USD 63.45 billion
Report ID:
SQMIG45D2039 |
Region:
Global |
Published Date: June, 2024
Pages:
157
|Tables:
153
|Figures:
77
Metaverse Market size was valued at around USD 63.45 Billion in 2022 and is expected to rise from USD 86.31 Billion in 2023 to reach a value of USD 803.29 Billion by 2031, at a CAGR of 39.68% over the forecast period (2024-2031).
The metaverse is a virtual interactive self-sufficient ecosystem comprising mobile networks, augmented reality, social media, gaming, virtual reality, e-commerce, cryptocurrency, and workplace. This universe is envisioned as the internet's future, bringing together augmented reality (AR), virtual reality (VR), and physical worlds in a common digital arena. NFTs and online events are exploding, opening a world of possibilities for it and associated technologies. The metaverse market is being promoted and accelerated because the world of entertainment and gaming are both industries whose demand is increasingly high. It is the technology with the fastest growth rate because of the steady and rapid advancement in the AR, VR, and MR technologies. Adoption of these technologies is mainly on the fact that gadgets such as VR headsets, MR headsets, HUD, HMD, smart glasses, and smart helmets can simulate first-person view, act as natural user extension and acquisition capabilities and provide 6 degrees of freedom to mimic the virtual world and put the experience of game users to a higher level – the real world.
Prominent gaming players and digital technology businesses have focused on providing specific metaverses for their consumers alongside huge investments. As a prominent reason lying behind this rise in the budget of metaverse technology has the great chance of marketing various goods in the metaverses. The metaverse features the immersive environments where gamers can play video games in their full forms. Many businesses try to compete by creating gaming experiences that offer the gamers an incredible gaming through the internet. Specialized factors associated with the growth of the market revenue are the gentle increase in the number of participants, the great attraction of play-to-earn games, and the progress in AR, VR, and metaverse (XR) technologies.
The market is being shaped by cryptocurrencies and the Non-Fungible Token (NFTs) in an artistic manner. Cryptocurrencies transform the technology of traditional transactions and eventually provide a decentralized and borderless digital economy as a surrogate community to certain virtual spaces. Users can seamlessly engage in purchases that overpass the level of the traditional payment systems and stipulate the prompt processing of transactions in the metaverse. Alongside, NFTs are bringing revolution in the way ownership is perceived and digital assets like artwork and virtual real estate are being demonstrated as one-of-a-kind and having genuine history. This opens a new range of values and scarcities which makes the first ever direction in digital creativity and collectables. All these traits collectively result in the formation of a metaverse where ownership, trade, and innovation intersect in groundbreaking and motif-inducing way, thus paving way for a new-age virtual ecosystem.
US Metaverse Market is poised to grow at a sustainable CAGR for the next forecast year.
Global Market Size
USD 63.45 billion
Largest Segment
Gaming
Fastest Growth
Online Shopping
Growth Rate
39.68% CAGR
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The Metaverse Market is segmented based on Component, Technology, Application, End-Use Industry, and region. Based on Component it is categorized into: Hardware [AR Devices {AR Head-Mounted Display (HMD), AR smart Glasses, Smart Helmets, AR Head-Up Display (HUD)}, VR Devices {VR Head-Mounted displays (HMD), gesture-Tracking Devices & Haptics}, MR Devices, Displays {3D Displays, Holographic Displays, Virtual Mirrors}] Software [Extended Reality Software, Gaming Engines, 3D Mapping Modelling & Reconstruction, Metaverse Platforms, Finacial Platform, Others], Services [Application development & System Integration, Strategy & Business Consulting Services]. Based on Technology it is categorized into: blockchain, Virtual Reality (VR) & Augmented Reality (AR), Mixed Reality (MR), Others. Based on Application it is categorized into: Gaming, Online Shopping, Content Creation & Social Media, Event & Conference, Digital Marketing (Advertisement), Testing & Inspection, and Others. Based on End-Use it is categorized into Aerospace & Defense, Education, Healthcare, Tourism & Hospitality, BFSI, Retail, Media & Entertainment, Automotive, Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.
Analysis by Application
Based on our in-depth study, we found that the gaming sector was predominantly the one of the highest contributors in the global revenue share of 28.42% in 2023 due to the ongoing investments by game developers, as well as a decent focus on the issuance of more immersive and realistic games. Moreover, the game providers will seek to use the latest games in the company's image will also contribute to the revenue surge. According to the market, the application is classified as gaming, online shopping, user content (video) as well as social media, ongoing events & conferences, content creation, digital marketing, testing & inspection, and other things.
Based on our analysis, it is also expected that the social media & Content Creation segment will have the highest Compound Annual Growth Rate, in the forecast period. This includes platforms that are social in nature, user-generated content, virtual events, and digital communities. In 2023, global social media users reached 4.95 billion after increasing 7.07% from 4.62 billion in 2022. Companies like Meta (formerly Facebook), Decentraland, VR Chat platforms, others, are rapidly expanding in this space. Such platforms have increased interest due to the possibility they offer for connections in virtual realities, content creation and sharing, and hosting virtual events emulating physical-world interactions.
Analysis By Technology
In 2023, AR and VR made the most money, with 35.2% of the revenue. Our study shows that Mixed Reality (MR) is expected to grow the most in the tech industry, with a rate of 42.6%, mainly because it's used a lot in the metaverse. The worldwide market is split into three main tech parts: blockchain, VR and AR, and MR. There's also a mixed part with AI, IoT, 3D making, brain-computer links, machine learning, and 5G.
