Outlook On The Global Metaverse Market To 2030 Tech Tribune France

Dublin, March 30, 2022 (GLOBE NEWSWIRE) — The “Metaverse Market Size, Share, and Trend Analysis Report by Product, Platform, Technology (Blockchain, Virtual Reality (VR) & Augmented Reality (AR), Mixed Reality (MR)) , by Offer, by Application, by End Use, by Region and Segment Forecast, 2022-2030” report has been added to from ResearchAndMarkets.com offer.

The global metaverse market size is expected to reach USD 678.8 billion by 2030. The market is expected to grow at a CAGR of 39.4% during the forecast period, driven by growing demand from end-use industries , which prominently include media & entertainment, education, and aerospace & defense are expected to propel the industry growth over the forecast period.

The metaverse market is also growing due to the steady adoption of XR technologies to enhance user experience across various platforms. The growing metaverse demand for buying digital assets using cryptocurrencies is expected to boost the market significantly. The development and distribution of augmented reality (AR), virtual reality (VR) and mixed reality (MR) devices are expected to drive the market growth in the coming years.

The prefix “meta” is commonly used in Greek to denote “after” or “beyond”. The Metaverse is an interactive and immersive three-dimensional environment where multiple people can interact through avatars. Using the metaverse to purchase digital assets using bitcoin is becoming increasingly popular around the world. Gaming websites, messaging apps, and social media platforms like Facebook are used to communicate with each other online. The metaverse is the advent of new online environments in which people’s interactions are more multidimensional and they can engage more deeply with digital content rather than just reading it.

The metaverse is widely used as a real-time virtual world to create and leverage vast brand connection opportunities. It would also pave the way for the next phase of post-COVID-19 digital activity, namely the emergence of digital social experiences. On Metaverse platforms that enable the use of blockchain technology, users can create, own, and trade autonomous digital assets and virtual regions using cryptocurrencies such as Bitcoin and Ethereum, as well as tokens not fungible (NFT). During the forecast period, the growing demand for blockchain-based metaverse networks and platforms for trading digital assets is expected to drive considerable growth in market revenue. The rise of the gaming industry is one of the main drivers for the future expansion of metaverse activity.

Metaverse Market Report Highlights

  • The hardware sub-segment of the product segment dominated the global metaverse market in 2021 and accounted for the largest market share, owing to the increased adoption of AR, VR and MR devices
  • Displays captured the highest revenue share in the hardware sub-segment in 2021, while programming engines dominated the software sub-segment with the largest market share
  • Desktop computers and headsets dominated the market with 42.2% and 34.9% of total revenue share respectively in 2021, and are expected to remain the highest revenue generating segments during the forecast period.
  • The VR and AR technology sector held the largest revenue share in 2021 as multiple industries such as gaming, healthcare, education and entertainment increasingly integrated VR and AR technology into many purposes. HR areas are also incorporating the use of VR and AR devices for employee training
  • In terms of offerings, the virtual platforms segment accounted for the largest market share in 2021 and is expected to show significant growth, owing to the increased adoption of these platforms for multiple purposes such as advertising, branding and academics. Many key players have also realized that virtual platforms help reduce capital expenditure and operational expenditure
  • The gaming segment is expected to dominate the application segment. The content and social media segment is expected to grow tremendously over the forecast period owing to the increased demand for social media applications
  • North America region accounted for the largest market share in 2021, owing to high adoption of metaverse platforms
  • The Asia-Pacific region is expected to experience a robust growth rate over the forecast period, owing to factors such as demand for better viewing experience, increasing number of start-ups like OneRare, LOKA and Bolly Heroes

Main topics covered:

Chapter 1. Methodology and scope

Chapter 2. Executive Summary

Chapter 3. Market Variable, Trends and Scope
3.1. Metaverse Market Dynamics
3.1.1. Market Driver Analysis
3.1.2. Analysis of market opportunities
3.1.3. Analysis of market challenges
3.2. Mapping of penetration and growth prospects
3.3. Metaverse Market – Value Chain Analysis
3.4. Metaverse Market Industry Analysis – Porter’s
3.5. Metaverse Market Industry Analysis – PEST
3.6. Analysis of major transactions and strategic alliances
3.7. Main market trends

Chapter 4. Metaverse Market: Product Estimates and Trend Analysis
4.1. Metaverse Market: Product Analysis
4.1.1. Equipment
4.1.1.1. Attach
4.1.1.2. Extended Reality (XR) Hardware
4.1.1.2.1. Haptic sensors and devices
4.1.1.2.2. Omni treadmill
4.1.1.2.3. Smart Glasses
4.1.1.3. AR/VR headsets
4.1.2. Software
4.1.2.1. Asset creation tool
4.1.2.2. Programming engines
4.1.3. Services

Chapter 5. Metaverse Market: Platform Estimates and Trend Analysis
5.1. Metaverse Market: Platform Analysis
5.1.1. Office
5.1.2. Mobile
5.1.3. Helmets

