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市场调查报告书
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1166151

全球 Metaverse 市场-规模/份额/趋势分析/机会/预测:按组件、按应用、按技术、按产品、按平台、按最终用户、按硬件、按软件、按地区 (2018-2028)

Metaverse Market - Global Size, Share, Trend Analysis, Opportunity & Forecast Report, 2018-2028, Segmented By Components; Application; Technology; Offering; Platform; End-User; Hardware; Software (Extended Reality Software, Gaming Engines, Region

出版日期: | 出版商: Blueweave Consulting | 英文 440 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2021 年全球元宇宙市场规模预计为 407 亿美元,预测期内復合年增长率为 40.5%,到 2028 年底将达到约 4390 亿美元。 推动市场增长的关键因素包括增强现实在医疗保健领域的应用越来越多,以及来自邻近市场的机会越来越多。

本报告研究全球 Metaverse 市场,按组件、技术、产品、平台、最终用户提供市场概览、市场规模和预测、趋势、驱动因素和製约因素,我们提供全面的信息,包括按地区和公司概况进行的分析。

内容

第1章研究框架

第 2 章执行摘要

第 3 章全球元宇宙市场洞察

  • 行业价值链分析
  • DROC 分析
    • 增长动力
      • 经济实惠的硬件可用性
      • 游戏化/VR 模拟器品牌推广
      • 对教育和企业培训的坚定承诺
      • 来自相邻市场的机会
      • 在医疗保健领域越来越多地采用增强现实技术
      • 娱乐和游戏行业的高需求
      • 将虚拟化融入时尚、艺术和零售业
    • 约束因素
      • 基于网络的威胁
      • 维护成本高
      • 过度使用导致的健康和精神问题
    • 机会
      • 虚拟代币和 NFT 的日益流行
      • 在家工作机会和增加远程工作工具
      • 5G 技术的持续发展
    • 任务
      • 新兴国家缺乏意识
      • 专用 metaverse 网络的高成本
  • 技术进步/最新发展
  • 监管框架
  • 波特的五力分析
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争激烈程度

第 4 章全球 Metaverse 市场概述

  • 市场规模和价值预测(2018-2028 年)
    • 按金额
  • 市场份额和预测
    • 按组件
      • 硬件
      • 软件
      • 服务
    • 通过使用
      • 广告
      • 区块链
      • 会议
      • 内容创作
      • 数字孪生操作
      • 边缘计算
      • 游戏
      • NFT
      • 在线教育
      • 网上购物
      • 付款
      • 社交媒体
      • 虚拟商品
      • 虚拟化工具
    • 按技术
      • 区块链
      • 虚拟现实 (VR)/增强现实 (AR)
      • 混合现实 (MR)
      • 物联网 (IoT)
      • 其他
    • 通过报价
      • 资产市场
      • 头像
      • 金融业务
      • 虚拟平台
    • 按平台
      • 桌面
      • 手机
      • 耳机
    • 最终用户
      • 教育
      • 时尚
      • 医疗保健
    • 按硬件
      • 增强现实设备
      • 虚拟现实设备
      • 磁共振设备
      • 展示
    • 通过软件
      • XR 软件
      • 游戏引擎
      • 3D 映射、建模和重建
      • 元界平台
      • 金融平台
      • 其他软件(地理空间绘图工具、基于云的软件)
    • 专业服务
      • 应用程序开发和系统集成
      • 战略和业务咨询
    • 按地区
      • 北美
      • 欧洲
      • 亚太地区
      • 拉丁美洲
      • 中东和非洲

第5章北美元界市场

  • 市场规模和价值预测(2018-2028 年)
    • 按金额
  • 市场份额和预测
    • 按组件
    • 通过使用
    • 按技术
    • 通过报价
    • 按平台
    • 最终用户
    • 按硬件
    • 通过软件
    • 专业服务
    • 按国家
      • 美国
      • 加拿大

第 6 章欧洲 Metaverse 市场

  • 市场规模和价值预测(2018-2028 年)
    • 按金额
  • 市场份额和预测
    • 按组件
    • 通过使用
    • 按技术
    • 通过报价
    • 按平台
    • 最终用户
    • 按硬件
    • 通过软件
    • 专业服务
    • 按国家
      • 德国
      • 英国
      • 意大利
      • 法国
      • 西班牙
      • 荷兰
      • 比利时
      • 北欧国家
      • 其他欧洲

第 7 章亚太元界市场

  • 市场规模和价值预测(2018-2028 年)
    • 按金额
  • 市场份额和预测
    • 按组件
    • 通过使用
    • 按技术
    • 通过报价
    • 按平台
    • 最终用户
    • 按硬件
    • 通过软件
    • 专业服务
    • 按国家
      • 中国
      • 印度
      • 日本
      • 韩国
      • 澳大利亚和新西兰
      • 印度尼西亚
      • 马来西亚
      • 新加坡
      • 菲律宾
      • 越南
      • 亚太其他地区

