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PUBLISHER: TechSci Research | PRODUCT CODE: 1902102

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PUBLISHER: TechSci Research | PRODUCT CODE: 1902102

Metaverse in Entertainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Platform, By Technology, By End-User By Region & Competition, 2021-2031F

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The Global Metaverse in Entertainment Market will grow from USD 70.07 Billion in 2025 to USD 427.76 Billion by 2031 at a 35.19% CAGR. The Global Metaverse in Entertainment Market is defined as a digital ecosystem comprising persistent and immersive virtual environments where users interact through avatars to engage in gaming, live events, and social experiences using extended reality technologies.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 70.07 Billion
Market Size 2031USD 427.76 Billion
CAGR 2026-203135.19%
Fastest Growing SegmentWearables
Largest MarketNorth America

Key Market Drivers

The widespread adoption of Extended Reality hardware serves as a foundational catalyst for the entertainment metaverse, providing the necessary interface for users to experience three-dimensional content. As manufacturers improve display fidelity and processing capabilities, the barrier to entry for high-quality virtual experiences lowers, thereby expanding the addressable market for developers and content creators. This hardware proliferation is evidenced by the continued financial traction of major mixed reality divisions.

Key Market Challenges

The substantial investment required for advanced hardware constitutes a significant barrier to the expansion of the Global Metaverse in Entertainment Market. High-fidelity immersive experiences necessitate premium virtual reality headsets and robust computing systems, which command price points that remain prohibitive for the average consumer. This economic threshold effectively segments the market, confining participation to a niche demographic of enthusiasts and early adopters while excluding the mass audience required for widespread commercial success.

Key Market Trends

Utilization of Generative AI for Personalized Content Creation is rapidly transforming the entertainment metaverse by automating the production of complex digital assets. Developers are increasingly leveraging large language models and neural rendering to generate dynamic narratives and intelligent non-player characters that adapt in real-time to user interactions, thereby reducing production costs while enhancing immersion.

Key Market Players

  • Aomen City
  • Epic Games Inc.
  • Hungama Digital Media Entertainment Pvt. Ltd.
  • Meta Platforms Inc.
  • Niantic Inc.
  • OverActive Media Corp.
  • Qualcomm Inc.
  • Queppelin
  • Roblox Corp.
  • Tetavi Ltd.

Report Scope:

In this report, the Global Metaverse in Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Metaverse in Entertainment Market, By Platform:

  • Wearables
  • Desktop
  • Mobile

Metaverse in Entertainment Market, By Technology:

  • Blockchain
  • AI
  • AR/VR/XR
  • MR

Metaverse in Entertainment Market, By End-User:

  • Film Production Companies
  • Music Labels
  • OTT Platforms
  • Others

Metaverse in Entertainment Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Metaverse in Entertainment Market.

Available Customizations:

Global Metaverse in Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).
Product Code: 12839

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Metaverse in Entertainment Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Platform (Wearables, Desktop, Mobile)
    • 5.2.2. By Technology (Blockchain, AI, AR/VR/XR, MR)
    • 5.2.3. By End-User (Film Production Companies, Music Labels, OTT Platforms, Others)
    • 5.2.4. By Region
    • 5.2.5. By Company (2025)
  • 5.3. Market Map

6. North America Metaverse in Entertainment Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Platform
    • 6.2.2. By Technology
    • 6.2.3. By End-User
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Metaverse in Entertainment Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Platform
        • 6.3.1.2.2. By Technology
        • 6.3.1.2.3. By End-User
    • 6.3.2. Canada Metaverse in Entertainment Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Platform
        • 6.3.2.2.2. By Technology
        • 6.3.2.2.3. By End-User
    • 6.3.3. Mexico Metaverse in Entertainment Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Platform
        • 6.3.3.2.2. By Technology
        • 6.3.3.2.3. By End-User

7. Europe Metaverse in Entertainment Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Platform
    • 7.2.2. By Technology
    • 7.2.3. By End-User
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Metaverse in Entertainment Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Platform
        • 7.3.1.2.2. By Technology
        • 7.3.1.2.3. By End-User
    • 7.3.2. France Metaverse in Entertainment Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Platform
        • 7.3.2.2.2. By Technology
        • 7.3.2.2.3. By End-User
    • 7.3.3. United Kingdom Metaverse in Entertainment Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Platform
        • 7.3.3.2.2. By Technology
        • 7.3.3.2.3. By End-User
    • 7.3.4. Italy Metaverse in Entertainment Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Platform
        • 7.3.4.2.2. By Technology
        • 7.3.4.2.3. By End-User
    • 7.3.5. Spain Metaverse in Entertainment Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Platform
        • 7.3.5.2.2. By Technology
        • 7.3.5.2.3. By End-User

8. Asia Pacific Metaverse in Entertainment Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Platform
    • 8.2.2. By Technology
    • 8.2.3. By End-User
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Metaverse in Entertainment Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Platform
        • 8.3.1.2.2. By Technology
        • 8.3.1.2.3. By End-User
    • 8.3.2. India Metaverse in Entertainment Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Platform
        • 8.3.2.2.2. By Technology
        • 8.3.2.2.3. By End-User
    • 8.3.3. Japan Metaverse in Entertainment Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Platform
        • 8.3.3.2.2. By Technology
        • 8.3.3.2.3. By End-User
    • 8.3.4. South Korea Metaverse in Entertainment Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Platform
        • 8.3.4.2.2. By Technology
        • 8.3.4.2.3. By End-User
    • 8.3.5. Australia Metaverse in Entertainment Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Platform
        • 8.3.5.2.2. By Technology
        • 8.3.5.2.3. By End-User

9. Middle East & Africa Metaverse in Entertainment Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Platform
    • 9.2.2. By Technology
    • 9.2.3. By End-User
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Metaverse in Entertainment Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Platform
        • 9.3.1.2.2. By Technology
        • 9.3.1.2.3. By End-User
    • 9.3.2. UAE Metaverse in Entertainment Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Platform
        • 9.3.2.2.2. By Technology
        • 9.3.2.2.3. By End-User
    • 9.3.3. South Africa Metaverse in Entertainment Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Platform
        • 9.3.3.2.2. By Technology
        • 9.3.3.2.3. By End-User

10. South America Metaverse in Entertainment Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Platform
    • 10.2.2. By Technology
    • 10.2.3. By End-User
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Metaverse in Entertainment Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Platform
        • 10.3.1.2.2. By Technology
        • 10.3.1.2.3. By End-User
    • 10.3.2. Colombia Metaverse in Entertainment Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Platform
        • 10.3.2.2.2. By Technology
        • 10.3.2.2.3. By End-User
    • 10.3.3. Argentina Metaverse in Entertainment Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Platform
        • 10.3.3.2.2. By Technology
        • 10.3.3.2.3. By End-User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Metaverse in Entertainment Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Aomen City
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Epic Games Inc.
  • 15.3. Hungama Digital Media Entertainment Pvt. Ltd.
  • 15.4. Meta Platforms Inc.
  • 15.5. Niantic Inc.
  • 15.6. OverActive Media Corp.
  • 15.7. Qualcomm Inc.
  • 15.8. Queppelin
  • 15.9. Roblox Corp.
  • 15.10. Tetavi Ltd.

16. Strategic Recommendations

17. About Us & Disclaimer

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