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PUBLISHER: SPER Market Research Pvt. Ltd. | PRODUCT CODE: 1159576

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PUBLISHER: SPER Market Research Pvt. Ltd. | PRODUCT CODE: 1159576

Metaverse Market Size- By Verticals, By Components, By Platform, By End User Industry, By Offering- Regional Outlook, Competitive Strategies and Segment Forecasts to 2032

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Global Metaverse Market Overview:

According to SPER Market Research, the Global Metaverse Market is estimated to reach USD 1442.5 billion by 2032 with a CAGR of 38.9%.

Rising demand in the media and entertainment as well as the gaming industries, evolving opportunities from markets like Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and digitalization in the art, fashion, and retail industries are some of the key factors anticipated to propel the growth of the metaverse market. The concept of "metaverse" refers to a deeply immersive 3D virtual world experience gained by the employment of a combination of AR, VR, and MR technologies. By creating a virtual world where users may play immersive games, conduct business, interact socially, buy and sell virtual properties, and enjoy immersive entertainment, the metaverse platform enhances the internet experience. Cryptocurrencies are the standard form of payment in the metaverse, and each metaverse has its own set of coins. The physical and digital worlds are connected through the use of cryptocurrencies. They enable us to determine the value of digital assets in terms of the money issued by the government as well as the growth of such assets over time. Cryptocurrency purchases through the metaverse are becoming more popular all across the world. Access to previously inaccessible goods and services has already been made possible due to the internet. For instance, workers from developing nations may now be able to work in western firms without moving. Virtual reality environments are a cheap and efficient way to learn, therefore they will assist improve educational possibilities. By including technologies that enable customers to buy, sell, and invest in the metaverse currency, brands can leverage the metaverse as an extra sales channel. NFTs may potentially contribute to the metaverse's advancement by fostering the expansion of digital markets.

Hardware for the metaverse consists of XR gadgets, semiconductor parts, sensors, trackers, and other cutting-edge tools. Fast networking, ample storage, and top-tier technology are necessary for a realistic and compelling metaverse experience. In order to provide a realistic-looking virtual environment, many devices utilised in the metaverse also rely on 3D and other cutting-edge technologies, which raises their price. The leading market competitors have made considerable expenditures in response to the rising demand for extended reality gadgets. The leading market participants' rising investments and advances are anticipated to accelerate the uptake of the metaverse in gaming and entertainment.

Impact of COVID-19 on the Global Metaverse Market

Due of the unanticipated lockdowns in the majority of areas, the pandemic has raised the demand for extended reality devices. Following COVID-19, many businesses now encourage their workers to work from home, which raises the demand for virtual meetings, training, and conferences. The pandemic has impacted extended reality gadget production all around the world as well. The COVID-19 pandemic outbreak caused a dramatic rise in demand in the metaverse market. Moreover, the pandemic has changed consumer demand for online purchasing and shopping in the digital virtual world. Several businesses have entered the online market as a result of the current trend. By implementing various business strategies, product releases, and partnerships, a number of major players have accomplished their investments during the pandemic.

Scope of the Report:

Market size available for years 2019-2032

Base year considered 2021

Forecast period 2022-2032

Segments covered By Verticals, By Components, By Platform, By End User Industry, By Offering

Geographies covered: North America, Europe, Asia Pacific, Latin America, Middle East and Africa

Companies Covered Active Theory, Accenture, Adobe, Autodesk Inc., ByteDance, Ltd., Decentraland, Deloitte, Epic Games, Inc., Electronic Arts, HPE, Intel, Lilith Games, Meta Platforms, Inc, Microsoft Corporation, NetEase, Inc, Nvidia Corporation, Nextech AR Solution Corp., Nexon, Roblox Corporation, The Sandbox, Tencent Holdings Ltd., Take-Two, Tencent, Tech Mahindra, Unity Technologies, Inc., Valve.

Global Metaverse Market Segmentation:

By Verticals: Based on the Verticals, Global Metaverse Market is segmented as; Consumer {Gaming and social media (Gaming, Social Media), Live Entertainments and Events (Sports, Music Concerts, Other Events and Conferences, Live entertainment and events)}, Commercial {Retail and E- Commerce (Jewellery and luxury goods, Beauty and cosmetics, Apparel fitting, Home furnishing, Virtual shopping, Retail and ecommerce), Education and Corporate, Travel and Tourism (Virtual hotel tours, Virtual theme parks, Museums, zoos, and other), Real Estate (Virtual property and real estate)}, Healthcare (Diagnostics and Treatment, AR/VR Based Training), Industrial Manufacturing (Digital Factory, Industrial Training, Digital Twins), Other Verticals.

