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Metaverse in Gaming Market by Component Hardware (AR Devices, VR Devices, MR Devices, Displays), Software (Extended Reality Software, Gaming Engines, Metaverse Platforms, Financial Platforms), Game Genre and Region - Global Forecast to 2028

Metaverse in Gaming Market by Component Hardware (AR Devices, VR Devices, MR Devices, Displays), Software (Extended Reality Software, Gaming Engines, Metaverse Platforms, Financial Platforms), Game Genre and Region - Global Forecast to 2028

The global metaverse in gaming market size is estimated at USD 22.7 billion in 2023 and is projected to reach USD 119.2 billion by 2028 at a CAGR of 39.3%. Major factors expected to fuel the growth of the metaverse in gaming market include robust and transforming growth landscape in the adjacent technology markets such as the extended reality which includes VR, AR, MR.

Blockchain technology, financial model for rewarding gamers in the gaming metaverse market such as cryptocurrency, virtualization, 5G, Internet of Things (IoT), and few others are also the major boosting factors which as a catalyst drive the reach, penetration and eventually the demand in the gaming metaverse market. Further, the shift from traditional gaming to VR-based gaming, the advent of mixed reality, and the demand for decentralization in multiplayer games have provided ample opportunities for vendors in this market.

By Component, the services segment to showcase rising growth in the gaming metaverse development sector during the forecast period

Services are an important part of any solution’s deployment life cycle. Hence, various vendors offer services associated with the metaverse to help companies effectively implement their metaverse-based business practices and strategies. The metaverse services involve application development, system integration, and strategy and business consulting services. These services are required at various stages, from pre-sales requirement assessment to post-sales product deployment and execution, thus enabling the client to get maximum Return on Investment (RoI).

Development services help in delivering world-class web and mobile applications that can release features faster, are scalable and provide a delightful customer experience. The metaverse development services include Metaverse Game Development, Metaverse NFT Marketplace Development, Metaverse Real Estate Platform Development, Metaverse App Development, Metaverse Social Media Platform Development, Metaverse Education Platform Development, Metaverse Event Platform Development, among others. Components in the services segment include gaming metaverse marketplace, games launchpad development, NFT game development, and play-to-earn model game development, among others.

Europe to record the second highest CAGR during the forecast period

The UK, Germany, and France are a few countries in Western Europe that invest heavily in developing new technologies. Russia and Spain are slowly gaining traction by adopting new display technologies for use in various applications. The substantial growth of the virtual world immersive interactive gaming industry in Europe is a crucial driver for the gaming metaverse market in this region. The AR/VR/MR technologies are expected to witness significant demand from the entertainment (gaming metaverse) sector in the region.

The European Association for Virtual Reality and Augmented Reality (EuroVR) in the region helps bring new developments related to extended reality for use in various applications.

This is projected to help the metaverse in gaming market grow in this region. The European Union has taken up projects such as Augmented Heritage and International Augmented Med (I AM), which are anticipated to contribute to the market's growth. The International Augmented Med project involves countries' participation in promoting tourism in the Mediterranean region using extended reality technologies. Spain, Portugal, Malta, Cyprus, France, Greece, and Italy are involved in this project. There is an increase in the number of startups related to extended reality in Sweden; as a result, the metaverse in gaming market is expected to witness higher growth in Europe by 2026.

In the process of evaluating, validating, and verifying the market size for several segments and subsegments collected/figured out through extensive secondary research, primary interviews were conducted with the Chief Executive Officers (CEOs), Chief Marketing Officers (CMO), Vice Presidents (VPs), Managing Directors (MDs), Chief Technology Officer [CTO], technology and innovation directors, and related key executives from various vendor companies and organizations operating in the metaverse in gaming market.

•By Company Type: Tier 1 – 30%, Tier 2 – 45%, and Tier 3 – 25%
•By Designation: C-level executives– 40%, Director Level – 25%, and Others – 35%
•By Region: North America – 45%, Europe – 30%, Asia Pacific – 20%, Rest of World (RoW) – 5%

Note: Others include sales managers, marketing managers, and product managers
Note: Rest of the World includes the Middle East & Africa and Latin America
Note: Tier 1 companies have revenues more than USD 100 million; tier 2 companies’ revenue ranges from USD 10 million to USD 100 million; and tier 3 companies’ revenue is less than 10 million

