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ゲームにおけるメタバースの世界市場レポート 2025年

Metaverse In Gaming Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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=143.57円
ゲームにおけるメタバースの世界市場レポート 2025年
出版日: 2025年03月04日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

ゲームにおけるメタバース市場規模は、今後数年間で飛躍的な成長が見込まれます。2029年にはCAGR42.0%で2,766億7,000万米ドルに成長します。予測期間の成長は、メタバース実装の拡大、ARとVRの人気上昇、プレイ・トゥ・イヤー型ゲームの人気急上昇、没入型ゲーム体験の需要、投資の増加に起因すると考えられます。予測期間における主な動向としては、VRソフトウェアの進歩、技術開拓、革新的なマーケティング戦略、3D技術の統合によるゲーム体験の向上、ゲームソフトウェアの急速な進歩などが挙げられます。

拡張現実(AR)と仮想現実(VR)の人気の高まりは、ゲーム市場におけるメタバースの成長を促進すると予想されます。ARはデジタルの要素を加えることで現実世界を拡張し、VRは専用のヘッドセットを通じてユーザーを完全にデジタル環境に没入させる。ARとVRの魅力が高まっている背景には、ゲーム、教育、ヘルスケア、エンターテインメントなどの分野で没入型のインタラクティブな体験を提供し、デジタル・コンテンツの体験方法やインタラクションを再構築する能力があることがあります。ゲームのメタバースでは、ARとVRは、プレイヤー同士が互いに関わり、環境と関わり、ゲームプレイと社会的なつながりを強化することができる相互接続された仮想世界を作成するために使用されます。例えば、米国を拠点とするビジュアル・コマース・プラットフォームのThreekitが2023年8月に発表したレポートでは、2024年末までに世界中で17億3,000万台のARデバイスが使用されると予測しており、AR技術へのアクセシビリティの大幅な向上を反映しています。さらに、中堅企業の88%が販売や製品開発などさまざまな目的でARを使用またはテスト中である一方、消費者の61%が小売業者がARショッピング体験を提供していると報告しており、インタラクティブなショッピングに対する消費者の関心の高まりを浮き彫りにしています。その結果、ARとVRの人気の高まりが、ゲーム市場におけるメタバースの拡大を後押ししています。

