Global Metaverse Market Size, Segments, Outlook and Revenue Forecast 2022-2030 by Component (Hardware, Software, and Professional Services), Platform (Desktop, Mobile, and Wearable), Offerings (Virtual Platforms, Asset Marketplace, Avatars, and Financial

Global Metaverse Market Size, Segments, Outlook and Revenue Forecast 2022-2030 by Component (Hardware, Software, and Professional Services), Platform (Desktop, Mobile, and Wearable), Offerings (Virtual Platforms, Asset Marketplace, Avatars, and Financial Services), Technology (Augmented Reality & Virtual Reality, Mixed Reality, and Blockchain), End-user (Gaming, Social Media & Live Events, Online Shopping, Industrial Manufacturing, Aerospace and Defense, Education, and Healthcare) and Region (North America, Asia-Pacific, Europe, Latin America, Middle East & Africa)

Market Overview:

Metaverse can be defined as an integrated network of a 3D virtual world that allows the user to have virtual interaction. It is the digital reality that combines the aspects of Virtual Reality, Augmented Reality, online gaming, social media, and Mixed Reality. The demand for advanced hardware including VR/AR headsets, sensors, and haptic devices. The end user of the metaverse includes healthcare, gaming, social media & live events, and others.

The Global Metaverse Market is expected to record an exponential CAGR of ~40% during the forecasted period (2022-2030) and expected to reach a revenue of US$ 700 Bn by 2030, due to the increase in popularity of virtual Reality, augmented reality, and mixed reality the metaverse is gaining momentum as it helps in connecting the physical world with the virtual environment.

Metaverse helps in purchasing digital assets such as cryptocurrencies and non-fungible tokens (NFTs) and as these digital assets are gaining popularity day by day this will provide a positive impact on the growth of the metaverse market. In February 2022, Decentraland a 3D virtual world browser-based platform raised US$ 1.2 million in a fungible token auction using metaverse.

Technology such as mixed reality, blockchain, and augmented reality in the metaverse helps in fostering market growth. Companies start adopting metaverse as Microsoft and Samsung own 158 and 122 patents on the metaverse.

The retail and eCommerce industry are investing in the metaverse as it helps to showcase products in the virtual world. In May 2021, United Nations Conference on Trade and Development, an intergovernmental organization stated that Global e-commerce sales had reached US$ 26.7 trillion in 2019 which get boosted due to online sales and such an increase in eCommerce will create a huge opportunity for the Metaverse Market to grow.

The rise in concern related to cyber-attacks, data breaches, destruction, destroy, disruption, system controls, and others is the most significant barrier to the growth of the metaverse market. In August 2021, the FBI's Internet Crime Complaint Center (IC3) reported 2,084 complaints of cyber-attacks from January to July 2021.

COVID-19 plays an important role in the metaverse concept as people start working from home, students began education online, and users start adopting online video gaming. According to the Newzoo report, the total esports ( electronic sports) audience reached 495 million population in 2020 increasing by 11.7% such an increase in demand for gaming audiences has created a positive impact on the growth of the metaverse market.

Scope of the Report:

Metaverse Market is segmented by Component, Platform, Offerings, Technology, and End-User. In addition, the report also covers market size and forecasts for the four major regions in the Metaverse markets. The revenue used to size and forecast the market for each segment is US$ billion.

By Component

Hardware
Software
Professional Services

By Platform

Desktop
Mobile
Wearable
Others

By Offerings

Virtual Platforms
Asset Marketplace
Avatars
Financial Services

By Technology

Augmented Reality (AR) & Virtual Reality (VR)
Mixed Reality
Blockchain
Others (IoT, etc)

By End-User

Gaming
Social Media & Live Events
Online Shopping
Industrial Manufacturing
Aerospace and Defense
Education
Healthcare
Others (Content Creation, Virtual Runway Shows, Fashion, Testing & Application)

By Geography

North America (USA Canada, Mexico)
Asia-Pacific (China, Japan, South Korea, India, Indonesia, Australia, Rest of Asia-Pacific
Europe (Germany, UK, France, Spain, Italy, Rest of Europe)
Latin America, Middle East & Africa (LAMEA)
Key Competitors
Meta Platforms Inc.
NVIDIA Corporation
Microsoft
Nextech AR Solutions Inc.
Decentraland
Roblox Corporation
Tencent Holdings Ltd.
Bytedance
Unity Software Inc.
Antier Solutions
Alibaba group holding limited
Epic Games, Inc.

