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PUBLISHER: BCC Research | PRODUCT CODE: 1184198

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PUBLISHER: BCC Research | PRODUCT CODE: 1184198

Metaverse: Global Market Size, Trends and Forecast (2022-2027)

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Highlights:

The global metaverse market is estimated to increase from $52.9 billion in 2022 to reach $231.0 billion by 2027, at a compound annual growth rate (CAGR) of 34.3% from 2022 through 2027.

The North American metaverse market is estimated to increase from $33.2 billion in 2022 to reach $139.0 billion by 2027, at a CAGR of 33.2% from 2022 through 2027.

The Asia-Pacific metaverse market is estimated to increase from $10.3 billion in 2022 to reach $50.8 billion by 2027, at a CAGR of 37.7% from 2022 through 2027.

Report Scope:

This report provides an overview and analysis of the global market for the metaverse. Using 2021 as the base year, the report provides estimated market data for the forecast period 2022 through 2027. This report also offers insights on drivers, restraints, and opportunities for the market, which were gathered through primary and secondary research. It also covers various market factors, including COVID-19 impact, Porter's five forces, use case analysis and the regulatory landscape.

This report has been prepared in a simple, easy-to-understand format, with some tables and charts/figures. The report's scope includes a detailed study of global and regional markets for components, platform, offering, application and end use. The qualitative and quantitative data of all segments are provided in the report. The report examines each segment, determines its current market size, and estimates its future market sizes with compound annual growth rates (CAGRs).

The report also provides detailed profiles of the significant metaverse players and their strategies to enhance their market presence. The report also includes a competitive landscape chapter that discusses the market ecosystem of top metaverse solution providers in 2021.

Report Includes:

  • 71 data tables and 37 additional tables
  • A brief general overview and up-to-date analysis of the global market for metaverse technologies
  • Analyses of the global market trends, with historic market revenue data for 2021, estimates for 2022 and 2023, and projections of compound annual growth rates (CAGRs) through 2027
  • Discussion of the technologies and platforms surrounding the metaverse environment, opportunities and growth driving factors, and areas of focus to forecast this innovation driven market into various segments and sub-segments
  • Estimation of the actual market size and revenue forecast for global metaverse market in USD million values, and corresponding market share analysis by component, platform, offering, application, end use, and geographic region
  • Coverage of the technological, economic, and business considerations of the metaverse market, with analyses, trends, and growth forecasts through 2027
  • In-depth information (facts and figures) concerning major market dynamics, challenges and restraints, technology advancements, industry value chain, and competitive environment of the leading market players
  • Identification of the companies best positioned to meet the demand owing to or in conjunction with their proprietary technologies, product launches, M&A deals, and other market strategic advantages
  • A relevant patent analysis with significant allotments of patent data on metaverse technology across each major category
  • Profile descriptions of the top metaverse companies, including Epic Games Inc., Meta Platforms Inc. (Facebook), Microsoft Corp., Inworld AI, NetEase Inc., Nvidia Corp., and Roblox Corp.
Product Code: IFT259A

Table of Contents

Chapter 1 Introduction

  • 1.1 Introduction
  • 1.2 Study Goals and Objectives
  • 1.3 Scope of Report
  • 1.4 Reasons for Doing the Study
  • 1.5 Intended Audiences
  • 1.6 Information Sources
  • 1.7 Methodology
  • 1.8 Geographic Breakdown
  • 1.9 Analyst's Credentials
  • 1.10 BCC Custom Research
  • 1.11 Related BCC Research Reports

