Precedence Research a new report on metaverse market size, share, growth, industry trends, and forecast 2030, covering various industry elements and growth trends helpful for predicting the market’s future. The global metaverse market size was valued at US$ 40 billion in 2021. The global metaverse market is projected to reach US$ 1,607.12 billion by 2030, registering a compound annual growth rate (CAGR) of 50.74% during the forecast period from 2022 to 2030.
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The global metaverse market report offers various segments analysis by size, trends, growth factors, opportunities and key country outlook to 2030. The report offers a detailed analysis and information as per metaverse, market segments helping our readers to get a comprehensive overview of the global market. Several players are planning to focus on developing cost-effective products or services, aiming to maintain a strong foothold in the market.
Metaverse Market Report Scope
Report Coverage | Details |
Market Size by 2030 | USD 1,607.12 Billion |
Growth Rate from 2022 to 2030 | CAGR of 50.74% |
Largest Market | North America |
Fastest Growing Region | Asia Pacific |
Base Year | 2021 |
Forecast Period | 2022 to 2030 |
Segments Covered | Components, Offering’s, Platform, Technology, Application, End User, Geography |
The company profiling of leading market players is included this report with Porter’s five forces analysis and Value Chain analysis. Further, the strategies exercised by the companies for expansion of business through mergers, acquisitions, and other business development measures are discussed in the report. The financial parameters which are assessed include the sales, profits and the overall revenue generated by the key players of Market.
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Some of the prominent players in the metaverse market include:
- Meta (Facebook,Inc.)
- Tencent holdings Ltd
- Roblox corporation
- Nvidia corporation
- NetEase, Inc.
Metaverse Market Segmentation
By Components
- Software
- Asset Creation Tools
- Programming Engines
- Hardware
- Displays
- eXtended Reality (XR) Hardware
- Haptic Sensors & Devices
- Smart Glasses
- Omni Treadmills
- AR/VR Headsets
- Others
By Platform
- Mobile
- Desktop
By Offering’s
- Avatars
- Virtual platforms
- Asset marketplace
- Financial services
By Technology
- Virtual reality and augmented reality
- Blockchain
By Application
- Aircraft maintenance
- Gaming
- Online shopping
- Social media
- Virtual runway shows
- Content creation
- Others
By End User
- Media and Entertainment
- BFSI
- Retail
- Aerospace and defense
- Education
- Automotive
- Others
Regional Segmentation
- Asia-Pacific [China, Southeast Asia, India, Japan, Korea, Western Asia]
- Europe [Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey, Switzerland]
- North America [United States, Canada, Mexico]
- South America [Brazil, Argentina, Columbia, Chile, Peru]
- Middle East & Africa [GCC, North Africa, South Africa]
Key Questions are
- What are the key factors influencing the metaverse market in each region?
- How much value will the global market generate by the end of the forecast period?
- What will be the CAGR of the global market between 2022 and 2030?
- What would be the Y-o-Y growth trend of the global market between 2022 and 2030?
- What is the future scope and current trends in technologies of the global market?
- What is the revenue of the global market based on segments?
- Which key strategies are used by top players of the global market?
- Which are the leading companies in the global market?
- What are the essential strategies by key stakeholders in the market to expand their geographic presence?
- What are the major advancements witnessed in the global market?
Research Objectives and Research Approach
The comprehensive report on the global metaverse market begins with an overview, followed by the scope and objectives of the study. The report provides detailed explanation of the objectives behind this study and key vendors and distributors operating in the market and regulatory scenario for approval of products. Following this, the report provides detailed explanation of objectives of this study and laid down by accredited agencies in the purview of research in the global metaverse market.
It is followed by market introduction, market dynamics, and an overview of the global market, which includes analysis of market drivers, restraints, and trends pertaining to the global market. Furthermore, Y-o-Y growth analysis with elaborated insights has been provided in order to understand the Y-o-Y growth trend of the global market.
For reading comprehensibility, the report has been compiled in a chapter-wise layout, with each section divided into smaller sections. The report comprises an exhaustive collection of graphs and tables that are appropriately interspersed. Pictorial representation of actual and projected values of key segments is visually appealing to readers. This also allows comparison of the market shares of key segments in the past and at the end of the forecast period.
The report analyzes the global metaverse market in terms of type, application, region and others. Key segments under each criteria are studied at length, and the market share for each of these at the end of 2030 has also been provided. Such valuable insights enable market stakeholders in making informed business decisions for investment in the global market.
Why should you invest in this report?
If you are aiming to enter the global metaverse market, this report is a comprehensive guide that provides crystal clear insights into this niche market. All the major application areas for metaverse are covered in this report and information is given on the important regions of the world where this market is likely to boom during the forecast period of 2022-2030 so that you can plan your strategies to enter this market accordingly.
Besides, through this report, you can have a complete grasp of the level of competition you will be facing in this hugely competitive market and if you are an established player in this market already, this report will help you gauge the strategies that your competitors have adopted to stay as market leaders in this market. For new entrants to this market, the voluminous data provided in this report is invaluable.