ゲームのメタバース領域で著名な事業者は、没入型体験を充実させ、ユーザーのエンゲージメントを育むために、コミュニティ主導のゲームプラットフォームなど、先進的なプラットフォームの開発を優先しています。こうしたプラットフォームは、プレイヤーの創造性、情熱、専門知識を結集してゲーム体験を形成し、活気に満ちた繁栄するコミュニティを育成します。例えば、2024年1月、米国を拠点とするPlay-to-earnゲームプラットフォームであるNifty Island LLCは、メタバースゲームのオープンベータ版を発表し、Azuki、Bored Apes、CloneX、CoolCatsといった有名な非代替性トークン(NFT)コレクションのアバターが登場する特徴的なゲーム環境をプレイヤーに提供しました。Nifty IslandのPlay-to-Airdropシステムは、トークンやNFTの報酬によってプレイヤーの参加意欲をさらに刺激し、ゲームとWeb3の広範なエコシステムとの統合を強化することで、メタバースの分散化された相互接続の理念に合致しています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- 金利、インフレ、地政学、コロナ、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界ゲームにおけるメタバース PESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のゲームにおけるメタバース市場:成長率分析
  • 世界のゲームにおけるメタバース市場の実績:規模と成長, 2019-2024
  • 世界のゲームにおけるメタバース市場の予測:規模と成長, 2024-2029, 2034F
  • 世界ゲームにおけるメタバース総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のゲームにおけるメタバース市場:コンポーネント別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ハードウェア
  • ソフトウェア
  • サービス
  • 世界のゲームにおけるメタバース市場:技術別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 非代替性トークン(NFT)
  • ブロックチェーン
  • バーチャルリアリティ
  • 拡張現実
  • 複合現実
  • 拡張現実
  • 世界のゲームにおけるメタバース市場:分野別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • アクション
  • アドベンチャー
  • ロールプレイングゲーム(RPG)
  • シミュレーション
  • スポーツとレース
  • 戦略
  • サンドボックス
  • カードとカジノゲーム
  • その他のジャンル
  • 世界のゲームにおけるメタバース市場:年齢層別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 21歳未満
  • 21-35歳
  • 36-50歳
  • 51歳以上
  • 世界のゲームにおけるメタバース市場、ハードウェアのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • バーチャルリアリティ(VR)ヘッドセット
  • 拡張現実(AR)デバイス
  • 触覚デバイス
  • モーションキャプチャー機器
  • ウェアラブルデバイス(手袋、スーツ)
  • ゲーム機
  • コンピュータシステムとサーバー
  • 世界のゲームにおけるメタバース市場、ソフトウェアのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ゲーム開発ソフトウェア
  • バーチャルリアリティソフトウェア
  • 拡張現実ソフトウェア
  • シミュレーションソフトウェア
  • 3Dモデリングおよびアニメーションソフトウェア
  • クラウドゲームソフトウェア
  • ユーザーインターフェース(UI)とユーザーエクスペリエンス(UX)設計ソフトウェア
  • 世界のゲームにおけるメタバース市場、サービスの種類別の細分化、実績と予測, 2019-2024, 2024-2029F, 2034F
  • クラウドゲームサービス
  • 仮想世界とゲームホスティング
  • ゲーム分析サービス
  • 開発および設計サービス
  • メタバースプラットフォーム統合サービス
  • メンテナンスおよびサポートサービス
  • 支払いおよび取引サービス

第7章 地域別・国別分析

  • 世界のゲームにおけるメタバース市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のゲームにおけるメタバース市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ゲームにおけるメタバース市場:競合情勢
  • ゲームにおけるメタバース市場:企業プロファイル
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Fujitsu Limited Overview, Products and Services, Strategy and Financial Analysis
    • Nvidia Corporation Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • WPP plc
  • NetEase Inc.
  • Electronic Arts Inc.
  • Vertiv Group Corporation
  • Epic Games Inc.
  • Autodesk Inc.
  • Roblox Corporation
  • Unity Software Inc.
  • Axie Infinity
  • Magic Leap Inc.
  • Kellton Tech Solutions Ltd.
  • LeewayHertz Inc.
  • Aetsoft Inc.
  • Aptos Labs
  • SmartMedia Technologies Inc.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • ゲームにおけるメタバース市場2029:新たな機会を提供する国
  • ゲームにおけるメタバース市場2029:新たな機会を提供するセグメント
  • ゲームにおけるメタバース市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r28516

The metaverse within gaming denotes a digital environment where users can interact in real-time, engaging with both each other and digital assets across various platforms and games. It represents a fusion of virtual reality, augmented reality, and internet technologies, aimed at establishing immersive, persistent worlds transcending individual gaming experiences.

The key elements of the gaming metaverse encompass hardware, software, and services. Hardware pertains to the tangible devices and tools utilized for accessing and engaging with virtual environments, including VR headsets, motion controllers, and haptic feedback devices. Technologies such as non-fungible tokens (NFTs), blockchain, virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR) cater to a spectrum of gaming genres, spanning action, adventure, role-playing games (RPGs), simulation, sports and racing, strategy, sandbox, card and casino games, among others. These offerings cater to diverse age demographics, segmented into age groups including below 21 years, 21 - 35 years, 36 - 50 years, and 51 years and above.

