Category: General Entertainment
General Entertainment market research reports by Frost & Sullivan
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Growth Opportunities in Metaverse for Governments
Growth Opportunities in Metaverse for Governments The Power of Immersive Virtual World Platforms Is Revolutionizing the Provision of Public Services This study evaluates the potential of the metaverse for governments. It analyzes the emerging growth opportunities, challenges, and evolving trends imp ... Read More
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Metaverse in Asia
Metaverse in Asia Growth Opportunities and Strategies Frost & Sullivan defines metaverse as a network of persistent 3D worlds and simulations where end users possess a sense of social presence and spatial awareness and can participate in an extensive virtual economy. The central concept of the metav ... Read More
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Evaluating the Perceptions and Use of Immersive Technologies and the Metaverse
Evaluating the Perceptions and Use of Immersive Technologies and the Metaverse Frost & Sullivan conducts an annual survey of IT and business decision-makers regarding their views of different technologies, such as immersive services, the metaverse, the Internet of Things, artificial intelligence, an ... Read More
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Frost Radar™: Immersive Virtual World Platforms, 2023
Frost Radar™: Immersive Virtual World Platforms, 2023 A Benchmarking System to Spark Companies to Action - Innovation that Fuels New Deal Flow and Growth Pipelines Immersive virtual worlds offer a fully simulated digital experience similar to or very different from the real world. The visibility of ... Read More
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NFTs and the Virtual Economy
NFTs and the Virtual Economy Non-fungible Tokens (NFTs) refer to unique and distinguishable digital assets stored on a distributed ledger/blockchain. Following the emergence of the bitcoin digital currency in early 2009, “colored coins” were coined by Yoni Assia in 2012; these were small parts of bi ... Read More
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Global Metaverse Growth Opportunities
Global Metaverse Growth Opportunities The metaverse refers to an interconnected network of shareable and persisting virtual worlds. End users experience a sense of social presence and spatial awareness in a three-dimensional virtual space and participate in an extensive virtual economy. The term “me ... Read More