By Components: Based on the Components, Global Metaverse Market is segmented as; Hardware {AR devices (AR Head-Mounted Displays, AR Head-Up Displays), VR Devices (VR Head-Mounted Displays (HMD), Gesture-tracking devices and haptics), MR Devices, Displays (Virtual Mirrors, 3D Displays, Holographic Displays)}, Software {Extended Reality Software, Gaming Engines, Metaverse Platforms (Decentralized Metaverse Platform, Centralized Metaverse Platform), 3D Mapping, Modelling and Reconstruction, Financial Platforms (Traditional finance in metaverse, Decentralized finance in metaverse), Other Software}, Professional Services (Application Development and System Integration, Strategy and Business Consulting Services).

By Platforms: Based on the Components, Global Metaverse Market is segmented as; Platform Analysis (Desktop, Mobile, Headsets).

By End User Industry: Based on the End User, Global Metaverse Market is segmented as; End Use Analysis (BFSI, Retail, Media & Entertainment, Education, Aerospace and Defence, Automotive, Others).

By Offering: Based on the Offerings, Global Metaverse Market is segmented as; Virtual Platforms, Asset Marketplaces, Avatars, Financial Services.

By Region: North America held a dominant position in the metaverse market in terms of region in 2021, and is anticipated to keep this position throughout the forecast period due to the region's high concentration of metaverse technology vendors. However, due to the region's quick technological and economic advancements, Asia-Pacific is anticipated to experience significant growth throughout the projection period. This growth is anticipated to boost the region's adoption of metaverse solutions over the next several years.

Product Code: IACT2213

Table of Contents

1. Introduction

  • 1.1. Scope of the report
  • 1.2. Market segment analysis

2. Research Methodology

  • 2.1 Research data source
    • 2.1.1 Secondary data
    • 2.1.2 Primary data
    • 2.1.3 SPER's internal database
    • 2.1.4 Premium insight from KOL's
  • 2.2 Market size estimation
    • 2.2.1 Top-down and Bottom-up approach
  • 2.3 Data triangulation

3. Executive Summary

4. Market Dynamics

  • 4.1. Driver, Restraint, Opportunity and Challenges analysis
    • 4.1.1 Drivers
    • 4.1.2 Restraints
    • 4.1.3 Opportunities
    • 4.1.4 Challenges
  • 4.2. COVID-19 Impacts of the Global Metaverse Market

5. Market variables and outlook

  • 5.1. SWOT analysis
    • 5.1.1 Strengths
    • 5.1.2 Weaknesses
    • 5.1.3 Opportunities
    • 5.1.4 Threats
  • 5.2. PESTEL analysis
    • 5.2.1 Political landscape
    • 5.2.2 Economic landscape
    • 5.2.3 Social landscape
    • 5.2.4 Technological landscape
    • 5.2.5 Environmental landscape
    • 5.2.6 Legal landscape
  • 5.3. PORTER'S five forces analysis
    • 5.3.1 Bargaining power of suppliers
    • 5.3.2 Bargaining power of Buyers
    • 5.3.3 Threat of Substitute
    • 5.3.4 Threat of new entrant
    • 5.3.5 Competitive rivalry
  • 5.4. Heat map analysis

6. Global Metaverse Market, By Vertical, 2019-2032 (USD Million)

  • 6.1 Consumer
    • 6.1.1 Gaming and social media
      • 6.1.1.1 Gaming
      • 6.1.1.2 Social Media
    • 6.1.2 Live Entertainments and Events
      • 6.1.2.1 Sports
      • 6.1.2.2 Music Concerts
      • 6.1.2.3 Other Events and Conferences
      • 6.1.2.4 Live entertainment and events: Metaverse use cases
  • 6.2 Commercial
    • 6.2.1 Retail and E- Commerce
      • 6.2.1.1 Jewellery and luxury goods
      • 6.2.1.2 Beauty and cosmetics
      • 6.2.1.3 Apparel fitting
      • 6.2.1.4 Home furnishing
      • 6.2.1.5 Virtual shopping
      • 6.2.1.6 Retail and ecommerce: Metaverse use cases
    • 6.2.2 Education and Corporate
      • 6.2.2.1 Education and corporate: Metaverse use cases
    • 6.2.3 Travel and Tourism
      • 6.2.3.1 Virtual hotel tours
      • 6.2.3.2 Virtual theme parks
      • 6.2.3.3 Museums, zoos, and other
      • 6.2.3.4 Travel and tourism: Metaverse use cases
    • 6.2.4 Real Estate
      • 6.2.4.1 Virtual property and real estate
      • 6.2.4.2 Real estate: Metaverse use cases
  • 6.3 Healthcare
    • 6.3.1 Diagnostics and Treatment
    • 6.3.2 AR/VR Based Training
    • 6.3.3 Healthcare: metaverse uses cases
  • 6.4 Industrial Manufacturing: Metaverse Uses Cases
    • 6.4.1 Digital Factory
    • 6.4.2 Industrial Training
    • 6.4.3 Digital Twins
  • 6.5 Other Verticals

