Metaverse Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027

Metaverse Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027

Report Format: PDF+Excel | Report ID: SR112023A6115
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Market Overview:

The global metaverse market is expected to exhibit a CAGR of 40.07% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic. These insights are included in the report as a major market contributor.

A metaverse is a digital reality that incorporates social media, online gaming, augmented reality (AR), virtual reality (VR), and cryptocurrencies for enabling users to interact virtually. It is persistent, self-sustaining, infinite, interoperable, and provides real-time live experiences. At present, due to the growing number of individuals relying on online shopping and the increasing online shopping apps, there is a rise in the demand for metaverse across the globe.  

Metaverse Market Trends:

There is an increase in demand for online games on account of rapid digitization, rising reliance on smartphones, and high-speed internet connectivity. This, coupled with significant growth in the gaming industry, represents one of the major factors positively influencing the sales of metaverse around the world. The product sales can also be attributed to the growing number of gaming zones in commercial areas. In addition, the rising traction of virtual goods and digital currencies is catalyzing the demand for metaverse in non-fungible tokens (NFTs). Moreover, the increasing adoption of the metaverse in small and medium-scale enterprises (SMEs) allows individuals to have real-time interactions and experiences on account of rising cloud-based solutions and remote working models, which is contributing to the market growth. Furthermore, the metaverse is employed in the manufacturing industry to monitor and determine production processes and indicate repairs or maintenance of a product. Besides this, the increasing adoption of a metaverse in the banking, financial services and insurance (BFSI) industry for minimizing the interaction between agents and customers and streamlining banking operations is creating a positive outlook for the market. Apart from this, it is used for designing, manufacturing, and testing critical components of an aircraft, and significant growth in the aerospace industry is offering lucrative growth opportunities to key players operating in the industry.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global metaverse market report, along with forecasts at the global, regional and country level from 2022-2027. Our report has categorized the market based on component, technology, application and industry vertical.

Breakup by Component:

  • Hardware
  • Software
  • Service
     

Breakup by Technology:

  • Blockchain
  • Virtual Reality and Augmented Reality
  • Mixed Reality
  • Others
     

Breakup by Application:

  • Gaming
  • Online Shopping
  • Content Creation and Social Media
  • Events and Conference
  • Digital Marketing
  • Testing and Inspection
  • Others
     

Breakup by Industry Vertical:

  • BFSI
  • Retail
  • Media and Entertainment
  • Education
  • Aerospace and Defense
  • Automotive
  • Others
     

Breakup by Region:

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa
     

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being Alibaba Group Holding Limited, Decentraland, Electronic Arts Inc., Facebook Inc., Nextech AR Solutions Inc., Nvidia Corporation, Roblox Corporation, The Sandbox and Unity Technologies.

Report Coverage:

Report Features Details
Base Year of the Analysis 2021
    Historical Period 2016-2021
Forecast Period 2022-2027
Units US$ Billion
Segment Coverage Component, Technology, Application, Industry Vertical, Region
Region Covered  Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Countries Covered United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
Companies Covered Alibaba Group Holding Limited, Decentraland, Electronic Arts Inc., Facebook Inc., Nextech AR Solutions Inc., Nvidia Corporation, Roblox Corporation, The Sandbox and Unity Technologies.
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 2499
Five User License: US$ 3499
Corporate License: US$ 4499
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

 

Key Questions Answered in This Report:

  • How has the global metaverse market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the global metaverse market?
  • What are the key regional markets?
  • What is the breakup of the market based on the component?
  • What is the breakup of the market based on the technology?
  • What is the breakup of the market based on the application?
  • What is the breakup of the market based on the industry vertical?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the global metaverse market and who are the key players?
  • What is the degree of competition in the industry?

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Metaverse Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027
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