Source: Secondary Literature, Expert Interviews, and MarketsandMarkets Analysis

The report profiles the following key vendors:
•Meta (US)
•Microsoft (US)
•NetEase (China)
•Electronic Arts (US)
•Take-Two (US)
•Tencent (China)
•Nexon (Japan)
•Epic games (US)
•Unity (US)
•Valve (US)
•Accenture (Ireland)
•Adobe (US)
•HPE (US)
•Deloitte (UK)
•Ansys (US)
•Autodesk (US)
•Intel (US)
•Tech Mahindra (India)
•ByteDance (China)
•Nvidia (US)
•Activision Blizzard (US)
•Samsung (South Korea)
•Google (US)
•Sony (Japan)
•HTC (Taiwan)
•Seiko Epson (Japan)
•Apple (US)
•Qualcomm (US)
•Panasonic (Japan)
•Eon Reality (US)
•Roblox (US)
•Lenovo (Hong Kong)
•Razer (US)
•Nextech AR Solutions (Canada)
•ZQGame (China)
•Talecraft (Marshall islands)
•VR Chat (US)
•Decentraland (Argentina)
•Somnium Space (UK)
•Sandbox VR (US)

Research Coverage
The metaverse in gaming market is segmented by component, hardware, software, game genre, and region. A detailed analysis of the key industry players has been undertaken to provide insights into their business overviews; solutions and services; key strategies; new product launches and product enhancements; partnerships, acquisitions, and collaborations; agreements and business expansions; and competitive landscape associated within the market.

Key Benefits of Buying the Report
The report would help the market leaders and new entrants in the following ways:
•The report comprehensively and exhaustively segments the metaverse in gaming market and provides the closest approximations of the revenue numbers for the overall market and its subsegments across different regions.
•It provides impact of recession on the market, among top vendors worldwide along with figures which are the closest approximations, estimated and projected.
•It would help stakeholders understand the pulse of the market as analyzed information is provided basis the key market drivers, restraints, challenges, and opportunities in the market.
•It would help stakeholders understand the market dynamics better, their competitors better and gain more insights to uplift their positions in the market. The competitive landscape section includes a competitor ecosystem, market diversification parameters such as new product launch, product enhancement, partnerships, agreement, integration, collaborations, and acquisitions.
•Market quadrant of metaverse in gaming vendors have been precisely incorporated as a figure which helps readers understand market players categorization and their performance.
•In-depth exhaustive assessment of market shares, growth strategies and service offerings of leading players in the metaverse in gaming market strategies.
•The report also helps stakeholders understand the competitive analysis by these market players via competitive benchmarking, heat map.
Table of Contents

1INTRODUCTION22
1.1STUDY OBJECTIVES22
1.2MARKET DEFINITION22
1.2.1INCLUSIONS AND EXCLUSIONS23
1.3MARKET SCOPE24
1.3.1MARKET SEGMENTATION24
1.3.2REGIONS COVERED24
1.3.3YEARS CONSIDERED25
1.4CURRENCY CONSIDERED25
TABLE 1USD EXCHANGE RATES, 2019–202226
1.5STAKEHOLDERS26
2RESEARCH METHODOLOGY27
2.1RESEARCH DATA27
FIGURE 1METAVERSE IN GAMING MARKET: RESEARCH DESIGN27
2.1.1SECONDARY DATA28
TABLE 2LIST OF KEY SECONDARY SOURCES28
2.1.2PRIMARY DATA28
2.1.2.1Breakup of primaries29
2.1.2.2Primary respondents29
TABLE 3PRIMARY RESPONDENTS: METAVERSE IN GAMING MARKET29
2.1.2.3Key industry insights30
2.2DATA TRIANGULATION30
2.3MARKET SIZE ESTIMATION31
FIGURE 2METAVERSE IN GAMING MARKET: TOP-DOWN AND BOTTOM-UP APPROACH31
2.3.1SUPPLY-SIDE APPROACH31
FIGURE 3MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 1 (SUPPLY SIDE): REVENUE OF METAVERSE IN GAMING FROM VENDORS32
FIGURE 4BOTTOM-UP APPROACH (SUPPLY SIDE): COLLECTIVE REVENUE OF METAVERSE IN GAMING VENDORS33
FIGURE 5MARKET PROJECTIONS FROM SUPPLY SIDE34
2.3.2DEMAND-SIDE APPROACH34
FIGURE 6MARKET SIZE ESTIMATION METHODOLOGY ̶ APPROACH 2 (DEMAND SIDE): REVENUE OF VENDORS FROM VARIOUS GAME PLAYERS35
FIGURE 7MARKET PROJECTIONS FROM DEMAND SIDE35
2.4MARKET FORECAST36
TABLE 4FACTOR ANALYSIS36
2.4.1RECESSION IMPACT ANALYSIS37

