Global Metaverse in Entertainment Market Size study & Forecast, by Component (Hardware, Software, Service), by Technology (Blockchain, Virtual Reality and Augmented Reality, Mixed Reality, Others), by Application (Film Production, Music Labels, OTT Platfo

Global Metaverse in Entertainment Market Size study & Forecast, by Component (Hardware, Software, Service), by Technology (Blockchain, Virtual Reality and Augmented Reality, Mixed Reality, Others), by Application (Film Production, Music Labels, OTT Platforms, Television Broadcasters, Others) and Regional Analysis, 2022-2029

Global Metaverse in Entertainment Market is valued at approximately USD 13.8 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 32.3% over the forecast period 2022-2029. Metaverse refers to a virtual world in which people live, work, shop, and interact with others, from the comfort of their homes in the physical world. Moreover, the integration of metaverse in a variety of media and entertainment applications enables to design of an enhanced immersive experience. Metaverse facilitates the construction of persistent digital venues, through which multiple artists and content creators can collaborate, interact, and perform. The increasing expansion of games & entertainment industry and growing popularity of digital currencies & NFTs are key factors accelerating the market growth.

The rising expansion of games & entertainment industry is contributing towards the growth of the Global Metaverse in Entertainment Market. For instance, according to Statista – as of 2022, the revenue in the Entertainment sector worldwide is estimated at USD 29.35 billion, and the total revenue is projected to show an annual growth rate (CAGR 2022-2026) of 8.54%, to reach a market volume of USD 40.74 billion by 2026. Moreover, as per Statista – as of 2022 revenue in the global Video Games segment is estimated at USD 197 billion, and the revenue is projected to show an annual growth rate (CAGR 2022-2027) of 7.67%, to reach a market volume of USD 285 billion by 2027. Also, increasing popularity of virtual concerts, events and rising expansion of extended reality technologies would create a lucrative growth prospectus for the market over the forecast period. However, the high cost associated with AR and VR devices stifles market growth throughout the forecast period of 2022-2029.

The key regions considered for the Global Metaverse in Entertainment Market study include Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America dominated the market in terms of revenue, owing to the presence of leading market players working towards metaverse and increasing expansion of OTT industry in the region. Whereas Asia Pacific is expected to grow with the highest CAGR during the forecast period, owing to factors such as rising adoption of metaverse across entertainment industry and increasing popularity of online gaming & OTT platforms in the region.

Major market players included in this report are:
Epic Games Inc.
Meta Inc
Niantic, Inc.
Overactive Media Group
Qualcomm Technologies, Inc.
QUEPPELIN Inc
Roblox Corporation
Tencent Holdings Limited
Tetavi (Yoom)
Hungama Digital Media Entertainment Pvt. Ltd.

Recent Developments in the Market:
 In January 2022, Qualcomm Technologies announced a partnership with Microsoft to expand the adoption of augmented reality (AR) in the enterprise sector. This collaboration reflects the next step in both companies' shared commitment to XR and the metaverse.

 In April 2022, Epic Games announced that it has partnered with Lego to build a metaverse for kids. The companies set out to shape the future of the metaverse and make it safe and fun for kids while creating immersive digital gaming for kids.

Global Metaverse in Entertainment Market Report Scope:
Historical Data 2019-2020-2021
Base Year for Estimation 2021
Forecast period 2022-2029
Report Coverage Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
Segments Covered Component, Technology, Application, Region
Regional Scope North America; Europe; Asia Pacific; Latin America; Rest of the World
Customization Scope Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component
Hardware
Software
Service

By Technology
Blockchain
Virtual Reality and Augmented Reality
Mixed Reality
Others

By Application
Film Production
Music Labels
OTT Platforms
Television Broadcasters
Others

By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
RoLA
Rest of the World

Companies Mentioned

Epic Games Inc.
Meta Inc
Niantic, Inc.
Overactive Media Group
Qualcomm Technologies, Inc.
QUEPPELIN Inc
Roblox Corporation
Tencent Holdings Limited
Tetavi (Yoom)
Hungama Digital Media Entertainment Pvt. Ltd.

Please note:The single user license is non-downloadable and non-printable. Global Site license allows these actions


Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
1.2.1. Metaverse in Entertainment Market, by Region, 2019-2029 (USD Billion)
1.2.2. Metaverse in Entertainment Market, by Component, 2019-2029 (USD Billion)
1.2.3. Metaverse in Entertainment Market, by Technology, 2019-2029 (USD Billion)
1.2.4. Metaverse in Entertainment Market, by Application, 2019-2029 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Metaverse in Entertainment Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Metaverse in Entertainment Market Dynamics
3.1. Metaverse in Entertainment Market Impact Analysis (2019-2029)
3.1.1. Market Drivers
3.1.1.1. Increasing expansion of games & entertainment industry
3.1.1.2. Growing popularity of digital currencies & NFTs
3.1.2. Market Challenges
3.1.2.1. High Cost associated with AR and VR devices
3.1.3. Market Opportunities
3.1.3.1. Increasing popularity of virtual concerts, events
3.1.3.2. Rising expansion of extended reality technologies
Chapter 4. Global Metaverse in Entertainment Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Futuristic Approach to Porter’s 5 Force Model (2019-2029)
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. Industry Experts Prospective
4.7. Analyst Recommendation & Conclusion
Chapter 5. Risk Assessment: COVID-19 Impact
5.1. Assessment of the overall impact of COVID-19 on the industry
5.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Metaverse in Entertainment Market, by Component
6.1. Market Snapshot
6.2. Global Metaverse in Entertainment Market by Component, Performance - Potential Analysis
6.3. Global Metaverse in Entertainment Market Estimates & Forecasts by Component 2019-2029 (USD Billion)
6.4. Metaverse in Entertainment Market, Sub Segment Analysis
6.4.1. Hardware
6.4.2. Software
6.4.3. Service
Chapter 7. Global Metaverse in Entertainment Market, by Technology
7.1. Market Snapshot
7.2. Global Metaverse in Entertainment Market by Technology, Performance - Potential Analysis
7.3. Global Metaverse in Entertainment Market Estimates & Forecasts by Technology 2019-2029 (USD Billion)
7.4. Metaverse in Entertainment Market, Sub Segment Analysis
7.4.1. Blockchain
7.4.2. Virtual Reality and Augmented Reality
7.4.3. Mixed Reality
7.4.4. Others
Chapter 8. Global Metaverse in Entertainment Market, by Application
8.1. Market Snapshot
8.2. Global Metaverse in Entertainment Market by Application, Performance - Potential Analysis
8.3. Global Metaverse in Entertainment Market Estimates & Forecasts by Application 2019-2029 (USD Billion)
8.4. Metaverse in Entertainment Market, Sub Segment Analysis
8.4.1. Film Production
8.4.2. Music Labels
8.4.3. OTT Platforms
8.4.4. Television Broadcasters
8.4.5. Others
Chapter 9. Global Metaverse in Entertainment Market, Regional Analysis
9.1. Metaverse in Entertainment Market, Regional Market Snapshot
9.2. North America Metaverse in Entertainment Market
9.2.1. U.S. Metaverse in Entertainment Market
9.2.1.1. Component breakdown estimates & forecasts, 2019-2029
9.2.1.2. Technology breakdown estimates & forecasts, 2019-2029
9.2.1.3. Application breakdown estimates & forecasts, 2019-2029
9.2.2. Canada Metaverse in Entertainment Market
9.3. Europe Metaverse in Entertainment Market Snapshot
9.3.1. U.K. Metaverse in Entertainment Market
9.3.2. Germany Metaverse in Entertainment Market
9.3.3. France Metaverse in Entertainment Market
9.3.4. Spain Metaverse in Entertainment Market
9.3.5. Italy Metaverse in Entertainment Market
9.3.6. Rest of Europe Metaverse in Entertainment Market
9.4. Asia-Pacific Metaverse in Entertainment Market Snapshot
9.4.1. China Metaverse in Entertainment Market
9.4.2. India Metaverse in Entertainment Market
9.4.3. Japan Metaverse in Entertainment Market
9.4.4. Australia Metaverse in Entertainment Market
9.4.5. South Korea Metaverse in Entertainment Market
9.4.6. Rest of Asia Pacific Metaverse in Entertainment Market
9.5. Latin America Metaverse in Entertainment Market Snapshot
9.5.1. Brazil Metaverse in Entertainment Market
9.5.2. Mexico Metaverse in Entertainment Market
9.5.3. Rest of Latin America Metaverse in Entertainment Market
9.6. Rest of The World Metaverse in Entertainment Market
Chapter 10. Competitive Intelligence
10.1. Top Market Strategies
10.2. Company Profiles
10.2.1. Epic Games Inc.
10.2.1.1. Key Information
10.2.1.2. Overview
10.2.1.3. Financial (Subject to Data Availability)
10.2.1.4. Product Summary
10.2.1.5. Recent Developments
10.2.2. Meta Inc
10.2.3. Niantic, Inc.
10.2.4. Overactive Media Group
10.2.5. Qualcomm Technologies, Inc.
10.2.6. QUEPPELIN Inc
10.2.7. Roblox Corporation
10.2.8. Tencent Holdings Limited
10.2.9. Tetavi (Yoom)
10.2.10. Hungama Digital Media Entertainment Pvt. Ltd.
Chapter 11. Research Process
11.1. Research Process
11.1.1. Data Mining
11.1.2. Analysis
11.1.3. Market Estimation
11.1.4. Validation
11.1.5. Publishing
11.2. Research Attributes
11.3. Research Assumption
List of Tables
TABLE 1. Global Metaverse in Entertainment Market, report scope
TABLE 2. Global Metaverse in Entertainment Market estimates & forecasts by Region 2019-2029 (USD Billion)
TABLE 3. Global Metaverse in Entertainment Market estimates & forecasts by Component 2019-2029 (USD Billion)
TABLE 4. Global Metaverse in Entertainment Market estimates & forecasts by Technology 2019-2029 (USD Billion)
TABLE 5. Global Metaverse in Entertainment Market estimates & forecasts by Application 2019-2029 (USD Billion)
TABLE 6. Global Metaverse in Entertainment Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
TABLE 7. Global Metaverse in Entertainment Market by region, estimates & forecasts, 2019-2029 (USD Billion)
TABLE 8. Global Metaverse in Entertainment Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
TABLE 9. Global Metaverse in Entertainment Market by region, estimates & forecasts, 2019-2029 (USD Billion)
TABLE 10. Global Metaverse in Entertainment Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
TABLE 11. Global Metaverse in Entertainment Market by region, estimates & forecasts, 2019-2029 (USD Billion)
TABLE 12. Global Metaverse in Entertainment Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
