Consumer Metaverse Market

Consumer Metaverse Market: Global Industry Analysis 2017-2021 and Opportunity Assessment 2022-2032

A recent market study published by FMI on Consumer Metaverse offers a global industry analysis for 2017-2021 and opportunity assessment for 2022-2032. The study offers a comprehensive assessment of the most important market dynamics. After conducting thorough research on the historical and current growth parameters, the growth prospects of the market are obtained with maximum precision.

Market Segmentation

The global Consumer Metaverse Market is segmented in detail to cover every aspect of the market and present complete market intelligence to readers

By Component

  • Hardware
  • Software
  • Services
By Application
  • Game
  • Media & Entertainment
  • Education
  • Other Applications
By Region
  • North America
  • Latin America
  • Europe
  • APAC
  • MEA
Report Chapters

Executive Summary

The executive summary of the Consumer Metaverse Market includes the global market outlook, demand side trends, supply side trends and also include FMI analysis and recommendations of Consumer Metaverse.
Chapter 01 – Market Overview
Readers can find the detailed segmentation and definition of the Consumer Metaverse Market in this chapter, which will help to understand basic information about Consumer Metaverse. This section also highlights the market scope, taxonomy and limitations which help the reader understand the market coverage of Consumer Metaverse Market report.
Chapter 02 – Market Background
This chapter includes detailed analysis of the product processing methods overview, consumer buying patterns & tendencies and policy developments and regulatory scenario. It also includes in depth analysis of macro-economic factors and covers topics like global GDP growth outlook, global industry value added, personal consumption, expenditures, modern trade penetration and consumer price indices. The chapter also covers forecast factors - relevance & impact, value chain analysis and market dynamics (drivers, restraints and opportunities) to better understand the market.
Chapter 03 – Global Consumer Metaverse Market Demand Analysis 2017-2021 and Forecast, 2022-2032
The chapter include historical market value (US$ 43.2 Bn) analysis (2017-2021) and current and future market value (US$ 55.8 Bn) and volume (24.5 %) projections (2022-2032). The projections are based on the Y-O-Y growth trend analysis and absolute $ opportunity analysis country of operation.
Chapter 04 – Global Consumer Metaverse Market - Pricing Analysis
Based on By Component, the pricing analysis chapter include Regional pricing analysis (USD/MT), global average pricing analysis benchmark, and key factors impacting the pricing.
Chapter 05 – Global Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Component
Based on By Component, Consumer Metaverse Market is segmented into Bakery Hardware, Software, Services. This section also offers market attractiveness analysis based on By Component. Value forecast and Y-o-Y growth comparison will also be provided for above mentioned By Component.
Chapter 06 – Global Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Application
Based on By Application, Consumer Metaverse Market is segmented into Game,Media & Entertainment,Education,Other Applications. This section also offers market attractiveness analysis based on By Application. Value forecast and Y-o-Y growth comparison will also be provided for above mentioned By Application.
Chapter 07 – Global Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Region
Based on By Region, Consumer Metaverse Market is segmented into North America,Latin America,Europe,Middle east and Africa,East Asia,South Asia,Oceania. This section also offers market attractiveness analysis based on By Region. Readers can also find value forecast and Y-o-Y growth comparison for all above mentioned By Region.
Chapter 08 – North America Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032