Chapter 2 Summary and Highlights

Chapter 3 Market Overview

  • 3.1 Introduction
  • 3.2 History and Evolution of the Metaverse
  • 3.3 Future Expectations
    • 3.3.1 Phase 1: Emerging
    • 3.3.2 Phase 2: Advanced
    • 3.3.3 Phase 3: Mature
  • 3.4 Value Chain Analysis
    • 3.4.1 Layer 1: Experience (Games, Social, Theatre, E-Sports, Shopping)
    • 3.4.2 Layer 2: Discovery (Social Curation, Ad Networks, Ratings, Stores, Agents)
    • 3.4.3 Layer 3: Creator Economy (Asset Markets, Workflow, Commerce, Design Tools)
    • 3.4.4 Layer 4: Spatial Computing (VR/AR/XR, Multitasking UI, 3D Engines, Geospatial Mapping)
    • 3.4.5 Layer 5: Decentralization (AI Agents, Edge Computing, Microservices, Blockchain)
    • 3.4.6 Layer 6: Human Interface (Smartglasses, Wearables, Mobile, Haptic, Gestures, Neural, Voice)
    • 3.4.7 Layer 7: Infrastructure (WiFi6, 5G, Cloud, MEMS GPUs Materials)
  • 3.5 Macroanalysis
    • 3.5.1 Impact of COVID-19 on the Market
    • 3.5.2 Metaverse in the Post-Pandemic World
    • 3.5.3 Impact of the Russia-Ukraine War on the Market
  • 3.6 Porter's Five Forces Analysis of the Market for Metaverse
    • 3.6.1 Threat from New Entrants
    • 3.6.2 Competitive Rivalry
    • 3.6.3 Bargaining Power of Buyers
    • 3.6.4 Bargaining Power of Suppliers
    • 3.6.5 Threat of Substitutes
  • 3.7 Regulatory Analysis
    • 3.7.1 Copyright Laws
    • 3.7.2 Intellectual Property Laws
    • 3.7.3 Contract Law
    • 3.7.4 Tort Law
    • 3.7.5 Defamation Law
    • 3.7.6 Regulation of NFTs and Tax
  • 3.8 Upcoming Regulatory Plans
    • 3.8.1 European Union
    • 3.8.2 U.S.
    • 3.8.3 China
    • 3.8.4 Japan
    • 3.8.5 South Korea
  • 3.9 Recent and Upcoming Key Metaverse-Related Conferences

Chapter 4 Technology Analysis

  • 4.1 Network and Computing Technology
    • 4.1.1 5G/6G Technology
    • 4.1.2 Internet of Things
    • 4.1.3 Cloud Computing
    • 4.1.4 Edge Computing
  • 4.2 Design, Development and Content Production Level
    • 4.2.1 Blockchain
    • 4.2.2 Real-Time Rendering and 3D Modeling/Reconstruction
    • 4.2.3 Artificial Intelligence (AI)
    • 4.2.4 Computer Vision
    • 4.2.5 Smart Voice
    • 4.2.6 Digital Twin
    • 4.2.7 Gaming Engines
  • 4.3 Human/Simulation Interactive Level
    • 4.3.1 Virtual Reality
    • 4.3.2 Augmented Reality
    • 4.3.3 Mixed Reality (MR)

Chapter 5 Market Dynamics

  • 5.1 Market Drivers, Restraints/Challenges, and Opportunities
    • 5.1.1 Market Drivers
    • 5.1.1 Market Restraints/Challenges
    • 5.1.1 Market Opportunities
  • 5.2 Analysis of the Impact of the Market Dynamics

Chapter 6 Market Breakdown by Component

  • 6.1 Overview
  • 6.2 Hardware
    • 6.2.1 VR Devices
    • 6.2.2 AR Devices
    • 6.2.3 MR Devices
  • 6.3 Software
    • 6.3.1 3D Mapping, Modeling and Reconstruction
    • 6.3.2 Gaming Engines
    • 6.3.3 Others
  • 6.4 Services

Chapter 7 Market Breakdown by Platform

  • 7.1 Overview
  • 7.2 Desktop
  • 7.3 Mobile
  • 7.4 Headsets

Chapter 8 Market Breakdown by Offering

  • 8.1 Overview
  • 8.2 Virtual Platforms
    • 8.2.1 Decentraland
    • 8.2.2 Sandbox
    • 8.2.3 Illuvium
    • 8.2.4 Roblox
    • 8.2.5 Roblox
    • 8.2.6 Axie Infinity
  • 8.3 Asset Marketplaces
  • 8.4 Avatars
    • 8.4.1 2D Avatar
    • 8.4.2 3D Avatar
    • 8.4.3 Leg-Less Avatar
    • 8.4.4 VR Avatar
    • 8.4.5 Full-Body Avatar
  • 8.5 Financial Services

