Metaverse in Gaming Market 2022

Industry Size, Regions, Emerging Trends, Growth Insights, Opportunities, and Forecast By 2030

Metaverse in Gaming Market by Component (Hardware, Software), by Devices (Mobile, Gaming Console, AR Glasses, VR Headsets, PCs), by Technology (NFT, Blockchain, Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality, Internet of Things (IoT), 3D Reconstruction), by Age Group (Below 10 years, 11-19 years, 20-35 years, Above 35 years), by Region – Global Share and Forecast to 2030

Region: Global | Format: Word, PPT, Excel | Report Status: Ongoing

Description

According to the Market Statsville Group (MSG), the global Metaverse in Gaming market size is expected to grow from USD 26.7 billion in 2021 to USD 478.5 billion by 2030, at a CAGR of 37.8% from 2022 to 2030. Some key factors predicted to drive market revenue growth over the forecast period include the expanding popularity of play-to-earn games, rapid improvements in AR, VR, and XR technologies, and a growing user base in the gaming industry. Other reasons that could contribute to market revenue growth in the future include increased usage of VR headsets and other hands-free technologies, increased development of play-to-earn gaming platforms in the metaverse, and rapidly rising investment in metaverse gaming platforms.

Global Metaverse in Gaming Market Definition

The metaverse is a virtual platform that integrates digital technologies such as virtual reality and augmented reality, as well as other technologies, including video conferencing, cryptocurrencies, gaming, social media, and live-streaming. In gaming, the metaverse allows players to immerse themselves in virtual reality, and an increasing number of organizations are working on developing digitally immersive platforms to provide customers with better gaming experiences.

COVID-19 Impact on the Global Metaverse in Gaming Market

During the covid-19 pandemic, people turned to entertainment to keep their minds from all the negative news due to strict restrictions and lockdowns. Internet use increased significantly during the global lockdown. Specifically, the gaming sector experienced a surge in use and demand. Metaverse in gaming saw a steep growth and an increased number of players. Many games were popular among people, such as Minecraft, Roblox, Grand Theft Auto, and more.

Scope of the Global Metaverse in Gaming Market

The study categorizes the metaverse in gaming market based on components, devices, technology, and age group at the regional and global levels.

By Component (Sales, USD Billion, 2017-2030)

  • Hardware
  • Software

By Devices (Sales, USD Billion, 2017-2030)

  • Mobile
  • Gaming Console
  • AR Glasses
  • VR Headsets
  • PCs

By Technology (Sales, USD Billion, 2017-2030)

  • NFT
  • Blockchain
  • Virtual Reality
  • Augmented Reality
  • Mixed Reality
  • Extended Reality
  • Internet of Things (IoT)
  • 3D Reconstruction

By Age Group (Sales, USD Billion, 2017-2030)

  • Below 10 years
  • 11-19 years
  • 20-35 years
  • Above 35 years

By Region (Sales, USD Billion, 2017-2030)

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • Italy
    • France
    • UK
    • Spain
    • Poland
    • Russia
    • The Netherlands
    • Norway
    • Czech Republic
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Indonesia
    • Malaysia
    • Thailand
    • Singapore
    • Australia & New Zealand
    • Rest of Asia Pacific
  • South America
    • Brazil
    • Argentina
    • Colombia
    • Rest of South America
  • The Middle East & Africa
    • Saudi Arabia
    • UAE
    • South Africa
    • Northern Africa
    • Rest of MEA

VR headsets segment is projected to account for the largest market share by type

In 2021, the VR headsets segment accounted for the largest market share in the global metaverse in the gaming market. The growth attributes to increased demand for immersive gaming experiences, technological developments in AR and VR devices, the rising popularity of VR gaming, and the quick launch of upgraded VR headsets.

APAC accounts for the highest CAGR during the forecast period

Globally, APAC is estimated to hold the highest CAGR in the global metaverse in the gaming market during the forecast period. The growth in the region is expected to surge due to the increasing gaming population and acceptance of blockchain technology. Further, the surging adoption of gamming laptops and computers in the region will drive the market’s growth over the forecast period.

Key Market Players in the Global Metaverse in Gaming Market

The global metaverse in gaming market is highly competitive, with key industry players adopting various strategies such as product development, partnerships, acquisitions, agreements, and expansion to strengthen their market positions. Most market companies focus on expanding operations across regions, augmenting their capabilities, and building strong partner relations.

Major players in the global metaverse in gaming market are:

  • Roblox Corporation
  • Tencent Holdings Ltd
  • Epic Games
  • Magic Leap, Inc.
  • Facebook, Inc
  • Lilith Games
  • ByteDance Ltd
  • NetEase Inc
  • Nvidia Corporation
  • Microsoft

Recent Developments

  • In October 2021, Tencent Holdings announced the establishment of “F1” studio under its subsidiary TiMi Studio Group. It involved employees across Singapore, Canada, the US, and China.
  • In November 2021, Nike announced a collaboration with the online game platform Roblox for the development of Nikeland. Nikeland is a "new area on Roblox for Nike fans to interact, create, share experiences, and compete," according to the official Nike website.

Key Issues Addressed

  • What is the market size by various segmentation of the metaverse in gaming by region and its respective countries?
  • What are the customer buying behavior, key takeaways, and Porter's 5 forces of the metaverse in gaming market?
  • What are the key opportunities and trends for manufacturers involved in the metaverse in gaming supply chain?
  • What are the fundamental dynamics (drivers, restraints, opportunities, and challenges) of the market?
  • What and how regulations, schemes, patents, and policies are impacting the growth of the market?
  • What are the upcoming technological solutions influencing market trends? How will existing companies adapt to the new change in technology?
  • The market player positioning, top winning strategies by years, company product developments, and launches will be?
  • How has COVID-19 impacted the demand and sales of metaverse in gaming in the global market? Also, the expected BPS drop or rise count of the market and market predicted recovery period.
  • Detailed analysis of the competitors and their latest launch, and what are the prominent startups introduced in the target market? Also, detailed company profiling of 25+ leading and prominent companies in the market.

Frequently Asked Questions

  • Key Issues Addressed
  • What is the market size and growth rate for different segmentations at a global, regional, & country level?
  • What is the customer buying behavior, key takeaways, and Porter's 5 forces of the market?
  • What are the key opportunities and trends for manufacturers involved in the supply chain?
  • What are the fundamental dynamics (drivers, restraints, opportunities, and challenges) of the market?
  • What and how regulations, schemes, patents, and policies are impacting the growth of the market?
  • How will existing companies adapt to the new change in technology?
  • The market player positioning, top winning strategies by years, company product developments, and launches will be?
  • How has COVID-19 impacted the demand and sales of in the market? Also, the expected BPS drop or rise count of the market and market predicted recovery period.
  • Who are the leading companies operating in the market? Also, who are the prominent startups that disrupt the market in coming years?
  • PUBLISHED ON: MARCH, 2024
  • BASE YEAR: 2023
  • FORECAST PERIOD: 2024-2033
  • STUDY PERIOD: 2019 - 2033
  • COMPANIES COVERED: 15
  • COUNTRIES COVERED: 24
  • NO OF PAGES: 197

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