The metaverse in gaming research report is one of a series of new reports from The Business Research Company that provides metaverse in gaming market statistics, including the metaverse in gaming industry's global market size, regional shares, competitors with a metaverse in gaming market share, detailed metaverse in gaming market segments, market trends and opportunities, and any further data you may need to thrive in the metaverse in gaming industry. This metaverse in gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The metaverse in gaming market size has grown exponentially in recent years. It will grow from $47.71 billion in 2024 to $67.96 billion in 2025 at a compound annual growth rate (CAGR) of 42.4%. The growth in the historic period can be attributed to growing popularity of owning virtual assets such as NFTs, the development of gaming, development of VR and AR-related games, and research and development in metaverse.

The metaverse in gaming market size is expected to see exponential growth in the next few years. It will grow to $276.67 billion in 2029 at a compound annual growth rate (CAGR) of 42.0%. The growth in the forecast period can be attributed to expanding implementations of metaverse, the rising popularity of AR and VR, rapidly rising popularity of play-to-earn games, demand for immersive gaming experiences, and rising investment. Major trends in the forecast period include advancements in VR software, technological developments, innovative marketing strategies, enhancement of gaming experience through integration of 3D technology, and rapid advancements in gaming software.

The increasing popularity of augmented reality (AR) and virtual reality (VR) is expected to fuel the growth of the metaverse in the gaming market. AR enhances the real world by adding digital elements, while VR immerses users in fully digital environments through specialized headsets. The rising appeal of AR and VR is driven by their capacity to offer immersive, interactive experiences in fields like gaming, education, healthcare, and entertainment, reshaping how digital content is experienced and interacted with. In the gaming metaverse, AR and VR are used to create interconnected virtual worlds where players can engage with both each other and the environment, enhancing gameplay and social connections. For example, a report from Threekit, a U.S.-based visual commerce platform, in August 2023, predicted that by the end of 2024, 1.73 billion AR devices will be in use globally, reflecting a significant increase in the accessibility of AR technology. Additionally, 88% of medium-sized businesses are currently using or testing AR for various purposes like sales and product development, while 61% of consumers report that retailers are offering AR shopping experiences, highlighting the growing consumer interest in interactive shopping. As a result, the rising popularity of AR and VR is driving the expansion of the metaverse in the gaming market.

Prominent entities in the gaming metaverse domain are prioritizing the development of advanced platforms, such as community-driven gaming platforms, to enrich immersive experiences and cultivate user engagement. These platforms harness the collective creativity, passion, and expertise of players to shape gaming experiences and foster vibrant, thriving communities. For example, in January 2024, Nifty Island LLC, a US-based play-to-earn gaming platform, unveiled the open beta version of its metaverse games, offering players a distinctive gaming environment featuring avatars from renowned non-fungible token (NFT) collections such as Azuki, Bored Apes, CloneX, and CoolCats. Nifty Island's play-to-airdrop system further incentivizes player participation by rewarding them with tokens and NFTs, enhancing the integration between the game and the broader Web3 ecosystem, thereby aligning with the decentralized and interconnected ethos of the metaverse.

In January 2022, Microsoft Corporation, a leading US-based technology company, completed the acquisition of Activision Blizzard Inc. for a substantial sum of $68.7 billion. This strategic acquisition is poised to accelerate Microsoft's gaming endeavors across diverse platforms, including mobile, PC, console, and cloud. Moreover, it serves as a cornerstone for metaverse development, highlighting the pivotal role of gaming in shaping metaverse platforms. Activision Blizzard Inc., a prominent US-based video game company specializing in the metaverse gaming space, brings valuable expertise and assets to Microsoft's gaming portfolio, further solidifying its position in the burgeoning metaverse landscape.