第 8 章拉丁美洲 Metaverse 市场

  • 市场规模和价值预测(2018-2028 年)
    • 按金额
  • 市场份额和预测
    • 按组件
    • 通过使用
    • 按技术
    • 通过报价
    • 按平台
    • 最终用户
    • 按硬件
    • 通过软件
    • 专业服务
    • 按国家
      • 巴西
      • 墨西哥
      • 阿根廷
      • 秘鲁
      • 哥伦比亚
      • 其他拉丁美洲

第9章中东和非洲Metaverse市场

  • 市场规模和价值预测(2018-2028 年)
    • 按金额
  • 市场份额和预测
    • 按组件
    • 通过使用
    • 按技术
    • 通过报价
    • 按平台
    • 最终用户
    • 按硬件
    • 通过软件
    • 专业服务
    • 按国家
      • 沙特阿拉伯
      • 阿拉伯联合酋长国
      • 卡塔尔
      • 科威特
      • 伊朗
      • 南非
      • 尼日利亚
      • 肯尼亚
      • 埃及
      • 摩洛哥
      • 阿尔及利亚
      • 其他中东和非洲地区

第10章竞争格局

  • 主要公司及其产品列表
  • 2021 年全球 Metaverse 公司的市场份额分析
  • 按运营参数进行竞争性基准测试
  • 重大战略发展(合併、收购、合作)

第 11 章 COVID-19 对全球 Metaverse 市场的影响

第12章公司简介(公司简介、财务矩阵、竞争格局、主要人员、主要竞争对手、联繫地址、战略展望、SWOT)

  • Active Theory
  • Alibaba Cloud
  • Alphabet, Inc.
  • Antier Solutions Pvt. Ltd.
  • ByteDance Ltd.
  • Decentraland
  • Epic Games, Inc.
  • Globant
  • Lilith Games
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • NetEase, Inc.
  • Nextech AR Solutions Corp.
  • Nvidia Corporation
  • Queppelin
  • Roblox Corporation
  • Tencent Holdings Ltd.
  • The Sandbox
  • Unity Technologies, Inc.
  • 其他有力企业

第13章 主要战略建议事项

第14章 调查手法

简介目录
Product Code: BWC22501

Global Metaverse Market to Grow at a CAGR of 40.5% during Forecast Period

Global Metaverse market is growing at a high CAGR because of the increasing acceptance of augmented reality in the healthcare sector as well as opportunities from adjacent markets are driving the metaverse market.

A recent study conducted by the strategic consulting and market research firm, BlueWeave Consulting, revealed that the Global Metaverse market was worth USD 40.7 billion in the year 2021. The market is projected to grow at a CAGR of 40.5%, earning revenues of around USD 439.0 billion by the end of 2028. The Global Metaverse market is booming because of the increasing acceptance of augmented reality in the healthcare sector, which lowers costs and improves results for people without endangering patient lives and the opportunities from adjacent markets. In addition, technologies like XR, AI, and analytics are anticipated to be very helpful for teaching and simulating applications in the aerospace and defense sector is a significant driver of market expansion. However, a lack of awareness and understanding among the general people of the metaverse may act as a huge restraining factor for market growth.

Opportunities from Adjacent Markets Coupled with Increasing Acceptance of Augmented Reality in Healthcare are driving the Metaverse Market

Technologies like XR, AI, and analytics are anticipated to be very helpful for teaching and simulating applications in the aerospace and defense sector. These technologies and the metaverse are anticipated to be beneficial for experiential training by utilizing data-driven applications in real-time. Thus, it is anticipated that the metaverse will facilitate the more effective and efficient transmission of precise skills and greater information retention by trainees throughout this vertical/enterprise. Airlines train their ground staff for pre-flight inspections using extended reality. The integration of the metaverse with XR can aid in simulations, aviation training, and weapon training, thereby boosting market growth.

The metaverse Market is being driven by the increasing acceptance of augmented reality in the healthcare sector, which lowers costs and improves results for people without endangering patient lives. PTSD, phobias, anxiety disorders, hallucinations, and delusions are problems that can be treated using metaverse in mental health. The way we seek help from coworkers, friends, family, or medical professionals when we are having a mental breakdown has changed because of technology. Virtual reality technology has the potential to improve people's welfare, and companies in the sector are developing mental health apps for the metaverse. Researchers at EMPA have created hundreds of avatars of actual patients with chronic pain, and they are using them to predict and enhance the effects of medications and thereby boosting the market growth.

Lack of awareness in developing countries is the key Challenge in the Operation of Metaverse in the Market

The overall lack of awareness and understanding among the general people is one of the major challenges the metaverse must overcome. Virtual reality is one of the multiverse's notions that most people can understand. However, for some people, the concept of this vast digital environment known as the "metaverse" can be frightening or even perplexing. Most people need to be made aware of what the metaverse is, even though we hear the term frequently these days. In addition, users need more awareness of service and security alternatives; the industry may encounter growth constraints. Additionally, businesses functioning in the industry have experienced cyberattacks, which create serious security issues. Through September 2021, over 500 million cyberattacks were reported, with more than 1700 attacks reported for each business, according to SonicWall.