Chapter 9 Market Breakdown by Application

  • 9.1 Overview
  • 9.2 Gaming
  • 9.3 Social Media
  • 9.4 Content Creation
  • 9.5 Online Shopping
  • 9.6 Events and Conferences
  • 9.7 Other Applications

Chapter 10 Market Breakdown by End-Use Industry

  • 10.1 Overview
  • 10.2 Retail
    • 10.2.1 Various Uses of the Metaverse in Retail
  • 10.3 Banking, Financial Services and Insurance (BFSI)
    • 10.3.1 Various Benefits of the Metaverse in Banking
    • 10.3.1 Uses of the Metaverse in Banking
  • 10.4 Media and Entertainment
    • 10.4.1 Uses of the Metaverse in the Entertainment Industry
  • 10.5 Education
    • 10.5.1 Various Benefits of the Metaverse in Education
    • 10.5.2 Metaverse Application and Use Cases in Education
  • 10.6 Aerospace and Defense
    • 10.6.1 Recruitment
    • 10.6.2 Education
    • 10.6.3 Command and Control
    • 10.6.4 Procurement and Supply Chain
  • 10.7 Automotive
    • 10.7.1 Benefits of the Metaverse in the Automotive Industry
    • 10.7.2 Uses of the Metaverse in the Automotive Industry
  • 10.8 Others

Chapter 11 Market Breakdown by Region

  • 11.1 Overview
  • 11.2 North America
    • 11.2.1 United States
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 United Kingdom
    • 11.3.2 Germany
    • 11.3.3 Rest of Europe
  • 11.4 Asia-Pacific
    • 11.4.1 China
    • 11.4.2 Japan
    • 11.4.3 South Korea
    • 11.4.4 Rest of Asia-Pacific
  • 11.5 Rest of the World (RoW)

Chapter 12 Competitive Landscape

  • 12.1 Metaverse Companies: Regional Number
  • 12.2 Metaverse Venture Capital Scenario
  • 12.3 Metaverse Investors
  • 12.4 Top Companies/Metaverse Ecosystem
  • 12.5 Notable Key Developments in the Market

Chapter 13 Patent Analysis

  • 13.1 Patent Analysis
    • 13.1.1 Key Market Patents

Chapter 14 Company Profiles

  • 14.1 Key Players
  • ACTIVISION BLIZZARD
  • ANTIER SOLUTIONS PVT., LTD.
  • ELECTRONIC ARTS
  • EPIC GAMES INC.
  • META PLATFORMS INC.
  • MICROSOFT CORP.
  • NETEASE
  • NEXON CO., LTD.
  • NEXTECH AR SOLUTIONS
  • NVIDIA
  • ROBLOX
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • UNITY
  • VALVE CORP.
  • 14.2 Start-ups/Emerging Players
  • ACKNOLEDGER
  • ALLSEATED
  • ATIRATH GAMING TECHNOLOGY
  • AXIE INFINITY
  • BETTERVERSE
  • COLORVERSE
  • CRUCIBLE NETWORK
  • DEHIDDEN
  • DOSS GAMES
  • ENJIN
  • GUILDFI
  • HYPERLINK INFOSYSTEM
  • IKONZ
  • IMPROBABLE
  • INVACT
  • INWORLD AI
  • KUDO MONEY
  • LOKA (SOCIAL/PLPATFORM SOFTWARE)
  • METAMUNDO
  • NEXTMEET
  • ONERARE
  • PLAYERSONLY
  • POLKAWAR
  • REVIRT.SPACE
  • SIMULANIS
  • SOMNIUM SPACE
  • SUPERSOCIAL
  • THE SANDBOX
  • TRACE NETWORK LABS
  • UNION
  • WALL APP
  • ZASH
  • ZEPETO