2.5RESEARCH ASSUMPTIONS37
TABLE 5ASSUMPTIONS37
2.6LIMITATIONS38
3EXECUTIVE SUMMARY39
FIGURE 8GLOBAL METAVERSE IN GAMING MARKET, 2020–2028 (USD MILLION)40
FIGURE 9FASTEST-GROWING SEGMENTS IN METAVERSE IN GAMING MARKET, 2023–202840
FIGURE 10HARDWARE SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD41
FIGURE 11AR DEVICES SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD42
FIGURE 12FINANCIAL PLATFORMS SEGMENT TO GROW AT HIGHEST CAGR BY 202843
FIGURE 13STRATEGY SEGMENT TO GROW AT HIGHEST CAGR TILL 202844
FIGURE 14METAVERSE IN GAMING MARKET: REGIONAL SNAPSHOT45
4PREMIUM INSIGHTS46
4.1ATTRACTIVE OPPORTUNITIES FOR COMPANIES IN METAVERSE IN GAMING MARKET46
FIGURE 15STRONG VR, MR LIVESTREAMING, AND INTERACTIVE GAMING INTEREST AMONG YOUTH TO DRIVE MARKET46
4.2METAVERSE IN GAMING MARKET, BY COMPONENT, 2023 VS. 202846
FIGURE 16SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD46
4.3METAVERSE IN GAMING MARKET, BY HARDWARE, 2023 VS. 202847
FIGURE 17AR DEVICES SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD47
4.4METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023 VS. 202847
FIGURE 18EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD47
4.5METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023 VS. 202848
FIGURE 19ADVENTURE SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD48
4.6METAVERSE IN GAMING MARKET: REGIONAL SCENARIO, 2023–202848
FIGURE 20ASIA PACIFIC TO EMERGE AS BEST MARKET FOR INVESTMENTS IN NEXT FIVE YEARS48
FIGURE 21METAVERSE IN GAMING MARKET IN SOUTH KOREA TO GROW AT HIGHEST RATE DURING FORECAST PERIOD49
5MARKET OVERVIEW AND INDUSTRY TRENDS50
5.1INTRODUCTION50
5.2MARKET DYNAMICS50
FIGURE 22DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES: METAVERSE IN GAMING MARKET50
5.2.1DRIVERS51
5.2.1.1Increasing demand in entertainment and gaming industries51
5.2.1.2VR gaming becoming more immersive, interactive, and real51
5.2.1.3Emerging opportunities from adjacent markets51
TABLE 6MARKET SIZE AND GROWTH RATES OF ADJACENT MARKETS51
5.2.1.4Brand promotions using gamification and virtual world simulators52
5.2.1.5Availability of affordable hardware52
5.2.2RESTRAINTS52
5.2.2.1High installation and maintenance costs of high-end metaverse in gaming components52
5.2.2.2Health and mental issues from excessive use53
5.2.2.3Regulating metaverse in gaming with respect to cybersecurity, privacy, and usage standards53
5.2.3OPPORTUNITIES53
5.2.3.1Easier hosting of events and better engagement53
5.2.3.2Significant growth opportunities despite possible economic slowdown54
5.2.4CHALLENGES54
5.2.4.1Regional government regulations, coupled with environmental impact54
5.3CASE STUDY ANALYSIS55
5.3.1CASE STUDY 1: UNITY ENGINE LEVERAGED LAUNCH OF MULTIPLATFORM GAMING SERVICE55
5.3.2CASE STUDY 2: TENCENT CLOUD AMPLIFIED MILDOM’S LIVESTREAMING USER EXPERIENCE55
5.4ECOSYSTEM56
FIGURE 23METAVERSE IN GAMING MARKET: ECOSYSTEM56
TABLE 7METAVERSE IN GAMING MARKET: COMPANIES AND THEIR ROLE IN ECOSYSTEM57
5.5VALUE CHAIN ANALYSIS59
FIGURE 24VALUE CHAIN ANALYSIS: METAVERSE IN GAMING MARKET59
5.5.1SUPPLIERS59
5.5.2HARDWARE MANUFACTURERS60
5.5.3SOFTWARE VENDORS60
5.5.4END USERS60
5.6END-USER PREFERENCES AND TREND ANALYSIS, BY AGE GROUP60
5.6.111 TO 19 YEARS60
5.6.220 TO 35 YEARS61
5.6.336 YEARS & ABOVE61
5.7TECHNOLOGY ANALYSIS61
5.7.1TECHNOLOGY STACK61
FIGURE 25METAVERSE IN GAMING MARKET: TECHNOLOGIES61
5.7.2INFRASTRUCTURE LEVEL61
5.7.2.15G network61
5.7.2.2Internet of things62
5.7.2.3Cloud and edge computing62

