[150+ Pages Report] As per the latest Research and survey report issued by Precedence Research, the global metaverse market was valued at around USD 40 billion in 2021 and is expected to register revenues worth USD 1,607.12 billion by the end of 2030, growing at an exceptional CAGR of approximately 50.74% between 2022 and 2030.
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Metaverse Market Report Scope
A recent study by Precedence Research on the metaverse market offers a forecast for 2022 and 2030. The study analyzes crucial trends that are currently determining the growth of the metaverse market. This report explicates on vital dynamics such as the drivers, restraints, and opportunities for key market players, along with key stakeholders as well as emerging players associated with the manufacturing of metaverse. The study also provides the dynamics that are responsible for influencing the future status of the metaverse market over the forecast period.
A detailed assessment of the metaverse market value chain analysis, business execution, and supply chain analysis across regional markets has been covered in the report. A list of prominent companies operating in the metaverse market along with their product portfolio enhances the reliability of this comprehensive research study.
Competition Landscape
The report has engulfed a chapter on the global metaverse market’s competitive landscape, which provides detailed analysis and insights on companies offering metaverse. Profiles of key companies, along with a strategic overview of their M&A and expansion plans across geographies, have been delivered in this chapter. This chapter is priceless for report readers, as its enables them in gauging their growth potential in the market and implement key strategies for extending their market reach.
This chapter offers key recommendations for both new and existing market participants, enabling them to emerge sustainably and profitably. Intelligence on the market players has been delivered on the basis of their product overview, SWOT analysis, key developments, key financials and company overview. Occupancy of these market participants has been tracked by the report and portrayed via an intensity map.
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Some of the Prominent Players in the Metaverse Market Include:
- Meta (Facebook,Inc.)
- Tencent holdings Ltd
- Roblox corporation
- Nvidia corporation
- NetEase, Inc.
Metaverse Market Segmentation
By Components
- Software
- Asset Creation Tools
- Programming Engines
- Hardware
- Displays
- eXtended Reality (XR) Hardware
- Haptic Sensors & Devices
- Smart Glasses
- Omni Treadmills
- AR/VR Headsets
- Others
By Platform
- Mobile
- Desktop
By Offering’s
- Avatars
- Virtual platforms
- Asset marketplace
- Financial services
By Technology
- Virtual reality and augmented reality
- Blockchain
By Application
- Aircraft maintenance
- Gaming
- Online shopping
- Social media
- Virtual runway shows
- Content creation
- Others
By End User
- Media and Entertainment
- BFSI
- Retail
- Aerospace and defense
- Education
- Automotive
- Others
Regional Segmentation
- Asia-Pacific [China, Southeast Asia, India, Japan, Korea, Western Asia]
- Europe [Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey, Switzerland]
- North America [United States, Canada, Mexico]
- South America [Brazil, Argentina, Columbia, Chile, Peru]
- Middle East & Africa [GCC, North Africa, South Africa]
Regional Analysis
The research report includes a detailed study of regions of North America, Europe, China, Japan and Rest of the World. The report has been curated after observing and studying various factors that determine regional growth such as economic, environmental, social, technological, and political status of the particular region. Analysts have studied the data of revenue and manufacturers of each region. This section analyses region-wise revenue and volume for the forecast period of 2022 to 2030. These analyses will help the reader to understand the potential worth of investment in a particular region.
The report provides in-depth segment analysis of the global metaverse market, thereby providing valuable insights at macro as well as micro levels. Analysis of major countries, which hold growth opportunities or account for significant share has also been included as part of geographic analysis of the metaverse market.
The report includes country-wise and region-wise market size for the period 2022-2030. It also includes market size and forecast by segments in terms of production capacity, price and revenue for the period 2022-2030.
Why should you invest in this report?
If you are aiming to enter the global metaverse market, this report is a comprehensive guide that provides crystal clear insights into this niche market. All the major application areas for metaverse are covered in this report and information is given on the important regions of the world where this market is likely to boom during the forecast period of 2022-2030 so that you can plan your strategies to enter this market accordingly.
Besides, through this report, you can have a complete grasp of the level of competition you will be facing in this hugely competitive market and if you are an established player in this market already, this report will help you gauge the strategies that your competitors have adopted to stay as market leaders in this market. For new entrants to this market, the voluminous data provided in this report is invaluable.