Chapter 15 Appendix: Acronyms

Product Code: IFT259A

List of Tables

  • Summary Table : Global Metaverse Market, by Region, Through 2027
  • Table 1 : List of Companies Exiting Russia
  • Table 2 : Recent and Upcoming Conferences/Events List
  • Table 3 : 5G for Metaverse
  • Table 4 : Impact of Market Drivers
  • Table 5 : Impact of Market Opportunities
  • Table 6 : Impact of Market Restraints/Challenges
  • Table 7 : Overall Dynamics of Growth Contribution
  • Table 8 : Global Metaverse Market, by Component, Through 2027
  • Table 9 : Global Market for Metaverse Hardware, by Region, Through 2027
  • Table 10 : Global Market for Metaverse Software, by Region, Through 2027
  • Table 11 : Global Market for Metaverse Services, by Region, Through 2027
  • Table 12 : Global Metaverse Market, by Platform, Through 2027
  • Table 13 : Global Market for the Metaverse on Desktops, by Region, Through 2027
  • Table 14 : Global Market for the Metaverse on Mobile Devices, by Region, Through 2027
  • Table 15 : Global Market for Metaverse Headsets, by Region, Through 2027
  • Table 16 : Global Metaverse Market, by Offering, Through 2027
  • Table 17 : Global Market for Virtual Platforms in the Metaverse, by Region, Through 2027
  • Table 18 : Global Market for Asset Marketplaces in the Metaverse, by Region, Through 2027
  • Table 19 : Global Market for Avatars in the Metaverse, by Region, Through 2027
  • Table 20 : Global Market for the Metaverse in Financial Services, by Region, Through 2027
  • Table 21 : Global Metaverse Market, by Application, Through 2027
  • Table 22 : Global Market for Gaming Applications in the Metaverse, by Region, Through 2027
  • Table 23 : Global Market for Social Media Applications in the Metaverse, by Region, Through 2027
  • Table 24 : Global Market for Content Creation in the Metaverse, by Region, Through 2027
  • Table 25 : Global Market for Online Shopping in the Metaverse, by Region, Through 2027
  • Table 26 : Global Market for the Metaverse in Events and Conferences, by Region, Through 2027
  • Table 27 : Global Market for the Metaverse in Other Applications, by Region, Through 2027
  • Table 28 : Global Metaverse Market, by End-Use Industry, Through 2027
  • Table 29 : Global Market for the Metaverse in Retail, by Region, Through 2027
  • Table 30 : Global Market for the Metaverse in BFSl, by Region, Through 2027
  • Table 31 : Global Market for the Metaverse in Media and Entertainment, by Region, Through 2027
  • Table 32 : Selected List of Education Metaverse Start-ups
  • Table 33 : Global Market for the Metaverse in Education, by Region, Through 2027
  • Table 34 : Global Market for the Metaverse in Aerospace and Defense, by Region, Through 2027
  • Table 35 : Global Market for the Metaverse in Automotive, by Region, Through 2027
  • Table 36 : Global Market for the Metaverse in Other End-Use Industries, by Region, Through 2027
  • Table 37 : Global Metaverse Market, by Region, Through 2027
  • Table 38 : North American Metaverse Market, by Component, Through 2027
  • Table 39 : North American Metaverse Market, by Platform, Through 2027
  • Table 40 : North American Metaverse Market, by Offering, Through 2027
  • Table 41 : North American Metaverse Market, by Application, Through 2027
  • Table 42 : North American Metaverse Market, by End-Use Industry, Through 2027
  • Table 43 : North American Metaverse Market, by Country, Through 2027
  • Table 44 : European Metaverse Market, by Component, Through 2027
  • Table 45 : European Metaverse Market, by Platform, Through 2027
