封面
市场调查报告书
商品编码
1460735

元宇宙全球市场:市场规模与占有率分析-趋势、驱动因素、竞争格局、未来预测(2024-2030)

Metaverse Market Size & Share Analysis - Trends, Drivers, Competitive Landscape, and Forecasts (2024 - 2030)

出版日期: | 出版商: Prescient & Strategic Intelligence | 英文 290 Pages | 商品交期: 2-3个工作天内

价格
简介目录

市场概况

全球元宇宙市场持续成长,预计到 2030 年将达到 11,578 亿美元。此外,预测期内复合年增长率预计将达到44.0%。人们越来越重视实体和虚拟世界的整合、增强 VR 设备的接受度不断提高以及 XR 设备的需求不断增加,这是推动产业发展的主要原因。

重要见解

硬体在元宇宙产业中占据主导地位。

依行业来看,桌面类别将在 2023 年占据最大占有率,约为 50%。

2023年,VR品类将占据元宇宙产业最大占有率,约45%。

据估计,AR 在预测期内的复合年增长率最高为 44.6%。

2023年,北美地区以45%的收入占有率主导全球元产业。

非洲大陆的领先地位归因于智慧型手机等智慧型装置的广泛采用、对 AR/VR 技术的高需求以及数位和开发技术支出的增加。

预计亚太地区在预测期内复合年增长率最高,达 44.7%。

在本报告中,我们分析了全球元宇宙市场,包括市场的基本结构、最新情况、主要促进和抑制因素以及全球、依地区和主要国家的市场规模前景(价值基础,2017年) -2030),详细的细分市场趋势、当前的市场竞争以及主要公司的概况。

目录

第一章 调查范围

第二章 研究方法

第3章执行摘要

第四章 市场指标

第五章 产业展望

  • 市场动态
    • 趋势
    • 促进因素
    • 抑制因素/课题
    • 促进/抑制因素影响分析
  • 新型冠状病毒感染(COVID-19)的影响
  • 波特五力分析

第六章 世界市场

  • 概述
  • 市场收入:依组成部分(2017-2030)
  • 市场收入:依平台划分(2017-2030)
  • 市场收入:依提供的产品/服务分类(2017-2030)
  • 市场收入:依技术分类(2017-2030)
  • 市场收入:依行业分类(2017-2030)
  • 市场收入:依地区(2017-2030)

第七章 北美市场

  • 概述
  • 市场收入:依组成部分(2017-2030)
  • 市场收入:依平台划分(2017-2030)
  • 市场收入:依提供的产品/服务分类(2017-2030)
  • 市场收入:依技术分类(2017-2030)
  • 市场收入:依行业分类(2017-2030)
  • 市场收入:依国家分类(2017-2030)

第八章欧洲市场

第九章亚太市场

第十章 拉丁美洲市场

第十一章 中东/非洲市场

第十二章 美国市场

  • 概述
  • 市场收入:依组成部分(2017-2030)
  • 市场收入:依平台划分(2017-2030)
  • 市场收入:依提供的产品/服务分类(2017-2030)
  • 市场收入:依技术分类(2017-2030)
  • 市场收入:依行业分类(2017-2030)

第十三章 加拿大市场

第十四章 德国市场

第十五章 法国市场

第十六章 英国市场

第十七章 义大利市场

第十八章 西班牙市场

第十九章 日本市场

第20章 中国市场

第21章 印度市场

第22章澳洲市场

第23章 韩国市场

第24章 巴西市场

第25章 墨西哥市场

第26章 沙乌地阿拉伯市场

第27章南非市场

第28章 阿拉伯联合大公国(UAE)市场

第29章竞争格局

  • 市场参与者及其提供的产品/服务的列表
  • 主要企业竞争基准
  • 主要公司的产品基准
  • 近期策略发展状况

第三十章 公司简介

  • Microsoft Corporation
  • Sony Semiconductor Solutions Corporation
  • Meta Platforms Inc.
  • Alphabet Inc.
  • Apple Inc.
  • Huawei Technologies Co. Ltd.
  • Logitech International S.A.
  • NVIDIA Corp.
  • HTC Corporation
  • Autodesk Inc.
  • Alibaba Group Holding Limited

第31章附录

简介目录
Product Code: 12358

Market Overview

the worldwide metaverse market is witnessing growth and projected to reach USD 1,157.8 billion by 2030. This represents a substantial compound annual growth rate (CAGR) of 44.0% over the forecasted period. The rising emphasis on adding the physical and virtual worlds, increasing acceptance of enhanced VR devices, and accelerating the need for XR devices are the key reasons propelling the development of the industry.

The use of the 3D digital twin technology has positively changed the way businesses operate, and how customers interpret, assess, and perceive the built environment. Through the use of this technology, any room or structure can be provided with an exact 3D virtual representation. Consequently, enterprises will be able to create identical physical locations and use them as standalone locations.

Digital twin technology provides users the opportunity to virtually fit clothes and check out new stores before they open. In this case, the camera captures the customer's image, and the AR technology, which is embedded, gives a real image of the product being worn on the customer's body to show how it would look.

