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PUBLISHER: Prescient & Strategic Intelligence | PRODUCT CODE: 1460735

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PUBLISHER: Prescient & Strategic Intelligence | PRODUCT CODE: 1460735

Metaverse Market Size & Share Analysis - Trends, Drivers, Competitive Landscape, and Forecasts (2024 - 2030)

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Market Overview

the worldwide metaverse market is witnessing growth and projected to reach USD 1,157.8 billion by 2030. This represents a substantial compound annual growth rate (CAGR) of 44.0% over the forecasted period. The rising emphasis on adding the physical and virtual worlds, increasing acceptance of enhanced VR devices, and accelerating the need for XR devices are the key reasons propelling the development of the industry.

The use of the 3D digital twin technology has positively changed the way businesses operate, and how customers interpret, assess, and perceive the built environment. Through the use of this technology, any room or structure can be provided with an exact 3D virtual representation. Consequently, enterprises will be able to create identical physical locations and use them as standalone locations.

Digital twin technology provides users the opportunity to virtually fit clothes and check out new stores before they open. In this case, the camera captures the customer's image, and the AR technology, which is embedded, gives a real image of the product being worn on the customer's body to show how it would look.

As for virtual try-on technology, there are now some fashion brands and businesses that are concentrating on the combination of physical and virtual reality, to provide a solution that is both efficient and safe for customers, either online or in-store.

Key Insights

The hardware category is the dominant revenue contributor in the metaverse industry.

Augmented acceptance of AR, MR, and XR techs is propelling this trend.

High-tech VR equipment expenditure is increasing among businesses and individual customers.

Small, medium-sized, and large-scale businesses are actively spending on VR equipment, boosting industry development.

In 2023, the desktop category had the largest share, of approximately 50%, in the industry.

The development of the desktop category is being boosted by the increasing acceptance of virtual desktops and PC gaming globally.

In 2023, the VR category held the largest share, around 45%, metaverse industry.

VR also has applications in numerous industries such as healthcare, entertainment, education, and gaming, leading to its extensive acceptance.

VR tech is progressively used for employee training, offering advantages in the human resources industry.

AR is estimated to witness the highest CAGR of 44.6% over the projection period.

The demand for Wearable AR devices including Smart glasses has given rise to the tangible realm of the virtual reality experience. This requires a unique user experience (UX) and design approach.

What's more, the real-time personalization of games is a strong point of AR, which is beneficial for game development.

In 2023, the North American region dominates the worldwide metaverse industry with a 45% revenue share.

The continent's leadership is because of the popularity of smart devices such as smartphones, the high need for AR/VR techs, and augmented expenditure on digital and developing technologies.

APAC is projected to witness the highest CAGR of 44.7% over the projection period.

This growth in APAC is driven by the adoption of new technologies, significant investments by tech giants, and consumer demand for immersive digital experiences.

Product Code: 12358

Table of Contents

Chapter 1. Research Scope

  • 1.1. Research Objectives
  • 1.2. Market Definition
  • 1.3. Analysis Period
  • 1.4. Market Size Breakdown by Segments
    • 1.4.1. Market size breakdown, by component
    • 1.4.2. Market size breakdown, by platform
    • 1.4.3. Market size breakdown, by offering
    • 1.4.4. Market size breakdown, by technology
    • 1.4.5. Market size breakdown, by vertical
    • 1.4.6. Market size breakdown, by region
    • 1.4.7. Market size breakdown, by country
  • 1.5. Market Data Reporting Unit
    • 1.5.1. Value
  • 1.6. Key Stakeholders

Chapter 2. Research Methodology

  • 2.1. Secondary Research
    • 2.1.1. Paid
    • 2.1.2. Unpaid
    • 2.1.3. P&S Intelligence database
  • 2.2. Primary Research
  • 2.3. Market Size Estimation
  • 2.4. Data Triangulation
  • 2.5. Currency Conversion Rates
  • 2.6. Assumptions for the Study
  • 2.7. Notes and Caveats