  • Table 46 : European Metaverse Market, by Offering, Through 2027
  • Table 47 : European Metaverse Market, by Application, Through 2027
  • Table 48 : European Metaverse Market, by End-Use Industry, Through 2027
  • Table 49 : European Metaverse Market, by Country, Through 2027
  • Table 50 : Asia-Pacific Metaverse Market, by Component, Through 2027
  • Table 51 : Asia-Pacific Metaverse Market, by Platform, Through 2027
  • Table 52 : Asia-Pacific Metaverse Market, by Offering, Through 2027
  • Table 53 : Asia-Pacific Metaverse Market, by Application, Through 2027
  • Table 54 : Asia-Pacific Metaverse Market, by End-Use Industry, Through 2027
  • Table 55 : Asia-Pacific Metaverse Market, by Country, Through 2027
  • Table 56 : RoW Metaverse Market, by Component, Through 2027
  • Table 57 : RoW Metaverse Market, by Platform, Through 2027
  • Table 58 : RoW Metaverse Market, by Offering, Through 2027
  • Table 59 : RoW Metaverse Market, by Application, Through 2027
  • Table 60 : RoW Metaverse Market, by End-Use Industry, Through 2027
  • Table 61 : Recent Notable Metaverse Venture Capital Deals
  • Table 62 : Top Notable Metaverse Investors
  • Table 63 : Global Metaverse Market: Recent Key Developments, July 2021-October 2022
  • Table 64 : Share of Metaverse-Relate Patents, by Applicant, 2021
  • Table 65 : Activision Blizzard: Net Revenue, 2019-2021
  • Table 66 : Activision Blizzard: Channel Partners
  • Table 67 : Activision Blizzard: Key Management
  • Table 68 : Activision Blizzard: Patent Portfolio, 2022
  • Table 69 : Electronic Arts: Net Revenue, 2019-2021
  • Table 70 : Electronic Arts: Key Management
  • Table 71 : Electronic Arts: Patent Portfolio, 2022
  • Table 72 : Epic Games: Key Management
  • Table 73 : Epic Games: Patent Portfolio, 2022
  • Table 74 : Epic Games: Recent Developments, 2022
  • Table 75 : Meta Platforms Inc.: Products and Services
  • Table 76 : Meta Platforms Inc.: Net Revenue, 2019-2021
  • Table 77 : Meta Platforms Inc.: Service Providers
  • Table 78 : Meta Platforms Inc.: Key Management
  • Table 79 : Meta Platforms Inc.: Patent Portfolio, 2022
  • Table 80 : Meta Platforms Inc.: Recent Key Developments, 2020-2022
  • Table 81 : Microsoft: Products and Services
  • Table 82 : Microsoft: Net Revenue, 2019-2021
  • Table 83 : Microsoft: Key Management
  • Table 84 : Microsoft: Patent Portfolio, 2022
  • Table 85 : Microsoft: Recent Key Developments, 2021-2022
  • Table 86 : NetEase: Products and Services
  • Table 87 : NetEase: Net Revenue, 2019-2021
  • Table 88 : NetEase: Key Management
  • Table 89 : Nexon Co., Ltd.: Net Revenue, 2019-2021
  • Table 90 : Nexon Co., Ltd.: Key Management
  • Table 91 : NexTech AR Solutions: Products and Services
  • Table 92 : Nextech AR Solutions: Net Revenue, 2020 and 2021
  • Table 93 : Nextech AR Solutions: Key Management
  • Table 94 : Nextech AR Solutions: Recent Key Developments, 2021 and 2022
  • Table 95 : Nvidia: Net Revenue, 2019-2021
  • Table 96 : Nvidia: Products and Services
  • Table 97 : Roblox: Products and Services
  • Table 98 : Roblox: Net Revenue, 2019-2021
  • Table 99 : Roblox: Service Providers
  • Table 100 : Roblox: Key Management
  • Table 101 : Roblox: Recent Key Developments, 2021 and 2022
  • Table 102 : Take-Two Interactive Software Inc.: Net Revenue, 2019-2021
  • Table 103 : Take-Two Interactive Software Inc: Key Management
  • Table 104 : Unity: Net Revenue, 2019-2021
  • Table 105 : Unity: Key Management
  • Table 106 : Unity: Patent Portfolio, 2022
  • Table 107 : Acronyms Used in the Report

