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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1215465

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1215465

Global Metaverse in Entertainment Market Size study & Forecast, by Component, by Technology, by Application and Regional Analysis, 2022-2029

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Global Metaverse in Entertainment Market is valued at approximately USD 13.8 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 32.3% over the forecast period 2022-2029. Metaverse refers to a virtual world in which people live, work, shop, and interact with others, from the comfort of their homes in the physical world. Moreover, the integration of metaverse in a variety of media and entertainment applications enables to design of an enhanced immersive experience. Metaverse facilitates the construction of persistent digital venues, through which multiple artists and content creators can collaborate, interact, and perform. The increasing expansion of games & entertainment industry and growing popularity of digital currencies & NFTs are key factors accelerating the market growth.

The rising expansion of games & entertainment industry is contributing towards the growth of the Global Metaverse in Entertainment Market. For instance, according to Statista - as of 2022, the revenue in the Entertainment sector worldwide is estimated at USD 29.35 billion, and the total revenue is projected to show an annual growth rate (CAGR 2022-2026) of 8.54%, to reach a market volume of USD 40.74 billion by 2026. Moreover, as per Statista - as of 2022 revenue in the global Video Games segment is estimated at USD 197 billion, and the revenue is projected to show an annual growth rate (CAGR 2022-2027) of 7.67%, to reach a market volume of USD 285 billion by 2027. Also, increasing popularity of virtual concerts, events and rising expansion of extended reality technologies would create a lucrative growth prospectus for the market over the forecast period. However, the high cost associated with AR and VR devices stifles market growth throughout the forecast period of 2022-2029.

The key regions considered for the Global Metaverse in Entertainment Market study include Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America dominated the market in terms of revenue, owing to the presence of leading market players working towards metaverse and increasing expansion of OTT industry in the region. Whereas Asia Pacific is expected to grow with the highest CAGR during the forecast period, owing to factors such as rising adoption of metaverse across entertainment industry and increasing popularity of online gaming & OTT platforms in the region.

Major market players included in this report are:

Epic Games Inc.

Meta Inc

Niantic, Inc.

Overactive Media Group

Qualcomm Technologies, Inc.

QUEPPELIN Inc

Roblox Corporation

Tencent Holdings Limited

Tetavi (Yoom)

Hungama Digital Media Entertainment Pvt. Ltd.

Recent Developments in the Market:

  • In January 2022, Qualcomm Technologies announced a partnership with Microsoft to expand the adoption of augmented reality (AR) in the enterprise sector. This collaboration reflects the next step in both companies' shared commitment to XR and the metaverse.
  • In April 2022, Epic Games announced that it has partnered with Lego to build a metaverse for kids. The companies set out to shape the future of the metaverse and make it safe and fun for kids while creating immersive digital gaming for kids.

Global Metaverse in Entertainment Market Report Scope:

Historical Data: 2019-2020-2021

Base Year for Estimation: 2021

Forecast period: 2022-2029

Report Coverage: Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends

Segments Covered: Component, Technology, Application, Region

Regional Scope: North America; Europe; Asia Pacific; Latin America; Rest of the World

Customization Scope: Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component

Hardware

Software

Service

By Technology

Blockchain

Virtual Reality and Augmented Reality

Mixed Reality

Others

By Application

Film Production

Music Labels

OTT Platforms

Television Broadcasters

Others

By Region:

North America

U.S.

Canada

Europe

UK

Germany

France

Spain

Italy

ROE

Asia Pacific

China

India

Japan

Australia

South Korea

RoAPAC

Latin America

Brazil

Mexico

RoLA

Rest of the World

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
    • 1.2.1. Metaverse in Entertainment Market, by Region, 2019-2029 (USD Billion)
    • 1.2.2. Metaverse in Entertainment Market, by Component, 2019-2029 (USD Billion)
    • 1.2.3. Metaverse in Entertainment Market, by Technology, 2019-2029 (USD Billion)
    • 1.2.4. Metaverse in Entertainment Market, by Application, 2019-2029 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Metaverse in Entertainment Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Scope of the Study
    • 2.2.2. Industry Evolution
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Metaverse in Entertainment Market Dynamics

  • 3.1. Metaverse in Entertainment Market Impact Analysis (2019-2029)
    • 3.1.1. Market Drivers
      • 3.1.1.1. Increasing expansion of games & entertainment industry
      • 3.1.1.2. Growing popularity of digital currencies & NFTs
    • 3.1.2. Market Challenges
      • 3.1.2.1. High Cost associated with AR and VR devices
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Increasing popularity of virtual concerts, events
      • 3.1.3.2. Rising expansion of extended reality technologies