5.7.3DESIGN AND DEVELOPMENT LEVEL62
5.7.3.1Blockchain62
5.7.3.23D modeling and real-time rendering63
5.7.3.3Artificial intelligence, natural language processing, and computer vision63
5.7.4HUMAN INTERACTION LEVEL63
5.7.4.1Virtual reality63
5.7.4.2Augmented reality64
5.7.4.2.1Mobile augmented reality64
5.7.4.2.2Monitor-based AR technology64
5.7.4.2.3Near-eye-based AR technology65
5.7.4.2.4Web AR65
5.7.4.3Mixed reality66
5.8PRICING ANALYSIS66
5.8.1AVERAGE SELLING PRICE TREND66
5.9PATENT ANALYSIS67
FIGURE 26NUMBER OF PATENTS PUBLISHED, 2012–202267
FIGURE 27TOP FIVE PATENT OWNERS (GLOBAL)67
TABLE 8TOP TEN PATENT OWNERS (US)68
TABLE 9KEY PATENTS IN METAVERSE IN GAMING MARKET68
5.10PORTER’S FIVE FORCES MODEL70
FIGURE 28METAVERSE IN GAMING MARKET: PORTER’S FIVE FORCES ANALYSIS70
TABLE 10METAVERSE IN GAMING MARKET: PORTER’S FIVE FORCES ANALYSIS70
5.10.1INTENSITY OF COMPETITIVE RIVALRY71
5.10.2BARGAINING POWER OF SUPPLIERS71
5.10.3BARGAINING POWER OF BUYERS71
5.10.4THREAT OF NEW ENTRANTS72
5.10.5THREAT OF SUBSTITUTES72
5.11KEY STAKEHOLDERS AND BUYING CRITERIA73
5.11.1KEY STAKEHOLDERS IN BUYING PROCESS73
FIGURE 29INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP END USERS73
TABLE 11INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP END USERS (%)73
5.11.2BUYING CRITERIA74
FIGURE 30KEY BUYING CRITERIA FOR TOP END USERS74
TABLE 12KEY BUYING CRITERIA FOR TOP END USERS74
5.12REGULATORY LANDSCAPE75
5.12.1REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS75
TABLE 13NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS75
TABLE 14EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS76
TABLE 15ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS77
TABLE 16REST OF THE WORLD: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS79
5.12.2REGULATORY IMPLICATIONS AND INDUSTRY STANDARDS80
5.13KEY CONFERENCES AND EVENTS IN 2023–202480
TABLE 17METAVERSE IN GAMING MARKET: DETAILED LIST OF CONFERENCES AND EVENTS80
5.14TRENDS/DISRUPTIONS IMPACTING BUYERS81
FIGURE 31METAVERSE IN GAMING MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS81
6METAVERSE IN GAMING MARKET, BY COMPONENT82
6.1INTRODUCTION83
6.1.1COMPONENT: METAVERSE IN GAMING MARKET DRIVERS83
FIGURE 32SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD83
TABLE 18METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)84
TABLE 19METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)84
6.2HARDWARE84
6.2.1RISING YOUTH INTEREST TO FUEL DEMAND FOR GAMING HARDWARE DEVICES84
TABLE 20HARDWARE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)85
TABLE 21HARDWARE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)85
6.3SOFTWARE85
6.3.1REQUIREMENT OF GAMING ENGINE AND RT3D SOFTWARE AMONG GAMERS TO FUEL MARKET GROWTH85
TABLE 22SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)86
TABLE 23SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)86
6.4SERVICES86
6.4.1INTEGRATION OF ONLINE GAMING, SOCIAL NETWORKING, AR, AND VR TECHNOLOGIES TO BOOST MARKET GROWTH86
TABLE 24SERVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)87
TABLE 25SERVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)87

