封面
市场调查报告书
商品编码
1401298

全球元宇宙市场 - 2023-2030

Global Metaverse Market - 2023-2030

出版日期: | 出版商: DataM Intelligence | 英文 204 Pages | 商品交期: 约2个工作天内

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简介目录

概述

2022年,全球元宇宙市场规模达521亿美元,预计2030年将达到10,206亿美元,2023-2030年预测期间CAGR为45.5%。

虚拟实境正在见证重大趋势,扩增实境 (AR) 和虚拟实境 (VR) 的融合创造了实体和数位领域更无缝的整合。这种融合正在塑造虚拟世界的格局,并改变使用者与数位环境互动和体验数位环境的方式。 NFT(不可取代代币)被用来对元宇宙中的虚拟资产和财产进行代币化,从而促进数位所有权。

区块链等去中心化技术在用户驱动的控制和所有权方面越来越受到重视。 元宇宙 的可存取性和互通性正在不断提高,使用户能够更轻鬆地在不同的 Metaverse 平台之间进行转换。虚拟宇宙正在成为商业、教育和社交的中心,为创新和经济成长提供了机会。然而,隐私和安全问题仍然是需要解决的重大挑战。

德拉敦 UPES 商学院推出了印度第一个元宇宙和 Web 3.0 MBA 课程。创新的两年课程重点是让学生全面了解元宇宙、区块链技术和Web 3.0生态系统。该计划包含三个关键原则:元宇宙的理论知识、透过元实验室的沉浸式体验以及对元宇宙领域运营公司的实际接触。

亚太地区在元宇宙市场占据主导地位,占最大份额。该地区拥有大量且快速增长的精通技术的人口。中国和韩国等国家在元宇宙技术的使用和开发方面正在兴起,各大公司都在该领域进行了大量投资。此外,亚太地区不断发展的游戏和技术产业,以及虚拟实境和扩增实境的日益普及,有助于其在全球元宇宙市场中的领导地位。

动力学

不断发展的游戏产业

游戏产业是虚拟宇宙市场成长的驱动力。 Data.ai 和国际数据公司预测,今年全球消费者在电玩游戏上的支出将达到创纪录的 2,220 亿美元,其中行动游戏占超过 61%。行动游戏是数位游戏消费的主要成长动力,到 2022 年将是家庭游戏机的 3.3 倍。

Xbox Series X/S 和 PlayStation 5 等新型游戏机的推出,以及行动和游戏机游戏体验的持续融合,预计将推动进一步成长。行动游戏对不同子类型和人群的广泛吸引力使其成为进入虚拟世界的关键管道,有助于市场的扩张和所有人的可及性。

透过沉浸式和包容性学习改变教育

虚拟宇宙市场的成长得益于其在教育领域的变革潜力。元宇宙技术有望透过打破地理障碍和提高学生参与度来彻底改变学习体验。虚拟实境 (VR) 已被证明可以显着提高理解力、知识保留度、学生参与度和积极性。学生可以探索历史时期、进行实验或在共享数位环境中参加虚拟课程。 VR 教育已经初具规模,日本的学校使用 Meta Quest 2 耳机进行沉浸式学习。

教育公平是一个重要议题,元宇宙技术提供了解决方案。来自服务欠缺地区的学生可以获得高品质的教育,优秀的教师可以接触偏远的学生。虚拟宇宙支持全球学习、虚拟实地考察和个人化辅导,使具有不同需求的学生受益,包括那些患有广场恐惧症和创伤后压力症候群的学生。为了实现这一潜力,政府和教育工作者需要合作,确保包容性的入学机会、课程发展和教师培训。虚拟宇宙旨在透过使学习成为一种真正身临其境、引人入胜且公平的体验来重塑教育。

保护用户隐私的挑战与策略

虚拟宇宙的发展面临着与安全和隐私问题相关的重大挑战。使用者资讯、通讯、场景和虚拟商品都是潜在的漏洞点。保护使用者资讯涉及加密、抠图和机器学习,以保护敏感资料。通讯安全依赖强大的加密来确保只有目标收件者才能存取内容。

