Metaverse Market 2021

Industry Size, Regions, Emerging Trends, Growth Insights, Opportunities, and Forecast By 2027

Global Metaverse Market segmented by component (Hardware and Software), by Platform (Desktop and Mobile), by Offerings (Virtual Platform, Asset Marketplaces, Avatars), by Technology, by Application, by End-use, and Region- Global Forecast to 2027.

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

Description

The global metaverse market is expected to grow from USD 45.6 billion in 2020 to USD 344.8 billion by 2027, at a CAGR of 40.1% from 2021 to 2027. The metaverse is a mixed reality or digital reality platform that collectively features social media, online gaming,  virtual reality (VR), augmented reality (AR), and cryptocurrencies to enable users to interact virtually. Augmented reality overlays sounds, visuals, and other sensory input in a real-world scenario to improve the user interactions and interface. On the contrary, virtual reality is entirely virtual and values fictitious realities, and metaverse uses a complex platform to integrate both the realities of mixed realities; such factors will drive the market's growth. 

Moreover, some other factors, such as the growing demand for online education, mass course academies such as Udemy, Coursera, among others, remain a promising driver for major business opportunities in the Metaverse market, with more emphasis on the convergence of the digital and physical world across the Internet and the increasing demand for metaverse for the purchase of digital assets using cryptocurrencies. Such factors will escalate the growth of the metaverse market over the forecasting period. 

Global Metaverse Market Dynamics

DriversMetaverse adoption in various verticals

Metaverse is a technology that is set to change the face of gaming, artificial intelligence, and virtual technology. The metaverse is a term for the hypothetical iteration of the Internet. This platform supports the online 3D virtual environment through conventional personal computing and augmented reality. It is a virtual world for immersive experiences where people from all over the world can meet, play, watch and chat online using IoT. Most of the data is stored on a cloud platform which offers more cybersecurity and safety. Companies are investing in the development and programming of new innovative techniques to bring the real world into a 3D reality that benefits the general population for entertainment, gaming, and investing in the business, and various other benefits. Additionally, develop metaverse platforms for the education sector to help open up avenues for the market. Hence, it will promote the growth of the metaverse market over the forecasting period across the globe.

RestraintsMetaverse impact on health and psychology of individuals

The metaverse has a negative impact on an individual's psychological and overall health, which will hamper the market's growth across the globe. Metaverse offers virtual reality as a real-life event that will retard mental health in the long term. It will also affect the psychology of an individual. It may initiate delusions or hallucinations events for the users, which reduces the adoption of metaverse at a high pace in various regions and hinders the market growth. Due to excessive virtual reality use, it will also cause Schizotypal personality traits, including impulsive nonconformity, unusual experiences,   and cognitive disorganization. Such factors will impede the growth of the metaverse market across the globe.

OpportunitiesIncreasing awareness regarding metaverse

The major market players and start-ups under the metaverse market focus on developing innovative and advanced technology-based platforms to cater to the needs of the end-users. They are using various marketing strategies coupled with rewards to spread awareness regarding metaverse and its vast implementation. Such a factor will seek the potential users' attention and fuel the growth of the metaverse market in upcoming years. Integration of cryptocurrency will also lure the attention of gamers, traders, app developers, and others.

Scope of the Report

The study categorizes the metaverse market-based components, platform, offerings, technology, application, end-users at the regional and global levels.

By Component (Revenue, USD Billion, 2017-2027

  • Hardware
    • Displays; eXtended Reality (XR) Hardware
      • Haptic Sensors & Devices, 
      • Smart Glasses, Omni Treadmills
      • AR/VR Headsets
  • Software
    • Asset Creation Tools
    • Programming Engines

By Platform (Revenue, USD Billion, 2017-2027)

  • Desktop
  • Mobile

By offerings (Revenue, USD Billion, 2017-2027)

  • Virtual Platform
  • Asset Marketplaces
  • Avatars
  • Financial Services

By Technology (Revenue, USD Billion, 2017-2027)

  • Blockchain
  • Virtual Reality (VR) & Augmented Reality (AR)
  • Mixed Reality (MR)

By Application (Revenue, USD Billion, 2017-2027)

  • Gaming
  • Online Shopping
  • Content Creation
  • Social Media
  • Conference
  • Virtual Runway Shows
  • Aircraft Maintenance
  • Others

By End-Users (Revenue, USD Billion, 2017-2027)

  • BFSI
  • Fashion
  • Media & Entertainment
  • Education
  • Aerospace & Defence
  • Other

By Region (Revenue, USD Billion, 2017-2027)

