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PUBLISHER: DataM Intelligence | PRODUCT CODE: 1401298

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PUBLISHER: DataM Intelligence | PRODUCT CODE: 1401298

Global Metaverse Market - 2023-2030

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PAGES: 204 Pages
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Overview

Global Metaverse Market reached US$ 52.1 billion in 2022 and is expected to reach US$ 1,020.6 billion by 2030, growing with a CAGR of 45.5% during the forecast period 2023-2030.

The metaverse is witnessing significant trends, with Augmented Reality (AR) and Virtual Reality (VR) converging to create a more seamless integration of the physical and digital realms. The convergence is shaping the metaverse landscape and transforming the way users interact with and experience digital environments. NFTs (Non-Fungible Tokens) are being used to tokenize virtual assets and properties within the metaverse, fostering digital ownership.

Decentralized technologies, like blockchain, are gaining prominence for user-driven control and ownership. Metaverse accessibility and interoperability are improving, enabling users to transition between different metaverse platforms more easily. The metaverse is becoming a hub for commerce, education and socialization, presenting opportunities for innovation and economic growth. Privacy and security concerns, however, remain critical challenges to address.

Dehradun's UPES School of Business has introduced India's first MBA program in Metaverse and Web 3.0. The innovative two-year curriculum focuses on providing students with a comprehensive understanding of the Metaverse, blockchain technology and Web 3.0 ecosystems. The program incorporates three key principles: theoretical knowledge of the Metaverse, immersive experiences through Meta labs and practical exposure to companies operating in the Metaverse sector.

Asia-Pacific dominates the metaverse market, holding the largest share. The region has a large and rapidly growing population of tech-savvy individuals. Countries like China and South Korea are emerging in metaverse technology usage and development, with major companies investing heavily in the sector. Also, Asia-Pacific's boosting gaming and technology industries, along with its increasing adoption of virtual and augmented reality, contribute to its leadership in the global metaverse market.

Dynamics

Growing Gaming Industry

The gaming industry is a driving force behind the metaverse market's growth. Data.ai and the International Data Corporation predict that global consumer spending on video games will reach a record-breaking US$ 222 billion this year, with mobile gaming accounting for over 61% of that figure. Mobile gaming is the primary growth driver for digital games consumption, outpacing home game consoles by a factor of 3.3 in 2022.

The availability of new gaming consoles like the Xbox Series X/S and PlayStation 5, along with the continued convergence of mobile and console gaming experiences, is expected to fuel further growth. Mobile gaming's broad appeal across various subgenres and demographics makes it a pivotal channel for accessing the metaverse, contributing to the market's expansion and accessibility for all.

Transforming Education Through Immersive and Inclusive Learning

The growth of the metaverse market is fueled by its transformative potential in education. Metaverse technologies promise to revolutionize learning experiences by breaking down geographical barriers and enhancing student engagement. Virtual Reality (VR) has shown to significantly improve comprehension, knowledge retention, student engagement and motivation. Students can explore historical periods, conduct experiments or attend virtual classes in shared digital environments. VR education is already taking shape, with schools in Japan using Meta Quest 2 headsets for immersive learning.

Equity in education is a significant concern and metaverse technologies offer a solution. Students from underserved areas can access high-quality education and outstanding teachers can reach remote students. The metaverse enables global learning, virtual field trips and personalized tutoring, benefiting students with diverse needs, including those with agoraphobia and PTSD. To realize this potential, governments and educators need to collaborate to ensure inclusive access, curriculum development and teacher training. The metaverse is set to reshape education by making learning a truly immersive, engaging and equitable experience.

Challenges and Strategies for Protecting User Privacy

The development of the metaverse faces significant challenges related to security and privacy concerns. User information, communication, scenarios and virtual goods are all potential points of vulnerability. Protecting user information involves encryption, matting and machine learning to safeguard sensitive data. Communication security relies on strong encryption to ensure only intended recipients can access content.

Scenarios must offer user-selective protection, allowing customization and anonymization. Virtual goods and transactions require mechanisms like rights anonymization and attribute protection. Addressing these concerns is crucial to building trust and ensuring the metaverse's successful and secure evolution.

Segment Analysis

The global metaverse market is segmented based on component, end-user, platform, application and region.