Chapter 3. Executive Summary

Chapter 4. Market Indicators

Chapter 5. Industry Outlook

  • 5.1. Market Dynamics
    • 5.1.1. Trends
    • 5.1.2. Drivers
    • 5.1.3. Restraints/challenges
    • 5.1.4. Impact analysis of drivers/restraints
  • 5.2. Impact of COVID-19
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Bargaining power of buyers
    • 5.3.2. Bargaining power of suppliers
    • 5.3.3. Threat of new entrants
    • 5.3.4. Intensity of rivalry
    • 5.3.5. Threat of substitutes

Chapter 6. Global Market

  • 6.1. Overview
  • 6.2. Market Revenue, by Component (2017-2030)
  • 6.3. Market Revenue, by Platform (2017-2030)
  • 6.4. Market Revenue, by Offering (2017-2030)
  • 6.5. Market Revenue, by Technology (2017-2030)
  • 6.6. Market Revenue, by Vertical (2017-2030)
  • 6.7. Market Revenue, by Region (2017-2030)

Chapter 7. North America Market

  • 7.1. Overview
  • 7.2. Market Revenue, by Component (2017-2030)
  • 7.3. Market Revenue, by Platform (2017-2030)
  • 7.4. Market Revenue, by Offering (2017-2030)
  • 7.5. Market Revenue, by Technology (2017-2030)
  • 7.6. Market Revenue, by Vertical (2017-2030)
  • 7.7. Market Revenue, by Country (2017-2030)

Chapter 8. Europe Market

  • 8.1. Overview
  • 8.2. Market Revenue, by Component (2017-2030)
  • 8.3. Market Revenue, by Platform (2017-2030)
  • 8.4. Market Revenue, by Offering (2017-2030)
  • 8.5. Market Revenue, by Technology (2017-2030)
  • 8.6. Market Revenue, by Vertical (2017-2030)
  • 8.7. Market Revenue, by Country (2017-2030)

Chapter 9. APAC Market

  • 9.1. Overview
  • 9.2. Market Revenue, by Component (2017-2030)
  • 9.3. Market Revenue, by Platform (2017-2030)
  • 9.4. Market Revenue, by Offering (2017-2030)
  • 9.5. Market Revenue, by Technology (2017-2030)
  • 9.6. Market Revenue, by Vertical (2017-2030)
  • 9.7. Market Revenue, by Country (2017-2030)

Chapter 10. LATAM Market

  • 10.1. Overview
  • 10.2. Market Revenue, by Component (2017-2030)
  • 10.3. Market Revenue, by Platform (2017-2030)
  • 10.4. Market Revenue, by Offering (2017-2030)
  • 10.5. Market Revenue, by Technology (2017-2030)
  • 10.6. Market Revenue, by Vertical (2017-2030)
  • 10.7. Market Revenue, by Country (2017-2030)

Chapter 11. MEA Market

  • 11.1. Overview
  • 11.2. Market Revenue, by Component (2017-2030)
  • 11.3. Market Revenue, by Platform (2017-2030)
  • 11.4. Market Revenue, by Offering (2017-2030)
  • 11.5. Market Revenue, by Technology (2017-2030)
  • 11.6. Market Revenue, by Vertical (2017-2030)
  • 11.7. Market Revenue, by Country (2017-2030)

Chapter 12. U.S. Market

  • 12.1. Overview
  • 12.2. Market Revenue, by Component (2017-2030)
  • 12.3. Market Revenue, by Platform (2017-2030)
  • 12.4. Market Revenue, by Offering (2017-2030)
  • 12.5. Market Revenue, by Technology (2017-2030)
  • 12.6. Market Revenue, by Vertical (2017-2030)

Chapter 13. Canada Market

  • 13.1. Overview
  • 13.2. Market Revenue, by Component (2017-2030)
  • 13.3. Market Revenue, by Platform (2017-2030)
  • 13.4. Market Revenue, by Offering (2017-2030)
  • 13.5. Market Revenue, by Technology (2017-2030)
  • 13.6. Market Revenue, by Vertical (2017-2030)