TABLE 13. Global Metaverse in Entertainment Market by region, estimates & forecasts, 2019-2029 (USD Billion)
TABLE 14. Global Metaverse in Entertainment Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
TABLE 15. Global Metaverse in Entertainment Market by region, estimates & forecasts, 2019-2029 (USD Billion)
TABLE 16. U.S. Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 17. U.S. Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 18. U.S. Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 19. Canada Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 20. Canada Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 21. Canada Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 22. UK Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 23. UK Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 24. UK Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 25. Germany Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 26. Germany Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 27. Germany Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 28. France Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 29. France Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 30. France Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 31. Italy Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 32. Italy Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 33. Italy Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 34. Spain Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 35. Spain Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 36. Spain Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 37. RoE Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 38. RoE Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 39. RoE Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 40. China Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 41. China Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 42. China Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 43. India Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 44. India Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 45. India Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 46. Japan Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 47. Japan Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 48. Japan Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 49. South Korea Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 50. South Korea Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 51. South Korea Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 52. Australia Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 53. Australia Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 54. Australia Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 55. RoAPAC Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 56. RoAPAC Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 57. RoAPAC Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 58. Brazil Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 59. Brazil Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 60. Brazil Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 61. Mexico Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 62. Mexico Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 63. Mexico Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 64. RoLA Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 65. RoLA Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 66. RoLA Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 67. Row Metaverse in Entertainment Market estimates & forecasts, 2019-2029 (USD Billion)
TABLE 68. Row Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 69. Row Metaverse in Entertainment Market estimates & forecasts by segment 2019-2029 (USD Billion)
TABLE 70. List of secondary sources, used in the study of global Metaverse in Entertainment Market
TABLE 71. List of primary sources, used in the study of global Metaverse in Entertainment Market
TABLE 72. Years considered for the study
TABLE 73. Exchange rates considered
List of tables and figures and dummy in nature, final lists may vary in the final deliverable
List of Figures
FIGURE 1. Global Metaverse in Entertainment Market, research methodology
FIGURE 2. Global Metaverse in Entertainment Market, Market estimation techniques
FIGURE 3. Global Market size estimates & forecast methods
FIGURE 4. Global Metaverse in Entertainment Market, key trends 2021
FIGURE 5. Global Metaverse in Entertainment Market, growth prospects 2022-2029
FIGURE 6. Global Metaverse in Entertainment Market, porters 5 force model
FIGURE 7. Global Metaverse in Entertainment Market, pest analysis
FIGURE 8. Global Metaverse in Entertainment Market, value chain analysis
FIGURE 9. Global Metaverse in Entertainment Market by segment, 2019 & 2029 (USD Billion)
FIGURE 10. Global Metaverse in Entertainment Market by segment, 2019 & 2029 (USD Billion)
FIGURE 11. Global Metaverse in Entertainment Market by segment, 2019 & 2029 (USD Billion)
FIGURE 12. Global Metaverse in Entertainment Market by segment, 2019 & 2029 (USD Billion)
FIGURE 13. Global Metaverse in Entertainment Market by segment, 2019 & 2029 (USD Billion)
FIGURE 14. Global Metaverse in Entertainment Market, regional snapshot 2019 & 2029
FIGURE 15. North America Metaverse in Entertainment Market 2019 & 2029 (USD Billion)
FIGURE 16. Europe Metaverse in Entertainment Market 2019 & 2029 (USD Billion)
FIGURE 17. Asia Pacific Metaverse in Entertainment Market 2019 & 2029 (USD Billion)
FIGURE 18. Latin America Metaverse in Entertainment Market 2019 & 2029 (USD Billion)
FIGURE 19. Global Metaverse in Entertainment Market, company Market share analysis (2021)
List of tables and figures and dummy in nature, final lists may vary in the final deliverable

Download our eBook: How to Succeed Using Market Research

Learn how to effectively navigate the market research process to help guide your organization on the journey to success.

Download eBook
Cookie Settings