Key Trends by Market Segment

By Component:The hardware segment held the largest market share of the Global Metaverse Market in 2021 as hardware provides components such as AR/VR headsets and displays to the user which is the primary need to access the metaverse.

Hardware is used to provide customers products like AR/VR headsets and displays, Extended Reality hardware. There are some other hardware products which include a tracking system, projectors & display walls, and scanning sensors. In 2021, Meta Platforms, an operator of social media technology, announced that its product Quest 2 VR headsets captured 78% (8.7 million units) of the entire headsets Market (11.2 million units).
Increasing population leads to the adoption of the metaverse. In 2021, the number of AR/VR shipped increased by 92.1% as compared to previous years.

By Platform:The desktop segment accounted for the majority share of the global metaverse market in 2021, owing to the raising adoption of online gaming. Increasing the video gaming audience creates a demand for desktop devices which helps in experiencing virtual reality gaming. The mobile segment is expected to grow with the highest CAGR as it is becoming a more useful and easiest way to connect to the metaverse.

Desktop has the primary portal into the Metaverse Market, Virtual Desktop is a program that allows users to utilize Virtual Reality using VR headsets.
Increasing use of smartphones and mobile networks have made access to the metaverse with the increasing number of application developers.
Users can publish and communicate with each other using video conferencing using Metaverse. The smartphone market is increasing and they are becoming the more useful and easiest way to connect to the metaverse.

By Offerings: Asset Marketplace segment held the largest share of the global metaverse market in 2021, due to an increase in the investment of bitcoins, NFTs (Non-Fungible Tokens), and Cryptocurrencies.

An Asset Marketplace is a platform for trading digital assets such as in-game assets, virtual land, and non-fungible tokens all the transaction which is done based on blockchain technology, and NFTs can be used and transferred in the metaverse.
The US government still owned US$4.08 billion in Bitcoin as of February 2022, government involvement in the asset market drives the growth of the global metaverse market.

By Technology: Augmented reality and virtual reality segment held the largest share of the global metaverse market in 2021, due to the rising demand for services based on virtual reality (VR) and augmented reality (AR), as well as the usage of technology to produce the experience of virtual environment.

Metaverse Virtual Reality and Augmented reality is been used in various industries such as Gaming and entertainment, Healthcare, Education, and many more.
In May 2022, India Brand Equity Foundation, a trust established by the government of India, stated that smartphone penetration was 54% in 2020 and is predicted to reach 96% by 2040, increasing the accessibility of AR/VR-based technologies.

By End-User:The gaming segment held the largest share of the global metaverse market in 2021, due to the substantial ongoing improvements and advancements made by developers and the rising emphasis on increasing immersion and realism in games.

In April 2022, Epic Games, an American video game and software developer, announced a US$2 billion round of funding to promote the company's aim of building the metaverse and support its ongoing expansion.
The gaming industry is a leader in adopting cutting-edge technology like VR, and AR. These technologies can improve gaming experiences by developing virtual characters and things that are connected to particular real-world locations.

By Geography:The global metaverse market is divided into 4 regions North America, Asia-Pacific, Latin America, Middle East & Africa (LAMEA). North America is expected to dominate the global metaverse market during the forecasted period owing to the presence of major companies such as Nvidia Corporation, Microsoft, Meta Platforms, and Unity Games.

The Metaverse is expected to be primarily derived from North America. Virtual Reality, Augmented Reality, and 3D simulation is being used by several companies in North America to enhance their operations.
North America is increasing market share as a result of increased investment in Metaverse by leading players such as Meta Platforms, Nvidia Corporation, Roblox Corporation, and others. For Instance, NVIDIA expands the omniverse platform in August 2021 in order to draw millions more players to the metaverse.

Competitive Landscape

The metaverse market is highly competitive with ~500 players which include globally diversified players, regional players as well as a large number of country-niche players having their niche in metaverse advancement for multiple industries. most of the country-niche players are metaverse developers.
Global players control about 10% of the market, while regional players hold the second largest share. Some of the major players in the market include Meta Platforms, Microsoft, Nvidia, Tencent Holdings Ltd, Roblox Corporation, Nextech AR Solutions Inc, Unity Software Inc, Bytedance, Epic Games, Inc., Decentraland, Antier Solutions, and Alibaba Group Holding Limited.

Recent Developments Related to Major Players

In September 2022, Meta is collaborating with Qualcomm to design a customized chipset for extended reality platforms to deliver the next-generation platforms and core technologies to accelerate a fully immersive metaverse.
In January 2022, Microsoft is acquiring Activision Blizzard which will bring experience and community of Gaming to everyone. Activision Blizzard Inc. is a leader in gaming development and interactive entertainment content publisher and this acquisition will help the company to accelerate growth in Microsoft’s gaming business and will provide building blocks for the metaverse.