  • North America (US, Canada, Mexico)
  • South America (Brazil, Argentina, Colombia, Peru, Rest of Latin America)
  • Europe (Germany, Italy, France, UK, Spain, Poland, Russia, Slovenia, Slovakia, Hungary, Czech Republic, Belgium, the Netherlands, Norway, Sweden, Denmark, Rest of Europe)
  • Asia Pacific (China, Japan, India, South Korea, Indonesia, Malaysia, Thailand, Vietnam, Myanmar, Cambodia, the Philippines, Singapore, Australia & New Zealand, Rest of Asia Pacific)
  • The Middle East & Africa (Saudi Arabia, UAE, South Africa, Northern Africa, Rest of MEA)

The technology segment of the Metaverse market is projected to account for the largest share in the global market

Based on technology, the global metaverse market is segmented into the blockchain, virtual reality (VR) and augmented reality (AR), and mixed reality (MR). The Mixed Reality (MR) segment among technology is anticipated to register a significantly high share of the revenue contribution to the global market over the forecast period due to the increasing use of MR to engage in the metaverse more effectively. When users can directly interact with metaverse environments in a physical location, it's called mixed reality. Users don't need a VR headset to interact with the metaverse. Users could interact with the metaverse using a keyboard, regardless of the level of immersion. This will promote the growth of the metaverse market across the globe during the forecasting period.

Asia-Pacific accounts for the robust revenue growth during the forecast period in the Metaverse market

Based on the regions, the global metaverse market has been segmented across North America, Asia-Pacific, Europe, South America, and the Middle East & Africa. Four main countries, namely, China, India, Japan, and the Rest of Asia-Pacific, are analyzed in Asia-Pacific. Asia-Pacific region is expected to experience a considerably robust revenue growth rate over the forecast period. Market growth is expected to be driven by an increasing number of start-ups such as Bolly Heroes, OneRare, LOKA, Cope.Studio, Interality, Zippy, and NextMeet in India as well as miHoYo Co., Ltd. and Shenzhen Zhongqingbaowang Interaction Network Co., Ltd. (ZQGame) are among others in China with an acute focus on the development of metaverse platforms. For example, LOKA is a gamified multiplayer platform with a virtual metaverse built on 3D maps of real-world cities and locations. Users can participate in live and simultaneous activities driven by their favorite third-party apps. Similarly, Zippy is a runner's metaverse, and the platform provides users with an on-demand, engaging, safe, and enjoyable environment and connects users with other runners around the world. 

Key Market Players

The metaverses market is emerging and evolving in nature with few numbers global players operating in the market such as Facebook, Inc., Nvidia Corporation, Epic Games, Inc., Nextech AR Solutions Corp., Tencent Holdings Ltd., ByteDance Ltd., NetEase, Inc., Roblox Corporation, Unity Technologies, Inc., Lilith Games, and Microsoft, and others. These players have been adopting various winning strategies to gain higher shares or retain leading positions in the globe.

Recent Developments

  • In October 2021, Facebook, Inc. announced to invest roughly $ 10 billion in Facebook Reality Labs in the same year as the company seeks to develop the metaverse. The investment will develop innovative and advanced technological metaverse to involve a billion people and hundreds of billions in digital commerce. 
  •  In August 2021, With the acquisition of the start-up VR   Pico Interactive Inc., ByteDance Ltd, a Beijing-based developer of the short video app TikTok took one step closer to building its metaverse. Pico Interactive's software and hardware, including its people and capabilities, will enable ByteDance to enter the virtual reality market and long-term investments in the emerging market.

    Metaverse Market Research Report Details

    Report Attribute

    Details

    Base Year of the Analysis

    2022

    Study Period

    2018-2033

    Forecast Period

    2023-2033

    Region Covered

    North America, Europe, Asia Pacific (APAC), South America, The Middle East and Africa (MEA)

    Countries Covered

    US, China, India, Japan, Germany, the UK, France, Italy, Spain, Canada, Brazil, Mexico, Russia, Saudi Arabia, South Africa, South Korea, Indonesia, Thailand, Malaysia, Vietnam, Australia and New Zealand, Argentina, UAE, Egypt, Northern Africa, and The Rest of MEA

    Report Coverage

    Revenue forecast, company market share, competitive landscape, growth factors, and market trends

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    Free report customization (equivalent up to 8 analysts' working days) with purchase. Addition or alteration to country, regional and segment scope.

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    PDF and Excel on mail (We also provide the editable version of the report in Word/PPT format on special request with additional charges)

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    • PUBLISHED ON: MARCH, 2024
    • BASE YEAR: 2023
    • FORECAST PERIOD: 2024-2033
    • STUDY PERIOD: 2019 - 2033
    • COMPANIES COVERED: 15
    • COUNTRIES COVERED: 24
    • NO OF PAGES: 178

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