List of Figures

Figure A : Top-down and Bottom-up Approaches to the Global Metaverse Market

  • Summary Figure : Global Market Shares of the Metaverse, by Region, 2021
  • Figure 1 : Important Events in Metaverse Evolution
  • Figure 2 : Layers of the Metaverse
  • Figure 3 : Porter's Five Forces Analysis: Global Metaverse Market
  • Figure 4 : Laws to Regulate the Metaverse Sector
  • Figure 5 : Gen Z vs. Millenials
  • Figure 6 : Global Market Shares of the Metaverse, by Component, 2021
  • Figure 7 : Global Market Shares of the Metaverse, by Component, 2027
  • Figure 8 : Global Market Shares of Metaverse Hardware, by Region, 2021
  • Figure 9 : Global Market Shares of Metaverse Hardware, by Region, 2027
  • Figure 10 : Global Market Shares of Metaverse Software, by Region, 2021
  • Figure 11 : Global Market Shares of Metaverse Software, by Region, 2027
  • Figure 12 : Global Market Shares of Metaverse Services, by Region, 2021
  • Figure 13 : Global Market Shares of Metaverse Services, by Region, 2027
  • Figure 14 : Global Market Shares of the Metaverse, by Platform, 2021
  • Figure 15 : Global Market Shares of the Metaverse, by Platform, 2027
  • Figure 16 : Global Market Shares of the Metaverse on Desktops, by Region, 2021
  • Figure 17 : Global Market Shares of the Metaverse on Desktops, by Region, 2027
  • Figure 18 : Global Market Shares of the Metaverse on Mobile Devices, by Region, 2021
  • Figure 19 : Global Market Shares of the Metaverse on Mobile Devices, by Region, 2027
  • Figure 20 : Global Market Shares of Metaverse Headsets, by Region, 2021
  • Figure 21 : Global Market Shares of Metaverse Headsets, by Region, 2027
  • Figure 22 : Global Market Shares of the Metaverse, by Offering, 2021
  • Figure 23 : Global Market Shares of the Metaverse, by Offering, 2027
  • Figure 24 : Global Market Shares of Virtual Platforms in the Metaverse, by Region, 2021
  • Figure 25 : Global Market Shares of Virtual Platforms in the Metaverse, by Region, 2027
  • Figure 26 : Global Market Shares of Asset Marketplaces in the Metaverse, by Region, 2021
  • Figure 27 : Global Market Shares of Asset Marketplaces in the Metaverse, by Region, 2027
  • Figure 28 : Global Market Shares of Avatars in the Metaverse, by Region, 2021
  • Figure 29 : Global Market Shares of Avatars in the Metaverse, by Region, 2027
  • Figure 30 : Global Market Shares of the Metaverse in Financial Services, by Region, 2021
  • Figure 31 : Global Market Shares of the Metaverse in Financial Services, by Region, 2027
  • Figure 32 : Global Market Shares of the Metaverse, by Application, 2021
  • Figure 33 : Global Market Shares of the Metaverse, by Application, 2027
  • Figure 34 : Global Market Shares of Gaming Applications in the Metaverse, by Region, 2021
  • Figure 35 : Global Market Shares of Gaming Applications in the Metaverse, by Region, 2027
  • Figure 36 : Global Market Shares of Social Media Applications in the Metaverse, by Region, 2021
  • Figure 37 : Global Market Shares of Social Media Applications in the Metaverse, by Region, 2027
  • Figure 38 : Global Market Shares of Content Creation in the Metaverse, by Region, 2021
  • Figure 39 : Global Market Shares of Content Creation in the Metaverse, by Region, 2027
  • Figure 40 : Global Market Shares of Online Shopping in the Metaverse, by Region, 2021
  • Figure 41 : Global Market Shares of Online Shopping in the Metaverse, by Region, 2027
  • Figure 42 : Global Market Shares of the Metaverse in Events and Conferences, by Region, 2021
  • Figure 43 : Global Market Shares of the Metaverse in Events and Conferences, by Region, 2027
  • Figure 44 : Global Market Shares of the Metaverse in Other Applications, by Region, 2021
  • Figure 45 : Global Market Shares of the Metaverse in Other Applications, by Region, 2027
  • Figure 46 : Global Market Shares of the Metaverse, by End-Use Industry, 2021
  • Figure 47 : Global Market Shares of the Metaverse, by End-Use Industry, 2027
  • Figure 48 : Global Market Shares of the Metaverse in Retail, by Region, 2021
  • Figure 49 : Global Market Shares of the Metaverse in Retail, by Region, 2027