Fashion Category Had the Biggest Market Share in Global Metaverse End-User Segment

The market is segmented based on offerings: asset marketplace, avatars, financial services, and virtual platforms. The asset marketplace is expected to have a high growth rate due to increased investments in bitcoins, Ethereum, NFTs, and other cryptocurrencies have caused the metaverse's rapid growth in the asset marketplace segment. In addition, the rising penetration of smartphones and the rising number of app developers in the market will propel the growth of the virtual platform segment during the forecast period. In addition, based on end-user segmentation, the Metaverse market is divided into education, fashion, and healthcare. The Metaverse market's fastest-growing area is anticipated to be the fashion section. Because they are aware of micro indicators like high purchasing power for virtual clothes in the immersive digital environment, the leading fashion and apparel firms in the world are now adopting and wagering on adopting the trend of digital clothing.

Regional Insight

The majority of users are in North America, where metaverse experiences are popular. A study found that 37% of Americans think that living in the metaverse would be more enjoyable than living in the real world, 38% think that the metaverse improves their lives, 47% use it effectively for socializing, and 48% do not feel overwhelmed by the multiverse. In addition, 40% of Americans believe that the metaverse has a purpose, and 57% think that it will become as popular as conventional social media platforms. India is experiencing great growth because of a large number of start-ups and organizations, making Asia-Pacific the region with the fastest-growing metaverse market. Additionally, 31.8% of people utilize the QQ metaverse platform seven days a week, according to China's Social Sciences Academic Press and NetEase.

Impact of COVID-19 on Global Metaverse Market

Due to lockdowns and closures, users were constrained, which has propelled the metaverse market as an important lifestyle area for users, including interactive game landscapes and the growing use of mixed reality. The popularity of the metaverse is growing along with the use of blockchain, nonfungible tokens (NFTs), and digital assets. Furthermore, the rise in work-from-home culture and social isolation norms brought about by the COVID-19 lockdowns contributed to the period's increased demand for metaverse platforms, which lasted after COVID-19 instances started to decline in late 2021. For instance, in November 2020, more than 30 million users tuned into a two-day virtual concert hosted by Sony Music Entertainment and Lil Nas X on the Roblox platform.

Competitive Landscape

Key players operating in the Global Metaverse market are Active Theory, Alibaba Cloud, Alphabet, Inc., Antier Solutions Pvt. Ltd., ByteDance Ltd., Decentraland, Epic Games, Inc., Globant, Lilith Games, Magic Leap, Inc., Meta Platforms, Inc., Microsoft Corporation, NetEase, Inc., Nextech AR Solutions Corp., Nvidia Corporation, Queppelin, Roblox Corporation, Tencent Holdings Ltd., The Sandbox, Unity Technologies, Inc., and other prominent players.

Don't miss the business opportunity in the Global Metaverse market. Consult our analysts to gain crucial insights and facilitate your business growth.

The in-depth analysis of the report provides information about growth potential, upcoming trends, and statistics of the global metaverse market. It also highlights the factors driving forecasts of total market size. The report promises to provide recent technology trends in the global metaverse market and industry insights to help decision-makers make sound strategic decisions. Furthermore, the report also analyzes the growth drivers, challenges, and competitive dynamics of the market.

Table of Contents

1. Research Framework

  • 1.1. Research Objective
  • 1.2. Product Overview
  • 1.3. Market Segmentation

2. Executive Summary

3. Global Metaverse Market Insights

  • 3.1. Industry Value Chain Analysis
  • 3.2. DROC Analysis
    • 3.2.1. Growth Drivers
      • 3.2.1.1. Affordable hardware availability
      • 3.2.1.2. Brand promotion with gamification and VR simulators
      • 3.2.1.3. Strong commitment to education and corporate training
      • 3.2.1.4. Opportunities from adjacent markets
      • 3.2.1.5. Increasing acceptance of augmented reality in healthcare
      • 3.2.1.6. High demand in the entertainment and gaming industry
      • 3.2.1.7. Incorporating virtualization in fashion, art and retail
    • 3.2.2. Restraints
      • 3.2.2.1. Cyber-based threats
      • 3.2.2.2. High maintenance cost
      • 3.2.2.3. Health and psychological problems due to overuse
    • 3.2.3. Opportunity
      • 3.2.3.1. Growing Popularity of virtual tokens and NFTs
      • 3.2.3.2. Increasing work from home opportunities and remote working tools
      • 3.2.3.3. Continuous development of 5G technology
    • 3.2.4. Challenges
      • 3.2.4.1. Lack of awareness in developing countries
      • 3.2.4.2. High cost of leased Metaverse network
  • 3.3. Technology Advancements/Recent Developments
  • 3.4. Regulatory Framework
  • 3.5. Porter's Five Forces Analysis
    • 3.5.1. Bargaining Power of Suppliers
    • 3.5.2. Bargaining Power of Buyers
    • 3.5.3. Threat of New Entrants
    • 3.5.4. Threat of Substitutes
    • 3.5.5. Intensity of Rivalry