7. Global Metaverse Market, By Components, 2019-2032 (USD Million)

  • 7.1 Hardware
    • 7.1.1 AR Devices
      • 7.1.1.1 AR Head-Mounted Displays (HMD)
      • 7.1.1.2 AR Head-Up Displays (HUD)
    • 7.1.2 VR Devices
      • 7.1.2.1 VR Head-Mounted Displays (HMD)
      • 7.1.2.2 Gesture-tracking devices and haptics
    • 7.1.3 MR Devices
    • 7.1.4 Displays
      • 7.1.4.1 Virtual Mirrors
      • 7.1.4.2 3D Displays
      • 7.1.4.3 Holographic Displays
  • 7.2 Software
    • 7.2.1 Extended Reality Software
    • 7.2.2 Gaming Engines
    • 7.2.3 Metaverse Platforms
      • 7.2.3.1 Decentralized Metaverse Platform
      • 7.2.3.2 Centralized Metaverse Platform
    • 7.2.4 3D Mapping, Modelling and Reconstruction
    • 7.2.5 Financial Platforms
      • 7.2.5.1 Traditional finance in metaverse
      • 7.2.5.2 Decentralized finance in metaverse
    • 7.2.6 Other Software
  • 7.3 Professional Services
    • 7.3.1 Application Development and System Integration
    • 7.3.2 Strategy and Business Consulting Services

8. Global Metaverse Market, By Platform, 2019-2032 (USD Million)

  • 8.1 Platform Analysis
    • 8.1.1 Desktop
    • 8.1.2 Mobile
    • 8.1.3 Headsets

9. Global Metaverse Market, By End User Industry, 2019-2032 (USD Million)

  • 9.1 End Use Analysis
    • 9.1.1. BFSI
    • 9.1.2. Retail
    • 9.1.3. Media & Entertainment
    • 9.1.4. Education
    • 9.1.5. Aerospace and Defense
    • 9.1.6. Automotive
    • 9.1.7. Others

10. Global Metaverse Market, By Offering, 2019-2032 (USD Million)

  • 10.1 Virtual Platforms
  • 10.2 Asset Marketplaces
  • 10.3 Avatars
  • 10.4 Financial Services

11. Global Metaverse Market, By Region, 2019-2032 (USD Million)

  • 11.1. North America
    • 11.1.1. United States
    • 11.1.2. Canada
    • 11.1.3. Mexico
  • 11.2. Europe
    • 11.2.1. Germany
    • 11.2.2. United Kingdom
    • 11.2.3. France
    • 11.2.4. Italy
    • 11.2.5. Spain
    • 11.2.6. Rest of Europe
  • 11.3. Asia-Pacific
    • 11.3.1. China
    • 11.3.2. Japan
    • 11.3.3. India
    • 11.3.4. Australia
    • 11.3.5. South Korea
    • 11.3.6. Rest of Asia-Pacific
  • 11.4. South America
    • 11.4.1. Brazil
    • 11.4.2. Argentina
    • 11.4.3. Rest of South America
  • 11.5. Middle East & Africa
    • 11.5.1. Kingdom of Saudi Arabia
    • 11.5.2. United Arab Emirates
    • 11.5.3. Rest of Middle East & Africa