场景必须提供使用者选择性保护,允许自订和匿名化。虚拟商品和交易需要权利匿名、属性保护等机制。解决这些问题对于建立信任和确保虚拟宇宙的成功和安全发展至关重要。

目录

第 1 章:方法与范围

  • 研究方法论
  • 报告的研究目的和范围

第 2 章:定义与概述

第 3 章:执行摘要

  • 按组件分類的片段
  • 按平台分類的片段
  • 按应用程式片段
  • 最终使用者的片段
  • 按地区分類的片段

第 4 章:动力学

  • 影响因素
    • 司机
      • 不断发展的游戏产业
      • 透过沉浸式和包容性学习改变教育
    • 限制
      • 保护用户隐私的挑战与策略
    • 机会
    • 影响分析

第 5 章:产业分析

  • 波特五力分析
  • 供应链分析
  • 定价分析
  • 监管分析
  • 俄乌战争影响分析
  • DMI 意见

第 6 章:COVID-19 分析

  • COVID-19 分析
    • 新冠疫情爆发前的情景
    • 新冠疫情期间的情景
    • 新冠疫情后的情景
  • COVID-19 期间的定价动态
  • 供需谱
  • 疫情期间政府与市场相关的倡议
  • 製造商策略倡议
  • 结论

第 7 章:按组件

  • 硬体
    • 扩增实境设备
    • 虚拟实境设备
    • 磁振造影设备
    • 显示器
  • 软体
    • 扩充现实软体
    • 游戏引擎
    • 3D 绘图、建模和重建
    • 元宇宙平台
    • 金融平台
    • 其他
  • 专业的服务
    • 纵向发展与系统集成
    • 策略和商业咨询服务

第 8 章:按平台

  • 桌面
  • 移动的
  • 耳机

第 9 章:按应用

  • 赌博
  • 网上购物
  • 内容创作与社群媒体
  • 活动与会议
  • 数位行销(广告)
  • 测试与检验
  • 其他的

第 10 章:最终用户

  • 消费者
    • 游戏和社群媒体
    • 现场娱乐表演和活动
  • 商业的
    • 零售与电子商务
    • 教育与企业
    • 旅行和旅游
    • 房地产
  • 工业製造
  • 卫生保健
  • 其他

第 11 章:按地区

  • 北美洲
    • 我们
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 俄罗斯
    • 欧洲其他地区
  • 南美洲
    • 巴西
    • 阿根廷
    • 南美洲其他地区
  • 亚太
    • 中国
    • 印度
    • 日本
    • 澳洲
    • 亚太其他地区
  • 中东和非洲

第 12 章:竞争格局

  • 竞争场景
  • 市场定位/份额分析
  • 併购分析

第 13 章:公司简介

  • Microsoft
    • 公司简介
    • 组件组合和描述
    • 财务概览
    • 主要进展
  • Sony
  • Meta
  • HTC
  • Google
  • Apple
  • Qualcomm
  • Samsung
  • Activision Blizzard
  • NetEase
  • Electronic Arts
  • Take-Two
  • Tencent
  • Nexon
  • Epic Games
  • Unity
  • Valve
  • Accenture
  • Adobe
  • HPE

第 14 章:附录

简介目录
Product Code: ICT6079

Overview

Global Metaverse Market reached US$ 52.1 billion in 2022 and is expected to reach US$ 1,020.6 billion by 2030, growing with a CAGR of 45.5% during the forecast period 2023-2030.

The metaverse is witnessing significant trends, with Augmented Reality (AR) and Virtual Reality (VR) converging to create a more seamless integration of the physical and digital realms. The convergence is shaping the metaverse landscape and transforming the way users interact with and experience digital environments. NFTs (Non-Fungible Tokens) are being used to tokenize virtual assets and properties within the metaverse, fostering digital ownership.

Decentralized technologies, like blockchain, are gaining prominence for user-driven control and ownership. Metaverse accessibility and interoperability are improving, enabling users to transition between different metaverse platforms more easily. The metaverse is becoming a hub for commerce, education and socialization, presenting opportunities for innovation and economic growth. Privacy and security concerns, however, remain critical challenges to address.

Dehradun's UPES School of Business has introduced India's first MBA program in Metaverse and Web 3.0. The innovative two-year curriculum focuses on providing students with a comprehensive understanding of the Metaverse, blockchain technology and Web 3.0 ecosystems. The program incorporates three key principles: theoretical knowledge of the Metaverse, immersive experiences through Meta labs and practical exposure to companies operating in the Metaverse sector.

Asia-Pacific dominates the metaverse market, holding the largest share. The region has a large and rapidly growing population of tech-savvy individuals. Countries like China and South Korea are emerging in metaverse technology usage and development, with major companies investing heavily in the sector. Also, Asia-Pacific's boosting gaming and technology industries, along with its increasing adoption of virtual and augmented reality, contribute to its leadership in the global metaverse market.

Dynamics

Growing Gaming Industry

The gaming industry is a driving force behind the metaverse market's growth. Data.ai and the International Data Corporation predict that global consumer spending on video games will reach a record-breaking US$ 222 billion this year, with mobile gaming accounting for over 61% of that figure. Mobile gaming is the primary growth driver for digital games consumption, outpacing home game consoles by a factor of 3.3 in 2022.

The availability of new gaming consoles like the Xbox Series X/S and PlayStation 5, along with the continued convergence of mobile and console gaming experiences, is expected to fuel further growth. Mobile gaming's broad appeal across various subgenres and demographics makes it a pivotal channel for accessing the metaverse, contributing to the market's expansion and accessibility for all.

Transforming Education Through Immersive and Inclusive Learning

The growth of the metaverse market is fueled by its transformative potential in education. Metaverse technologies promise to revolutionize learning experiences by breaking down geographical barriers and enhancing student engagement. Virtual Reality (VR) has shown to significantly improve comprehension, knowledge retention, student engagement and motivation. Students can explore historical periods, conduct experiments or attend virtual classes in shared digital environments. VR education is already taking shape, with schools in Japan using Meta Quest 2 headsets for immersive learning.

Equity in education is a significant concern and metaverse technologies offer a solution. Students from underserved areas can access high-quality education and outstanding teachers can reach remote students. The metaverse enables global learning, virtual field trips and personalized tutoring, benefiting students with diverse needs, including those with agoraphobia and PTSD. To realize this potential, governments and educators need to collaborate to ensure inclusive access, curriculum development and teacher training. The metaverse is set to reshape education by making learning a truly immersive, engaging and equitable experience.

Challenges and Strategies for Protecting User Privacy

The development of the metaverse faces significant challenges related to security and privacy concerns. User information, communication, scenarios and virtual goods are all potential points of vulnerability. Protecting user information involves encryption, matting and machine learning to safeguard sensitive data. Communication security relies on strong encryption to ensure only intended recipients can access content.

Scenarios must offer user-selective protection, allowing customization and anonymization. Virtual goods and transactions require mechanisms like rights anonymization and attribute protection. Addressing these concerns is crucial to building trust and ensuring the metaverse's successful and secure evolution.

Segment Analysis

The global metaverse market is segmented based on component, end-user, platform, application and region.

AR Dominates the Metaverse: A Bridge to Real-World Integration and Immersive Experiences

AR technology dominates the metaverse market due to its accessibility and seamless integration with the real world. AR enhances user experiences by layering digital content onto the physical environment, making it more relatable and user-friendly. Its widespread use in applications like augmented reality games, virtual try-ons and location-based services gives it a substantial share in the growing metaverse ecosystem.

In 2023, augmented reality (AR) is at the forefront of tech trends, offering exciting opportunities for businesses. It's a key player in the evolving metaverse, blurring the lines between the digital and physical worlds. AR avatars and spatial audio enrich immersive experiences, while AI simplifies AR's complex processes.

Mobile AR has improved significantly, thanks to geospatial APIs and advancements in Apple ARKit. WebAR enhances accessibility and cross-platform AR development accelerates deployment. AR glasses like Meta's Cambria and Apple's LiDAR technology promise a consumer-friendly future. AR in marketing, with interactive business cards and manuals, offers innovative ways to engage customers.

Geographical Penetration

Asia-Pacific Gaming Powerhouse: Fueling Metaverse Growth

Asia-Pacific's dominance in the metaverse market is driven by its massive gaming population of 1.5 billion enthusiasts, making it the world's fastest-growing gaming region. The diverse and dynamic market offers a plethora of opportunities for game developers, marketers and strategists looking to tap into the burgeoning metaverse landscape.

The region's gaming industry is thriving, with a market value of US$ 70 billion and insights from the "Level Up: A Guide to Succeed in Asia's US$ 70 billion Gaming Market," a report jointly published by Google and Niko Partners, provide valuable guidance for those seeking to navigate and succeed in this vibrant and ever-expanding metaverse market. With its vast and engaged gaming community, Asia-Pacific is poised to play a pivotal role in the metaverse's continued growth and development.

COVID-19 Impact Analysis

The Russia-Ukraine war has the potential to significantly impact the metaverse market and the broader digital world. The conflict is reshaping the global order and the outcome will influence the trajectory of a new, decentralized community of global internet users. If Ukraine and like-minded countries uphold their democratic ideals and remain free, the movement toward a more empowered and borderless world will gain momentum. The aligns with the metaverse's vision, where online communities transcend physical borders.

However, if Russia prevails and suppresses freedom and democracy, it could lead to a world devoid of rules and freedom, hampering the growth of the metaverse and digital empowerment, ultimately subjecting might to right. The war's outcome carries high stakes for the future of the metaverse and the digital landscape.

Russia-Ukraine War Impact Analysis

Russia-Ukraine war has significantly impacted the metaverse market, serving as a catalyst for its evolution. Mirroring historical events like the Second World War, the conflict has become a testing ground for the Open Metaverse, showcasing its potential for both positive and negative applications. Decentralized technologies, including cryptocurrencies and blockchain, have played a pivotal role in mobilizing resources and coordinating strategies for both Ukraine and Russia within this virtual landscape.

On the positive side, Ukraine has successfully leveraged the Open Metaverse to raise over US$ 200 million in international donations, aiding in the procurement of essential resources for its military and civilians. Meanwhile, Russia has utilized the metaverse to fund its war efforts through cryptocurrencies and spread propaganda, highlighting the intricate interplay between real-world geopolitics and the evolving dynamics of the virtual realm.

AI Impact Analysis

In recent years, the convergence of Artificial Intelligence (AI) and the Metaverse has ushered in a new era of technological innovation and immersive digital experiences. The Metaverse, an interconnected digital universe, integrates augmented reality, virtual reality and immersive technologies into a collective virtual shared space. AI plays a pivotal role in shaping the Metaverse by driving content creation, personalization and immersive storytelling.

AI algorithms generate lifelike virtual environments and adaptive experiences tailored to individual users, enhancing the sense of presence and engagement. AI-driven avatars enable meaningful social interactions, breaking down language barriers and creating a deeper connection within the Metaverse community.

Furthermore, AI is transforming industries within the Metaverse, enabling remote work, enhancing productivity and providing innovative solutions across various sectors. However, this integration also brings ethical considerations, such as privacy, bias, digital equity and regulation, which must be addressed to ensure responsible development and use of AI in the evolving Metaverse landscape.

The future of education is evolving rapidly and hyper-personalization through AI and the Metaverse is at the forefront of this transformation. As AI becomes more integrated into XR learning environments, students can benefit from tailored learning experiences and instant access to a vast wealth of knowledge. The metaverse offers a dynamic and immersive backdrop for learning, where students can actively engage with educational content, explore concepts in a hands-on manner and gain insights from AI-powered mentors.

By Component

  • Hardware
    • AR devices
    • VR devices
    • MR devices
    • Displays
  • Software
    • Extended Reality Software
    • Gaming Engines
    • 3D Mapping, Modeling and Reconstruction
    • Metaverse Platforms
    • Financial Platforms
    • Other
  • Professional Services
    • Vertical Development and System Integration
    • Strategy and Business Consulting Services

By Platform

  • Desktop
  • Mobile
  • Headset

By Application

  • Gaming
  • Online Shopping
  • Content Creation & Social Media
  • Events & Conference
  • Digital Marketing (Advertising)
  • Testing and Inspection
  • Others

By End-User

  • Consumer
    • Gaming and Social Media
    • Live Entertainment and Events
  • Commercial
    • Retail and E-commerce
    • Education and Corporate
    • Travel and Tourism
    • Real Estate
  • Industrial Manufacturing
  • Healthcare
  • Other

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Russia
    • Rest of Europe
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • Middle East and Africa

Key Developments

  • In September 2022, Meta and Qualcomm announced a partnership to develop customized chips for the Metaverse. The collaboration builds on their existing relationship, as Qualcomm already produces the Snapdragon XR2 chip for Meta's Quest 2. The partnership aims to create next-generation platforms and core technologies to advance the Metaverse.
  • In April 2022, Snap announced a partnership with Live Nation to introduce augmented reality (AR) experiences at select concerts and festivals. The multiyear collaboration aims to enhance the concert and festival experience by using Snap's AR technology.
  • In September 2023, Apple's entry into the augmented reality (AR) headset market with the Vision Pro headset represents a significant development in AR technology. The "spatial computer" is designed to allow users to interact with digital content in a manner that simulates its physical presence in their environment. Apple's move into the AR headset market is seen as a step toward advancing AR and potentially bringing the concept of the metaverse closer to reality.

Competitive Landscape

The major global players in the market include Microsoft, Sony, Meta, HTC, Google, Apple, Qualcomm, Samsung, Activision Blizzard, NetEase, Electronic Arts, Take-Two, Tencent, Nexon, Epic Games, Unity, Valve, Accenture, Adobe, HPE.

Why Purchase the Report?

  • To visualize the global metaverse market segmentation based on component, end-user, platform, application and region, as well as understand key commercial assets and players.
  • Identify commercial opportunities by analyzing trends and co-development.
  • Excel data sheet with numerous data points of metaverse market-level with all segments.
  • PDF report consists of a comprehensive analysis after exhaustive qualitative interviews and an in-depth study.
  • Component mapping available as excel consisting of key Components of all the major players.

The global metaverse market report would provide approximately 99 tables, 83 figures and 204 Pages.

Target Audience 2023

  • Manufacturers/ Buyers
  • Industry Investors/Investment Bankers
  • Research Professionals
  • Emerging Companies

Table of Contents

1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Definition and Overview

3. Executive Summary

  • 3.1. Snippet by Component
  • 3.2. Snippet by Platform
  • 3.3. Snippet by Application
  • 3.4. Snippet by End-User
  • 3.5. Snippet by Region

4. Dynamics

  • 4.1. Impacting Factors
    • 4.1.1. Drivers
      • 4.1.1.1. Growing Gaming Industry
      • 4.1.1.2. Transforming Education Through Immersive and Inclusive Learning
    • 4.1.2. Restraints
      • 4.1.2.1. Challenges and strategies for protecting user privacy
    • 4.1.3. Opportunity
    • 4.1.4. Impact Analysis

5. Industry Analysis

  • 5.1. Porter's Five Force Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Pricing Analysis
  • 5.4. Regulatory Analysis
  • 5.5. Russia-Ukraine War Impact Analysis
  • 5.6. DMI Opinion

6. COVID-19 Analysis

  • 6.1. Analysis of COVID-19
    • 6.1.1. Scenario Before COVID
    • 6.1.2. Scenario During COVID
    • 6.1.3. Scenario Post COVID
  • 6.2. Pricing Dynamics Amid COVID-19
  • 6.3. Demand-Supply Spectrum
  • 6.4. Government Initiatives Related to the Market During Pandemic
  • 6.5. Manufacturers Strategic Initiatives
  • 6.6. Conclusion

7. By Component

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 7.1.2. Market Attractiveness Index, By Component
  • 7.2. Hardware*
    • 7.2.1. Introduction
    • 7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
    • 7.2.3. AR devices
    • 7.2.4. VR devices
    • 7.2.5. MR devices
    • 7.2.6. Displays
  • 7.3. Software
    • 7.3.1. Extended Reality Software
    • 7.3.2. Gaming Engines
    • 7.3.3. 3D Mapping, Modeling and Reconstruction
    • 7.3.4. Metaverse Platforms
    • 7.3.5. Financial Platforms
    • 7.3.6. Other
  • 7.4. Professional Services
    • 7.4.1. Vertical Development and System Integration
    • 7.4.2. Strategy and Business Consulting Services