4. Global Metaverse Market Overview

  • 4.1. Market Size & Forecast, by Value, 2018-2028
    • 4.1.1. By Value (USD Billion)
  • 4.2. Market Share & Forecast
    • 4.2.1. By Components
      • 4.2.1.1. Hardware
      • 4.2.1.2. Software
      • 4.2.1.3. Services
    • 4.2.2. By Application
      • 4.2.2.1. Advertising
      • 4.2.2.2. Block chain Applications
      • 4.2.2.3. Conferences
      • 4.2.2.4. Content Creation
      • 4.2.2.5. Digital Twin Operations
      • 4.2.2.6. edge computing
      • 4.2.2.7. Gaming
      • 4.2.2.8. NFT
      • 4.2.2.9. Online Education
      • 4.2.2.10. Online Shopping
      • 4.2.2.11. Payments
      • 4.2.2.12. social media
      • 4.2.2.13. Virtual Goods
      • 4.2.2.14. Virtualization Tools
    • 4.2.3. By Technology
      • 4.2.3.1. Blockchain
      • 4.2.3.2. Virtual Reality (VR) and Augmented Reality (AR)
      • 4.2.3.3. Mixed Reality (MR)
      • 4.2.3.4. Internet of Things (IoT)
      • 4.2.3.5. Others
    • 4.2.4. By Offering
      • 4.2.4.1. Asset Marketplaces
      • 4.2.4.2. Avatars
      • 4.2.4.3. Financial Services
      • 4.2.4.4. Virtual Platforms
    • 4.2.5. By Platform
      • 4.2.5.1. Desktop
      • 4.2.5.2. Mobile
      • 4.2.5.3. Headsets
    • 4.2.6. By End-User
      • 4.2.6.1. Education
      • 4.2.6.2. Fashion
      • 4.2.6.3. Healthcare
    • 4.2.7. By Hardware
      • 4.2.7.1. AR Devices
      • 4.2.7.2. VR Devices
      • 4.2.7.3. MR Devices
      • 4.2.7.4. Displays
    • 4.2.8. By Software
      • 4.2.8.1. Extended Reality Software
      • 4.2.8.2. Gaming Engines
      • 4.2.8.3. 3D Mapping, Modeling, and Reconstruction
      • 4.2.8.4. Metaverse Platforms
      • 4.2.8.5. Financial Platforms
      • 4.2.8.6. Other Software (Geospatial Mapping Tools, Cloud-Based Software)
    • 4.2.9. By Professional Services
      • 4.2.9.1. Application Development and System Integration
      • 4.2.9.2. Strategy And Business Consulting
    • 4.2.10. By Region
      • 4.2.10.1. North America
      • 4.2.10.2. Europe
      • 4.2.10.3. Asia Pacific (APAC)
      • 4.2.10.4. Latin America
      • 4.2.10.5. Middle East and Africa (MEA)

5. North America Metaverse Market

    • 5.1.1. Market Size & Forecast by Value, 2018-2028
    • 5.1.2. By Value (USD Billion)
  • 5.2. Market Share & Forecast
    • 5.2.1. By Components
    • 5.2.2. By Application
    • 5.2.3. By Technology
    • 5.2.4. By Offering
    • 5.2.5. By Platform
    • 5.2.6. By End-User
    • 5.2.7. By Hardware
    • 5.2.8. By Software
    • 5.2.9. By Professional Services
    • 5.2.10. By Country
      • 5.2.10.1. United States
      • 5.2.10.1.1. By Components
      • 5.2.10.1.2. By Application
      • 5.2.10.1.3. By Technology
      • 5.2.10.1.4. By Offering
      • 5.2.10.1.5. By Platform
      • 5.2.10.1.6. By End-User
      • 5.2.10.1.7. By Hardware
      • 5.2.10.1.8. By Software
      • 5.2.10.1.9. By Professional Services
      • 5.2.10.2. Canada
      • 5.2.10.2.1. By Components
      • 5.2.10.2.2. By Application
      • 5.2.10.2.3. By Technology
      • 5.2.10.2.4. By Offering
      • 5.2.10.2.5. By Platform
      • 5.2.10.2.6. By End-User
      • 5.2.10.2.7. By Hardware
      • 5.2.10.2.8. By Software
      • 5.2.10.2.9. By Professional Services

