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Global Metaverse Market, By Component (Hardware and Software), By Platform (Desktop, Mobile), By Technology (Blockchain, VR & AR, Mixed Reality), By Application (Gaming, Online Shopping, Content Creation, Social Media, Others), By End User (BFSI, Retail, Manufacturing, Media & Entertainment, Education, Aerospace & Defense, Others), By Region, Competition Forecast and Opportunities, 2017-2027

Global Metaverse Market, By Component (Hardware and Software), By Platform (Desktop, Mobile), By Technology (Blockchain, VR & AR, Mixed Reality), By Application (Gaming, Online Shopping, Content Creation, Social Media, Others), By End User (BFSI, Retail, Manufacturing, Media & Entertainment, Education, Aerospace & Defense, Others), By Region, Competition Forecast and Opportunities, 2017-2027

The global metaverse market is anticipated to grow at a formidable rate during the forecast period. The market growth can be attributed to the rising demand for online education and the growing popularity of mixed reality. Besides, the increasing need for converging physical and digital world for concerts, film showings, and sports to elevate the online experience of viewers is also fueling the growth of the global metaverse market. Growing personal disposable income of consumers and advances in novel technologies like blockchain, Augmented Reality, Virtual Reality, etc., are also driving the global metaverse market. Market players are constantly looking for innovative solutions to enhance user experience, adopting cutting-edge technology and investing in R&D activities, which is expected to boost the global metaverse market. In 2021, Facebook announced to invest USD10 billion in building metaverse and changed the company's name to Meta. The platform would allow users to communicate with friends, families, or colleagues using their digital avatars. Furthermore, huge investments, collaborations, and partnerships in the metaverse industry are expected to create massive opportunities for industries across the globe. Enterprises are looking for modern solutions to upgrade their existing structure and improve the productivity of employees, which is expected to propel the growth of the global metaverse market. The rapidly expanding gaming industry and increasing adoption of NFTs are also accelerating the growth of the global metaverse market.
The global metaverse market is segmented based on component, platform, technology, application, end user, regional distribution, and competitive landscape. Based on the platform, the market is divided into desktop and mobile. The desktop segment is anticipated to register the highest growth in the global metaverse market as it offers high clarity and enhanced picture quality to users, which enhances their experience. Based on the application, the market is divided into gaming, online shopping, content creation, social media, and others. The gaming segment is expected to hold the largest share in the global metaverse market as many gaming companies are introducing interactive games using advanced technologies with enhanced levels of emersion and interoperability.
Major players operating in the global metaverse market are Facebook Inc., Tencent Holdings Ltd., ByteDance Ltd., NetEase Inc., Nvidia Corporation, Epic Games Inc., Roblox Corporation, Unity Technologies Inc., Nextech AR Solutions Inc.

Years considered for this report:
Historical Years: 2017-2020
Base Year: 2021
Estimated Year: 2022E
Forecast Period: 2023F–2027F

Objective of the Study:
•To analyze the historical growth in the market size of global metaverse market from 2017 to 2021.
•To estimate and forecast the market size of global metaverse market from 2022E to 2027F and growth rate until 2027F.
•To classify and forecast global metaverse market based on component application, platform, technology, end user, region and competitive landscape.
•To identify dominant region or segment in the global metaverse market.
•To identify drivers and challenges for global metaverse market.
•To examine competitive developments such as expansions, new services, mergers & acquisitions, etc., in global metaverse market.
•To identify and analyze the profile of leading players operating in global metaverse market.
•To identify key sustainable strategies adopted by market players in global metaverse market.

Report Scope:
In this report, global metaverse market has been segmented into following categories, in addition to the industry trends which have also been detailed below:

•Metaverse Market, By Component:
oHardware
oSoftware
•Metaverse Market, By Platform:
oDesktop
oMobile
•Metaverse Market, By Technology:
oBlockchain
oVR & AR
oMixed Reality
•Metaverse Market, By Application:
oGaming
oOnline Shopping
oContent Creation
oSocial Media
oOthers
•Metaverse Market, By End User:
oBFSI
oRetail
oManufacturing
oMedia & Entertainment
oEducation
oAerospace & Defense
oOthers
•Metaverse Market, By Region:
oNorth America
United States
Canada
Mexico
oAsia-Pacific
China
India
Japan
South Korea
Australia
Singapore
Malaysia
oEurope
Germany
United Kingdom
France
Italy
Spain
Poland
Denmark
oSouth America
Brazil
Argentina
Colombia
Peru
Chile
oMiddle East & Africa
Saudi Arabia
South Africa
UAE
Iraq
Turkey
TechSci Research performed both primary as well as exhaustive secondary research for this study. Initially, TechSci Research sourced a list of companies across the globe. Subsequently, TechSci Research conducted primary research surveys with the identified companies. While interviewing, the respondents were also enquired about their competitors. Through this technique, TechSci Research was not able to include the companies, which could not be identified due to the limitations of secondary research. TechSci Research analyzed the service providers and vendors and presence of all major players across the globe.
TechSci Research calculated the market size of global metaverse market using a bottom-up approach, wherein data for various end-user segments was recorded and forecast for the future years. TechSci Research sourced these values from the industry experts and company representatives and externally validated through analyzing historical data of these services for getting an appropriate, overall market size. Various secondary sources such as company websites, news articles, press releases, company annual reports, investor presentations and financial reports were also studied by TechSci Research.

Key Target Audience:
•Metaverse hardware manufacturing companies/partners and service providers
•Suppliers/Distributers
•End-Users
•Government bodies such as regulating authorities and policy makers
•Organizations, industry associations, forums and alliances related to global metaverse market
The study is useful in providing answers to several critical questions that are important for the industry stakeholders such as service providers, partners, end users, etc. besides allowing them in strategizing investments and capitalizing on market opportunities.
Competitive Landscape

Company Profiles:
Detailed analysis of the major companies present in global metaverse market.

Available Customizations:
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).
Table of Contents