Major companies operating in the metaverse in gaming market are Microsoft Corporation, Meta Platforms Inc., Sony Corporation, Fujitsu Limited, Nvidia Corporation, WPP plc, NetEase Inc., Electronic Arts Inc., Vertiv Group Corporation, Epic Games Inc., Autodesk Inc., Roblox Corporation, Unity Software Inc., Axie Infinity, Magic Leap Inc., Kellton Tech Solutions Ltd., LeewayHertz Inc., Aetsoft Inc., Aptos Labs, SmartMedia Technologies Inc., Spatial Systems Inc., The Sandbox

North America was the largest region in the metaverse in gaming market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the metaverse in gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the metaverse in gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The metaverse in gaming market consists of revenues earned by entities by providing services such as cloud gaming services, subscription-based access, personalization, and customization. The market value includes the value of related goods sold by the service provider or included within the service offering. The metaverse in the gaming market also includes sales of gaming consoles, motion controllers, haptic feedback devices, specialized input devices, and high-performance PCs. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Metaverse In Gaming Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on metaverse in gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for metaverse in gaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The metaverse in gaming market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Software; Services
  • 2) By Technology: Non-Fungible Token (NFT); Blockchain; Virtual Reality; Augmented Reality; Mixed Reality; Extended Reality
  • 3) By Genre: Action; Adventure; Role-Playing Games (RPGs); Simulation; Sports And Racing; Strategy; Sandbox; Card And Casino Games; Other Genres
  • 4) By Age Group: Below 21 Years; 21 - 35 Years; 36 - 50 Years; 51 Years And Above
  • Subsegments:
  • 1) By Hardware: Virtual Reality (VR) Headsets; Augmented Reality (AR) Devices; Haptic Devices; Motion Capture Equipment; Wearable Devices (Gloves, Suits); Gaming Consoles; Computer Systems And Servers
  • 2) By Software: Game Development Software; Virtual Reality Software; Augmented Reality Software; Simulation Software; 3D Modeling And Animation Software; Cloud Gaming Software; User Interface (UI) And User Experience (UX) Design Software
  • 3) By Services: Cloud Gaming Services; Virtual Worlds And Game Hosting; Gaming Analytics Services; Development And Design Services; Metaverse Platform Integration Services; Maintenance And Support Services; Payment And Transaction Services
  • Companies Mentioned: Microsoft Corporation; Meta Platforms Inc.; Sony Corporation; Fujitsu Limited; Nvidia Corporation
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Metaverse In Gaming Market Characteristics

3. Metaverse In Gaming Market Trends And Strategies

4. Metaverse In Gaming Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Metaverse In Gaming Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Metaverse In Gaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Metaverse In Gaming Market Growth Rate Analysis
  • 5.4. Global Metaverse In Gaming Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Metaverse In Gaming Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Metaverse In Gaming Total Addressable Market (TAM)

6. Metaverse In Gaming Market Segmentation

  • 6.1. Global Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • Services
  • 6.2. Global Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Non-Fungible Token (NFT)
  • Blockchain
  • Virtual Reality
  • Augmented Reality
  • Mixed Reality
  • Extended Reality
  • 6.3. Global Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Action
  • Adventure
  • Role-Playing Games (RPGs)
  • Simulation
  • Sports And Racing
  • Strategy
  • Sandbox
  • Card And Casino Games
  • Other Genres
  • 6.4. Global Metaverse In Gaming Market, Segmentation By Age Group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Below 21 Years
  • 21 - 35 Years
  • 36 - 50 Years
  • 51 Years And Above
  • 6.5. Global Metaverse In Gaming Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality (VR) Headsets
  • Augmented Reality (AR) Devices
  • Haptic Devices
  • Motion Capture Equipment
  • Wearable Devices (Gloves, Suits)
  • Gaming Consoles
  • Computer Systems And Servers
  • 6.6. Global Metaverse In Gaming Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Game Development Software
  • Virtual Reality Software
  • Augmented Reality Software
  • Simulation Software
  • 3D Modeling And Animation Software
  • Cloud Gaming Software
  • User Interface (UI) And User Experience (UX) Design Software
  • 6.7. Global Metaverse In Gaming Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Cloud Gaming Services
  • Virtual Worlds And Game Hosting
  • Gaming Analytics Services
  • Development And Design Services
  • Metaverse Platform Integration Services
  • Maintenance And Support Services
  • Payment And Transaction Services

