Metaverse Market Size, Share, Opportunities, And Trends By Component (Hardware, Software), By Technology (Virtual Reality And Augmented Reality, Edge Computing, Artificial Intelligence, Mixed Reality, Human Interface, Others), By Platform (Desktop, Mobile, Consoles, Others), By Industry Vertical (BFSI, Retail, Media & Entertainment, Education, Aerospace And Defense, Manufacturing, Others), And By Geography - Forecasts From 2023 To 2028

  • Published : Aug 2023
  • Report Code : KSI061615870
  • Pages : 152

Metaverse Market is projected to grow considerably during the forecast period

The metaverse market is an innovative and quickly expanding digital domain that combines virtual and augmented reality with the physical world. It is a massive linked network of virtual places, situations, and experiences that allow users to engage, socialize, and do business. The metaverse goes beyond typical virtual reality by providing a seamless and immersive experience that blurs the boundaries between the digital and physical worlds. The metaverse is becoming a disruptive force in a variety of industries, including gaming, entertainment, education, social media, and e-commerce, as technology advances.

Further, companies are aggressively investing in metaverse market development and user engagement, which is poised to revolutionize how people interact with digital material and reshape the future of human connection in the digital age.

Advancements in Virtual Reality (VR) and Augmented Reality (AR) Technologies

Advances in virtual reality (VR) and augmented reality (AR) technology have been critical in propelling the metaverse business forward. These technologies have advanced significantly in recent years, providing consumers with more immersive and realistic experiences. VR allows users to explore virtual situations, whilst AR superimposes virtual features on the actual world. These advancements have set the groundwork for the metaverse's linked and interactive virtual places. Moreover, improved technology, such as powerful virtual reality headsets and augmented reality glasses, has improved user experiences, making them more accessible and user-friendly. As VR and AR technologies advance, they help to shape a more complex and wider metaverse, revolutionizing how people engage with digital material and with one another.

Integration of Metaverse in Gaming and Entertainment Industries

The incorporation of the metaverse into the gaming and entertainment industries has been game-changing, transforming user experiences and economic models. Gaming has played a significant role in popularizing the notion of the metaverse, by developing enormous, immersive virtual worlds in which players may interact, socialize, and participate in a variety of activities. The entertainment sector, including films and music, has embraced the metaverse to provide consumers with new and engaging experiences. The entertainment industry is rethinking audience involvement via virtual concerts, live events, and interactive storytelling. The metaverse's seamless integration with gaming and entertainment has not only altered these businesses but has also hastened the public adoption and development of this transformational digital reality.

Rising Application of Metaverse in Education and Training.

The metaverse is making substantial advances in education and training, providing unique and immersive learning experiences. Virtual classrooms and interactive simulations are being used by educational institutions to engage students in a more dynamic and hands-on manner. The metaverse is a platform for collaborative learning that connects students and instructors from all around the world. Furthermore, virtual worlds are being used in training programs in a variety of industries, including healthcare, aviation, and the military, to imitate real-life circumstances and improve practical skills. This technology enables learners to practice without fear of repercussions in the real world and promotes a greater comprehension of complicated subjects. Traditional learning methodologies are being transformed by metaverse applications in education and training, opening the door for more effective and interesting learning experiences.

North America is the Market Leader in the Metaverse Market.

North America was the market leader in the metaverse market. The United States was at the forefront of Metaverse development and adoption. The strength of North America's technology infrastructure, considerable investments in virtual and augmented reality technologies, and a robust gaming and entertainment business all contribute to the region's leadership position. Furthermore, the region is home to a sizable number of early adopters and tech-savvy people ready to discover and embrace new digital experiences. North America is projected to be a crucial factor in influencing the future of this transformational digital domain as the metaverse market evolves and expands.

Convergence of Internet of Things (IoT) with Metaverse Technologies

The confluence of the Internet of Things (IoT) and metaverse technologies is a potent combination that strengthens the physical and virtual worlds' interconnection. IoT devices with sensors and connections may interact with the metaverse in real time, enabling real-time data sharing and feedback loops. This connection opens new opportunities for immersive and interactive experiences in which virtual worlds respond to actual world changes and vice versa. Smart home gadgets, for example, may be controlled and monitored within the metaverse, and virtual items can cause real-world activities. This confluence expands the capabilities of both IoT and the metaverse, resulting in a more linked and intelligent digital ecology.

Key Developments:

  • In June 2023, Niantic is the official augmented reality (AR) partner of The Cannes Lions International Festival of Creativity. During the Festival, the business will debut its new Rewarded AR advertisements format, heralding a watershed moment for spatial computing and AR experiences. As augmented reality (AR) becomes more widespread, companies and consumers are displaying a rising hunger for immersive experiences, as well as the burgeoning sector of AR advertising. By 2024, there are expected to be 1.7 billion global mobile AR users.
  • In September 2022, Epic Games and Autodesk, Inc. announced a strategic partnership to accelerate immersive real-time 3D experiences across sectors, with an initial focus on architecture, engineering, and construction (AEC).
  • In April 2023, Magic Leap began working with NVIDIA to develop a method for off-board processing and streaming of a 1:1 scale 3D digital model to Magic Leap 2. This partnership enables corporate customers to generate and transmit immersive, full-scale digital twins from the NVIDIA Omniverse platform to Magic Leap 2 without sacrificing visual quality, and it includes an extension that integrates typical enterprise modelling programmes into the user interface. 

