Platform (2017-2030)
  • 20.4. Market Revenue, by Offering (2017-2030)
  • 20.5. Market Revenue, by Technology (2017-2030)
  • 20.6. Market Revenue, by Vertical (2017-2030)

Chapter 21. India Market

  • 21.1. Overview
  • 21.2. Market Revenue, by Component (2017-2030)
  • 21.3. Market Revenue, by Platform (2017-2030)
  • 21.4. Market Revenue, by Offering (2017-2030)
  • 21.5. Market Revenue, by Technology (2017-2030)
  • 21.6. Market Revenue, by Vertical (2017-2030)

Chapter 22. Australia Market

  • 22.1. Overview
  • 22.2. Market Revenue, by Component (2017-2030)
  • 22.3. Market Revenue, by Platform (2017-2030)
  • 22.4. Market Revenue, by Offering (2017-2030)
  • 22.5. Market Revenue, by Technology (2017-2030)
  • 22.6. Market Revenue, by Vertical (2017-2030)

Chapter 23. South Korea Market

  • 23.1. Overview
  • 23.2. Market Revenue, by Component (2017-2030)
  • 23.3. Market Revenue, by Platform (2017-2030)
  • 23.4. Market Revenue, by Offering (2017-2030)
  • 23.5. Market Revenue, by Technology (2017-2030)
  • 23.6. Market Revenue, by Vertical (2017-2030)

Chapter 24. Brazil Market

  • 24.1. Overview
  • 24.2. Market Revenue, by Component (2017-2030)
  • 24.3. Market Revenue, by Platform (2017-2030)
  • 24.4. Market Revenue, by Offering (2017-2030)
  • 24.5. Market Revenue, by Technology (2017-2030)
  • 24.6. Market Revenue, by Vertical (2017-2030)

Chapter 25. Mexico Market

  • 25.1. Overview
  • 25.2. Market Revenue, by Component (2017-2030)
  • 25.3. Market Revenue, by Platform (2017-2030)
  • 25.4. Market Revenue, by Offering (2017-2030)
  • 25.5. Market Revenue, by Technology (2017-2030)
  • 25.6. Market Revenue, by Vertical (2017-2030)

Chapter 26. Saudi Arabia Market

  • 26.1. Overview
  • 26.2. Market Revenue, by Component (2017-2030)
  • 26.3. Market Revenue, by Platform (2017-2030)
  • 26.4. Market Revenue, by Offering (2017-2030)
  • 26.5. Market Revenue, by Technology (2017-2030)
  • 26.6. Market Revenue, by Vertical (2017-2030)

Chapter 27. South Africa Market

  • 27.1. Overview
  • 27.2. Market Revenue, by Component (2017-2030)
  • 27.3. Market Revenue, by Platform (2017-2030)
  • 27.4. Market Revenue, by Offering (2017-2030)
  • 27.5. Market Revenue, by Technology (2017-2030)
  • 27.6. Market Revenue, by Vertical (2017-2030)

Chapter 28. U.A.E. Market

  • 28.1. Overview
  • 28.2. Market Revenue, by Component (2017-2030)
  • 28.3. Market Revenue, by Platform (2017-2030)
  • 28.4. Market Revenue, by Offering (2017-2030)
  • 28.5. Market Revenue, by Technology (2017-2030)
  • 28.6. Market Revenue, by Vertical (2017-2030)

Chapter 29. Competitive Landscape

  • 29.1. List of Market Players and their Offerings
  • 29.2. Competitive Benchmarking of Key Players
  • 29.3. Product Benchmarking of Key Players
  • 29.4. Recent Strategic Developments

Chapter 30. Company Profiles

  • 30.1. Microsoft Corporation
    • 30.1.1. Business overview
    • 30.1.2. Product and service offerings
    • 30.1.3. Key financial summary
  • 30.2. Sony Semiconductor Solutions Corporation
    • 30.2.1. Business overview
    • 30.2.2. Product and service offerings
    • 30.2.3. Key financial summary
  • 30.3. Meta Platforms Inc.
    • 30.3.1. Business overview
    • 30.3.2. Product and service offerings
    • 30.3.3. Key financial summary
  • 30.4. Alphabet Inc.
    • 30.4.1. Business overview
    • 30.4.2. Product and service offerings
    • 30.4.3. Key financial summary
  • 30.5. Apple Inc.
    • 30.5.1. Business overview
    • 30.5.2. Product and service offerings
    • 30.5.3. Key financial summary
  • 30.6. Huawei Technologies Co. Ltd.
    • 30.6.1. Business overview
    • 30.6.2. Product and service offerings
    • 30.6.3. Key financial summary
  • 30.7. Logitech International S.A.
    • 30.7.1. Business overview
    • 30.7.2. Product and service offerings
    • 30.7.3. Key financial summary
  • 30.8. NVIDIA Corp.
    • 30.8.1. Business overview
    • 30.8.2. Product and service offerings
    • 30.8.3. Key financial summary
  • 30.9. HTC Corporation
    • 30.9.1. Business overview
    • 30.9.2. Product and service offerings
    • 30.9.3. Key financial summary
  • 30.10. Autodesk Inc.
    • 30.10.1. Business overview
    • 30.10.2. Product and service offerings
    • 30.10.3. Key financial summary
  • 30.11. Alibaba Group Holding Limited
    • 30.11.1. Business overview
    • 30.11.2. Product and service offerings
    • 30.11.3. Key financial summary

Chapter 31. Appendix

  • 31.1. Abbreviations
  • 31.2. Sources and References
  • 31.3. Related Reports