As for virtual try-on technology, there are now some fashion brands and businesses that are concentrating on the combination of physical and virtual reality, to provide a solution that is both efficient and safe for customers, either online or in-store.

Key Insights

The hardware category is the dominant revenue contributor in the metaverse industry.

Augmented acceptance of AR, MR, and XR techs is propelling this trend.

High-tech VR equipment expenditure is increasing among businesses and individual customers.

Small, medium-sized, and large-scale businesses are actively spending on VR equipment, boosting industry development.

In 2023, the desktop category had the largest share, of approximately 50%, in the industry.

The development of the desktop category is being boosted by the increasing acceptance of virtual desktops and PC gaming globally.

In 2023, the VR category held the largest share, around 45%, metaverse industry.

VR also has applications in numerous industries such as healthcare, entertainment, education, and gaming, leading to its extensive acceptance.

VR tech is progressively used for employee training, offering advantages in the human resources industry.

AR is estimated to witness the highest CAGR of 44.6% over the projection period.

The demand for Wearable AR devices including Smart glasses has given rise to the tangible realm of the virtual reality experience. This requires a unique user experience (UX) and design approach.

What's more, the real-time personalization of games is a strong point of AR, which is beneficial for game development.

In 2023, the North American region dominates the worldwide metaverse industry with a 45% revenue share.

The continent's leadership is because of the popularity of smart devices such as smartphones, the high need for AR/VR techs, and augmented expenditure on digital and developing technologies.

APAC is projected to witness the highest CAGR of 44.7% over the projection period.

This growth in APAC is driven by the adoption of new technologies, significant investments by tech giants, and consumer demand for immersive digital experiences.

Table of Contents

Chapter 1. Research Scope

  • 1.1. Research Objectives
  • 1.2. Market Definition
  • 1.3. Analysis Period
  • 1.4. Market Size Breakdown by Segments
    • 1.4.1. Market size breakdown, by component
    • 1.4.2. Market size breakdown, by platform
    • 1.4.3. Market size breakdown, by offering
    • 1.4.4. Market size breakdown, by technology
    • 1.4.5. Market size breakdown, by vertical
    • 1.4.6. Market size breakdown, by region
    • 1.4.7. Market size breakdown, by country
  • 1.5. Market Data Reporting Unit
    • 1.5.1. Value
  • 1.6. Key Stakeholders

Chapter 2. Research Methodology

  • 2.1. Secondary Research
    • 2.1.1. Paid
    • 2.1.2. Unpaid
    • 2.1.3. P&S Intelligence database
  • 2.2. Primary Research
  • 2.3. Market Size Estimation
  • 2.4. Data Triangulation
  • 2.5. Currency Conversion Rates
  • 2.6. Assumptions for the Study
  • 2.7. Notes and Caveats

Chapter 3. Executive Summary

Chapter 4. Market Indicators

Chapter 5. Industry Outlook

  • 5.1. Market Dynamics
    • 5.1.1. Trends
    • 5.1.2. Drivers
    • 5.1.3. Restraints/challenges
    • 5.1.4. Impact analysis of drivers/restraints
  • 5.2. Impact of COVID-19
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Bargaining power of buyers
    • 5.3.2. Bargaining power of suppliers
    • 5.3.3. Threat of new entrants
    • 5.3.4. Intensity of rivalry
    • 5.3.5. Threat of substitutes

Chapter 6. Global Market

  • 6.1. Overview
  • 6.2. Market Revenue, by Component (2017-2030)
  • 6.3. Market Revenue, by Platform (2017-2030)
  • 6.4. Market Revenue, by Offering (2017-2030)
  • 6.5. Market Revenue, by Technology (2017-2030)
  • 6.6. Market Revenue, by Vertical (2017-2030)
  • 6.7. Market Revenue, by Region (2017-2030)

Chapter 7. North America Market

  • 7.1. Overview
  • 7.2. Market Revenue, by Component (2017-2030)
  • 7.3. Market Revenue, by Platform (2017-2030)
  • 7.4. Market Revenue, by Offering (2017-2030)
  • 7.5. Market Revenue, by Technology (2017-2030)
  • 7.6. Market Revenue, by Vertical (2017-2030)
  • 7.7. Market Revenue, by Country (2017-2030)

Chapter 8. Europe Market

  • 8.1. Overview
  • 8.2. Market Revenue, by Component (2017-2030)
  • 8.3. Market Revenue, by Platform (2017-2030)
  • 8.4. Market Revenue, by Offering (2017-2030)
  • 8.5. Market Revenue, by Technology (2017-2030)
  • 8.6. Market Revenue, by Vertical (2017-2030)
  • 8.7. Market Revenue, by Country (2017-2030)

Chapter 9. APAC Market

  • 9.1. Overview
  • 9.2. Market Revenue, by Component (2017-2030)
  • 9.3. Market Revenue, by Platform (2017-2030)
  • 9.4. Market Revenue, by Offering (2017-2030)
  • 9.5. Market Revenue, by Technology (2017-2030)
  • 9.6. Market Revenue, by Vertical (2017-2030)
  • 9.7. Market Revenue, by Country (2017-2030)