This chapter includes a detailed analysis of the growth of the Consumer Metaverse in the North American Region, along with a country-wise assessment that includes the US and Canada. Readers can also find Regional trends, regulations, and market growth based on different segment and countries in the North America Region.
Chapter 09 – Latin America Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032
This chapter includes a detailed analysis of the growth of Consumer Metaverse in the Latin America Region, along with a country-wise assessment that includes the Brazil, Mexico, Chile, Argentina, Peru and Rest of Latin America. Readers can find detailed information about several factors, such as the pricing analysis and Regional trends, which are impacting growth of the Consumer Metaverse Market in the Latin America Region.
Chapter 10 – Europe Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032
This chapter includes a detailed analysis of the growth of Consumer Metaverse in the European Region, along with a country-wise assessment that includes the Germany, Italy, France, U.K., Spain, Russia, Nordic, Benelux and Rest of Europe. Readers can find detailed information about several factors, such as the pricing analysis and Regional trends, which are impacting growth of the Consumer Metaverse Market in the Regional market.
Chapter 11 – East Asia Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032
This chapter includes a detailed analysis of the growth of Consumer Metaverse in the East Asia Region, along with a country-wise assessment that includes the China, Japan, and South Korea. Readers can find detailed information about several factors, such as the pricing analysis and Regional trends, which are impacting growth of the Consumer Metaverse Market in the Regional market.
Chapter 12 – South Asia Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032
This chapter includes a detailed analysis of the growth of Consumer Metaverse in the South Asia Region, along with a country-wise assessment that includes the India, Indonesia, Malaysia, Thailand, and Rest of South Asia. Readers can find detailed information about several factors, such as the pricing analysis and Regional trends, which are impacting growth of the Consumer Metaverse Market in the Regional market.
Chapter 13 - Middle East and Africa Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032
This chapter includes a detailed analysis of the growth of Consumer Metaverse in the MEA Region, along with a country-wise assessment that includes the GCC Countries, South Africa, North Africa, Turkey and Rest of MEA. Readers can find detailed information about several factors, such as the pricing analysis and Regional trends, which are impacting growth of the Consumer Metaverse Market in the Regional market.
Chapter 14 - Key Countries Consumer Metaverse Market Analysis 2017–2021 and Forecast 2022–2032
This chapter offers insights into how the Consumer Metaverse Market is expected to grow in major countries globally.
Chapter 15 - Market Structure Analysis- Global Assessment
This chapter includes company dashboard, industry structure analysis by tier of companies, 2022E, company share analysis of top players, 2022E, and competition benchmarking- matrix.
Chapter 16 - Competition Deep Dive (Tentative List)
This chapter includes company overview, product portfolio of companies, profitability by market segments, sales footprint, SWOT analysis and strategy overview of the companies being studied in the report. Some of the market players featured in the report are Roblox Corporation,HTC,Samsung,HUAWEI,Xiaomi,SensoriumCorporation,Meta,Tencent,NetEase,Lilith,miHoYo,ZQGame,Microsoft,Sony,Nintendo,Linden Labs,Electronic Arts,Google,Virtuix,Leap Motion.
Chapter 17 - Assumptions and Acronyms
This chapter includes a list of acronyms and assumptions that provide a base to the information and statistics included in the Consumer Metaverse report.
Chapter 18 – Research Methodology
This chapter helps readers understand the research methodology followed to obtain various conclusions, as well as important qualitative and quantitative information, on Consumer Metaverse Market.