Chapter 14. Germany Market

  • 14.1. Overview
  • 14.2. Market Revenue, by Component (2017-2030)
  • 14.3. Market Revenue, by Platform (2017-2030)
  • 14.4. Market Revenue, by Offering (2017-2030)
  • 14.5. Market Revenue, by Technology (2017-2030)
  • 14.6. Market Revenue, by Vertical (2017-2030)

Chapter 15. France Market

  • 15.1. Overview
  • 15.2. Market Revenue, by Component (2017-2030)
  • 15.3. Market Revenue, by Platform (2017-2030)
  • 15.4. Market Revenue, by Offering (2017-2030)
  • 15.5. Market Revenue, by Technology (2017-2030)
  • 15.6. Market Revenue, by Vertical (2017-2030)

Chapter 16. U.K. Market

  • 16.1. Overview
  • 16.2. Market Revenue, by Component (2017-2030)
  • 16.3. Market Revenue, by Platform (2017-2030)
  • 16.4. Market Revenue, by Offering (2017-2030)
  • 16.5. Market Revenue, by Technology (2017-2030)
  • 16.6. Market Revenue, by Vertical (2017-2030)

Chapter 17. Italy Market

  • 17.1. Overview
  • 17.2. Market Revenue, by Component (2017-2030)
  • 17.3. Market Revenue, by Platform (2017-2030)
  • 17.4. Market Revenue, by Offering (2017-2030)
  • 17.5. Market Revenue, by Technology (2017-2030)
  • 17.6. Market Revenue, by Vertical (2017-2030)

Chapter 18. Spain Market

  • 18.1. Overview
  • 18.2. Market Revenue, by Component (2017-2030)
  • 18.3. Market Revenue, by Platform (2017-2030)
  • 18.4. Market Revenue, by Offering (2017-2030)
  • 18.5. Market Revenue, by Technology (2017-2030)
  • 18.6. Market Revenue, by Vertical (2017-2030)

Chapter 19. Japan Market

  • 19.1. Overview
  • 19.2. Market Revenue, by Component (2017-2030)
  • 19.3. Market Revenue, by Platform (2017-2030)
  • 19.4. Market Revenue, by Offering (2017-2030)
  • 19.5. Market Revenue, by Technology (2017-2030)
  • 19.6. Market Revenue, by Vertical (2017-2030)

Chapter 20. China Market

  • 20.1. Overview
  • 20.2. Market Revenue, by Component (2017-2030)
  • 20.3. Market Revenue, by Platform (2017-2030)
  • 20.4. Market Revenue, by Offering (2017-2030)
  • 20.5. Market Revenue, by Technology (2017-2030)
  • 20.6. Market Revenue, by Vertical (2017-2030)

Chapter 21. India Market

  • 21.1. Overview
  • 21.2. Market Revenue, by Component (2017-2030)
  • 21.3. Market Revenue, by Platform (2017-2030)
  • 21.4. Market Revenue, by Offering (2017-2030)
  • 21.5. Market Revenue, by Technology (2017-2030)
  • 21.6. Market Revenue, by Vertical (2017-2030)

Chapter 22. Australia Market

  • 22.1. Overview
  • 22.2. Market Revenue, by Component (2017-2030)
  • 22.3. Market Revenue, by Platform (2017-2030)
  • 22.4. Market Revenue, by Offering (2017-2030)
  • 22.5. Market Revenue, by Technology (2017-2030)
  • 22.6. Market Revenue, by Vertical (2017-2030)

Chapter 23. South Korea Market

  • 23.1. Overview
  • 23.2. Market Revenue, by Component (2017-2030)
  • 23.3. Market Revenue, by Platform (2017-2030)
  • 23.4. Market Revenue, by Offering (2017-2030)
  • 23.5. Market Revenue, by Technology (2017-2030)
  • 23.6. Market Revenue, by Vertical (2017-2030)

Chapter 24. Brazil Market

  • 24.1. Overview
  • 24.2. Market Revenue, by Component (2017-2030)
  • 24.3. Market Revenue, by Platform (2017-2030)
  • 24.4. Market Revenue, by Offering (2017-2030)
  • 24.5. Market Revenue, by Technology (2017-2030)
  • 24.6. Market Revenue, by Vertical (2017-2030)