Table of Contents
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. End User Procurement Analysis
4.3.2. Sales and Distribution Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Metaverse Market
5.1. COVID-19 Landscape: Metaverse Industry Impact
5.2. COVID 19 – Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Metaverse Market, By Components
8.1. Metaverse Market, by Components, 2022-2030
8.1.1. Software
8.1.1.1. Market Revenue and Forecast (2017-2030)
8.1.2. Hardware
8.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 9. Global Metaverse Market, By Platform
9.1. Metaverse Market, by Platform, 2022-2030
9.1.1. Mobile
9.1.1.1. Market Revenue and Forecast (2017-2030)
9.1.2. Desktop
9.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 10. Global Metaverse Market, By Offering’s
10.1. Metaverse Market, by Offering’s, 2022-2030
10.1.1. Avatars
10.1.1.1. Market Revenue and Forecast (2017-2030)
10.1.2. Virtual platforms
10.1.2.1. Market Revenue and Forecast (2017-2030)
10.1.3. Asset marketplace
10.1.3.1. Market Revenue and Forecast (2017-2030)
10.1.4. Financial services
10.1.4.1. Market Revenue and Forecast (2017-2030)
Chapter 11. Global Metaverse Market, By Technology
11.1. Metaverse Market, by Technology, 2022-2030
11.1.1. Virtual reality and augmented reality
11.1.1.1. Market Revenue and Forecast (2017-2030)
11.1.2. Blockchain
11.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 12. Global Metaverse Market, By Application
12.1. Metaverse Market, by Application, 2022-2030
12.1.1. Aircraft maintenance
12.1.1.1. Market Revenue and Forecast (2017-2030)
12.1.2. Gaming
12.1.2.1. Market Revenue and Forecast (2017-2030)
12.1.3. Online shopping
12.1.3.1. Market Revenue and Forecast (2017-2030)
12.1.4. Social media
12.1.4.1. Market Revenue and Forecast (2017-2030)
12.1.5. Virtual runway shows
12.1.5.1. Market Revenue and Forecast (2017-2030)
12.1.6. Content creation
12.1.6.1. Market Revenue and Forecast (2017-2030)
12.1.7. Others
12.1.7.1. Market Revenue and Forecast (2017-2030)
Chapter 13. Global Metaverse Market, By End User
13.1. Metaverse Market, by End User, 2022-2030
13.1.1. Media and Entertainment
13.1.1.1. Market Revenue and Forecast (2017-2030)
13.1.2. BFSI
13.1.2.1. Market Revenue and Forecast (2017-2030)
13.1.3.Retail
13.1.3.1. Market Revenue and Forecast (2017-2030)
13.1.4. Aerospace and defense
13.1.4.1. Market Revenue and Forecast (2017-2030)
13.1.5. Education
13.1.5.1. Market Revenue and Forecast (2017-2030)
13.1.6. Automotive
13.1.6.1. Market Revenue and Forecast (2017-2030)
13.1.7. Others
13.1.7.1. Market Revenue and Forecast (2017-2030)
Chapter 14. Global Metaverse Market, Regional Estimates and Trend Forecast
14.1. North America
14.1.1. Market Revenue and Forecast, by Components (2017-2030)
14.1.2. Market Revenue and Forecast, by Platform (2017-2030)
14.1.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.1.4. Market Revenue and Forecast, by Technology (2017-2030)
14.1.5. Market Revenue and Forecast, by Application (2017-2030)
14.1.6. Market Revenue and Forecast, by End User (2017-2030)
14.1.7. U.S.
14.1.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.1.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.1.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.1.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.1.8. Market Revenue and Forecast, by Application (2017-2030)
14.1.8.1. Market Revenue and Forecast, by End User (2017-2030)
14.1.9. Rest of North America
14.1.9.1. Market Revenue and Forecast, by Components (2017-2030)
14.1.9.2. Market Revenue and Forecast, by Platform (2017-2030)
14.1.9.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.1.9.4. Market Revenue and Forecast, by Technology (2017-2030)
14.1.10. Market Revenue and Forecast, by Application (2017-2030)
14.1.11. Market Revenue and Forecast, by End User (2017-2030)
14.1.11.1.
14.2. Europe
14.2.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.4. Market Revenue and Forecast, by Technology (2017-2030)
14.2.5. Market Revenue and Forecast, by Application (2017-2030)
14.2.6. Market Revenue and Forecast, by End User (2017-2030)
14.2.7.
14.2.8. UK
14.2.8.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.8.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.8.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.9. Market Revenue and Forecast, by Technology (2017-2030)
14.2.10. Market Revenue and Forecast, by Application (2017-2030)
14.2.10.1. Market Revenue and Forecast, by End User (2017-2030)
14.2.11. Germany
14.2.11.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.11.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.11.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.12. Market Revenue and Forecast, by Technology (2017-2030)
14.2.13. Market Revenue and Forecast, by Application (2017-2030)
14.2.14. Market Revenue and Forecast, by End User (2017-2030)
14.2.14.1.