1. Executive Summary
    1.1. Global Market Outlook
    1.2. Demand-side Trends
    1.3. Supply-side Trends
    1.4. Technology Roadmap Analysis
    1.5. Analysis and Recommendations
2. Market Overview
    2.1. Market Coverage / Taxonomy
    2.2. Market Definition / Scope / Limitations
3. Market Background
    3.1. Market Dynamics
        3.1.1. Drivers
        3.1.2. Restraints
        3.1.3. Opportunity
        3.1.4. Trends
    3.2. Scenario Forecast
        3.2.1. Demand in Optimistic Scenario
        3.2.2. Demand in Likely Scenario
        3.2.3. Demand in Conservative Scenario
    3.3. Opportunity Map Analysis
    3.4. Investment Feasibility Matrix
    3.5. PESTLE and Porter’s Analysis
    3.6. Regulatory Landscape
        3.6.1. By Key Regions
        3.6.2. By Key Countries
    3.7. Regional Parent Market Outlook
4. Global Consumer Metaverse Market Analysis 2017-2021 and Forecast, 2022-2032
    4.1. Historical Market Size Value (US$ Mn) Analysis, 2017-2021
    4.2. Current and Future Market Size Value (US$ Mn) Projections, 2022-2032
        4.2.1. Y-o-Y Growth Trend Analysis
        4.2.2. Absolute $ Opportunity Analysis
5. Global Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Component
    5.1. Introduction / Key Findings
    5.2. Historical Market Size Value (US$ Mn) Analysis By Component, 2017-2021
    5.3. Current and Future Market Size Value (US$ Mn) Analysis and Forecast By Component, 2022-2032
        5.3.1. Hardware
        5.3.2. Software
        5.3.3. Services
    5.4. Y-o-Y Growth Trend Analysis By Component, 2017-2021
    5.5. Absolute $ Opportunity Analysis By Component, 2022-2032
6. Global Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Application
    6.1. Introduction / Key Findings
    6.2. Historical Market Size Value (US$ Mn) Analysis By Application, 2017-2021
    6.3. Current and Future Market Size Value (US$ Mn) Analysis and Forecast By Application, 2022-2032
        6.3.1. Game
        6.3.2. Media Entertainment
        6.3.3. Education
        6.3.4. Other Applications
    6.4. Y-o-Y Growth Trend Analysis By Application, 2017-2021
    6.5. Absolute $ Opportunity Analysis By Application, 2022-2032
7. Global Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Region
    7.1. Introduction
    7.2. Historical Market Size Value (US$ Mn) Analysis By Region, 2017-2021
    7.3. Current Market Size Value (US$ Mn) Analysis and Forecast By Region, 2022-2032
        7.3.1. North America
        7.3.2. Latin America
        7.3.3. Europe
        7.3.4. Asia Pacific
        7.3.5. MEA
    7.4. Market Attractiveness Analysis By Region
8. North America Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Country
    8.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021
    8.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032
        8.2.1. By Country
            8.2.1.1. U.S.
            8.2.1.2. Canada
        8.2.2. By Component
        8.2.3. By Application
    8.3. Market Attractiveness Analysis
        8.3.1. By Country
        8.3.2. By Component
        8.3.3. By Application
    8.4. Key Takeaways
9. Latin America Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Country
    9.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021
    9.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032
        9.2.1. By Country
            9.2.1.1. Brazil
            9.2.1.2. Mexico
            9.2.1.3. Rest of Latin America
        9.2.2. By Component
        9.2.3. By Application
    9.3. Market Attractiveness Analysis
        9.3.1. By Country
        9.3.2. By Component
        9.3.3. By Application
    9.4. Key Takeaways
10. Europe Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Country
    10.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021
    10.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032
        10.2.1. By Country
            10.2.1.1. Germany
            10.2.1.2. U.K.
            10.2.1.3. France
            10.2.1.4. Spain
            10.2.1.5. Italy
            10.2.1.6. Rest of Europe
        10.2.2. By Component
        10.2.3. By Application
    10.3. Market Attractiveness Analysis
        10.3.1. By Country
        10.3.2. By Component
        10.3.3. By Application
    10.4. Key Takeaways
11. Asia Pacific Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Country
    11.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021
    11.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032
        11.2.1. By Country
            11.2.1.1. China
            11.2.1.2. Japan
            11.2.1.3. South Korea
            11.2.1.4. Malaysia
            11.2.1.5. Singapore
            11.2.1.6. Australia
            11.2.1.7. Rest of Asia Pacific
        11.2.2. By Component
        11.2.3. By Application
    11.3. Market Attractiveness Analysis
        11.3.1. By Country
        11.3.2. By Component
        11.3.3. By Application
    11.4. Key Takeaways
12. MEA Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Country
    12.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021
    12.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032