Table of Contents
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. End User Procurement Analysis
4.3.2. Sales and Distribution Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Metaverse Market
5.1. COVID-19 Landscape: Metaverse Industry Impact
5.2. COVID 19 – Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Metaverse Market, By Components
8.1. Metaverse Market, by Components, 2022-2030
8.1.1. Software
8.1.1.1. Market Revenue and Forecast (2017-2030)
8.1.2. Hardware
8.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 9. Global Metaverse Market, By Platform
9.1. Metaverse Market, by Platform, 2022-2030
9.1.1. Mobile
9.1.1.1. Market Revenue and Forecast (2017-2030)
9.1.2. Desktop
9.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 10. Global Metaverse Market, By Offering’s
10.1. Metaverse Market, by Offering’s, 2022-2030
10.1.1. Avatars
10.1.1.1. Market Revenue and Forecast (2017-2030)
10.1.2. Virtual platforms
10.1.2.1. Market Revenue and Forecast (2017-2030)
10.1.3. Asset marketplace
10.1.3.1. Market Revenue and Forecast (2017-2030)
10.1.4. Financial services
10.1.4.1. Market Revenue and Forecast (2017-2030)
Chapter 11. Global Metaverse Market, By Technology
11.1. Metaverse Market, by Technology, 2022-2030
11.1.1. Virtual reality and augmented reality
11.1.1.1. Market Revenue and Forecast (2017-2030)
11.1.2. Blockchain
11.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 12. Global Metaverse Market, By Application
12.1. Metaverse Market, by Application, 2022-2030
12.1.1. Aircraft maintenance
12.1.1.1. Market Revenue and Forecast (2017-2030)
12.1.2. Gaming
12.1.2.1. Market Revenue and Forecast (2017-2030)
12.1.3. Online shopping
12.1.3.1. Market Revenue and Forecast (2017-2030)
12.1.4. Social media
12.1.4.1. Market Revenue and Forecast (2017-2030)
12.1.5. Virtual runway shows
12.1.5.1. Market Revenue and Forecast (2017-2030)
12.1.6. Content creation
12.1.6.1. Market Revenue and Forecast (2017-2030)
12.1.7. Others
12.1.7.1. Market Revenue and Forecast (2017-2030)
Chapter 13. Global Metaverse Market, By End User
13.1. Metaverse Market, by End User, 2022-2030
13.1.1. Media and Entertainment
13.1.1.1. Market Revenue and Forecast (2017-2030)
13.1.2. BFSI
13.1.2.1. Market Revenue and Forecast (2017-2030)
13.1.3.Retail
13.1.3.1. Market Revenue and Forecast (2017-2030)
13.1.4. Aerospace and defense
13.1.4.1. Market Revenue and Forecast (2017-2030)
13.1.5. Education
13.1.5.1. Market Revenue and Forecast (2017-2030)
13.1.6. Automotive
13.1.6.1. Market Revenue and Forecast (2017-2030)
13.1.7. Others
13.1.7.1. Market Revenue and Forecast (2017-2030)
Chapter 14. Global Metaverse Market, Regional Estimates and Trend Forecast
14.1. North America
14.1.1. Market Revenue and Forecast, by Components (2017-2030)
14.1.2. Market Revenue and Forecast, by Platform (2017-2030)
14.1.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.1.4. Market Revenue and Forecast, by Technology (2017-2030)
14.1.5. Market Revenue and Forecast, by Application (2017-2030)
14.1.6. Market Revenue and Forecast, by End User (2017-2030)
14.1.7. U.S.
14.1.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.1.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.1.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.1.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.1.8. Market Revenue and Forecast, by Application (2017-2030)
14.1.8.1. Market Revenue and Forecast, by End User (2017-2030)
14.1.9. Rest of North America
14.1.9.1. Market Revenue and Forecast, by Components (2017-2030)
14.1.9.2. Market Revenue and Forecast, by Platform (2017-2030)
14.1.9.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.1.9.4. Market Revenue and Forecast, by Technology (2017-2030)
14.1.10. Market Revenue and Forecast, by Application (2017-2030)
14.1.11. Market Revenue and Forecast, by End User (2017-2030)
14.1.11.1.
14.2. Europe
14.2.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.4. Market Revenue and Forecast, by Technology (2017-2030)
14.2.5. Market Revenue and Forecast, by Application (2017-2030)
14.2.6. Market Revenue and Forecast, by End User (2017-2030)
14.2.7.
14.2.8. UK
14.2.8.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.8.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.8.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.9. Market Revenue and Forecast, by Technology (2017-2030)
14.2.10. Market Revenue and Forecast, by Application (2017-2030)
14.2.10.1. Market Revenue and Forecast, by End User (2017-2030)
14.2.11. Germany
14.2.11.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.11.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.11.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.12. Market Revenue and Forecast, by Technology (2017-2030)
14.2.13. Market Revenue and Forecast, by Application (2017-2030)
14.2.14. Market Revenue and Forecast, by End User (2017-2030)
14.2.14.1.