  • Figure 50 : Evolution Phase of Metaverse Banking and Issues
  • Figure 51 : Global Market Shares of the Metaverse in BFSl, by Region, 2021
  • Figure 52 : Global Market Shares of the Metaverse in BFSl, by Region, 2027
  • Figure 53 : Global Market Shares of the Metaverse in Media and Entertainment, by Region, 2021
  • Figure 54 : Global Market Shares of the Metaverse in Media and Entertainment, by Region, 2027
  • Figure 55 : Metaverse Applications in Education
  • Figure 56 : Global Market Shares of the Metaverse in Education, by Region, 2021
  • Figure 57 : Global Market Shares of the Metaverse in Education, by Region, 2027
  • Figure 58 : Global Market Shares of the Metaverse in Aerospace and Defense, by Region, 2021
  • Figure 59 : Global Market Shares of the Metaverse in Aerospace and Defense, by Region, 2027
  • Figure 60 : Global Market Shares of the Metaverse in Automotive, by Region, 2021
  • Figure 61 : Global Market Shares of the Metaverse in Automotive, by Region, 2027
  • Figure 62 : Global Market Shares of the Metaverse in Other End-Use Industries, by Region, 2021
  • Figure 63 : Global Market Shares of Metaverse in Other End-Use Industries, by Region, 2027
  • Figure 64 : Global Metaverse Market, by Region
  • Figure 65 : Global Market Shares of the Metaverse, by Region, 2021
  • Figure 66 : Global Market Shares of the Metaverse, by Region, 2027
  • Figure 67 : U.S. Metaverse Market, 2021-2027
  • Figure 68 : Canadian Metaverse Market, 2021-2027
  • Figure 69 : Mexican Metaverse Market, 2021-2027
  • Figure 70 : U.K. Metaverse Market, 2021-2027
  • Figure 71 : German Metaverse Market, 2021-2027
  • Figure 72 : Rest of the European Metaverse Market, 2021-2027
  • Figure 73 : Chinese Metaverse Market, 2021-2027
  • Figure 74 : Japanese Metaverse Market, 2021-2027
  • Figure 75 : South Korean Metaverse Market, 2021-2027
  • Figure 76 : Rest of APAC Metaverse Market, 2021-2027
  • Figure 77 : Metaverse Company Count, by Geography
  • Figure 78 : Metaverse Ecosystem of Hardware Vendors
  • Figure 79 : Metaverse Ecosystem of Software Vendors
  • Figure 80 : Metaverse Ecosystem of Online Game Makers
  • Figure 81 : Metaverse Ecosystem of Social Networking Companies
  • Figure 82 : Metaverse Ecosystem of Service Providers
  • Figure 83 : Metaverse Ecosystem of Centralized Platforms
  • Figure 84 : Metaverse Ecosystem of Decentralized Platforms
  • Figure 85 : Metaverse Ecosystem of Financial Platforms
  • Figure 86 : Metaverse Ecosystem of Asset Marketplaces
  • Figure 87 : Patents Issued on Metaverse Technologies, by Year, 2017-2022
  • Figure 88 : Share of Metaverse-Related Patents, by Region, 1998-2022
  • Figure 89 : Activision Blizzard: Sales Share, by Business Segment, 2021
  • Figure 90 : Activision Blizzard: Sales Share, by Region, 2021
  • Figure 91 : Electronic Arts: Sales Share, by Business Segment, 2021
  • Figure 92 : Electronic Arts: Sales Share, by Region, 2021
  • Figure 93 : Meta Platforms Inc.: Sales Share, by Business Segment, 2021
  • Figure 94 : Meta Platforms Inc.: Sales Share, by Region, 2021
  • Figure 95 : Microsoft: Sales Share, by Business Segment, 2021
  • Figure 96 : Microsoft: Sales Share, by Region, 2021
  • Figure 97 : NetEase: Sales Share, by Business Segment, 2021
  • Figure 98 : NetEase: Sales Share, by Region, 2021
  • Figure 99 : Nexon Co., Ltd.: Sales Share, by Region, 2021
  • Figure 100 : Nextech AR Solutions: Sales Share, by Business Segment, 2021
  • Figure 101 : Nextech AR Solutions: Sales Share, by Region, 2021
  • Figure 102 : Nvidia: Sales Share, by Business Segment, 2021
  • Figure 103 : Nvidia: Sales Share, by Region/Country Segment, 2021
  • Figure 104 : Roblox: Sales Share, by Region, 2021
  • Figure 105 : Take-Two Interactive Software Inc.: Sales Share, by Business Segment, 2021
  • Figure 106 : Take-Two Interactive Software Inc.: Sales Share, by Region, 2021
  • Figure 107 : Unity: Sales Share, by Business Segment, 2021
  • Figure 108 : Unity: Sales Share, by Region, 2021
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