Conclusion

The Global Metaverse Market is forecasted to continue at an exponential growth rate that it has been witnessing since 2019, primarily driven by rise in demand for three-dimensional (3D) environment as remote working tool during the time of COVID-19 pandemic. Though the market is highly competitive with ~500 participants, few global players control the dominant share and regional players also hold a significant share.

Note:This is an upcoming/planned report, so the figures quoted here for a market size estimate, forecast, growth, segment share, and competitive landscape are based on initial findings and might vary slightly in the actual report. Also, any required customizations can be covered to the best feasible extent for Pre-booking clients and report delivered within a maximum of 2 working weeks.

Key Topics Covered in the Report

Snapshot of Global Metaverse Market
Industry Value Chain and Ecosystem Analysis
Market size and Segmentation of the Global Metaverse Market
Historic Growth of Overall Global Metaverse Market and Segments
Competition Scenario of the Market and Key Developments of Competitors
Porter’s 5 Forces Analysis of Global Metaverse Industry
Overview, Product Offerings, and Strength & Weakness of Key Competitors
COVID-19 Impact on the Overall Global Metaverse Market
Future Market Forecast and Growth Rates of the Total Global Metaverse Market and by Segments
Market Size of Application / End User Segments with Historical CAGR and Future Forecasts
Analysis of Global Metaverse Market in Major Regions
Major Production/Supply and Consumption/Demand Hubs within Each Region
Major Country-wise Historic and Future Market Growth Rates of the Total Market and Segments
Overview of Notable Emerging Competitor Companies within Each Major Region

Leading Companies Mentioned in the Report

Meta Platforms Inc.
NVIDIA Corporation
Microsoft
Nextech AR Solutions Inc.
Decentraland
Roblox Corporation
Tencent Holdings Ltd.
Bytedance
Unity Software Inc.
Antier Solutions
Alibaba group holding limited
Epic Games, Inc.

Notable Emerging Companies Mentioned in the Report

The Sandbox
Bolly Heroes
Axie Infinity
Active Theory
AWS
Dapper Labs
Mediumum
Synthesis AL
GuildFi
PlayersOnly
NextMeet
Crucible

Key Target Audience – Organizations and Entities Who Can Benefit by Subscribing This Report

Metaverse Applications Development Companies
Metaverse Companies Association
AR/VR Companies Association
Technology Research & Development Institutes
Government Ministries and Departments of Technology
Government and Research Organizations
Investment Banks focused on Technology Industry
Technology Solutions Companies
Software Solutions Companies
SaaS Solutions Companies
Cloud Services Companies
Cloud Platform Solutions Companies
Artificial Intelligence Solutions Companies
Virtual Reality Solutions Companies
Virtual Reality Applications Development Companies
Gaming Development Companies
Gaming Platform Solutions Companies
Gaming Device Manufacturers
Virtual Reality Hardware Device Manufacturers

Period Captured in the Report

Historical Period: 2019-2021
Forecast Period: 2022E-2030F

Frequently Asked Questions

What is the Study Period of this Market Report?

The Global Metaverse Market is covered from 2019 – 2030 in this report, which includes a forecast for the period 2022-2030.
What is the Future Growth Rate of the Global Metaverse Market?
The Europe Green Hydrogen Market is expected to witness a CAGR of ~40% over the next 8 years.
What are the Key Factors Driving the Global Metaverse Market?
The rise in demand for three-dimensional (3D) virtual environments as remote learning and working tools. are expected to be the primary drivers of this market.
Which is the Largest Technology Segment within the Global Metaverse Market?
Virtual Reality and Augmented Reality Technology held the largest market share of the Global Metaverse Market Market in 2021.

Who are the Key Players in Global Metaverse Market?

Meta Platforms, Microsoft, Nvidia, Tencent Holdings Ltd, Roblox Corporation, Nextech AR Solutions Inc, Unity Software Inc, Bytedance, Epic Games, Inc., Decentraland, Antier Solutions, and Alibaba Group Holding Limited are the major companies operating in Global Metaverse Market.