Chapter 6. Metaverse Market: Technology Estimates and Trend Analysis
6.1. Metaverse Market: Technology Analysis
6.1.1. blockchain
6.1.2. Virtual reality (VR) and augmented reality (AR)
6.1.3. Mixed Reality (MR)
6.1.4. Others

Chapter 7. Metaverse Market: Supply Estimates and Trend Analysis
7.1. Metaverse market: supply analysis
7.1.1. Virtual platforms
7.1.2. Asset Marketplaces
7.1.3. Avatars
7.1.4. Financial services

Chapter 8. Metaverse Market: Application Estimates and Trend Analysis
8.1. Metaverse Market: Application Analysis
8.1.1. Games
8.1.2. Shopping online
8.1.3. Content creation and social media
8.1.4. Events and conference
8.1.5. Digital Marketing (Advertising)
8.1.6. Testing and inspection
8.1.7. Others

Chapter 9. Metaverse Market: End-Use Estimates and Trend Analysis
9.1. Metaverse Market: End-Use Analysis
9.1.1. BFSI
9.1.2. Retail
9.1.3. Media and Entertainment
9.1.4. Education
9.1.5. Aeronautics and Defense
9.1.6. Automotive
9.1.7. Others

Chapter 10. Metaverse Market: Regional Estimates and Trend Analysis
10.1. Metaverse market share by region, 2021 & 2030
10.2. North America
10.2.1. we
10.2.2. Canada
10.2.3. Mexico
10.3. Europe
10.3.1. UK
10.3.2. Germany
10.3.3. France
10.4. Asia Pacific
10.4.1. China
10.4.2. India
10.4.3. Japan
10.4.4. South Korea
10.5. South America
10.5.1. Brazil
10.5.2. Mexico
10.6. Middle East and Africa

Chapter 11. Competitive Analysis
11.1. Recent Developments and Impact Analysis, by Key Market Players
11.2. Company/Competition Categorization (Key Innovators, Market Leaders, Emerging Players)
11.3. Supplier Landscape
11.3.1. Analysis of key companies, 2021
11.4. Company analysis
11.4.1. Analysis of the company’s position in the market
11.4.2. Competitive Dashboard Analysis

Chapter 12. Competitive Landscape
12.1. Meta-Platforms, Inc
12.1.1. Company presentation
12.1.2. Financial performance
12.1.3. Product Benchmarking
12.1.4. RECENT DEVELOPMENTS
12.2. Tencent Holdings Ltd.
12.2.1. Company presentation
12.2.2. Financial performance
12.2.3. Product Benchmarking
12.2.4. RECENT DEVELOPMENTS
12.3. ByteDance, Ltd.
12.3.1. Company presentation
12.3.2. Financial performance
12.3.3. Product Benchmarking
12.3.4. RECENT DEVELOPMENTS
12.4. NetEase, Inc.
12.4.1. Company presentation
12.4.2. Financial performance
12.4.3. Product Benchmarking
12.4.4. RECENT DEVELOPMENTS
12.5. Nvidia Corporation
12.5.1. Company presentation
12.5.2. Financial performance
12.5.3. Product Benchmarking
12.5.4. RECENT DEVELOPMENTS
12.6. Epic Games, Inc.
12.6.1. Company presentation
12.6.2. Financial performance
12.6.3. Product Benchmarking
12.6.4. RECENT DEVELOPMENTS
12.7. Roblox Company
12.7.1. Company presentation
12.7.2. Financial performance
12.7.3. Product Benchmarking
12.7.4. RECENT DEVELOPMENTS
12.8. Unity Technologies, Inc.
12.8.1. Company presentation
12.8.2. Financial performance
12.8.3. Product Benchmarking
12.8.4. RECENT DEVELOPMENTS
12.9. Lilith Games
12.9.1. Company presentation
12.9.2. Financial performance
12.9.3. Product Benchmarking
12.9.4. RECENT DEVELOPMENTS
12.10. Nextech AR Solution Corp.
12.10.1. Company presentation
12.10.2. Financial performance
12.10.3. Product Benchmarking
12.10.4. RECENT DEVELOPMENTS
12.11. The sandbox
12.11.1. Company presentation
12.11.2. Financial performance
12.11.3. Product Benchmarking
12.11.4. RECENT DEVELOPMENTS
12.12. active theory
12.12.1. Company presentation
12.12.2. Financial performance
12.12.3. Product Benchmarking
12.12.4. RECENT DEVELOPMENTS
12.13. Decentralized
12.13.1. Company presentation
12.13.2. Financial performance
12.13.3. Product Benchmarking
12.13.4. RECENT DEVELOPMENTS
12.14. Microsoft Corporation
12.14.1. Company presentation
12.14.2. Financial performance
12.14.3. Product Benchmarking
12.14.4. RECENT DEVELOPMENTS

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Outlook On The Global Metaverse Market To 2030 Tech Tribune France


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