AR Dominates the Metaverse: A Bridge to Real-World Integration and Immersive Experiences

AR technology dominates the metaverse market due to its accessibility and seamless integration with the real world. AR enhances user experiences by layering digital content onto the physical environment, making it more relatable and user-friendly. Its widespread use in applications like augmented reality games, virtual try-ons and location-based services gives it a substantial share in the growing metaverse ecosystem.

In 2023, augmented reality (AR) is at the forefront of tech trends, offering exciting opportunities for businesses. It's a key player in the evolving metaverse, blurring the lines between the digital and physical worlds. AR avatars and spatial audio enrich immersive experiences, while AI simplifies AR's complex processes.

Mobile AR has improved significantly, thanks to geospatial APIs and advancements in Apple ARKit. WebAR enhances accessibility and cross-platform AR development accelerates deployment. AR glasses like Meta's Cambria and Apple's LiDAR technology promise a consumer-friendly future. AR in marketing, with interactive business cards and manuals, offers innovative ways to engage customers.

Geographical Penetration

Asia-Pacific Gaming Powerhouse: Fueling Metaverse Growth

Asia-Pacific's dominance in the metaverse market is driven by its massive gaming population of 1.5 billion enthusiasts, making it the world's fastest-growing gaming region. The diverse and dynamic market offers a plethora of opportunities for game developers, marketers and strategists looking to tap into the burgeoning metaverse landscape.

The region's gaming industry is thriving, with a market value of US$ 70 billion and insights from the "Level Up: A Guide to Succeed in Asia's US$ 70 billion Gaming Market," a report jointly published by Google and Niko Partners, provide valuable guidance for those seeking to navigate and succeed in this vibrant and ever-expanding metaverse market. With its vast and engaged gaming community, Asia-Pacific is poised to play a pivotal role in the metaverse's continued growth and development.

COVID-19 Impact Analysis

The Russia-Ukraine war has the potential to significantly impact the metaverse market and the broader digital world. The conflict is reshaping the global order and the outcome will influence the trajectory of a new, decentralized community of global internet users. If Ukraine and like-minded countries uphold their democratic ideals and remain free, the movement toward a more empowered and borderless world will gain momentum. The aligns with the metaverse's vision, where online communities transcend physical borders.

However, if Russia prevails and suppresses freedom and democracy, it could lead to a world devoid of rules and freedom, hampering the growth of the metaverse and digital empowerment, ultimately subjecting might to right. The war's outcome carries high stakes for the future of the metaverse and the digital landscape.

Russia-Ukraine War Impact Analysis

Russia-Ukraine war has significantly impacted the metaverse market, serving as a catalyst for its evolution. Mirroring historical events like the Second World War, the conflict has become a testing ground for the Open Metaverse, showcasing its potential for both positive and negative applications. Decentralized technologies, including cryptocurrencies and blockchain, have played a pivotal role in mobilizing resources and coordinating strategies for both Ukraine and Russia within this virtual landscape.

On the positive side, Ukraine has successfully leveraged the Open Metaverse to raise over US$ 200 million in international donations, aiding in the procurement of essential resources for its military and civilians. Meanwhile, Russia has utilized the metaverse to fund its war efforts through cryptocurrencies and spread propaganda, highlighting the intricate interplay between real-world geopolitics and the evolving dynamics of the virtual realm.

AI Impact Analysis

In recent years, the convergence of Artificial Intelligence (AI) and the Metaverse has ushered in a new era of technological innovation and immersive digital experiences. The Metaverse, an interconnected digital universe, integrates augmented reality, virtual reality and immersive technologies into a collective virtual shared space. AI plays a pivotal role in shaping the Metaverse by driving content creation, personalization and immersive storytelling.

AI algorithms generate lifelike virtual environments and adaptive experiences tailored to individual users, enhancing the sense of presence and engagement. AI-driven avatars enable meaningful social interactions, breaking down language barriers and creating a deeper connection within the Metaverse community.

Furthermore, AI is transforming industries within the Metaverse, enabling remote work, enhancing productivity and providing innovative solutions across various sectors. However, this integration also brings ethical considerations, such as privacy, bias, digital equity and regulation, which must be addressed to ensure responsible development and use of AI in the evolving Metaverse landscape.

The future of education is evolving rapidly and hyper-personalization through AI and the Metaverse is at the forefront of this transformation. As AI becomes more integrated into XR learning environments, students can benefit from tailored learning experiences and instant access to a vast wealth of knowledge. The metaverse offers a dynamic and immersive backdrop for learning, where students can actively engage with educational content, explore concepts in a hands-on manner and gain insights from AI-powered mentors.