Key Segments Covered in Global Metaverse Market: -

By Component

Hardware
Software
Professional Services

By Platform

Desktop
Mobile
Wearable
Others

By Offerings

Virtual Platforms
Asset Marketplace
Avatars
Financial Services

By Technology

Augmented Reality (AR) & Virtual Reality (VR)
Mixed Reality
Blockchain
Others (IoT, etc)

By End-User

Gaming
Social Media & Live Events
Online Shopping
Industrial Manufacturing
Aerospace and Defense
Education
Healthcare
Others (Content Creation, Virtual Runway Shows, Fashion, Testing & Application)

By Geography

North America (USA Canada, Mexico)
Asia-Pacific (China, Japan, South Korea, India, Indonesia, Australia, Rest of Asia-Pacific
Europe (Germany, UK, France, Spain, Italy, Rest of Europe)
Latin America, Middle East & Africa (LAMEA)
Key Competitors
Meta Platforms Inc.
NVIDIA Corporation
Microsoft
Nextech AR Solutions Inc.
Decentraland
Roblox Corporation
Tencent Holdings Ltd.
Bytedance
Unity Software Inc.
Antier Solutions
Alibaba group holding limited
Epic Games, Inc.

Please Note: It will take 5-7 business days to complete the report upon order confirmation.