14.2.15. France
14.2.15.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.15.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.15.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.15.4. Market Revenue and Forecast, by Technology (2017-2030)
14.2.16. Market Revenue and Forecast, by Application (2017-2030)
14.2.16.1. Market Revenue and Forecast, by End User (2017-2030)
14.2.17. Rest of Europe
14.2.17.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.17.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.17.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.17.4. Market Revenue and Forecast, by Technology (2017-2030)
14.2.18. Market Revenue and Forecast, by Application (2017-2030)
14.2.18.1. Market Revenue and Forecast, by End User (2017-2030)
14.3. APAC
14.3.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.5. Market Revenue and Forecast, by Application (2017-2030)
14.3.6. Market Revenue and Forecast, by End User (2017-2030)
14.3.7. India
14.3.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.8. Market Revenue and Forecast, by Application (2017-2030)
14.3.9. Market Revenue and Forecast, by End User (2017-2030)
14.3.10. China
14.3.10.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.10.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.10.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.10.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.11. Market Revenue and Forecast, by Application (2017-2030)
14.3.11.1. Market Revenue and Forecast, by End User (2017-2030)
14.3.12. Japan
14.3.12.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.12.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.12.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.12.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.12.5. Market Revenue and Forecast, by Application (2017-2030)
14.3.12.6. Market Revenue and Forecast, by End User (2017-2030)
14.3.13. Rest of APAC
14.3.13.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.13.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.13.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.13.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.13.5. Market Revenue and Forecast, by Application (2017-2030)
14.3.13.6. Market Revenue and Forecast, by End User (2017-2030)
14.4. MEA
14.4.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.5. Market Revenue and Forecast, by Application (2017-2030)
14.4.6. Market Revenue and Forecast, by End User (2017-2030)
14.4.7. GCC
14.4.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.8. Market Revenue and Forecast, by Application (2017-2030)
14.4.9. Market Revenue and Forecast, by End User (2017-2030)
14.4.10. North Africa
14.4.10.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.10.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.10.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.10.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.11. Market Revenue and Forecast, by Application (2017-2030)
14.4.12. Market Revenue and Forecast, by End User (2017-2030)
14.4.13. South Africa
14.4.13.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.13.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.13.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.13.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.13.5. Market Revenue and Forecast, by Application (2017-2030)
14.4.13.6. Market Revenue and Forecast, by End User (2017-2030)
14.4.14. Rest of MEA
14.4.14.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.14.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.14.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.14.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.14.5. Market Revenue and Forecast, by Application (2017-2030)
14.4.14.6. Market Revenue and Forecast, by End User (2017-2030)
14.5. Latin America
14.5.1. Market Revenue and Forecast, by Components (2017-2030)
14.5.2. Market Revenue and Forecast, by Platform (2017-2030)
14.5.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.5.4. Market Revenue and Forecast, by Technology (2017-2030)
14.5.5. Market Revenue and Forecast, by Application (2017-2030)
14.5.6. Market Revenue and Forecast, by End User (2017-2030)
14.5.7. Brazil
14.5.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.5.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.5.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.5.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.5.8. Market Revenue and Forecast, by Application (2017-2030)
14.5.8.1. Market Revenue and Forecast, by End User (2017-2030)
14.5.9. Rest of LATAM
14.5.9.1. Market Revenue and Forecast, by Components (2017-2030)
14.5.9.2. Market Revenue and Forecast, by Platform (2017-2030)
14.5.9.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.5.9.4. Market Revenue and Forecast, by Technology (2017-2030)
14.5.9.5. Market Revenue and Forecast, by Application (2017-2030)
14.5.9.6. Market Revenue and Forecast, by End User (2017-2030)
Chapter 15. Company Profiles
15.1. Meta (Facebook,Inc.)
15.1.1. Company Overview
15.1.2. Product Offerings
15.1.3. Financial Performance
15.1.4. Recent Initiatives
15.2. Tencent holdings Ltd
15.2.1. Company Overview
15.2.2. ProductOfferings
15.2.3. Financial Performance
15.2.4. Recent Initiatives
15.3. Roblox corporation
15.3.1. Company Overview
15.3.2. Product Offerings
15.3.3. Financial Performance
15.3.4. Recent Initiatives
15.4. Nvidia corporation
15.4.1. Company Overview
15.4.2. Product Offerings
15.4.3. Financial Performance
15.4.4. Recent Initiatives
15.5. NetEase, Inc.
15.5.1. Company Overview
15.5.2. Product Offerings
15.5.3. Financial Performance
15.5.4. Recent Initiatives
Chapter 16. Research Methodology
16.1. Primary Research
16.2. Secondary Research
16.3. Assumptions
Chapter 17. Appendix
17.1. About Us
17.2. Glossary of Terms
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