7METAVERSE IN GAMING MARKET, BY HARDWARE88
7.1INTRODUCTION89
7.1.1HARDWARE: METAVERSE IN GAMING MARKET DRIVERS89
FIGURE 33AR DEVICES SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD89
TABLE 26METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION)90
TABLE 27METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION)90
7.2AR DEVICES90
7.2.1LIVESTREAM GAMING AND ENTERTAINMENT TO FUEL DEMAND FOR AR DEVICE PRODUCTION AND TECHNOLOGY ADVANCEMENTS90
TABLE 28AR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)91
TABLE 29AR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)91
7.3VR DEVICES91
7.3.1SIGNIFICANT IMPROVEMENTS VIS-A-VIS MASS, COST, VOLUME, SIMPLICITY, AND OPTICAL PERFORMANCE TO FUEL VR DEVICE ADOPTION91
TABLE 30VR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)92
TABLE 31VR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)92
7.4MR DEVICES92
7.4.1RISE IN BODY GESTURE SENSING IN GAMING METAVERSE TO SUPPORT GROWING ADOPTION OF MR DEVICES92
TABLE 32MR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)93
TABLE 33MR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)93
7.5DISPLAYS93
7.5.1ENHANCED SCREEN RESOLUTION, REAL-TIME AMBIENCE EXPERIENCE, AND HIGHER QUALITY VIDEO TO PUSH VENDORS TO MANUFACTURE STATE-OF-THE-ART DISPLAYS93
TABLE 34DISPLAYS: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)94
TABLE 35DISPLAYS: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)94
8METAVERSE IN GAMING MARKET, BY SOFTWARE95
8.1INTRODUCTION96
8.1.1SOFTWARE: METAVERSE IN GAMING MARKET DRIVERS96
FIGURE 34EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD97
TABLE 36METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)97
TABLE 37METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)98
8.1.2EXTENDED REALITY SOFTWARE98
8.1.2.1SDK development to become need of hour98
TABLE 38EXTENDED REALITY SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)98
TABLE 39EXTENDED REALITY SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)99
8.1.3GAMING ENGINES99
8.1.3.1Transforming gamers’ ecosystem to fuel demand for innovation and R&D for gaming engine vendors99
TABLE 40GAMING ENGINES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)99
TABLE 41GAMING ENGINES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)100
8.1.43D MAPPING, MODELING, AND RECONSTRUCTION100
8.1.4.1Emerging use of 3D software for expressive avatar creation and 3D world design to drive market100
TABLE 423D MAPPING, MODELING, AND RECONSTRUCTION: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)100
TABLE 433D MAPPING, MODELING, AND RECONSTRUCTION: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)101
8.1.5FINANCIAL PLATFORMS101
8.1.5.1NFT and cryptocurrency rewards, along with tokenization model, to attract gamers in metaverse101
TABLE 44FINANCIAL PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)101
TABLE 45FINANCIAL PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)102
8.1.6METAVERSE PLATFORMS102
8.1.6.1Building effective and desired avatars to create interest among gamers in RT3D ecosystem102
TABLE 46METAVERSE PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)102
TABLE 47METAVERSE PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)103
9METAVERSE IN GAMING MARKET, BY GAME GENRE104
9.1INTRODUCTION105
9.1.1GAME GENRE: METAVERSE IN GAMING MARKET DRIVERS105
FIGURE 35STRATEGY SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD106
TABLE 48METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)106
TABLE 49METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)107