6. Europe Metaverse Market

  • 6.1. Market Size & Forecast by Value, 2018-2028
    • 6.1.1. By Value (USD Billion)
  • 6.2. Market Share & Forecast
    • 6.2.1. By Components
    • 6.2.2. By Application
    • 6.2.3. By Technology
    • 6.2.4. By Offering
    • 6.2.5. By Platform
    • 6.2.6. By End-User
    • 6.2.7. By Hardware
    • 6.2.8. By Software
    • 6.2.9. By Professional Services
    • 6.2.10. By Country
      • 6.2.10.1. Germany
      • 6.2.10.1.1. By Components
      • 6.2.10.1.2. By Application
      • 6.2.10.1.3. By Technology
      • 6.2.10.1.4. By Offering
      • 6.2.10.1.5. By Platform
      • 6.2.10.1.6. By End-User
      • 6.2.10.1.7. By Hardware
      • 6.2.10.1.8. By Software
      • 6.2.10.1.9. By Professional Services
      • 6.2.10.2. United Kingdom
      • 6.2.10.2.1. By Components
      • 6.2.10.2.2. By Application
      • 6.2.10.2.3. By Technology
      • 6.2.10.2.4. By Offering
      • 6.2.10.2.5. By Platform
      • 6.2.10.2.6. By End-User
      • 6.2.10.2.7. By Hardware
      • 6.2.10.2.8. By Software
      • 6.2.10.2.9. By Professional Services
      • 6.2.10.3. Italy
      • 6.2.10.3.1. By Components
      • 6.2.10.3.2. By Application
      • 6.2.10.3.3. By Technology
      • 6.2.10.3.4. By Offering
      • 6.2.10.3.5. By Platform
      • 6.2.10.3.6. By End-User
      • 6.2.10.3.7. By Hardware
      • 6.2.10.3.8. By Software
      • 6.2.10.3.9. By Professional Services
      • 6.2.10.4. France
      • 6.2.10.4.1. By Components
      • 6.2.10.4.2. By Application
      • 6.2.10.4.3. By Technology
      • 6.2.10.4.4. By Offering
      • 6.2.10.4.5. By Platform
      • 6.2.10.4.6. By End-User
      • 6.2.10.4.7. By Hardware
      • 6.2.10.4.8. By Software
      • 6.2.10.4.9. By Professional Services
      • 6.2.10.5. Spain
      • 6.2.10.5.1. By Components
      • 6.2.10.5.2. By Application
      • 6.2.10.5.3. By Technology
      • 6.2.10.5.4. By Offering
      • 6.2.10.5.5. By Platform
      • 6.2.10.5.6. By End-User
      • 6.2.10.5.7. By Hardware
      • 6.2.10.5.8. By Software
      • 6.2.10.5.9. By Professional Services
      • 6.2.10.6. The Netherlands
      • 6.2.10.6.1. By Components
      • 6.2.10.6.2. By Application
      • 6.2.10.6.3. By Technology
      • 6.2.10.6.4. By Offering
      • 6.2.10.6.5. By Platform
      • 6.2.10.6.6. By End-User
      • 6.2.10.6.7. By Hardware
      • 6.2.10.6.8. By Software
      • 6.2.10.6.9. By Professional Services
      • 6.2.10.7. Belgium
      • 6.2.10.7.1. By Components
      • 6.2.10.7.2. By Application
      • 6.2.10.7.3. By Technology
      • 6.2.10.7.4. By Offering
      • 6.2.10.7.5. By Platform
      • 6.2.10.7.6. By End-User
      • 6.2.10.7.7. By Hardware
      • 6.2.10.7.8. By Software
      • 6.2.10.7.9. By Professional Services
      • 6.2.10.8. NORDIC Countries
      • 6.2.10.8.1. By Components
      • 6.2.10.8.2. By Application
      • 6.2.10.8.3. By Technology
      • 6.2.10.8.4. By Offering
      • 6.2.10.8.5. By Platform
      • 6.2.10.8.6. By End-User
      • 6.2.10.8.7. By Hardware
      • 6.2.10.8.8. By Software
      • 6.2.10.8.9. By Professional Services
      • 6.2.10.9. Rest of Europe
      • 6.2.10.9.1. By Components
      • 6.2.10.9.2. By Application
      • 6.2.10.9.3. By Technology
      • 6.2.10.9.4. By Offering
      • 6.2.10.9.5. By Platform
      • 6.2.10.9.6. By End-User
      • 6.2.10.9.7. By Hardware
      • 6.2.10.9.8. By Software
      • 6.2.10.9.9. By Professional Services