By Component

  • Hardware
    • AR devices
    • VR devices
    • MR devices
    • Displays
  • Software
    • Extended Reality Software
    • Gaming Engines
    • 3D Mapping, Modeling and Reconstruction
    • Metaverse Platforms
    • Financial Platforms
    • Other
  • Professional Services
    • Vertical Development and System Integration
    • Strategy and Business Consulting Services

By Platform

  • Desktop
  • Mobile
  • Headset

By Application

  • Gaming
  • Online Shopping
  • Content Creation & Social Media
  • Events & Conference
  • Digital Marketing (Advertising)
  • Testing and Inspection
  • Others

By End-User

  • Consumer
    • Gaming and Social Media
    • Live Entertainment and Events
  • Commercial
    • Retail and E-commerce
    • Education and Corporate
    • Travel and Tourism
    • Real Estate
  • Industrial Manufacturing
  • Healthcare
  • Other

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Russia
    • Rest of Europe
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • Middle East and Africa

Key Developments

  • In September 2022, Meta and Qualcomm announced a partnership to develop customized chips for the Metaverse. The collaboration builds on their existing relationship, as Qualcomm already produces the Snapdragon XR2 chip for Meta's Quest 2. The partnership aims to create next-generation platforms and core technologies to advance the Metaverse.
  • In April 2022, Snap announced a partnership with Live Nation to introduce augmented reality (AR) experiences at select concerts and festivals. The multiyear collaboration aims to enhance the concert and festival experience by using Snap's AR technology.
  • In September 2023, Apple's entry into the augmented reality (AR) headset market with the Vision Pro headset represents a significant development in AR technology. The "spatial computer" is designed to allow users to interact with digital content in a manner that simulates its physical presence in their environment. Apple's move into the AR headset market is seen as a step toward advancing AR and potentially bringing the concept of the metaverse closer to reality.

Competitive Landscape

The major global players in the market include Microsoft, Sony, Meta, HTC, Google, Apple, Qualcomm, Samsung, Activision Blizzard, NetEase, Electronic Arts, Take-Two, Tencent, Nexon, Epic Games, Unity, Valve, Accenture, Adobe, HPE.

Why Purchase the Report?

  • To visualize the global metaverse market segmentation based on component, end-user, platform, application and region, as well as understand key commercial assets and players.
  • Identify commercial opportunities by analyzing trends and co-development.
  • Excel data sheet with numerous data points of metaverse market-level with all segments.
  • PDF report consists of a comprehensive analysis after exhaustive qualitative interviews and an in-depth study.
  • Component mapping available as excel consisting of key Components of all the major players.

The global metaverse market report would provide approximately 99 tables, 83 figures and 204 Pages.

Target Audience 2023

  • Manufacturers/ Buyers
  • Industry Investors/Investment Bankers
  • Research Professionals
  • Emerging Companies
Product Code: ICT6079

Table of Contents

1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Definition and Overview

3. Executive Summary

  • 3.1. Snippet by Component
  • 3.2. Snippet by Platform
  • 3.3. Snippet by Application
  • 3.4. Snippet by End-User
  • 3.5. Snippet by Region

4. Dynamics

  • 4.1. Impacting Factors
    • 4.1.1. Drivers
      • 4.1.1.1. Growing Gaming Industry
      • 4.1.1.2. Transforming Education Through Immersive and Inclusive Learning
    • 4.1.2. Restraints
      • 4.1.2.1. Challenges and strategies for protecting user privacy
    • 4.1.3. Opportunity
    • 4.1.4. Impact Analysis

5. Industry Analysis

  • 5.1. Porter's Five Force Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Pricing Analysis
  • 5.4. Regulatory Analysis
  • 5.5. Russia-Ukraine War Impact Analysis
  • 5.6. DMI Opinion

6. COVID-19 Analysis

  • 6.1. Analysis of COVID-19
    • 6.1.1. Scenario Before COVID
    • 6.1.2. Scenario During COVID
    • 6.1.3. Scenario Post COVID
  • 6.2. Pricing Dynamics Amid COVID-19
  • 6.3. Demand-Supply Spectrum
  • 6.4. Government Initiatives Related to the Market During Pandemic
  • 6.5. Manufacturers Strategic Initiatives
  • 6.6. Conclusion