        12.2.1. By Country
            12.2.1.1. GCC Countries
            12.2.1.2. South Africa
            12.2.1.3. Israel
            12.2.1.4. Rest of MEA
        12.2.2. By Component
        12.2.3. By Application
    12.3. Market Attractiveness Analysis
        12.3.1. By Country
        12.3.2. By Component
        12.3.3. By Application
    12.4. Key Takeaways
13. Key Countries Consumer Metaverse Market Analysis
    13.1. U.K.
        13.1.1. Pricing Analysis
        13.1.2. Market Share Analysis, 2021
            13.1.2.1. By Component
            13.1.2.2. By Application
    13.2. Canada
        13.2.1. Pricing Analysis
        13.2.2. Market Share Analysis, 2021
            13.2.2.1. By Component
            13.2.2.2. By Application
    13.3. Brazil
        13.3.1. Pricing Analysis
        13.3.2. Market Share Analysis, 2021
            13.3.2.1. By Component
            13.3.2.2. By Application
    13.4. Mexico
        13.4.1. Pricing Analysis
        13.4.2. Market Share Analysis, 2021
            13.4.2.1. By Component
            13.4.2.2. By Application
    13.5. Rest of Latin America
        13.5.1. Pricing Analysis
        13.5.2. Market Share Analysis, 2021
            13.5.2.1. By Component
            13.5.2.2. By Application
    13.6. Germany
        13.6.1. Pricing Analysis
        13.6.2. Market Share Analysis, 2021
            13.6.2.1. By Component
            13.6.2.2. By Application
    13.7. U.K.
        13.7.1. Pricing Analysis
        13.7.2. Market Share Analysis, 2021
            13.7.2.1. By Component
            13.7.2.2. By Application
    13.8. France
        13.8.1. Pricing Analysis
        13.8.2. Market Share Analysis, 2021
            13.8.2.1. By Component
            13.8.2.2. By Application
    13.9. Spain
        13.9.1. Pricing Analysis
        13.9.2. Market Share Analysis, 2021
            13.9.2.1. By Component
            13.9.2.2. By Application
    13.10. Italy
        13.10.1. Pricing Analysis
        13.10.2. Market Share Analysis, 2021
            13.10.2.1. By Component
            13.10.2.2. By Application
    13.11. Rest of Europe
        13.11.1. Pricing Analysis
        13.11.2. Market Share Analysis, 2021
            13.11.2.1. By Component
            13.11.2.2. By Application
    13.12. China
        13.12.1. Pricing Analysis
        13.12.2. Market Share Analysis, 2021
            13.12.2.1. By Component
            13.12.2.2. By Application
    13.13. Japan
        13.13.1. Pricing Analysis
        13.13.2. Market Share Analysis, 2021
            13.13.2.1. By Component
            13.13.2.2. By Application
    13.14. South Korea
        13.14.1. Pricing Analysis
        13.14.2. Market Share Analysis, 2021
            13.14.2.1. By Component
            13.14.2.2. By Application
    13.15. Malaysia
        13.15.1. Pricing Analysis
        13.15.2. Market Share Analysis, 2021
            13.15.2.1. By Component
            13.15.2.2. By Application
    13.16. Singapore
        13.16.1. Pricing Analysis
        13.16.2. Market Share Analysis, 2021
            13.16.2.1. By Component
            13.16.2.2. By Application
    13.17. Australia
        13.17.1. Pricing Analysis
        13.17.2. Market Share Analysis, 2021
            13.17.2.1. By Component
            13.17.2.2. By Application
    13.18. Rest of Asia Pacific
        13.18.1. Pricing Analysis
        13.18.2. Market Share Analysis, 2021
            13.18.2.1. By Component
            13.18.2.2. By Application
    13.19. GCC Countries
        13.19.1. Pricing Analysis
        13.19.2. Market Share Analysis, 2021
            13.19.2.1. By Component
            13.19.2.2. By Application
    13.20. South Africa
        13.20.1. Pricing Analysis
        13.20.2. Market Share Analysis, 2021
            13.20.2.1. By Component
            13.20.2.2. By Application
    13.21. Israel
        13.21.1. Pricing Analysis
        13.21.2. Market Share Analysis, 2021
            13.21.2.1. By Component
            13.21.2.2. By Application
    13.22. Rest of MEA
        13.22.1. Pricing Analysis
        13.22.2. Market Share Analysis, 2021
            13.22.2.1. By Component
            13.22.2.2. By Application
14. Market Structure Analysis
    14.1. Competition Dashboard
    14.2. Competition Benchmarking
    14.3. Market Share Analysis of Top Players
        14.3.1. By Regional
        14.3.2. By Component
        14.3.3. By Application
15. Competition Analysis
    15.1. Competition Deep Dive
        15.1.1. Roblox Corporation
            15.1.1.1. Overview
            15.1.1.2. Product Portfolio
            15.1.1.3. Profitability by Market Segments
            15.1.1.4. Sales Footprint
            15.1.1.5. Strategy Overview
                15.1.1.5.1. Marketing Strategy
        15.1.2. HTC
            15.1.2.1. Overview
            15.1.2.2. Product Portfolio
            15.1.2.3. Profitability by Market Segments
            15.1.2.4. Sales Footprint
            15.1.2.5. Strategy Overview
                15.1.2.5.1. Marketing Strategy
        15.1.3. Samsung
            15.1.3.1. Overview