12. Company Profiles

  • 12.1 Active Theory
  • 12.1.1.Company details
  • 12.1.2.Financial outlook
  • 12.1.3.Product summary
  • 12.1.4.Recent developments
  • 12.2 Accenture
  • 12.2.1.Company details
  • 12.2.2.Financial outlook
  • 12.2.3.Product summary
  • 12.2.4.Recent developments
  • 12.3 Adobe
  • 12.3.1.Company details
  • 12.3.2.Financial outlook
  • 12.3.3.Product summary
  • 12.3.4.Recent developments
  • 12.4 Autodesk Inc.,
  • 12.4.1.Company details
  • 12.4.2.Financial outlook
  • 12.4.3.Product summary
  • 12.4.4.Recent developments
  • 12.5 ByteDance, Ltd.
  • 12.5.1.Company details
  • 12.5.2.Financial outlook
  • 2.5.3.Product summary
  • 12.5.4.Recent developments
  • 12.6 Decentraland
  • 12.6.1.Company details
  • 12.6.2.Financial outlook
  • 12.6.3.Product summary
  • 12.6.4.Recent developments
  • 12.7 Deloitte
  • 12.7.1.Company details
  • 2.7.2.Financial outlook
  • 12.7.3.Product summary
  • 12.7.4.Recent developments
  • 12.8 Epic Games, Inc.
  • 12.8.1.Company details
  • 12.8.2.Financial outlook
  • 12.8.3.Product summary
  • 12.8.4.Recent developments
  • 12.9 Electronic Arts
  • 12.9.1.Company details
  • 12.9.2.Financial outlook
  • 12.9.3.Product summary
  • 12.9.4.Recent developments
  • 12.10 HPE
  • 12.10.1.Company details
  • 12.10.2.Financial outlook
  • 12.10.3.Product summary
  • 12.10.4.Recent developments
  • 12.11 Intel
  • 12.11.1.Company details
  • 12.11.2.Financial outlook
  • 12.11.3.Product summary
  • 12.11.4.Recent developments
  • 12.12 Lilith Games
  • 12.12.1.Company details
  • 12.12.2.Financial outlook
  • 12.12.3.Product summary
  • 12.12.4.Recent developments
  • 12.13 Meta Platforms, Inc
  • 12.13.1.Company details
  • 12.13.2.Financial outlook
  • 12.13.3.Product summary
  • 12.13.4.Recent developments
  • 12.14 Microsoft Corporation
  • 12.14.1.Company details
  • 12.14.2.Financial outlook
  • 12.14.3.Product summary
  • 12.14.4.Recent developments
  • 12.15 NetEase, Inc
  • 12.15.1.Company details
  • 12.15.2.Financial outlook
  • 12.15.3.Product summary
  • 12.15.4.Recent developments
  • 12.16 Nvidia Corporation
  • 12.16.1.Company details
  • 12.16.2.Financial outlook
  • 12.16.3.Product summary
  • 12.16.4.Recent developments
  • 12.17 Nextech AR Solution Corp.
  • 12.17.1.Company details
  • 12.17.2.Financial outlook
  • 12.17.3.Product summary
  • 12.17.4.Recent developments
  • 12.18 Nexon
  • 12.18.1.Company details
  • 12.18.2.Financial outlook
  • 12.18.3.Product summary
  • 12.18.4.Recent developments
  • 12.19 Roblox Corporation
  • 12.19.1.Company details
  • 12.19.2.Financial outlook
  • 12.19.3.Product summary
  • 12.19.4.Recent developments
  • 12.20 The Sandbox
  • 12.20.1.Company details
  • 12.20.2.Financial outlook
  • 12.20.3.Product summary
  • 12.20.4.Recent developments
  • 12.21 Tencent Holdings Ltd.
  • 12.21.1.Company details
  • 12.21.2.Financial outlook
  • 2.21.3.Product summary
  • 12.21.4.Recent developments
  • 12.22 Take-Two
  • 12.22.1.Company details
  • 12.22.2.Financial outlook
  • 12.22.3.Product summary
  • 12.22.4.Recent developments
  • 12.23 Tencent
  • 12.23.1.Company details
  • 12.23.2.Financial outlook
  • 12.23.3.Product summary
  • 12.23.4.Recent developments
  • 12.24 Tech Mahindra
  • 12.24.1.Company details
  • 12.24.2.Financial outlook
  • 12.24.3.Product summary
  • 12.24.4.Recent developments
  • 12.25 Unity Technologies, Inc.
  • 12.25.1.Company details
  • 12.25.2.Financial outlook
  • 12.25.3.Product summary
  • 12.25.4.Recent developments
  • 12.26 Valve
  • 12.26.1.Company details
  • 12.26.2.Financial outlook
  • 12.26.3.Product summary
  • 12.26.4.Recent developments
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