9.2ACTION107
9.2.1POPULARITY OF LIVESTREAMING AND ESPORTS GAME TOURNAMENTS TO FUEL DEMAND FOR THIS GENRE107
TABLE 50ACTION: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)107
TABLE 51ACTION: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)108
9.3ADVENTURE108
9.3.1METAVERSE TO PROVIDE ENHANCEMENTS IN COMBAT, EXPLORATION, AND SURVIVAL GAMES108
TABLE 52ADVENTURE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)108
TABLE 53ADVENTURE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)109
9.4CASUAL109
9.4.1INCREASING USE OF VR IN COLLABORATIVE FAMILY AND CHILDREN GAMES TO DRIVE MARKET109
TABLE 54CASUAL: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)109
TABLE 55CASUAL: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)109
9.5ROLE-PLAYING110
9.5.1METAVERSE TO PROVIDE HIGHLY DETAILED AND VISUALLY STUNNING EXPERIENCE IN ROLE-PLAYING GAMES110
TABLE 56ROLE-PLAYING: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)110
TABLE 57ROLE-PLAYING: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)110
9.6SIMULATION111
9.6.1EMERGING USE OF EXTENDED REALITY IN FLIGHT AND TRUCK SIMULATION GAMES TO DRIVE MARKET111
TABLE 58SIMULATION: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)111
TABLE 59SIMULATION: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)111
9.7SPORTS & RACING112
9.7.1RISING POPULARITY OF METAVERSE IN MULTIPLAYER SPORTS & RACING GAMES TO DRIVE MARKET112
TABLE 60SPORTS & RACING: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)112
TABLE 61SPORTS & RACING: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)112
9.8STRATEGY113
9.8.1INCREASING POPULARITY OF USER-GENERATED CONTENT IN MULTIPLAYER STRATEGY GAMES TO DRIVE MARKET113
TABLE 62STRATEGY: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)113
TABLE 63STRATEGY: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)113
10METAVERSE IN GAMING MARKET, BY REGION114
10.1INTRODUCTION115
FIGURE 36ASIA PACIFIC TO GROW AT HIGHEST RATE DURING FORECAST PERIOD115
TABLE 64METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION)115
TABLE 65METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION)116
10.2NORTH AMERICA116
10.2.1NORTH AMERICA: METAVERSE IN GAMING MARKET DRIVERS116
10.2.2NORTH AMERICA: RECESSION IMPACT117
FIGURE 37NORTH AMERICA: MARKET SNAPSHOT118
TABLE 66NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION)118
TABLE 67NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION)119
TABLE 68NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)119
TABLE 69NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)119
TABLE 70NORTH AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION)120
TABLE 71NORTH AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION)120
TABLE 72NORTH AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)120
TABLE 73NORTH AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)121
TABLE 74NORTH AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)121
TABLE 75NORTH AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)122
10.2.3US122
TABLE 76US: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)122
TABLE 77US: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)123
10.2.4CANADA123
TABLE 78CANADA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)123
TABLE 79CANADA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)123
10.3EUROPE124
10.3.1EUROPE: METAVERSE IN GAMING MARKET DRIVERS124
10.3.2EUROPE: RECESSION IMPACT124
TABLE 80EUROPE: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION)125
TABLE 81EUROPE: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION)125
TABLE 82EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)125
TABLE 83EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)125
TABLE 84EUROPE: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION)126
TABLE 85EUROPE: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION)126
TABLE 86EUROPE: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)126
TABLE 87EUROPE: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)127
TABLE 88EUROPE: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)127
TABLE 89EUROPE: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)127
10.3.3UK128
TABLE 90UK: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)128
TABLE 91UK: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)128
10.3.4GERMANY128
TABLE 92GERMANY: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)129
TABLE 93GERMANY: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)129
10.3.5FRANCE129
TABLE 94FRANCE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)129
TABLE 95FRANCE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)130
10.3.6REST OF EUROPE130
TABLE 96REST OF EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)130
TABLE 97REST OF EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)130
10.4ASIA PACIFIC131
10.4.1ASIA PACIFIC: METAVERSE IN GAMING MARKET DRIVERS131
10.4.2ASIA PACIFIC: RECESSION IMPACT131
FIGURE 38ASIA PACIFIC: REGIONAL SNAPSHOT132
TABLE 98ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION)133
TABLE 99ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION)133
TABLE 100ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)133
TABLE 101ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)134
TABLE 102ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION)134
TABLE 103ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION)134
TABLE 104ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)135
TABLE 105ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)135
TABLE 106ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)135
TABLE 107ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)136
10.4.3CHINA136
TABLE 108CHINA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)136
TABLE 109CHINA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)137
10.4.4JAPAN137
TABLE 110JAPAN: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)137
TABLE 111JAPAN: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)137
10.4.5SOUTH KOREA138
TABLE 112SOUTH KOREA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)138
TABLE 113SOUTH KOREA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)138
10.4.6REST OF ASIA PACIFIC138
TABLE 114REST OF ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)139
TABLE 115REST OF ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)139
10.5MIDDLE EAST & AFRICA139
10.5.1MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET DRIVERS139
10.5.2MIDDLE EAST & AFRICA: RECESSION IMPACT140
TABLE 116MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION)140
TABLE 117MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION)140
TABLE 118MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)141
TABLE 119MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)141
TABLE 120MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION)141
TABLE 121MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION)142
TABLE 122MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)142
TABLE 123MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)142
TABLE 124MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)143
TABLE 125MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)143
10.5.3KINGDOM OF SAUDI ARABIA143
TABLE 126KINGDOM OF SAUDI ARABIA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)144
TABLE 127KINGDOM OF SAUDI ARABIA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)144
10.5.4REST OF MIDDLE EAST & AFRICA144
TABLE 128REST OF MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)144
TABLE 129REST OF MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)145
10.6LATIN AMERICA145
10.6.1LATIN AMERICA: METAVERSE IN GAMING MARKET DRIVERS145
10.6.2LATIN AMERICA: RECESSION IMPACT146
TABLE 130LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION)146
TABLE 131LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION)146
TABLE 132LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)147
TABLE 133LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)147
TABLE 134LATIN AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION)147
TABLE 135LATIN AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION)148
TABLE 136LATIN AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION)148
TABLE 137LATIN AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION)148
TABLE 138LATIN AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION)149
TABLE 139LATIN AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION)149
10.6.3BRAZIL149
TABLE 140BRAZIL: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)150
TABLE 141BRAZIL: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)150
10.6.4REST OF LATIN AMERICA150
TABLE 142REST OF LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION)150
TABLE 143REST OF LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION)151
11COMPETITIVE LANDSCAPE152
11.1INTRODUCTION152
11.2MARKET SHARE OF TOP VENDORS152
TABLE 144INTENSITY OF COMPETITIVE RIVALRY152
FIGURE 39MARKET SHARE ANALYSIS, 2022153
11.3REVENUE ANALYSIS OF TOP FIVE VENDORS154
FIGURE 40REVENUE ANALYSIS OF TOP FIVE VENDORS, 2018–2022 (USD BILLION)154
11.4COMPANY EVALUATION QUADRANT, 2022154
11.4.1DEFINITIONS AND METHODOLOGY154
FIGURE 41KEY PLAYER EVALUATION QUADRANT: CRITERIA WEIGHTAGE155
11.4.2STARS155
11.4.3EMERGING LEADERS155
11.4.4PERVASIVE PLAYERS156
11.4.5PARTICIPANTS156
FIGURE 42COMPANY EVALUATION QUADRANT, 2022157
TABLE 145COMPANY FOOTPRINT (TOP 10 PLAYERS)158
11.5COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES, 2022159
11.5.1DEFINITION AND METHODOLOGY159
FIGURE 43COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES: CRITERIA WEIGHTAGE159
11.5.2PROGRESSIVE COMPANIES159
11.5.3RESPONSIVE COMPANIES160
11.5.4DYNAMIC COMPANIES160
11.5.5STARTING BLOCKS160
FIGURE 44COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES, 2022160
11.6COMPETITIVE BENCHMARKING FOR STARTUPS/SMES161
TABLE 146COMPETITIVE BENCHMARKING FOR STARTUPS/SMES161
TABLE 147ANALYSIS OF KEY STARTUPS/SMES162
11.7COMPANY FINANCIAL METRICS162
FIGURE 45COMPANY FINANCIAL METRICS, 2022162
11.8GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS163
FIGURE 46METAVERSE IN GAMING: GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS, 2022163

