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市場調査レポート
商品コード
1159576
メタバースの世界市場:市場規模 - 業種別、コンポーネント別、プラットフォーム別、エンドユーザー産業別、提供別、地域別展望、競合戦略、セグメント別予測(~2032年)Metaverse Market Size- By Verticals, By Components, By Platform, By End User Industry, By Offering- Regional Outlook, Competitive Strategies and Segment Forecasts to 2032 |
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メタバースの世界市場:市場規模 - 業種別、コンポーネント別、プラットフォーム別、エンドユーザー産業別、提供別、地域別展望、競合戦略、セグメント別予測(~2032年) |
出版日: 2022年11月20日
発行: SPER Market Research Pvt. Ltd.
ページ情報: 英文 238 Pages
納期: 即日から翌営業日
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世界のメタバースの市場規模は、2032年までに1兆4,425億米ドルに達し、CAGRで38.9%の成長が予測されています。
メディアやエンターテインメント、ゲーム産業における需要の高まり、VR、AR、MRなどの市場からの発展的機会、芸術、ファッション、小売産業におけるデジタル化は、メタバース市場の成長を促進すると予想される要因の一部です。
当レポートでは、世界のメタバース市場について調査し、市場力学、市場変数と見通し、業種・コンポーネント・プラットフォーム・エンドユーザー産業・提供・地域別の市場分析、企業プロファイル等に関する情報を提供しています。
Global Metaverse Market Overview:
According to SPER Market Research, the Global Metaverse Market is estimated to reach USD 1442.5 billion by 2032 with a CAGR of 38.9%.
Rising demand in the media and entertainment as well as the gaming industries, evolving opportunities from markets like Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and digitalization in the art, fashion, and retail industries are some of the key factors anticipated to propel the growth of the metaverse market. The concept of "metaverse" refers to a deeply immersive 3D virtual world experience gained by the employment of a combination of AR, VR, and MR technologies. By creating a virtual world where users may play immersive games, conduct business, interact socially, buy and sell virtual properties, and enjoy immersive entertainment, the metaverse platform enhances the internet experience. Cryptocurrencies are the standard form of payment in the metaverse, and each metaverse has its own set of coins. The physical and digital worlds are connected through the use of cryptocurrencies. They enable us to determine the value of digital assets in terms of the money issued by the government as well as the growth of such assets over time. Cryptocurrency purchases through the metaverse are becoming more popular all across the world. Access to previously inaccessible goods and services has already been made possible due to the internet. For instance, workers from developing nations may now be able to work in western firms without moving. Virtual reality environments are a cheap and efficient way to learn, therefore they will assist improve educational possibilities. By including technologies that enable customers to buy, sell, and invest in the metaverse currency, brands can leverage the metaverse as an extra sales channel. NFTs may potentially contribute to the metaverse's advancement by fostering the expansion of digital markets.
Hardware for the metaverse consists of XR gadgets, semiconductor parts, sensors, trackers, and other cutting-edge tools. Fast networking, ample storage, and top-tier technology are necessary for a realistic and compelling metaverse experience. In order to provide a realistic-looking virtual environment, many devices utilised in the metaverse also rely on 3D and other cutting-edge technologies, which raises their price. The leading market competitors have made considerable expenditures in response to the rising demand for extended reality gadgets. The leading market participants' rising investments and advances are anticipated to accelerate the uptake of the metaverse in gaming and entertainment.
Impact of COVID-19 on the Global Metaverse Market
Due of the unanticipated lockdowns in the majority of areas, the pandemic has raised the demand for extended reality devices. Following COVID-19, many businesses now encourage their workers to work from home, which raises the demand for virtual meetings, training, and conferences. The pandemic has impacted extended reality gadget production all around the world as well. The COVID-19 pandemic outbreak caused a dramatic rise in demand in the metaverse market. Moreover, the pandemic has changed consumer demand for online purchasing and shopping in the digital virtual world. Several businesses have entered the online market as a result of the current trend. By implementing various business strategies, product releases, and partnerships, a number of major players have accomplished their investments during the pandemic.
Scope of the Report:
Market size available for years 2019-2032
Base year considered 2021
Forecast period 2022-2032
Segments covered By Verticals, By Components, By Platform, By End User Industry, By Offering
Geographies covered: North America, Europe, Asia Pacific, Latin America, Middle East and Africa
Companies Covered Active Theory, Accenture, Adobe, Autodesk Inc., ByteDance, Ltd., Decentraland, Deloitte, Epic Games, Inc., Electronic Arts, HPE, Intel, Lilith Games, Meta Platforms, Inc, Microsoft Corporation, NetEase, Inc, Nvidia Corporation, Nextech AR Solution Corp., Nexon, Roblox Corporation, The Sandbox, Tencent Holdings Ltd., Take-Two, Tencent, Tech Mahindra, Unity Technologies, Inc., Valve.
Global Metaverse Market Segmentation:
By Verticals: Based on the Verticals, Global Metaverse Market is segmented as; Consumer {Gaming and social media (Gaming, Social Media), Live Entertainments and Events (Sports, Music Concerts, Other Events and Conferences, Live entertainment and events)}, Commercial {Retail and E- Commerce (Jewellery and luxury goods, Beauty and cosmetics, Apparel fitting, Home furnishing, Virtual shopping, Retail and ecommerce), Education and Corporate, Travel and Tourism (Virtual hotel tours, Virtual theme parks, Museums, zoos, and other), Real Estate (Virtual property and real estate)}, Healthcare (Diagnostics and Treatment, AR/VR Based Training), Industrial Manufacturing (Digital Factory, Industrial Training, Digital Twins), Other Verticals.
By Components: Based on the Components, Global Metaverse Market is segmented as; Hardware {AR devices (AR Head-Mounted Displays, AR Head-Up Displays), VR Devices (VR Head-Mounted Displays (HMD), Gesture-tracking devices and haptics), MR Devices, Displays (Virtual Mirrors, 3D Displays, Holographic Displays)}, Software {Extended Reality Software, Gaming Engines, Metaverse Platforms (Decentralized Metaverse Platform, Centralized Metaverse Platform), 3D Mapping, Modelling and Reconstruction, Financial Platforms (Traditional finance in metaverse, Decentralized finance in metaverse), Other Software}, Professional Services (Application Development and System Integration, Strategy and Business Consulting Services).
By Platforms: Based on the Components, Global Metaverse Market is segmented as; Platform Analysis (Desktop, Mobile, Headsets).
By End User Industry: Based on the End User, Global Metaverse Market is segmented as; End Use Analysis (BFSI, Retail, Media & Entertainment, Education, Aerospace and Defence, Automotive, Others).
By Offering: Based on the Offerings, Global Metaverse Market is segmented as; Virtual Platforms, Asset Marketplaces, Avatars, Financial Services.
By Region: North America held a dominant position in the metaverse market in terms of region in 2021, and is anticipated to keep this position throughout the forecast period due to the region's high concentration of metaverse technology vendors. However, due to the region's quick technological and economic advancements, Asia-Pacific is anticipated to experience significant growth throughout the projection period. This growth is anticipated to boost the region's adoption of metaverse solutions over the next several years.