Chapter 4. Global Metaverse in Entertainment Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Futuristic Approach to Porter's 5 Force Model (2019-2029)
  • 4.3. PEST Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
  • 4.4. Top investment opportunity
  • 4.5. Top winning strategies
  • 4.6. Industry Experts Prospective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Risk Assessment: COVID-19 Impact

  • 5.1. Assessment of the overall impact of COVID-19 on the industry
  • 5.2. Pre COVID-19 and post COVID-19 Market scenario

Chapter 6. Global Metaverse in Entertainment Market, by Component

  • 6.1. Market Snapshot
  • 6.2. Global Metaverse in Entertainment Market by Component, Performance - Potential Analysis
  • 6.3. Global Metaverse in Entertainment Market Estimates & Forecasts by Component 2019-2029 (USD Billion)
  • 6.4. Metaverse in Entertainment Market, Sub Segment Analysis
    • 6.4.1. Hardware
    • 6.4.2. Software
    • 6.4.3. Service

Chapter 7. Global Metaverse in Entertainment Market, by Technology

  • 7.1. Market Snapshot
  • 7.2. Global Metaverse in Entertainment Market by Technology, Performance - Potential Analysis
  • 7.3. Global Metaverse in Entertainment Market Estimates & Forecasts by Technology 2019-2029 (USD Billion)
  • 7.4. Metaverse in Entertainment Market, Sub Segment Analysis
    • 7.4.1. Blockchain
    • 7.4.2. Virtual Reality and Augmented Reality
    • 7.4.3. Mixed Reality
    • 7.4.4. Others

Chapter 8. Global Metaverse in Entertainment Market, by Application

  • 8.1. Market Snapshot
  • 8.2. Global Metaverse in Entertainment Market by Application, Performance - Potential Analysis
  • 8.3. Global Metaverse in Entertainment Market Estimates & Forecasts by Application 2019-2029 (USD Billion)
  • 8.4. Metaverse in Entertainment Market, Sub Segment Analysis
    • 8.4.1. Film Production
    • 8.4.2. Music Labels
    • 8.4.3. OTT Platforms
    • 8.4.4. Television Broadcasters
    • 8.4.5. Others

Chapter 9. Global Metaverse in Entertainment Market, Regional Analysis

  • 9.1. Metaverse in Entertainment Market, Regional Market Snapshot
  • 9.2. North America Metaverse in Entertainment Market
    • 9.2.1. U.S. Metaverse in Entertainment Market
      • 9.2.1.1. Component breakdown estimates & forecasts, 2019-2029
      • 9.2.1.2. Technology breakdown estimates & forecasts, 2019-2029
      • 9.2.1.3. Application breakdown estimates & forecasts, 2019-2029
    • 9.2.2. Canada Metaverse in Entertainment Market
  • 9.3. Europe Metaverse in Entertainment Market Snapshot
    • 9.3.1. U.K. Metaverse in Entertainment Market
    • 9.3.2. Germany Metaverse in Entertainment Market
    • 9.3.3. France Metaverse in Entertainment Market
    • 9.3.4. Spain Metaverse in Entertainment Market
    • 9.3.5. Italy Metaverse in Entertainment Market
    • 9.3.6. Rest of Europe Metaverse in Entertainment Market
  • 9.4. Asia-Pacific Metaverse in Entertainment Market Snapshot
    • 9.4.1. China Metaverse in Entertainment Market
    • 9.4.2. India Metaverse in Entertainment Market
    • 9.4.3. Japan Metaverse in Entertainment Market
    • 9.4.4. Australia Metaverse in Entertainment Market
    • 9.4.5. South Korea Metaverse in Entertainment Market
    • 9.4.6. Rest of Asia Pacific Metaverse in Entertainment Market
  • 9.5. Latin America Metaverse in Entertainment Market Snapshot
    • 9.5.1. Brazil Metaverse in Entertainment Market
    • 9.5.2. Mexico Metaverse in Entertainment Market
    • 9.5.3. Rest of Latin America Metaverse in Entertainment Market
  • 9.6. Rest of The World Metaverse in Entertainment Market

Chapter 10. Competitive Intelligence

  • 10.1. Top Market Strategies
  • 10.2. Company Profiles
    • 10.2.1. Epic Games Inc.
      • 10.2.1.1. Key Information
      • 10.2.1.2. Overview
      • 10.2.1.3. Financial (Subject to Data Availability)
      • 10.2.1.4. Product Summary
      • 10.2.1.5. Recent Developments
    • 10.2.2. Meta Inc
    • 10.2.3. Niantic, Inc.
    • 10.2.4. Overactive Media Group
    • 10.2.5. Qualcomm Technologies, Inc.
    • 10.2.6. QUEPPELIN Inc
    • 10.2.7. Roblox Corporation
    • 10.2.8. Tencent Holdings Limited
    • 10.2.9. Tetavi (Yoom)
    • 10.2.10. Hungama Digital Media Entertainment Pvt. Ltd.