7. By Component

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 7.1.2. Market Attractiveness Index, By Component
  • 7.2. Hardware*
    • 7.2.1. Introduction
    • 7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
    • 7.2.3. AR devices
    • 7.2.4. VR devices
    • 7.2.5. MR devices
    • 7.2.6. Displays
  • 7.3. Software
    • 7.3.1. Extended Reality Software
    • 7.3.2. Gaming Engines
    • 7.3.3. 3D Mapping, Modeling and Reconstruction
    • 7.3.4. Metaverse Platforms
    • 7.3.5. Financial Platforms
    • 7.3.6. Other
  • 7.4. Professional Services
    • 7.4.1. Vertical Development and System Integration
    • 7.4.2. Strategy and Business Consulting Services

8. By Platform

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 8.1.2. Market Attractiveness Index, By Platform
  • 8.2. Desktop*
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 8.3. Mobile
  • 8.4. Headset

9. By Application

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 9.1.2. Market Attractiveness Index, By Application
  • 9.2. Gaming*
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 9.3. Online Shopping
  • 9.4. Content Creation & Social Media
  • 9.5. Events & Conference
  • 9.6. Digital Marketing (Advertising)
  • 9.7. Testing and Inspection
  • 9.8. Others

10. By End-User

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 10.1.2. Market Attractiveness Index, By End-User
  • 10.2. Consumer*
    • 10.2.1. Introduction
    • 10.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
    • 10.2.3. Gaming and Social Media
    • 10.2.4. Live Entertainment and Events
  • 10.3. Commercial
    • 10.3.1. Retail and eCommerce
    • 10.3.2. Education and Corporate
    • 10.3.3. Travel and Tourism
    • 10.3.4. Real Estate
  • 10.4. Industrial Manufacturing
  • 10.5. Healthcare
  • 10.6. Other

11. By Region

  • 11.1. Introduction
    • 11.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region
    • 11.1.2. Market Attractiveness Index, By Region
  • 11.2. North America
    • 11.2.1. Introduction
    • 11.2.2. Key Region-Specific Dynamics
    • 11.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.2.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.2.7.1. U.S.
      • 11.2.7.2. Canada
      • 11.2.7.3. Mexico
  • 11.3. Europe
    • 11.3.1. Introduction
    • 11.3.2. Key Region-Specific Dynamics
    • 11.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.3.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.3.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.3.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.3.7.1. Germany
      • 11.3.7.2. UK
      • 11.3.7.3. France
      • 11.3.7.4. Italy
      • 11.3.7.5. Russia
      • 11.3.7.6. Rest of Europe
  • 11.4. South America
    • 11.4.1. Introduction
    • 11.4.2. Key Region-Specific Dynamics
    • 11.4.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.4.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.4.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.4.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.4.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.4.7.1. Brazil
      • 11.4.7.2. Argentina
      • 11.4.7.3. Rest of South America
  • 11.5. Asia-Pacific
    • 11.5.1. Introduction
    • 11.5.2. Key Region-Specific Dynamics
    • 11.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.5.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.5.7.1. China
      • 11.5.7.2. India
      • 11.5.7.3. Japan
      • 11.5.7.4. Australia
      • 11.5.7.5. Rest of Asia-Pacific
  • 11.6. Middle East and Africa
    • 11.6.1. Introduction
    • 11.6.2. Key Region-Specific Dynamics
    • 11.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.6.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User

12. Competitive Landscape

  • 12.1. Competitive Scenario
  • 12.2. Market Positioning/Share Analysis
  • 12.3. Mergers and Acquisitions Analysis

13. Company Profiles

  • 13.1. Microsoft*
    • 13.1.1. Company Overview
    • 13.1.2. Component Portfolio and Description
    • 13.1.3. Financial Overview
    • 13.1.4. Key Developments
  • 13.2. Sony
  • 13.3. Meta
  • 13.4. HTC
  • 13.5. Google
  • 13.6. Apple
  • 13.7. Qualcomm
  • 13.8. Samsung
  • 13.9. Activision Blizzard
  • 13.10. NetEase
  • 13.11. Electronic Arts
  • 13.12. Take-Two
  • 13.13. Tencent
  • 13.14. Nexon
  • 13.15. Epic Games
  • 13.16. Unity
  • 13.17. Valve
  • 13.18. Accenture
  • 13.19. Adobe
  • 13.20. HPE

LIST NOT EXHAUSTIVE

14. Appendix

  • 14.1. About Us and Services
  • 14.2. Contact Us
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