Scope:
1. Executive Summary
1.1 Highlights of Global Metaverse Market Historic Growth. Forecast
1.2 Highlights of Market Trends, Challenges, and Competition
1.3 Highlights of Market Revenue Share by Segments
2. Market Overview and Key Trends Impacting Growth
2.1 Global Metaverse Market Taxonomy
2.2 Industry Value Chain
2.3 The Ecosystem of Major Entities in the Global Metaverse Market
2.4 Government Regulations. Developments
2.5 Key Growth Drivers. Challenges Impacting the Market
2.6 COVID-19 Impact on Global Metaverse Market
2.7 Total Global Metaverse Market Historic Growth by Segment Type, 2019-2021
2.7.1 By Component
2.7.2 By Platform
2.7.3 By Offerings
2.7.4 By Technology
2.7.5 By End User
2.7.6 By Major Continent
2.8 Total Global Metaverse Market Revenue Historic Growth and Forecast, 2019-2030
2.9 Key Takeaways
3. Total Global. Market Segmentation by Component, Historic Growth, Outlook. Forecasts
3.1 Market Definition. Segmentation by Component
3.2 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Component, 2019-2030
3.2.1 Hardware
3.2.2 Software
3.2.3 Professional Services
3.3 Key Takeaways from Market Segmentation by Component
4. Total Global- Market Segmentation by Platform, Historic Growth, Outlook. Forecasts
4.1 Market Definition. Segmentation by Platform
4.2 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Platform, 2019-2030
4.2.1 Desktop
4.2.2 Mobile
4.2.3 Wearable
4.2.4 Others (Console, Headsets)
4.3 Key Takeaways from Market Segmentation by Platform
5. Total Global- Market Segmentation by Offerings, Historic Growth, Outlook. Forecasts
5.1 Market Definition. Segmentation by Offerings
5.2 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Offerings, 2019-2030
5.2.1 Virtual Platforms
5.2.2 Asset Marketplace
5.2.3 Avatars
5.2.4 Financial Services
5.3 Key Takeaways from Market Segmentation by Offerings
6. Total Global- Market Segmentation by Technology, Historic Growth, Outlook. Forecasts
6.1 Market Definition. Segmentation by Technology
6.2 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Technology, 2019-2030
6.2.1 Augmented Reality. Virtual Reality
6.2.2 Mixed Reality
6.2.3 Blockchain
6.2.4 Others (IoT)
6.3 Key Takeaways from Market Segmentation by Technology
7. Total Asia Pacific Market Segmentation by End-User Segment/Industry, Growth, Outlook. Forecasts
7.1 Market Definition. Segmentation by End User Industry
7.2 Benefits of Virtual Reality Adoption in End User Industries
7.3 Market Revenue Share, Historic Growth, Outlook and Forecasts by End-User Industry, 2017-2027
7.3.1 Gaming
7.3.2 Social Media. Live Events
7.3.3 Online Shopping
7.3.4 Industrial Manufacturing
7.3.5 Aerospace and Defense
7.3.6 Education
7.3.7 Healthcare
7.3.8 Others (Content Creation, Virtual Runway Shows, Fashion, Testing. Application)
7.4 Key Developments in the Asia Pacific Virtual Reality End User Industries Impacting Market Future Growth
7.5 Covid-19 Impact on End-User Segments/ Industries
7.6 Key Takeaways from Market Segmentation by End-User Industry
8. Industry. Competition Analysis. Competitive Landscape
8.1 Types of Players (Competitors). Share of Competition
8.2 Porter’s. Forces Analysis of Europe’s Green Hydrogen Competitors
8.3 Key Developments in the Global Metaverse Sector Impacting Market Growth
8.4 Comparison of Leading Competitors within Global Metaverse Market, 2021
8.5 Comparison of Leading Competitors within Global Metaverse Market by Coverage of Technology Segments, 2021
8.6 Comparison of Leading Competitors within Global Metaverse Market by Coverage of Application, 2021
8.7 Comparison of Leading Competitors within Global Metaverse Market by Coverage of Generation and Delivery Mode, 2021
8.8 Comparison of Leading Competitors within Global Metaverse Market by Coverage of Geographic Regions, 2021
8.9 Key Takeaways from Competitive Landscape
9. Key Competitor Profiles (Company Overview, Product Offerings, and Strength. Weakness of Key Competitors)
9.1 Meta Platforms Inc.
9.2 NVIDIA Corporation
9.3 Tencent Holdings Ltd.
9.4 Roblox Corporation
9.5 Nextech AR Solutions Inc.
9.6 Microsoft
9.7 Unity Software Inc.
9.8 Bytedance
9.9 Epic Games, Inc.
9.10 Decentraland
9.11 Antier Solutions
9.12 Alibaba Group Holding Limited
10. Geographic Analysis. Major Continent Market Historic Growth, Outlook, and Forecasts
10.1 Major Continent Comparison of Macroeconomic Factors
10.2 Total Global- Market Revenue Share, Historic Growth, Outlook and Forecasts by Geography, 2019-2030
10.3 Major Continent Market Analysis, Historic Growth, Outlook. Forecasts
10.4 North America- Metaverse Market Analysis
10.4.1 Major Production and Consumption Hubs in North America
10.4.2 Notable Emerging Metaverse Companies in North America
10.4.3 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Technology Component, 2019-2030
10.4.4 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Platform, 2019-2030
10.4.5 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Offerings, 2019-2030
10.4.6 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Technology, 2019-2030
10.4.7 Market Revenue Share, Historic Growth, Outlook, and Forecasts by End-User, 2019-2030
10.4.1 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Major Countries, 2019-2030
USA
Canada
Mexico
10.5 Asia-Pacific- Metaverse Market Analysis
10.5.1 Major Production and Consumption Hubs in Asia-Pacific
10.5.2 Notable Emerging Metaverse Companies in Asia-Pacific
10.5.3 Market Revenue Share, Historic Growth, Outlook and Forecasts by Technology Component, 2019-2030
10.5.4 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Platform, 2019-2030
10.5.5 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Offerings, 2019-2030
10.5.6 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Technology, 2019-2030
10.5.7 Market Revenue Share, Historic Growth, Outlook, and Forecasts by End-User, 2019-2030
10.5.8 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Major Countries, 2019-2030
China
Japan
South Korea
India
Indonesia
Australia
Rest of Asia-Pacific
10.6 Europe. Metaverse Market Analysis
10.6.1 Major Production and Consumption Hubs in Europe
10.6.2 Notable Emerging Green Hydrogen Companies in the Europe
10.6.3 Market Revenue Share, Historic Growth, Outlook and Forecasts by Technology Component, 2019-2030
10.6.4 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Platform, 2019-2030
10.6.5 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Offerings, 2019-2030
10.6.6 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Technology, 2019-2030
10.6.7 Market Revenue Share, Historic Growth, Outlook, and Forecasts by End-User, 2019-2030
10.6.8 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Major Countries, 2019-2030
Germany
UK
France
Spain
Italy
Rest of Europe
10.7 LAMEA. Metaverse Market Analysis
10.7.1 Major Production and Consumption Hubs in LAMEA
10.7.2 Notable Emerging Green Hydrogen Companies in LAMEA
10.7.3 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Technology Component, 2019-2030
10.7.4 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Platform, 2019-2030
10.7.5 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Offerings, 2019-2030
10.7.6 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Technology, 2019-2030
10.7.7 Market Revenue Share, Historic Growth, Outlook, and Forecasts by End-User, 2019-2030
10.7.8 Market Revenue Share, Historic Growth, Outlook, and Forecasts by Major Sub-Regions, 2019-2030
Latin America
The Middle East
Africa
11. Industry Expert’s Opinions/Perspectives
11.1 Notable Statements/Quotes from Industry Experts and C-Level Executives on Current Status and Future Outlook of the Market
12. Analyst Recommendation
12.1 Analyst Recommendations on Identified Major Opportunities and Potential Strategies to Gain from Opportunities
13. Appendix
13.1 Research Methodology. Market Size Estimation, Forecast, and Sanity Check Approach
13.2 Sample Discussion Guide
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