8. By Platform

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 8.1.2. Market Attractiveness Index, By Platform
  • 8.2. Desktop*
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 8.3. Mobile
  • 8.4. Headset

9. By Application

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 9.1.2. Market Attractiveness Index, By Application
  • 9.2. Gaming*
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 9.3. Online Shopping
  • 9.4. Content Creation & Social Media
  • 9.5. Events & Conference
  • 9.6. Digital Marketing (Advertising)
  • 9.7. Testing and Inspection
  • 9.8. Others

10. By End-User

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 10.1.2. Market Attractiveness Index, By End-User
  • 10.2. Consumer*
    • 10.2.1. Introduction
    • 10.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
    • 10.2.3. Gaming and Social Media
    • 10.2.4. Live Entertainment and Events
  • 10.3. Commercial
    • 10.3.1. Retail and eCommerce
    • 10.3.2. Education and Corporate
    • 10.3.3. Travel and Tourism
    • 10.3.4. Real Estate
  • 10.4. Industrial Manufacturing
  • 10.5. Healthcare
  • 10.6. Other

11. By Region

  • 11.1. Introduction
    • 11.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region
    • 11.1.2. Market Attractiveness Index, By Region
  • 11.2. North America
    • 11.2.1. Introduction
    • 11.2.2. Key Region-Specific Dynamics
    • 11.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.2.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.2.7.1. U.S.
      • 11.2.7.2. Canada
      • 11.2.7.3. Mexico
  • 11.3. Europe
    • 11.3.1. Introduction
    • 11.3.2. Key Region-Specific Dynamics
    • 11.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.3.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.3.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.3.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.3.7.1. Germany
      • 11.3.7.2. UK
      • 11.3.7.3. France
      • 11.3.7.4. Italy
      • 11.3.7.5. Russia
      • 11.3.7.6. Rest of Europe
  • 11.4. South America
    • 11.4.1. Introduction
    • 11.4.2. Key Region-Specific Dynamics
    • 11.4.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.4.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.4.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.4.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.4.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.4.7.1. Brazil
      • 11.4.7.2. Argentina
      • 11.4.7.3. Rest of South America
  • 11.5. Asia-Pacific
    • 11.5.1. Introduction
    • 11.5.2. Key Region-Specific Dynamics
    • 11.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.5.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.5.7.1. China
      • 11.5.7.2. India
      • 11.5.7.3. Japan
      • 11.5.7.4. Australia
      • 11.5.7.5. Rest of Asia-Pacific
  • 11.6. Middle East and Africa
    • 11.6.1. Introduction
    • 11.6.2. Key Region-Specific Dynamics
    • 11.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.6.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User

12. Competitive Landscape

  • 12.1. Competitive Scenario
  • 12.2. Market Positioning/Share Analysis
  • 12.3. Mergers and Acquisitions Analysis

13. Company Profiles

  • 13.1. Microsoft*
    • 13.1.1. Company Overview
    • 13.1.2. Component Portfolio and Description
    • 13.1.3. Financial Overview
    • 13.1.4. Key Developments
  • 13.2. Sony
  • 13.3. Meta
  • 13.4. HTC
  • 13.5. Google
  • 13.6. Apple
  • 13.7. Qualcomm
  • 13.8. Samsung
  • 13.9. Activision Blizzard
  • 13.10. NetEase
  • 13.11. Electronic Arts
  • 13.12. Take-Two
  • 13.13. Tencent
  • 13.14. Nexon
  • 13.15. Epic Games
  • 13.16. Unity
  • 13.17. Valve
  • 13.18. Accenture
  • 13.19. Adobe
  • 13.20. HPE

LIST NOT EXHAUSTIVE

14. Appendix

  • 14.1. About Us and Services
  • 14.2. Contact Us