14.2.15. France
14.2.15.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.15.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.15.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.15.4. Market Revenue and Forecast, by Technology (2017-2030)
14.2.16. Market Revenue and Forecast, by Application (2017-2030)
14.2.16.1. Market Revenue and Forecast, by End User (2017-2030)
14.2.17. Rest of Europe
14.2.17.1. Market Revenue and Forecast, by Components (2017-2030)
14.2.17.2. Market Revenue and Forecast, by Platform (2017-2030)
14.2.17.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.2.17.4. Market Revenue and Forecast, by Technology (2017-2030)
14.2.18. Market Revenue and Forecast, by Application (2017-2030)
14.2.18.1. Market Revenue and Forecast, by End User (2017-2030)
14.3. APAC
14.3.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.5. Market Revenue and Forecast, by Application (2017-2030)
14.3.6. Market Revenue and Forecast, by End User (2017-2030)
14.3.7. India
14.3.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.8. Market Revenue and Forecast, by Application (2017-2030)
14.3.9. Market Revenue and Forecast, by End User (2017-2030)
14.3.10. China
14.3.10.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.10.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.10.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.10.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.11. Market Revenue and Forecast, by Application (2017-2030)
14.3.11.1. Market Revenue and Forecast, by End User (2017-2030)
14.3.12. Japan
14.3.12.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.12.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.12.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.12.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.12.5. Market Revenue and Forecast, by Application (2017-2030)
14.3.12.6. Market Revenue and Forecast, by End User (2017-2030)
14.3.13. Rest of APAC
14.3.13.1. Market Revenue and Forecast, by Components (2017-2030)
14.3.13.2. Market Revenue and Forecast, by Platform (2017-2030)
14.3.13.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.3.13.4. Market Revenue and Forecast, by Technology (2017-2030)
14.3.13.5. Market Revenue and Forecast, by Application (2017-2030)
14.3.13.6. Market Revenue and Forecast, by End User (2017-2030)
14.4. MEA
14.4.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.5. Market Revenue and Forecast, by Application (2017-2030)
14.4.6. Market Revenue and Forecast, by End User (2017-2030)
14.4.7. GCC
14.4.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.8. Market Revenue and Forecast, by Application (2017-2030)
14.4.9. Market Revenue and Forecast, by End User (2017-2030)
14.4.10. North Africa
14.4.10.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.10.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.10.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.10.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.11. Market Revenue and Forecast, by Application (2017-2030)
14.4.12. Market Revenue and Forecast, by End User (2017-2030)
14.4.13. South Africa
14.4.13.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.13.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.13.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.13.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.13.5. Market Revenue and Forecast, by Application (2017-2030)
14.4.13.6. Market Revenue and Forecast, by End User (2017-2030)
14.4.14. Rest of MEA
14.4.14.1. Market Revenue and Forecast, by Components (2017-2030)
14.4.14.2. Market Revenue and Forecast, by Platform (2017-2030)
14.4.14.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.4.14.4. Market Revenue and Forecast, by Technology (2017-2030)
14.4.14.5. Market Revenue and Forecast, by Application (2017-2030)
14.4.14.6. Market Revenue and Forecast, by End User (2017-2030)
14.5. Latin America
14.5.1. Market Revenue and Forecast, by Components (2017-2030)
14.5.2. Market Revenue and Forecast, by Platform (2017-2030)
14.5.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.5.4. Market Revenue and Forecast, by Technology (2017-2030)
14.5.5. Market Revenue and Forecast, by Application (2017-2030)
14.5.6. Market Revenue and Forecast, by End User (2017-2030)
14.5.7. Brazil
14.5.7.1. Market Revenue and Forecast, by Components (2017-2030)
14.5.7.2. Market Revenue and Forecast, by Platform (2017-2030)
14.5.7.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.5.7.4. Market Revenue and Forecast, by Technology (2017-2030)
14.5.8. Market Revenue and Forecast, by Application (2017-2030)
14.5.8.1. Market Revenue and Forecast, by End User (2017-2030)
14.5.9. Rest of LATAM
14.5.9.1. Market Revenue and Forecast, by Components (2017-2030)
14.5.9.2. Market Revenue and Forecast, by Platform (2017-2030)
14.5.9.3. Market Revenue and Forecast, by Offering’s (2017-2030)
14.5.9.4. Market Revenue and Forecast, by Technology (2017-2030)
14.5.9.5. Market Revenue and Forecast, by Application (2017-2030)
14.5.9.6. Market Revenue and Forecast, by End User (2017-2030)
Chapter 15. Company Profiles
15.1. Meta (Facebook,Inc.)
15.1.1. Company Overview
15.1.2. Product Offerings
15.1.3. Financial Performance
15.1.4. Recent Initiatives
15.2. Tencent holdings Ltd
15.2.1. Company Overview
15.2.2. ProductOfferings
15.2.3. Financial Performance
15.2.4. Recent Initiatives
15.3. Roblox corporation
15.3.1. Company Overview
15.3.2. Product Offerings
15.3.3. Financial Performance
15.3.4. Recent Initiatives
15.4. Nvidia corporation
15.4.1. Company Overview
15.4.2. Product Offerings
15.4.3. Financial Performance
15.4.4. Recent Initiatives
15.5. NetEase, Inc.
15.5.1. Company Overview
15.5.2. Product Offerings
15.5.3. Financial Performance
15.5.4. Recent Initiatives
Chapter 16. Research Methodology
16.1. Primary Research
16.2. Secondary Research
16.3. Assumptions
Chapter 17. Appendix
17.1. About Us
17.2. Glossary of Terms
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