7. Asia Pacific Metaverse Market

  • 7.1. Market Size & Forecast by Value, 2018-2028
    • 7.1.1. By Value (USD Billion)
  • 7.2. Market Share & Forecast
    • 7.2.1. By Components
    • 7.2.2. By Application
    • 7.2.3. By Technology
    • 7.2.4. By Offering
    • 7.2.5. By Platform
    • 7.2.6. By End-User
    • 7.2.7. By Hardware
    • 7.2.8. By Software
    • 7.2.9. By Professional Services
    • 7.2.10. By Country
      • 7.2.10.1. China
      • 7.2.10.1.1. By Components
      • 7.2.10.1.2. By Application
      • 7.2.10.1.3. By Technology
      • 7.2.10.1.4. By Offering
      • 7.2.10.1.5. By Platform
      • 7.2.10.1.6. By End-User
      • 7.2.10.1.7. By Hardware
      • 7.2.10.1.8. By Software
      • 7.2.10.1.9. By Professional Services
      • 7.2.10.2. India
      • 7.2.10.2.1. By Components
      • 7.2.10.2.2. By Application
      • 7.2.10.2.3. By Technology
      • 7.2.10.2.4. By Offering
      • 7.2.10.2.5. By Platform
      • 7.2.10.2.6. By End-User
      • 7.2.10.2.7. By Hardware
      • 7.2.10.2.8. By Software
      • 7.2.10.2.9. By Professional Services
      • 7.2.10.3. Japan
      • 7.2.10.3.1. By Components
      • 7.2.10.3.2. By Application
      • 7.2.10.3.3. By Technology
      • 7.2.10.3.4. By Offering
      • 7.2.10.3.5. By Platform
      • 7.2.10.3.6. By End-User
      • 7.2.10.3.7. By Hardware
      • 7.2.10.3.8. By Software
      • 7.2.10.3.9. By Professional Services
      • 7.2.10.4. South Korea
      • 7.2.10.4.1. By Components
      • 7.2.10.4.2. By Application
      • 7.2.10.4.3. By Technology
      • 7.2.10.4.4. By Offering
      • 7.2.10.4.5. By Platform
      • 7.2.10.4.6. By End-User
      • 7.2.10.4.7. By Hardware
      • 7.2.10.4.8. By Software
      • 7.2.10.4.9. By Professional Services
      • 7.2.10.5. Australia & New Zealand
      • 7.2.10.5.1. By Components
      • 7.2.10.5.2. By Application
      • 7.2.10.5.3. By Technology
      • 7.2.10.5.4. By Offering
      • 7.2.10.5.5. By Platform
      • 7.2.10.5.6. By End-User
      • 7.2.10.5.7. By Hardware
      • 7.2.10.5.8. By Software
      • 7.2.10.5.9. By Professional Services
      • 7.2.10.6. Indonesia
      • 7.2.10.6.1. By Components
      • 7.2.10.6.2. By Application
      • 7.2.10.6.3. By Technology
      • 7.2.10.6.4. By Offering
      • 7.2.10.6.5. By Platform
      • 7.2.10.6.6. By End-User
      • 7.2.10.6.7. By Hardware
      • 7.2.10.6.8. By Software
      • 7.2.10.6.9. By Professional Services
      • 7.2.10.7. Malaysia
      • 7.2.10.7.1. By Components
      • 7.2.10.7.2. By Application
      • 7.2.10.7.3. By Technology
      • 7.2.10.7.4. By Offering
      • 7.2.10.7.5. By Platform
      • 7.2.10.7.6. By End-User
      • 7.2.10.7.7. By Hardware
      • 7.2.10.7.8. By Software
      • 7.2.10.7.9. By Professional Services
      • 7.2.10.8. Singapore
      • 7.2.10.8.1. By Components
      • 7.2.10.8.2. By Application
      • 7.2.10.8.3. By Technology
      • 7.2.10.8.4. By Offering
      • 7.2.10.8.5. By Platform
      • 7.2.10.8.6. By End-User
      • 7.2.10.8.7. By Hardware
      • 7.2.10.8.8. By Software
      • 7.2.10.8.9. By Professional Services
      • 7.2.10.9. Philippines
      • 7.2.10.9.1. By Components
      • 7.2.10.9.2. By Application
      • 7.2.10.9.3. By Technology
      • 7.2.10.9.4. By Offering
      • 7.2.10.9.5. By Platform
      • 7.2.10.9.6. By End-User
      • 7.2.10.9.7. By Hardware
      • 7.2.10.9.8. By Software
      • 7.2.10.9.9. By Professional Services
      • 7.2.10.10. Vietnam
      • 7.2.10.10.1. By Components
      • 7.2.10.10.2. By Application
      • 7.2.10.10.3. By Technology
      • 7.2.10.10.4. By Offering
      • 7.2.10.10.5. By Platform
      • 7.2.10.10.6. By End-User
      • 7.2.10.10.7. By Hardware
      • 7.2.10.10.8. By Software
      • 7.2.10.10.9. By Professional Services
      • 7.2.10.11. Rest of Asia Pacific
      • 7.2.10.11.1. By Components
      • 7.2.10.11.2. By Application
      • 7.2.10.11.3. By Technology
      • 7.2.10.11.4. By Offering
      • 7.2.10.11.5. By Platform
      • 7.2.10.11.6. By End-User
      • 7.2.10.11.7. By Hardware
      • 7.2.10.11.8. By Software
      • 7.2.10.11.9. By Professional Services

8. Latin America Metaverse Market

  • 8.1. Market Size & Forecast by Value, 2018-2028
    • 8.1.1. By Value (USD Billion)
  • 8.2. Market Share & Forecast
    • 8.2.1. By Components
    • 8.2.2. By Application
    • 8.2.3. By Technology
    • 8.2.4. By Offering
    • 8.2.5. By Platform
    • 8.2.6. By End-User
    • 8.2.7. By Hardware
    • 8.2.8. By Software
    • 8.2.9. By Professional Services
    • 8.2.10. By Country
      • 8.2.10.1. Brazil
      • 8.2.10.1.1. By Components
      • 8.2.10.1.2. By Application
      • 8.2.10.1.3. By Technology
      • 8.2.10.1.4. By Offering
      • 8.2.10.1.5. By Platform
      • 8.2.10.1.6. By End-User
      • 8.2.10.1.7. By Hardware
      • 8.2.10.1.8. By Software
      • 8.2.10.1.9. By Professional Services
      • 8.2.10.2. Mexico
      • 8.2.10.2.1. By Components
      • 8.2.10.2.2. By Application
      • 8.2.10.2.3. By Technology
      • 8.2.10.2.4. By Offering
      • 8.2.10.2.5. By Platform
      • 8.2.10.2.6. By End-User
      • 8.2.10.2.7. By Hardware
      • 8.2.10.2.8. By Software
      • 8.2.10.2.9. By Professional Services
      • 8.2.10.3. Argentina
      • 8.2.10.3.1. By Components
      • 8.2.10.3.2. By Application
      • 8.2.10.3.3. By Technology
      • 8.2.10.3.4. By Offering
      • 8.2.10.3.5. By Platform
      • 8.2.10.3.6. By End-User
      • 8.2.10.3.7. By Hardware
      • 8.2.10.3.8. By Software
      • 8.2.10.3.9. By Professional Services
      • 8.2.10.4. Peru
      • 8.2.10.4.1. By Components
      • 8.2.10.4.2. By Application
      • 8.2.10.4.3. By Technology
      • 8.2.10.4.4. By Offering
      • 8.2.10.4.5. By Platform
      • 8.2.10.4.6. By End-User
      • 8.2.10.4.7. By Hardware
      • 8.2.10.4.8. By Software
      • 8.2.10.4.9. By Professional Services
      • 8.2.10.5. Colombia
      • 8.2.10.5.1. By Components
      • 8.2.10.5.2. By Application
      • 8.2.10.5.3. By Technology
      • 8.2.10.5.4. By Offering
      • 8.2.10.5.5. By Platform
      • 8.2.10.5.6. By End-User
      • 8.2.10.5.7. By Hardware
      • 8.2.10.5.8. By Software
      • 8.2.10.5.9. By Professional Services
      • 8.2.10.6. Rest of Latin America
      • 8.2.10.6.1. By Components
      • 8.2.10.6.2. By Application
      • 8.2.10.6.3. By Technology
      • 8.2.10.6.4. By Offering
      • 8.2.10.6.5. By Platform
      • 8.2.10.6.6. By End-User
      • 8.2.10.6.7. By Hardware
      • 8.2.10.6.8. By Software
      • 8.2.10.6.9. By Professional Services

9. Middle East & Africa Metaverse Market

  • 9.1. Market Size & Forecast by Value, 2018-2028
    • 9.1.1. By Value (USD Billion)
  • 9.2. Market Share & Forecast
    • 9.2.1. By Components
    • 9.2.2. By Application
    • 9.2.3. By Technology
    • 9.2.4. By Offering
    • 9.2.5. By Platform
    • 9.2.6. By End-User
    • 9.2.7. By Hardware
    • 9.2.8. By Software
    • 9.2.9. By Professional Services
    • 9.2.10. By Country
      • 9.2.10.1. Saudi Arabia
      • 9.2.10.1.1. By Components
      • 9.2.10.1.2. By Application
      • 9.2.10.1.3. By Technology
      • 9.2.10.1.4. By Offering
      • 9.2.10.1.5. By Platform
      • 9.2.10.1.6. By End-User
      • 9.2.10.1.7. By Hardware
      • 9.2.10.1.8. By Software
      • 9.2.10.1.9. By Professional Services
      • 9.2.10.2. UAE
      • 9.2.10.2.1. By Components
      • 9.2.10.2.2. By Application
      • 9.2.10.2.3. By Technology
      • 9.2.10.2.4. By Offering
      • 9.2.10.2.5. By Platform
      • 9.2.10.2.6. By End-User
      • 9.2.10.2.7. By Hardware
      • 9.2.10.2.8. By Software
      • 9.2.10.2.9. By Professional Services
      • 9.2.10.3. Qatar
      • 9.2.10.3.1. By Components
      • 9.2.10.3.2. By Application
      • 9.2.10.3.3. By Technology
      • 9.2.10.3.4. By Offering
      • 9.2.10.3.5. By Platform
      • 9.2.10.3.6. By End-User
      • 9.2.10.3.7. By Hardware
      • 9.2.10.3.8. By Software
      • 9.2.10.3.9. By Professional Services
      • 9.2.10.4. Kuwait
      • 9.2.10.4.1. By Components
      • 9.2.10.4.2. By Application
      • 9.2.10.4.3. By Technology
      • 9.2.10.4.4. By Offering
      • 9.2.10.4.5. By Platform
      • 9.2.10.4.6. By End-User
      • 9.2.10.4.7. By Hardware
      • 9.2.10.4.8. By Software
      • 9.2.10.4.9. By Professional Services
      • 9.2.10.5. Iran
      • 9.2.10.5.1. By Components
      • 9.2.10.5.2. By Application
      • 9.2.10.5.3. By Technology
      • 9.2.10.5.4. By Offering
      • 9.2.10.5.5. By Platform
      • 9.2.10.5.6. By End-User
      • 9.2.10.5.7. By Hardware
      • 9.2.10.5.8. By Software
      • 9.2.10.5.9. By Professional Services
      • 9.2.10.6. South Africa
      • 9.2.10.6.1. By Components
      • 9.2.10.6.2. By Application
      • 9.2.10.6.3. By Technology
      • 9.2.10.6.4. By Offering
      • 9.2.10.6.5. By Platform
      • 9.2.10.6.6. By End-User
      • 9.2.10.6.7. By Hardware
      • 9.2.10.6.8. By Software
      • 9.2.10.6.9. By Professional Services
      • 9.2.10.7. Nigeria
      • 9.2.10.7.1. By Components
      • 9.2.10.7.2. By Application
      • 9.2.10.7.3. By Technology
      • 9.2.10.7.4. By Offering
      • 9.2.10.7.5. By Platform
      • 9.2.10.7.6. By End-User
      • 9.2.10.7.7. By Hardware
      • 9.2.10.7.8. By Software
      • 9.2.10.7.9. By Professional Services
      • 9.2.10.8. Kenya
      • 9.2.10.8.1. By Components
      • 9.2.10.8.2. By Application
      • 9.2.10.8.3. By Technology
      • 9.2.10.8.4. By Offering
      • 9.2.10.8.5. By Platform
      • 9.2.10.8.6. By End-User
      • 9.2.10.8.7. By Hardware
      • 9.2.10.8.8. By Software
      • 9.2.10.8.9. By Professional Services
      • 9.2.10.9. Egypt
      • 9.2.10.9.1. By Components
      • 9.2.10.9.2. By Application
      • 9.2.10.9.3. By Technology
      • 9.2.10.9.4. By Offering
      • 9.2.10.9.5. By Platform
      • 9.2.10.9.6. By End-User
      • 9.2.10.9.7. By Hardware
      • 9.2.10.9.8. By Software
      • 9.2.10.9.9. By Professional Services
      • 9.2.10.10. Morocco
      • 9.2.10.10.1. By Components
      • 9.2.10.10.2. By Application
      • 9.2.10.10.3. By Technology
      • 9.2.10.10.4. By Offering
      • 9.2.10.10.5. By Platform
      • 9.2.10.10.6. By End-User
      • 9.2.10.10.7. By Hardware
      • 9.2.10.10.8. By Software
      • 9.2.10.10.9. By Professional Services
      • 9.2.10.11. Algeria
      • 9.2.10.11.1. By Components
      • 9.2.10.11.2. By Application
      • 9.2.10.11.3. By Technology
      • 9.2.10.11.4. By Offering
      • 9.2.10.11.5. By Platform
      • 9.2.10.11.6. By End-User
      • 9.2.10.11.7. By Hardware
      • 9.2.10.11.8. By Software
      • 9.2.10.11.9. By Professional Services
      • 9.2.10.12. Rest of Middle East & Africa
      • 9.2.10.12.1. By Components
      • 9.2.10.12.2. By Application
      • 9.2.10.12.3. By Technology
      • 9.2.10.12.4. By Offering
      • 9.2.10.12.5. By Platform
      • 9.2.10.12.6. By End-User
      • 9.2.10.12.7. By Hardware
      • 9.2.10.12.8. By Software
      • 9.2.10.12.9. By Professional Services

10. Competitive Landscape

  • 10.1. List of Key Players and Their Offerings
  • 10.2. Global Metaverse Company Market Share Analysis, 2021
  • 10.3. Competitive Benchmarking, By Operating Parameters
  • 10.4. Key Strategic Developments (Mergers, Acquisitions, Partnerships)

11. Impact of Covid-19 on Global Metaverse Market

12. Company Profile (Company Overview, Financial Matrix, Competitive Landscape, Key Personnel, Key Competitors, Contact Address, Strategic Outlook, SWOT)

  • 12.1. Active Theory
  • 12.2. Alibaba Cloud
  • 12.3. Alphabet, Inc.
  • 12.4. Antier Solutions Pvt. Ltd.
  • 12.5. ByteDance Ltd.
  • 12.6. Decentraland
  • 12.7. Epic Games, Inc.
  • 12.8. Globant
  • 12.9. Lilith Games
  • 12.10. Magic Leap, Inc.
  • 12.11. Meta Platforms, Inc.
  • 12.12. Microsoft Corporation
  • 12.13. NetEase, Inc.
  • 12.14. Nextech AR Solutions Corp.
  • 12.15. Nvidia Corporation
  • 12.16. Queppelin
  • 12.17. Roblox Corporation
  • 12.18. Tencent Holdings Ltd.
  • 12.19. The Sandbox
  • 12.20. Unity Technologies, Inc.
  • 12.21. Other Prominent Players

13. Key Strategic Recommendations

14. Research Methodology

  • 14.1. Qualitative Research
    • 14.1.1. Primary & Secondary Research
  • 14.2. Quantitative Research
  • 14.3. Market Breakdown & Data Triangulation
    • 14.3.1. Secondary Research
    • 14.3.2. Primary Research
  • 14.4. Breakdown of Primary Research Respondents, By Region
  • 14.5. Assumptions & Limitations