7. Metaverse In Gaming Market Regional And Country Analysis

  • 7.1. Global Metaverse In Gaming Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Metaverse In Gaming Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Metaverse In Gaming Market

  • 8.1. Asia-Pacific Metaverse In Gaming Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Metaverse In Gaming Market

  • 9.1. China Metaverse In Gaming Market Overview
  • 9.2. China Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Metaverse In Gaming Market

  • 10.1. India Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Metaverse In Gaming Market

  • 11.1. Japan Metaverse In Gaming Market Overview
  • 11.2. Japan Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Metaverse In Gaming Market

  • 12.1. Australia Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Metaverse In Gaming Market

  • 13.1. Indonesia Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Metaverse In Gaming Market

  • 14.1. South Korea Metaverse In Gaming Market Overview
  • 14.2. South Korea Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Metaverse In Gaming Market

  • 15.1. Western Europe Metaverse In Gaming Market Overview
  • 15.2. Western Europe Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Metaverse In Gaming Market

  • 16.1. UK Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Metaverse In Gaming Market

  • 17.1. Germany Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Metaverse In Gaming Market

  • 18.1. France Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Metaverse In Gaming Market

  • 19.1. Italy Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Metaverse In Gaming Market

  • 20.1. Spain Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Metaverse In Gaming Market

  • 21.1. Eastern Europe Metaverse In Gaming Market Overview
  • 21.2. Eastern Europe Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Metaverse In Gaming Market

  • 22.1. Russia Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Metaverse In Gaming Market

  • 23.1. North America Metaverse In Gaming Market Overview
  • 23.2. North America Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Metaverse In Gaming Market

  • 24.1. USA Metaverse In Gaming Market Overview
  • 24.2. USA Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Metaverse In Gaming Market

  • 25.1. Canada Metaverse In Gaming Market Overview
  • 25.2. Canada Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Metaverse In Gaming Market

  • 26.1. South America Metaverse In Gaming Market Overview
  • 26.2. South America Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Metaverse In Gaming Market

  • 27.1. Brazil Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Metaverse In Gaming Market

  • 28.1. Middle East Metaverse In Gaming Market Overview
  • 28.2. Middle East Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Metaverse In Gaming Market

  • 29.1. Africa Metaverse In Gaming Market Overview
  • 29.2. Africa Metaverse In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Metaverse In Gaming Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Metaverse In Gaming Market, Segmentation By Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Metaverse In Gaming Market Competitive Landscape And Company Profiles

  • 30.1. Metaverse In Gaming Market Competitive Landscape
  • 30.2. Metaverse In Gaming Market Company Profiles
    • 30.2.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Fujitsu Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Nvidia Corporation Overview, Products and Services, Strategy and Financial Analysis

31. Metaverse In Gaming Market Other Major And Innovative Companies

  • 31.1. WPP plc
  • 31.2. NetEase Inc.
  • 31.3. Electronic Arts Inc.
  • 31.4. Vertiv Group Corporation
  • 31.5. Epic Games Inc.
  • 31.6. Autodesk Inc.
  • 31.7. Roblox Corporation
  • 31.8. Unity Software Inc.
  • 31.9. Axie Infinity
  • 31.10. Magic Leap Inc.
  • 31.11. Kellton Tech Solutions Ltd.
  • 31.12. LeewayHertz Inc.
  • 31.13. Aetsoft Inc.
  • 31.14. Aptos Labs
  • 31.15. SmartMedia Technologies Inc.

32. Global Metaverse In Gaming Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Metaverse In Gaming Market

34. Recent Developments In The Metaverse In Gaming Market

35. Metaverse In Gaming Market High Potential Countries, Segments and Strategies

  • 35.1 Metaverse In Gaming Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Metaverse In Gaming Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Metaverse In Gaming Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer