市场调查报告书
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1518387
元宇宙市场:依产品供应、依媒介、依应用、依最终用途行业、依地区 - 到2030年的全球预测Metaverse Market by Offering (Hardware, Platforms), Medium (HoloLense, Headset, Others), Application (Virtual Learning, Virtual/Enhanced Gaming, Others), End-use Industry (Gaming, Marketing & Advertising, Others), Geography - Global Forecast to 2030 |
这份题为《元宇宙市场:提供的产品、媒体、应用程式、最终用途产业和地区- 预测》的研究报告对五个主要地区的元宇宙市场进行了深入分析,包括当前市场趋势、市场规模、市场占有率、近期趋势以及2031年之前的预测。预计到2031年,元宇宙市场将达到 12,587 亿美元,2024年至2031年年复合成长率为 49.7%。
该市场的成长因素,是元宇宙技术在娱乐和游戏产业的日益整合,支持元宇宙市场发展的政府举措和投资,以及公司为改善客户体验而加强元宇宙技术采用。
此外,企业和饭店领域对虚拟体验的需求不断成长,以及教育和培训目的日益采用元宇宙技术,预计也将为市场成长创造机会。然而,有关网路安全、隐私保护和使用标准的严格法规是影响市场成长的一些挑战。
(註:将提供前5名公司的SWOT分析)
Metaverse Market by Offering (Hardware, Platforms), Medium (HoloLens, Headset, Others), Application (Virtual Learning, Virtual/Enhanced Gaming, Others), End-use Industry (Gaming, Marketing & Advertising, Others), Geography-Forecast to 2031.
The research report titled, 'Metaverse Market by Offering (Hardware, Platforms), Medium (HoloLens, Headset, Others), Application (Virtual Learning, Virtual/Enhanced Gaming, Others), End-use Industry (Gaming, Marketing & Advertising, Others), Geography-Forecast to 2031, provides an in-depth analysis of the metaverse market across five major geographies and emphasizes on the current market trends, market sizes, market shares, recent developments, and forecasts till 2031. The metaverse market is projected to reach $1,258.7 billion by 2031, at a CAGR of 49.7% from 2024 to 2031.
The growth of this market is driven by the increasing integration of metaverse technologies in the entertainment & gaming industries, government initiatives & investments aimed at supporting metaverse development, and the rising adoption of metaverse technologies by businesses to enhance customer experiences.
Furthermore, the rising demand for virtual experiences in the corporate and hospitality sectors and the increasing adoption of metaverse technologies for educational & training purposes are expected to create market growth opportunities. However, stringent regulations on cybersecurity, privacy protection, and usage standards are some of the challenges impacting the market's growth.
The metaverse market is segmented by offering (hardware, platforms), medium (HoloLens, desktops, smartphones, and headsets), application (virtual learning, VR entertainment, virtual work settings, virtual/enhanced gaming, virtual socialization, digital health resources, and other applications), end-use industry (gaming, IT & telecommunications, education, finance, marketing & advertising, healthcare, travel & hospitality, construction, transportation, manufacturing, retail & e-commerce, and other end-use industries). This study also evaluates industry competitors and analyzes the market at the regional and country levels.
Based on offering, the metaverse market is segmented into hardware and platforms. In 2024, the hardware segment is expected to account for the larger share of the global metaverse market. The large market share of this segment is mainly attributed to the increasing development of advanced hardware, such as VR/AR headsets, haptic devices, and sensors, to improve the realism of virtual worlds. For instance, in June 2023, Meta Platforms, Inc. (U.S.) announced the company's next-generation mixed-reality headset. This new headset offers several upgrades compared to its predecessor, including a sleeker design with a reduced thickness of 40%.
However, the platforms segment is expected to record the highest CAGR during the forecast period. The growth of this segment is driven by the rising adoption of metaverse & other immersive technologies across various industries such as BFSI, retail, and media & entertainment. In addition, the rising focus of players on product development and enhancement is expected to drive the segment growth. For instance, in August 2021, NVIDIA Corporation (U.S.) announced a major expansion of NVIDIA Omniverse - the world's first simulation and collaboration platform to deliver the foundation of the metaverse through new integrations with Blender and Adobe that will open the platform to millions of users.
Based on medium, the metaverse market is segmented into HoloLens, desktops, smartphones, and headsets. In 2024, the desktop segment is expected to account for the largest share of the global metaverse market. Platforms like decentraland and many other metaverse applications can be accessed using a smartphone, desktop PC, or laptop. However, desktop computers often provide more enhanced capabilities, improving the overall user experience. This factor contributes to the large market share of this segment.
However, the mobile segment is expected to record the highest CAGR during the forecast period. This growth is driven by the growing popularity of smartphones, significant revenue growth in mobile gaming, and the convenience & accessibility these devices provide. Additionally, technological advancements and the emergence of web3 have led to the increased adoption of smart devices. Many metaverse applications are now accessible on Android devices, allowing users to download apps and access virtual environments directly through their phones. For instance, in November 2021, Baidu, Inc. (China) launched a metaverse app enabling the exploration of virtual worlds via smartphones, PCs, or VR goggles.
Based on application, the metaverse market is segmented into virtual learning, entertainment in VR, virtual work settings, virtual/enhanced gaming, virtual socialization, digital health resources, and other applications. In 2024, the virtual/enhanced gaming segment is expected to account for the largest share of the global Metaverse market. This segment's large market share can be attributed to the continuous innovations and advancements by developers aimed at enhancing immersion and realism in games. Additionally, the increasing accessibility to high-speed internet and the rising adoption of VR and AR technologies are further driving the growth of this segment.
However, the virtual learning segment is expected to record the highest CAGR during the forecast period. This segment's growth is driven by the increasing adoption of the metaverse by educational institutes aimed at enhancing interactive and engaging learning experiences, facilitating faster learning, and improving student performance through immersive educational environments. For instance, in December 2022, Edverse (India), an education metaverse company, launched Edverse Meta Classroom. The platform is the world's first virtual classroom designed to be conducted inside the Metaverse. It provides educators and learners with 3D visualizing and storytelling, creating an immersive environment for an enhanced learning experience.
Based on end-use industry, the metaverse market is segmented into gaming, IT & telecom, education, finance, marketing & advertising, healthcare, travel & hospitality, construction, transportation, manufacturing, retail & ecommerce, and other end-use industries. In 2024, the gaming segment is expected to account for the largest share of the global metaverse market. This segment's large market share is attributed to the rising integration of the metaverse platform with gaming to provide players with immersive and interactive experiences, unlock new monetization opportunities, foster long-term player engagement, and enable seamless cross-platform interactions, allowing players to connect and engage with games and experiences regardless of the hardware or console they are using. Furthermore, initiatives aimed at integrating immersive technologies with games are driving the growth of this segment. For instance, in February 2022, Sony (Japan) launched VR2 and VR2 Sense Controllers for the PlayStation 5, aiming to provide users with high-quality virtual reality experiences that immerse them deeply in gaming environments.
However, the marketing & advertising segment is expected to record the highest CAGR during the forecast period. This segment's growth is driven by the rising need to create immersive and engaging experiences that can help increase brand awareness, enhance user engagement, generate new revenue streams, and gain valuable insights into user behavior and preferences.
Based on geography, the metaverse market is segmented into North America, Asia-Pacific, Europe, Latin America, and the Middle East & Africa. In 2024, North America is expected to account for the largest share of the Metaverse market. North America's significant market share can be attributed to its well-developed and advanced technological infrastructure, substantial investments in digital innovation by companies and individuals, a thriving gaming industry, and collaborative efforts between technology firms, content creators, and platform developers to integrate metaverse technologies across various sectors.
However, the market in Asia-Pacific is expected to register the highest CAGR during the forecast period. The growth of this regional market is driven by the increasing integration of metaverse technologies in the media & entertainment and gaming industries, government initiatives & policies supporting digital transformation & innovation, and digitalization across art, fashion, and retail sectors.
The key players operating in the metaverse market are Meta Platforms, Inc. (U.S.), Microsoft Corporation(U.S.), Google LLC (U.S.), Unity Software Inc. (U.S.), Accenture PLC (Ireland), Adobe Inc. (U.S.), Hewlett Packard Enterprise Company (U.S.), Infosys Ltd. (India), TCS (India), Qualcomm Technologies, Inc. (U.S.), Ansys (U.S.), Autodesk (U.S.), Intel Corporation (U.S.), Tech Mahindra (India), Samsung (South Korea), NetEase, Inc. (China), Electronic Arts Inc. (U.S.), Epic Games (U.S.), Take-Two (U.S.), and Valve (U.S.)
Metaverse Market Assessment-by Offering
Metaverse Market Assessment-by Medium
Metaverse Market Assessment-by Application
Metaverse Market Assessment-by End-use Industry
Metaverse Market Assessment-by Geography
(Note: SWOT Analysis of Top 5 Companies Will be Provided)