11.9COMPETITIVE SCENARIO164
11.9.1PRODUCT LAUNCHES AND ENHANCEMENTS164
TABLE 148METAVERSE IN GAMING MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, JANUARY 2020–APRIL 2023164
11.9.2DEALS166
TABLE 149METAVERSE IN GAMING MARKET: DEALS, JANUARY 2020–APRIL 2023166
12COMPANY PROFILES168
12.1INTRODUCTION168
12.2KEY PLAYERS168
(Business Overview, Products/Solutions/Services offered, Recent Developments, MnM View)*
12.2.1META (FORMERLY FACEBOOK)168
TABLE 150META: BUSINESS OVERVIEW168
FIGURE 47META: COMPANY SNAPSHOT169
TABLE 151META: SOLUTIONS/SERVICES/PLATFORMS OFFERED169
TABLE 152META: PRODUCT LAUNCHES AND ENHANCEMENTS170
TABLE 153META: DEALS171
12.2.2ACTIVISION BLIZZARD173
TABLE 154ACTIVISION BLIZZARD: BUSINESS OVERVIEW173
FIGURE 48ACTIVISION BLIZZARD: COMPANY SNAPSHOT174
TABLE 155ACTIVISION BLIZZARD: SOLUTIONS/SERVICES/PLATFORMS OFFERED174
TABLE 156ACTIVISION BLIZZARD: PRODUCT LAUNCHES AND ENHANCEMENTS176
TABLE 157ACTIVISION BLIZZARD: DEALS177
12.2.3NETEASE179
TABLE 158NETEASE: BUSINESS OVERVIEW179
FIGURE 49NETEASE: COMPANY SNAPSHOT179
TABLE 159NETEASE: SOLUTIONS/SERVICES/PLATFORMS OFFERED180
TABLE 160NETEASE: PRODUCT LAUNCHES AND ENHANCEMENTS180
TABLE 161NETEASE: DEALS181
TABLE 162NETEASE: OTHERS182
12.2.4ELECTRONIC ARTS183
TABLE 163ELECTRONIC ARTS: BUSINESS OVERVIEW183
FIGURE 50ELECTRONIC ARTS: COMPANY SNAPSHOT184
TABLE 164ELECTRONIC ARTS: SOLUTIONS/SERVICES/PLATFORMS OFFERED184
TABLE 165ELECTRONIC ARTS: PRODUCT LAUNCHES AND ENHANCEMENTS185
TABLE 166ELECTRONIC ARTS: DEALS186
12.2.5TAKE-TWO189
TABLE 167TAKE-TWO: BUSINESS OVERVIEW189
FIGURE 51TAKE-TWO: COMPANY SNAPSHOT189
TABLE 168TAKE-TWO: SOLUTIONS/SERVICES/PLATFORMS OFFERED190
TABLE 169TAKE-TWO: DEALS190