Company Products:

  • Roblox: Roblox Corporation was primarily concerned with offering a Metaverse product in the form of their online game platform, "Roblox." Roblox is a platform for user-generated content that allows people to create and play games made by other users. It has a large range of games in many genres, ranging from action and adventure to simulation and role-playing.
  • Sony: Sony Interactive Entertainment (SIE) entered the Metaverse industry largely through its PlayStation VR (PS VR) virtual reality (VR) platform. PlayStation VR is a PlayStation 4 and PlayStation 5 game console device that allows users to immerse themselves in virtual worlds and experiences.
  • Niantic: Through its augmented reality (AR) game platform, Niantic was actively participating in the Metaverse business. The firm is best known for producing and developing augmented reality (AR)-based smartphone games that merge real-world settings with virtual features, allowing players to enjoy engaging and immersive gaming. "Pokémon GO," Niantic's most popular AR game, allows users to use their cellphones to explore the real world while collecting virtual Pokémon animals superimposed on their surroundings.
  • Decentraland: Decentraland is a blockchain-powered virtual environment that provides a distinct and decentralized Metaverse experience. Decentraland allows users to buy, trade, and own virtual land on the Ethereum blockchain using Non-Fungible Tokens (NFTs).

Segmentation:

  • By Component
    • Hardware
    • Software
  • By Technology
    • Virtual Reality And Augmented Reality
    • Edge Computing
    • Artificial Intelligence
    • Mixed Reality
    • Human Interface
    • Others
  • By Platform
    • Desktop
    • Mobile
    • Consoles
    • Others
  • By Industry Vertical
    • BFSI
    • Retail
    • Media & Entertainment
    • Education
    • Aerospace And Defense
    • Manufacturing
    • Others
  • By Geography
    • North America
      • USA
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Others
    • Europe
      • Germany
      • France
      • United Kingdom
      • Spain
      • Others
    • Middle East and Africa
      • Saudi Arabia
      • UAE
      • Israel
      • Others
    • Asia Pacific
      • China
      • Japan
      • India
      • South Korea
      • Indonesia
      • Taiwan
      • Others

1.  INTRODUCTION

1.1. Market Overview

1.2. Market Definition

1.3. Scope of the Study

1.4. Market Segmentation

1.5. Currency

1.6. Assumptions

1.7. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY  

2.1. Research Data

2.2. Assumptions

3. EXECUTIVE SUMMARY

3.1. Research Highlights

4. MARKET DYNAMICS

4.1. Market Drivers

4.2. Market Restraints

4.3. Porter’s Five Force Analysis

4.3.1. Bargaining Power of Suppliers

4.3.2. Bargaining Power of Buyers

4.3.3. Threat of New Entrants

4.3.4. Threat of Substitutes

4.3.5. Competitive Rivalry in the Industry

4.4. Industry Value Chain Analysis

5. METAVERSE MARKET, BY COMPONENT

5.1. Introduction

5.2. Hardware

5.3. Software

6. METAVERSE MARKET, BY TECHNOLOGY

6.1. Introduction

6.2. Virtual Reality and Augmented Reality

6.3. Edge Computing

6.4. Artificial Intelligence

6.5. Mixed Reality

6.6. Human Interface

6.7. Others

7. METAVERSE MARKET, BY PLATFORM

7.1. Introduction

7.2. Desktop

7.3. Mobile

7.4. Consoles

7.5. Others

8. METAVERSE MARKET, BY INDUSTRY VERTICAL

8.1. Introduction

8.2. BFSI

8.3. Retail

8.4. Media & Entertainment

8.5. Education

8.6. Aerospace and Defense

8.7. Manufacturing

8.8. Others

9. METAVERSE MARKET, BY GEOGRAPHY

9.1. Introduction 

9.2. North America

9.2.1. USA

9.2.2. Canada

9.2.3. Mexico

9.3. South America

9.3.1. Brazil

9.3.2. Argentina

9.3.3. Others

9.4. Europe

9.4.1. Germany

9.4.2. France

9.4.3. United Kingdom

9.4.4. Spain

9.4.5. Others

9.5. Middle East And Africa

9.5.1. Saudi Arabia

9.5.2. UAE

9.5.3. Israel

9.5.4. Others

9.6. Asia Pacific

9.6.1. China

9.6.2. Japan

9.6.3. India

9.6.4. South Korea

9.6.5. Indonesia

9.6.6. Taiwan

9.6.7. Others

10. COMPETITIVE ENVIRONMENT AND ANALYSIS

10.1. Major Players and Strategy Analysis

10.2. Emerging Players and Market Lucrativeness

10.3. Mergers, Acquisitions, Agreements, and Collaborations

10.4. Vendor Competitiveness Matrix

11. COMPANY PROFILES 

11.1. Meta Platforms, Inc.

11.2. Tencent Holdings Ltd.

11.3. Nvidia Corporation

11.4. Roblox Corporation

11.5. Unity Technologies, Inc.

11.6. Nextech AR Solutions Corp.

11.7. The Sandbox

11.8. Active Theory

11.9. Decentraland

11.10. Microsoft Corporation

11.11. Antier Solutions Pvt. Ltd.


Meta Platforms, Inc.

Tencent Holdings Ltd.

Nvidia Corporation

Roblox Corporation

Unity Technologies, Inc.

Nextech Ar Solutions Corp.

The Sandbox

Active Theory

Decentraland

Microsoft Corporation

 

Antier Solutions Pvt. Ltd.