Chapter 25. Mexico Market

  • 25.1. Overview
  • 25.2. Market Revenue, by Component (2017-2030)
  • 25.3. Market Revenue, by Platform (2017-2030)
  • 25.4. Market Revenue, by Offering (2017-2030)
  • 25.5. Market Revenue, by Technology (2017-2030)
  • 25.6. Market Revenue, by Vertical (2017-2030)

Chapter 26. Saudi Arabia Market

  • 26.1. Overview
  • 26.2. Market Revenue, by Component (2017-2030)
  • 26.3. Market Revenue, by Platform (2017-2030)
  • 26.4. Market Revenue, by Offering (2017-2030)
  • 26.5. Market Revenue, by Technology (2017-2030)
  • 26.6. Market Revenue, by Vertical (2017-2030)

Chapter 27. South Africa Market

  • 27.1. Overview
  • 27.2. Market Revenue, by Component (2017-2030)
  • 27.3. Market Revenue, by Platform (2017-2030)
  • 27.4. Market Revenue, by Offering (2017-2030)
  • 27.5. Market Revenue, by Technology (2017-2030)
  • 27.6. Market Revenue, by Vertical (2017-2030)

Chapter 28. U.A.E. Market

  • 28.1. Overview
  • 28.2. Market Revenue, by Component (2017-2030)
  • 28.3. Market Revenue, by Platform (2017-2030)
  • 28.4. Market Revenue, by Offering (2017-2030)
  • 28.5. Market Revenue, by Technology (2017-2030)
  • 28.6. Market Revenue, by Vertical (2017-2030)

Chapter 29. Competitive Landscape

  • 29.1. List of Market Players and their Offerings
  • 29.2. Competitive Benchmarking of Key Players
  • 29.3. Product Benchmarking of Key Players
  • 29.4. Recent Strategic Developments

Chapter 30. Company Profiles

  • 30.1. Microsoft Corporation
    • 30.1.1. Business overview
    • 30.1.2. Product and service offerings
    • 30.1.3. Key financial summary
  • 30.2. Sony Semiconductor Solutions Corporation
    • 30.2.1. Business overview
    • 30.2.2. Product and service offerings
    • 30.2.3. Key financial summary
  • 30.3. Meta Platforms Inc.
    • 30.3.1. Business overview
    • 30.3.2. Product and service offerings
    • 30.3.3. Key financial summary
  • 30.4. Alphabet Inc.
    • 30.4.1. Business overview
    • 30.4.2. Product and service offerings
    • 30.4.3. Key financial summary
  • 30.5. Apple Inc.
    • 30.5.1. Business overview
    • 30.5.2. Product and service offerings
    • 30.5.3. Key financial summary
  • 30.6. Huawei Technologies Co. Ltd.
    • 30.6.1. Business overview
    • 30.6.2. Product and service offerings
    • 30.6.3. Key financial summary
  • 30.7. Logitech International S.A.
    • 30.7.1. Business overview
    • 30.7.2. Product and service offerings
    • 30.7.3. Key financial summary
  • 30.8. NVIDIA Corp.
    • 30.8.1. Business overview
    • 30.8.2. Product and service offerings
    • 30.8.3. Key financial summary
  • 30.9. HTC Corporation
    • 30.9.1. Business overview
    • 30.9.2. Product and service offerings
    • 30.9.3. Key financial summary
  • 30.10. Autodesk Inc.
    • 30.10.1. Business overview
    • 30.10.2. Product and service offerings
    • 30.10.3. Key financial summary
  • 30.11. Alibaba Group Holding Limited
    • 30.11.1. Business overview
    • 30.11.2. Product and service offerings
    • 30.11.3. Key financial summary

Chapter 31. Appendix

  • 31.1. Abbreviations
  • 31.2. Sources and References
  • 31.3. Related Reports
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Christine Sirois

Manager - Americas

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