12.2.6TENCENT193
TABLE 170TENCENT: BUSINESS OVERVIEW193
FIGURE 52TENCENT: COMPANY SNAPSHOT193
TABLE 171TENCENT: SOLUTIONS/SERVICES/PLATFORMS OFFERED194
TABLE 172TENCENT: DEALS194
12.2.7NEXON195
TABLE 173NEXON: BUSINESS OVERVIEW195
FIGURE 53NEXON: COMPANY SNAPSHOT195
TABLE 174NEXON: SOLUTIONS/SERVICES/PLATFORMS OFFERED196
TABLE 175NEXON: PRODUCT LAUNCHES AND ENHANCEMENTS196
TABLE 176NEXON: DEALS197
12.2.8EPIC GAMES198
TABLE 177EPIC GAMES: BUSINESS OVERVIEW198
TABLE 178EPIC GAMES: SOLUTIONS/SERVICES/PLATFORMS OFFERED198
TABLE 179EPIC GAMES: PRODUCT LAUNCHES AND ENHANCEMENTS199
TABLE 180EPIC GAMES: DEALS200
12.2.9UNITY201
TABLE 181UNITY: BUSINESS OVERVIEW201
FIGURE 54UNITY: COMPANY SNAPSHOT201
TABLE 182UNITY: SOLUTIONS/SERVICES/PLATFORMS OFFERED202
TABLE 183UNITY: PRODUCT LAUNCHES AND ENHANCEMENTS202
TABLE 184UNITY: DEALS203
12.2.10VALVE204
TABLE 185VALVE: BUSINESS OVERVIEW204
TABLE 186VALVE: SOLUTIONS/SERVICES/PLATFORMS OFFERED204
*Details on Business Overview, Products/Solutions/Services offered, Recent Developments, MnM View might not be captured in case of unlisted companies.
12.3OTHER COMPANIES205
12.3.1ACCENTURE205
12.3.2ADOBE206
12.3.3HPE207
12.3.4DELOITTE207
12.3.5ANSYS208
12.3.6AUTODESK INC.209
12.3.7INTEL210
12.3.8TECH MAHINDRA211
12.3.9BYTEDANCE211
12.3.10NVIDIA212
12.3.11MICROSOFT213
12.3.12SAMSUNG214
12.3.13GOOGLE215
12.3.14SONY216
12.3.15HTC217
12.3.16SEIKO EPSON218
12.3.17APPLE219
12.3.18QUALCOMM220
12.3.19PANASONIC221
12.3.20EON REALITY222
12.3.21ROBLOX223
12.3.22LENOVO224
12.3.23RAZER225
12.3.24NEXTECH AR SOLUTIONS226
12.3.25ZQGAME227
12.3.26TALECRAFT227
12.3.27VR CHAT228
12.3.28DECENTRALAND228
12.3.29SOMNIUM SPACE229
12.3.30SANDBOX VR229
13ADJACENT & RELATED MARKETS230
13.1INTRODUCTION230
13.1.1RELATED MARKETS230
TABLE 187RELATED MARKETS230
13.2LIMITATIONS230
13.3METAVERSE MARKET230
13.3.1INTRODUCTION230
13.3.2METAVERSE MARKET, BY COMPONENT230
TABLE 188METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION)231
TABLE 189METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION)231
13.3.3METAVERSE MARKET, BY VERTICAL231
TABLE 190METAVERSE MARKET, BY VERTICAL, 2018–2021 (USD BILLION)231
TABLE 191METAVERSE MARKET, BY VERTICAL, 2022–2027 (USD BILLION)232
13.3.4METAVERSE MARKET, BY REGION232
TABLE 192METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION)232
TABLE 193METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION)233
13.4AUGMENTED REALITY MARKET233
13.4.1INTRODUCTION233
13.4.2AUGMENTED REALITY MARKET, BY DEVICE TYPE233
TABLE 194AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021–2026 (USD MILLION)233
13.4.3AUGMENTED REALITY MARKET, BY OFFERING234
TABLE 195AUGMENTED REALITY MARKET, BY OFFERING, 2021–2026 (USD MILLION)234
13.4.4AUGMENTED REALITY MARKET, BY REGION234
TABLE 196AUGMENTED REALITY MARKET, BY REGION, 2021–2026 (USD MILLION)234
13.5VIRTUAL REALITY MARKET235
13.5.1INTRODUCTION235
13.5.2VIRTUAL REALITY MARKET, BY OFFERING235
TABLE 197VR MARKET, BY OFFERING, 2016–2019 (USD MILLION)235
TABLE 198VR MARKET, BY OFFERING, 2020–2025 (USD MILLION)235
13.5.3VIRTUAL REALITY MARKET, BY REGION236
TABLE 199VR MARKET, BY REGION, 2016–2019 (USD MILLION)236
TABLE 200VR MARKET, BY REGION, 2020–2025 (USD MILLION)236
14APPENDIX237
14.1DISCUSSION GUIDE237
14.2KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL242
14.3CUSTOMIZATION OPTIONS244
14.4RELATED REPORTS244
14.5AUTHOR DETAILS245

Report Title: Metaverse in Gaming Market by Component Hardware (AR Devices, VR Devices, MR Devices, Displays), Software (Extended Reality Software, Gaming Engines, Metaverse Platforms, Financial Platforms), Game Genre and Region - Global Forecast to 2028


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