MR lets people connect with the metaverse in the real world without needing a VR headset. This means they can use things like keyboards to interact, no matter how involved they are. VR and AR are big in gaming, making things more real and fun. The need for VR and AR stuff is set to go up a lot in the next few years, which will really help the metaverse cause of the rise in gaming.
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North America is forecasted to dominate the market with the highest share of 39.6% in 2023 simply because the users and customers of the region are embracing the computerization of their hard-to-believe technology. For instance, the fact that the number of startups that specialize in metaverse platform development for commercialisation is expected to increase shows the region is also one of the factors behind the growth in the revenue of the market. In other words, the remarkable footprint of gaming and metaverse companies like The Sandbox, Nvidia Corporation and Epic Games, Inc operating in the area that is keen on integrating metaverse into games provides a fertile ground for potential market growth. For instance, NVIDIA Corporation with Blender and Adobe decided to expand the usage of NVIDIA Omniverse, the first collaboration and simulation platform in the world, on millions of more users.
Asia Pacific is on both production and consumption end and is expected to show tremendous CAGR over the forecast period. More and more new players in the field including start-ups and organizations such as The Sandbox (Hong Kong), Bolly Heroes (India), Axie Infinity (Singapore), NextMeet (India), GuildFi (Thailand) and also Shenzhen Zhongqingbaowang Interaction Network Co., Ltd. (ZQGame Global) and miHoYo Co., Ltd These metaverse platform and gaming applications offer real-time experiences where one can interact and use hybrid operations via live and concurrent third-party apps.
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Metaverse Market Drivers
Rising Adoption of Metaverse within Healthcare
Rising Demand in Global Entertainment and Gaming Industries
Restraint
Implementing Regulations for Metaverse Pertaining to Cybersecurity, Privacy, and Usage Norms
Complex Security and Privacy Challenges
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Global market is concentrated, with a few big and medium-sized market participants accounting for a large portion of market revenue. Major players are implementing numerous tactics, including mergers and acquisitions, strategic agreements and contracts, and the development and testing of metaverse platforms. Additionally, the market is being fueled by government support and the government aiming to use the potentials of metaverse to enhance the capacity and steps of government service delivery and cooperation between market players and government/agency agencies. Companies and governments everywhere have their hands on the evolving industry of the metaverse with the government augmenting job numbers and a training academy for it. From tech giants, consultancies, entrepreneurs, investors, university or government representatives to the individual users, each stakeholder having interest in the metaverse and satisfying the demand for some "fresh idea" in the existing industry through such metaverse will result in industry growth, user adoption, and more possibilities than ever.
Top Players in the Global Metaverse Market
Metaverse Market Recent Developments
In March 2024, Siemens and NVIDIA have forged a strategic alliance to advance the development of an industrial metaverse. This collaboration integrates Siemens’ Xcelerator platform with NVIDIA Omniverse Cloud APIs to enable immersive visualization. The primary objective is to enhance the utilization of AI-driven digital twin technologies and drive innovation across manufacturing, service, and industrial design domains. The partnership was unveiled at NVIDIA’s GTC event, where both entities showcased how generative AI can revolutionize complex data visualization processes.
In March 2024, Nokia anticipates a surge in network demand by 2030 driven by the anticipated advancements in the metaverse, Web3, and artificial intelligence (AI). The company's Technology Strategy 2030 report outlines strategies to address this increased demand through investments in network infrastructure and services. Nokia forecasts a significant 22%–25% increase in network demand from 2022 to 2030, propelled by the widespread adoption of generative AI and virtual reality devices. Federico Guillén, president of network infrastructure at Nokia, attributes this projected rise to the mainstream emergence of these transformative technologies.
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According to our analysis, current attempts to construct a metaverse are centred on the peaceful coexistence of stakeholders of all sizes, promote decentralised division of power, and hasten the transition to web 3.0. The promise of the metaverse is based on the disruption of existing technologies and the integration of multiple platforms for value creation in a virtual universe of possible applications spanning work, entertainment, financing, trade and exchange of services, virtual travel, gaming, and digital engagements in an immersive self-sustaining ecosystem powered by digital currencies and enabling edge computing.
Report Metric | Details |
---|---|
Market size value in 2022 | USD 63.45 Billion |
Market size value in 2031 | USD 803.29 Billion |
Growth Rate | 39.68% |
Base year | 2023 |
Forecast period | 2024-2031 |
Forecast Unit (Value) | USD Billion |
Segments covered |
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Regions covered | North America (US, Canada), Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe), Asia Pacific (China, India, Japan, Rest of Asia-Pacific), Latin America (Brazil, Rest of Latin America), Middle East & Africa (South Africa, GCC Countries, Rest of MEA) |
Companies covered |
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Executive Summary
Market overview
Parent Market Analysis
Market overview
Market size
KEY MARKET INSIGHTS
COVID IMPACT
MARKET DYNAMICS & OUTLOOK
Market Size by Region
KEY COMPANY PROFILES
For the Metaverse Market, our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:
1. Information Procurement: This stage involved the procurement of Market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, and paid databases such as Hoover's, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders, etc. Overall, information procurement was one of the most extensive stages in our research process.
2. Information Analysis: This step involved triangulation of data through bottom-up and top-down approaches to estimate and validate the total size and future estimate of the Metaverse Market.
3. Report Formulation: The final step entailed the placement of data points in appropriate Market spaces in an attempt to deduce viable conclusions.
4. Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data points to be used for final calculations. The final Market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design.
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Public Company Transcript Analysis: To improve the investment performance by generating new alpha and making better-informed decisions.
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Report ID: SQMIG45D2039