1.Service Overview
2.Research Methodology
3.Executive Summary
4.Impact of COVID-19 on Global Metaverse Market
5.Voice of Customers
5.1.Brand Awareness
5.2.Factors Considered while Selecting a Vendor
5.3.Customer Satisfaction Level
5.4.Major Challenges Faced
6.Global Metaverse Market Outlook
6.1.Market Size & Forecast
6.1.1.By Value
6.2.Market Share & Forecast
6.2.1.By Component (Hardware and Software)
6.2.2.By Platform (Desktop, Mobile)
6.2.3.By Technology (Blockchain, VR & AR, Mixed Reality)
6.2.4.By Application (Gaming, Online Shopping, Content Creation, Social Media, Others)
6.2.5.By End User (BFSI, Retail, Manufacturing, Media & Entertainment, Education, Aerospace & Defense, Others)
6.2.6.By Region
6.2.7.By Company
6.3.Market Map
7.North America Metaverse Market Outlook
7.1.Market Size & Forecast
7.1.1.By Value
7.2.Market Share & Forecast
7.2.1.By Component
7.2.2.By Platform
7.2.3.By Technology
7.2.4.By Application
7.2.5.By End User
7.2.6.By Country
7.3.North America: Country Analysis
7.3.1.United States Metaverse 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 Component
7.3.1.2.2.By Platform
7.3.1.2.3.By Technology
7.3.1.2.4.By Application
7.3.1.2.5.By End User
7.3.2.Canada Metaverse 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 Component
7.3.2.2.2.By Platform
7.3.2.2.3.By Technology
7.3.2.2.4.By Application
7.3.2.2.5.By End User
7.3.3.Mexico Metaverse 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 Component
7.3.3.2.2.By Platform
7.3.3.2.3.By Technology
7.3.3.2.4.By Application
7.3.3.2.5.By End User
8.Asia-Pacific Metaverse Market Outlook
8.1.Market Size & Forecast
8.1.1.By Value
8.2.Market Share & Forecast
8.2.1.By Component
8.2.2.By Platform
8.2.3.By Technology
8.2.4.By Application
8.2.5.By End User
8.2.6.By Country
8.3.Asia-Pacific: Country Analysis
8.3.1.China Metaverse 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 Component
8.3.1.2.2.By Platform
8.3.1.2.3.By Technology
8.3.1.2.4.By Application
8.3.1.2.5.By End User
8.3.2.India Metaverse 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 Component
8.3.2.2.2.By Platform
8.3.2.2.3.By Technology
8.3.2.2.4.By Application
8.3.2.2.5.By End User
8.3.3.Japan Metaverse 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 Component
8.3.3.2.2.By Platform
8.3.3.2.3.By Technology
8.3.3.2.4.By Application
8.3.3.2.5.By End User
8.3.4.South Korea Metaverse 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 Component
8.3.4.2.2.By Platform
8.3.4.2.3.By Technology
8.3.4.2.4.By Application
8.3.4.2.5.By End User
8.3.5.Australia Metaverse 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 Component
8.3.5.2.2.By Platform
8.3.5.2.3.By Technology
8.3.5.2.4.By Application
8.3.5.2.5.By End User
8.3.6.Singapore Metaverse Market Outlook
8.3.6.1.Market Size & Forecast
8.3.6.1.1.By Value
8.3.6.2.Market Share & Forecast
8.3.6.2.1.By Component
8.3.6.2.2.By Platform
8.3.6.2.3.By Technology
8.3.6.2.4.By Application
8.3.6.2.5.By End User
8.3.7.Malaysia Metaverse Market Outlook
8.3.7.1.Market Size & Forecast
8.3.7.1.1.By Value
8.3.7.2.Market Share & Forecast
8.3.7.2.1.By Component
8.3.7.2.2.By Platform
8.3.7.2.3.By Technology
8.3.7.2.4.By Application
8.3.7.2.5.By End User
9.Europe Metaverse Market Outlook
9.1.Market Size & Forecast
9.1.1.By Value
9.2.Market Share & Forecast
9.2.1.By Component
9.2.2.By Platform
9.2.3.By Technology
9.2.4.By Application
9.2.5.By End User
9.2.6.By Country
9.3.Europe: Country Analysis
9.3.1.Germany Metaverse 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 Component
9.3.1.2.2.By Platform
9.3.1.2.3.By Technology
9.3.1.2.4.By Application
9.3.1.2.5.By End User
9.3.2.United Kingdom Metaverse 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 Component
9.3.2.2.2.By Platform
9.3.2.2.3.By Technology
9.3.2.2.4.By Application
9.3.2.2.5.By End User
9.3.3.France Metaverse 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 Component
9.3.3.2.2.By Platform
9.3.3.2.3.By Technology
9.3.3.2.4.By Application
9.3.3.2.5.By End User
9.3.4.Italy Metaverse Market Outlook
9.3.4.1.Market Size & Forecast
9.3.4.1.1.By Value
9.3.4.2.Market Share & Forecast
9.3.4.2.1.By Component
9.3.4.2.2.By Platform
9.3.4.2.3.By Technology
9.3.4.2.4.By Application
9.3.4.2.5.By End User
9.3.5.Spain Metaverse Market Outlook
9.3.5.1.Market Size & Forecast