            15.1.3.2. Product Portfolio
            15.1.3.3. Profitability by Market Segments
            15.1.3.4. Sales Footprint
            15.1.3.5. Strategy Overview
                15.1.3.5.1. Marketing Strategy
        15.1.4. HUAWEI
            15.1.4.1. Overview
            15.1.4.2. Product Portfolio
            15.1.4.3. Profitability by Market Segments
            15.1.4.4. Sales Footprint
            15.1.4.5. Strategy Overview
                15.1.4.5.1. Marketing Strategy
        15.1.5. Xiaomi
            15.1.5.1. Overview
            15.1.5.2. Product Portfolio
            15.1.5.3. Profitability by Market Segments
            15.1.5.4. Sales Footprint
            15.1.5.5. Strategy Overview
                15.1.5.5.1. Marketing Strategy
        15.1.6. Sensorium Corporation
            15.1.6.1. Overview
            15.1.6.2. Product Portfolio
            15.1.6.3. Profitability by Market Segments
            15.1.6.4. Sales Footprint
            15.1.6.5. Strategy Overview
                15.1.6.5.1. Marketing Strategy
        15.1.7. Meta
            15.1.7.1. Overview
            15.1.7.2. Product Portfolio
            15.1.7.3. Profitability by Market Segments
            15.1.7.4. Sales Footprint
            15.1.7.5. Strategy Overview
                15.1.7.5.1. Marketing Strategy
        15.1.8. Tencent
            15.1.8.1. Overview
            15.1.8.2. Product Portfolio
            15.1.8.3. Profitability by Market Segments
            15.1.8.4. Sales Footprint
            15.1.8.5. Strategy Overview
                15.1.8.5.1. Marketing Strategy
        15.1.9. NetEase
            15.1.9.1. Overview
            15.1.9.2. Product Portfolio
            15.1.9.3. Profitability by Market Segments
            15.1.9.4. Sales Footprint
            15.1.9.5. Strategy Overview
                15.1.9.5.1. Marketing Strategy
        15.1.10. Lilith
            15.1.10.1. Overview
            15.1.10.2. Product Portfolio
            15.1.10.3. Profitability by Market Segments
            15.1.10.4. Sales Footprint
            15.1.10.5. Strategy Overview
                15.1.10.5.1. Marketing Strategy
        15.1.11. miHoYo
            15.1.11.1. Overview
            15.1.11.2. Product Portfolio
            15.1.11.3. Profitability by Market Segments
            15.1.11.4. Sales Footprint
            15.1.11.5. Strategy Overview
                15.1.11.5.1. Marketing Strategy
        15.1.12. ZQGame
            15.1.12.1. Overview
            15.1.12.2. Product Portfolio
            15.1.12.3. Profitability by Market Segments
            15.1.12.4. Sales Footprint
            15.1.12.5. Strategy Overview
                15.1.12.5.1. Marketing Strategy
        15.1.13. Microsoft
            15.1.13.1. Overview
            15.1.13.2. Product Portfolio
            15.1.13.3. Profitability by Market Segments
            15.1.13.4. Sales Footprint
            15.1.13.5. Strategy Overview
                15.1.13.5.1. Marketing Strategy
        15.1.14. Sony
            15.1.14.1. Overview
            15.1.14.2. Product Portfolio
            15.1.14.3. Profitability by Market Segments
            15.1.14.4. Sales Footprint
            15.1.14.5. Strategy Overview
                15.1.14.5.1. Marketing Strategy
        15.1.15. Nintendo
            15.1.15.1. Overview
            15.1.15.2. Product Portfolio
            15.1.15.3. Profitability by Market Segments
            15.1.15.4. Sales Footprint
            15.1.15.5. Strategy Overview
                15.1.15.5.1. Marketing Strategy
        15.1.16. Linden Labs
            15.1.16.1. Overview
            15.1.16.2. Product Portfolio
            15.1.16.3. Profitability by Market Segments
            15.1.16.4. Sales Footprint
            15.1.16.5. Strategy Overview
                15.1.16.5.1. Marketing Strategy
        15.1.17. Electronic Arts
            15.1.17.1. Overview
            15.1.17.2. Product Portfolio
            15.1.17.3. Profitability by Market Segments
            15.1.17.4. Sales Footprint
            15.1.17.5. Strategy Overview
                15.1.17.5.1. Marketing Strategy
        15.1.18. Google
            15.1.18.1. Overview
            15.1.18.2. Product Portfolio
            15.1.18.3. Profitability by Market Segments
            15.1.18.4. Sales Footprint
            15.1.18.5. Strategy Overview
                15.1.18.5.1. Marketing Strategy
        15.1.19. Virtuix
            15.1.19.1. Overview
            15.1.19.2. Product Portfolio
            15.1.19.3. Profitability by Market Segments
            15.1.19.4. Sales Footprint
            15.1.19.5. Strategy Overview
                15.1.19.5.1. Marketing Strategy
        15.1.20. Leap Motion
            15.1.20.1. Overview
            15.1.20.2. Product Portfolio
            15.1.20.3. Profitability by Market Segments
            15.1.20.4. Sales Footprint
            15.1.20.5. Strategy Overview
                15.1.20.5.1. Marketing Strategy
16. Assumptions & Acronyms Used
17. Research Methodology

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