Chapter 11. Research Process

  • 11.1. Research Process
    • 11.1.1. Data Mining
    • 11.1.2. Analysis
    • 11.1.3. Market Estimation
    • 11.1.4. Validation
    • 11.1.5. Publishing
  • 11.2. Research Attributes
  • 11.3. Research Assumption

LIST OF TABLES

  • TABLE 1. Global Metaverse in Entertainment Market, report scope
  • TABLE 2. Global Metaverse in Entertainment Market estimates & forecasts by Region 2019-2029 (USD Billion)
  • TABLE 3. Global Metaverse in Entertainment Market estimates & forecasts by Component 2019-2029 (USD Billion)
  • TABLE 4. Global Metaverse in Entertainment Market estimates & forecasts by Technology 2019-2029 (USD Billion)
  • TABLE 5. Global Metaverse in Entertainment Market estimates & forecasts by Application 2019-2029 (USD Billion)
  • TABLE 6. Global Metaverse in Entertainment Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 7. Global Metaverse in Entertainment Market by region, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 8. Global Metaverse in Entertainment Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 9. Global Metaverse in Entertainment Market by region, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 10. Global Metaverse in Entertainment Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 11. Global Metaverse in Entertainment Market by region, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 12. Global Metaverse in Entertainment Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 13. Global Metaverse in Entertainment Market by region, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 14. Global Metaverse in Entertainment Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 15. Global Metaverse in Entertainment Market by region, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 16. U.S. Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 17. U.S. Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 18. U.S. Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 19. Canada Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 20. Canada Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 21. Canada Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 22. UK Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 23. UK Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 24. UK Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 25. Germany Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 26. Germany Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 27. Germany Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 28. France Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 29. France Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 30. France Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 31. Italy Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 32. Italy Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 33. Italy Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 34. Spain Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 35. Spain Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 36. Spain Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 37. RoE Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 38. RoE Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 39. RoE Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 40. China Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 41. China Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 42. China Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 43. India Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 44. India Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 45. India Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 46. Japan Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 47. Japan Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 48. Japan Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 49. South Korea Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 50. South Korea Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 51. South Korea Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 52. Australia Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 53. Australia Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 54. Australia Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 55. RoAPAC Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 56. RoAPAC Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 57. RoAPAC Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 58. Brazil Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 59. Brazil Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 60. Brazil Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 61. Mexico Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 62. Mexico Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 63. Mexico Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 64. RoLA Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 65. RoLA Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 66. RoLA Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 67. Row Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 68. Row Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 69. Row Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 70. List of secondary sources, used in the study of global Metaverse in Entertainment Market
  • TABLE 71. List of primary sources, used in the study of global Metaverse in Entertainment Market
  • TABLE 72. Years considered for the study
  • TABLE 73. Exchange rates considered

List of tables and figures and dummy in nature, final lists may vary in the final deliverable

LIST OF FIGURES

List of figures

  • FIG 1. Global Metaverse in Entertainment Market, research methodology
  • FIG 2. Global Metaverse in Entertainment Market, Market estimation techniques
  • FIG 3. Global Market size estimates & forecast methods
  • FIG 4. Global Metaverse in Entertainment Market, key trends 2021
  • FIG 5. Global Metaverse in Entertainment Market, growth prospects 2022-2029
  • FIG 6. Global Metaverse in Entertainment Market, porters 5 force model
  • FIG 7. Global Metaverse in Entertainment Market, pest analysis
  • FIG 8. Global Metaverse in Entertainment Market, value chain analysis
  • FIG 9. Global Metaverse in Entertainment Market by segment, 2019 & 2029 (USD Billion)
  • FIG 10. Global Metaverse in Entertainment Market by segment, 2019 & 2029 (USD Billion)
  • FIG 11. Global Metaverse in Entertainment Market by segment, 2019 & 2029 (USD Billion)
  • FIG 12. Global Metaverse in Entertainment Market by segment, 2019 & 2029 (USD Billion)
  • FIG 13. Global Metaverse in Entertainment Market by segment, 2019 & 2029 (USD Billion)
  • FIG 14. Global Metaverse in Entertainment Market, regional snapshot 2019 & 2029
  • FIG 15. North America Metaverse in Entertainment Market 2019 & 2029 (USD Billion)
  • FIG 16. Europe Metaverse in Entertainment Market 2019 & 2029 (USD Billion)
  • FIG 17. Asia Pacific Metaverse in Entertainment Market 2019 & 2029 (USD Billion)
  • FIG 18. Latin America Metaverse in Entertainment Market 2019 & 2029 (USD Billion)
  • FIG 19. Global Metaverse in Entertainment Market, company Market share analysis (2021)

List of tables and figures and dummy in nature, final lists may vary in the final deliverable

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