9.3.5.1.1.By Value
9.3.5.2.Market Share & Forecast
9.3.5.2.1.By Component
9.3.5.2.2.By Platform
9.3.5.2.3.By Technology
9.3.5.2.4.By Application
9.3.5.2.5.By End User
9.3.6.Poland Metaverse Market Outlook
9.3.6.1.Market Size & Forecast
9.3.6.1.1.By Value
9.3.6.2.Market Share & Forecast
9.3.6.2.1.By Component
9.3.6.2.2.By Platform
9.3.6.2.3.By Technology
9.3.6.2.4.By Application
9.3.6.2.5.By End User
9.3.7.Denmark Metaverse Market Outlook
9.3.7.1.Market Size & Forecast
9.3.7.1.1.By Value
9.3.7.2.Market Share & Forecast
9.3.7.2.1.By Component
9.3.7.2.2.By Platform
9.3.7.2.3.By Technology
9.3.7.2.4.By Application
9.3.7.2.5.By End User
10.South America Metaverse Market Outlook
10.1.Market Size & Forecast
10.1.1.By Value
10.2.Market Share & Forecast
10.2.1.By Component
10.2.2.By Platform
10.2.3.By Technology
10.2.4.By Application
10.2.5.By End User
10.2.6.By Country
10.3.South America: Country Analysis
10.3.1.Brazil Metaverse 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 Component
10.3.1.2.2.By Platform
10.3.1.2.3.By Technology
10.3.1.2.4.By Application
10.3.1.2.5.By End User
10.3.2.Argentina Metaverse 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 Component
10.3.2.2.2.By Platform
10.3.2.2.3.By Technology
10.3.2.2.4.By Application
10.3.2.2.5.By End User
10.3.3.Colombia Metaverse 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 Component
10.3.3.2.2.By Platform
10.3.3.2.3.By Technology
10.3.3.2.4.By Application
10.3.3.2.5.By End User
10.3.4.Peru Metaverse Market Outlook
10.3.4.1.Market Size & Forecast
10.3.4.1.1.By Value
10.3.4.2.Market Share & Forecast
10.3.4.2.1.By Component
10.3.4.2.2.By Platform
10.3.4.2.3.By Technology
10.3.4.2.4.By Application
10.3.4.2.5.By End User
10.3.5.Chile Metaverse Market Outlook
10.3.5.1.Market Size & Forecast
10.3.5.1.1.By Value
10.3.5.2.Market Share & Forecast
10.3.5.2.1.By Component
10.3.5.2.2.By Platform
10.3.5.2.3.By Technology
10.3.5.2.4.By Application
10.3.5.2.5.By End User
11.Middle East & Africa Metaverse Market Outlook
11.1.Market Size & Forecast
11.1.1.By Value
11.2.Market Share & Forecast
11.2.1.By Component
11.2.2.By Platform
11.2.3.By Technology
11.2.4.By Application
11.2.5.By End User
11.2.6.By Country
11.3.Middle East & Africa: Country Analysis
11.3.1.Saudi Arabia Metaverse Market Outlook
11.3.1.1.Market Size & Forecast
11.3.1.1.1.By Value
11.3.1.2.Market Share & Forecast
11.3.1.2.1.By Component
11.3.1.2.2.By Platform
11.3.1.2.3.By Technology
11.3.1.2.4.By Application
11.3.1.2.5.By End User
11.3.2.South Africa Metaverse Market Outlook
11.3.2.1.Market Size & Forecast
11.3.2.1.1.By Value
11.3.2.2.Market Share & Forecast
11.3.2.2.1.By Component
11.3.2.2.2.By Platform
11.3.2.2.3.By Technology
11.3.2.2.4.By Application
11.3.2.2.5.By End User
11.3.3.UAE Metaverse Market Outlook
11.3.3.1.Market Size & Forecast
11.3.3.1.1.By Value
11.3.3.2.Market Share & Forecast
11.3.3.2.1.By Component
11.3.3.2.2.By Platform
11.3.3.2.3.By Technology
11.3.3.2.4.By Application
11.3.3.2.5.By End User
11.3.4.Iraq Metaverse Market Outlook
11.3.4.1.Market Size & Forecast
11.3.4.1.1.By Value
11.3.4.2.Market Share & Forecast
11.3.4.2.1.By Component
11.3.4.2.2.By Platform
11.3.4.2.3.By Technology
11.3.4.2.4.By Application
11.3.4.2.5.By End User
11.3.5.Turkey Metaverse Market Outlook
11.3.5.1.Market Size & Forecast
11.3.5.1.1.By Value
11.3.5.2.Market Share & Forecast
11.3.5.2.1.By Component
11.3.5.2.2.By Platform
11.3.5.2.3.By Technology
11.3.5.2.4.By Application
11.3.5.2.5.By End User
12.Market Dynamics
12.1.Drivers
12.2.Challenges
13.Market Trends & Developments
14.Company Profiles
14.1.Facebook Inc.
14.2.Tencent Holdings Ltd.
14.3.ByteDance Ltd.
14.4.NetEase Inc.
14.5.Nvidia Corporation
14.6.Epic Games Inc.
14.7.Roblox Corporation
14.8.Unity Technologies Inc.
14.9.Nextech AR Solutions Inc.
15.Strategic Recommendations

Report Title: Global Metaverse Market, By Component (Hardware and Software), By Platform (Desktop, Mobile), By Technology (Blockchain, VR & AR, Mixed Reality), By Application (Gaming, Online Shopping, Content Creation, Social Media, Others), By End User (BFSI, Retail, Manufacturing, Media & Entertainment, Education, Aerospace & Defense, Others), By Region, Competition Forecast and Opportunities, 2017-2027


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