Global Metaverse In Entertainment Market 2024-2028
The metaverse in entertainment market is forecasted to grow by USD 31.76 bn during 2023-2028, accelerating at a CAGR of 8.2% during the forecast period. The report on the metaverse in the entertainment market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by growing awareness of VR gaming, growing adoption of AR VR gaming by individuals, and rising consumer spending across virtual concerts, events, and others.
Technavio's metaverse in entertainment market is segmented as below:
By End-user
- Film production
- Music labels
- OTT platforms
- Television broadcasters
- Others
By Component
By Geographical Landscape
- North America
- Europe
- APAC
- South America
- Middle East and Africa
This study identifies the growing number of acquisitions and partnerships as one of the prime reasons driving the metaverse in entertainment market growth during the next few years. Also, growing traction of virtual theme parks and rising consumer adoption of online gaming will lead to sizable demand in the market.
The report on the metaverse in entertainment market covers the following areas:
- Metaverse in entertainment market sizing
- Metaverse in entertainment market forecast
- Metaverse in entertainment market industry analysis
The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading metaverse in entertainment market vendors that include BATTLE INFINITY, Decentraland Foundation, Epic Games Inc., Gamefam Inc., Hungama Digital Media Entertainment Pvt. Ltd., HYTOPIA, Meta Platforms Inc., Niantic Inc., NVIDIA Corp., OverActive Media Corp., Qualcomm Inc., Ristband, Inc., Roblox Corp., Scuti.AI LLC, Sky Mavis, SportsIcon Inc., Tencent Holdings Ltd., Zilliqa Research Pte. Ltd., Animoca Brands Corp. Ltd., and Queppelin. Also, the metaverse in entertainment market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.