Chapter 10. LATAM Market

  • 10.1. Overview
  • 10.2. Market Revenue, by Component (2017-2030)
  • 10.3. Market Revenue, by Platform (2017-2030)
  • 10.4. Market Revenue, by Offering (2017-2030)
  • 10.5. Market Revenue, by Technology (2017-2030)
  • 10.6. Market Revenue, by Vertical (2017-2030)
  • 10.7. Market Revenue, by Country (2017-2030)

Chapter 11. MEA Market

  • 11.1. Overview
  • 11.2. Market Revenue, by Component (2017-2030)
  • 11.3. Market Revenue, by Platform (2017-2030)
  • 11.4. Market Revenue, by Offering (2017-2030)
  • 11.5. Market Revenue, by Technology (2017-2030)
  • 11.6. Market Revenue, by Vertical (2017-2030)
  • 11.7. Market Revenue, by Country (2017-2030)

Chapter 12. U.S. Market

  • 12.1. Overview
  • 12.2. Market Revenue, by Component (2017-2030)
  • 12.3. Market Revenue, by Platform (2017-2030)
  • 12.4. Market Revenue, by Offering (2017-2030)
  • 12.5. Market Revenue, by Technology (2017-2030)
  • 12.6. Market Revenue, by Vertical (2017-2030)

Chapter 13. Canada Market

  • 13.1. Overview
  • 13.2. Market Revenue, by Component (2017-2030)
  • 13.3. Market Revenue, by Platform (2017-2030)
  • 13.4. Market Revenue, by Offering (2017-2030)
  • 13.5. Market Revenue, by Technology (2017-2030)
  • 13.6. Market Revenue, by Vertical (2017-2030)

Chapter 14. Germany Market

  • 14.1. Overview
  • 14.2. Market Revenue, by Component (2017-2030)
  • 14.3. Market Revenue, by Platform (2017-2030)
  • 14.4. Market Revenue, by Offering (2017-2030)
  • 14.5. Market Revenue, by Technology (2017-2030)
  • 14.6. Market Revenue, by Vertical (2017-2030)

Chapter 15. France Market

  • 15.1. Overview
  • 15.2. Market Revenue, by Component (2017-2030)
  • 15.3. Market Revenue, by Platform (2017-2030)
  • 15.4. Market Revenue, by Offering (2017-2030)
  • 15.5. Market Revenue, by Technology (2017-2030)
  • 15.6. Market Revenue, by Vertical (2017-2030)

Chapter 16. U.K. Market

  • 16.1. Overview
  • 16.2. Market Revenue, by Component (2017-2030)
  • 16.3. Market Revenue, by Platform (2017-2030)
  • 16.4. Market Revenue, by Offering (2017-2030)
  • 16.5. Market Revenue, by Technology (2017-2030)
  • 16.6. Market Revenue, by Vertical (2017-2030)

Chapter 17. Italy Market

  • 17.1. Overview
  • 17.2. Market Revenue, by Component (2017-2030)
  • 17.3. Market Revenue, by Platform (2017-2030)
  • 17.4. Market Revenue, by Offering (2017-2030)
  • 17.5. Market Revenue, by Technology (2017-2030)
  • 17.6. Market Revenue, by Vertical (2017-2030)

Chapter 18. Spain Market

  • 18.1. Overview
  • 18.2. Market Revenue, by Component (2017-2030)
  • 18.3. Market Revenue, by Platform (2017-2030)
  • 18.4. Market Revenue, by Offering (2017-2030)
  • 18.5. Market Revenue, by Technology (2017-2030)
  • 18.6. Market Revenue, by Vertical (2017-2030)

Chapter 19. Japan Market

  • 19.1. Overview
  • 19.2. Market Revenue, by Component (2017-2030)
  • 19.3. Market Revenue, by Platform (2017-2030)
  • 19.4. Market Revenue, by Offering (2017-2030)
  • 19.5. Market Revenue, by Technology (2017-2030)
  • 19.6. Market Revenue, by Vertical (2017-2030)

Chapter 20. China Market

  • 20.1. Overview
  • 20.2. Market Revenue, by Component (2017-2030)
  • 20.3. Market Revenue, by Platform (2017-2030)
  • 20.4. Market Revenue, by Offering (2017-2030)
  • 20.5. Market Revenue, by Technology (2017-2030)
  • 20.6. Market Revenue, by Vertical (2017-2030)

Chapter 21. India Market

  • 21.1. Overview
  • 21.2. Market Revenue, by Component (2017-2030)
  • 21.3. Market Revenue, by Platform (2017-2030)
  • 21.4. Market Revenue, by Offering (2017-2030)
  • 21.5. Market Revenue, by Technology (2017-2030)
  • 21.6. Market Revenue, by Vertical (2017-2030)

Chapter 22. Australia Market

  • 22.1. Overview
  • 22.2. Market Revenue, by Component (2017-2030)
  • 22.3. Market Revenue, by Platform (2017-2030)
  • 22.4. Market Revenue, by Offering (2017-2030)
  • 22.5. Market Revenue, by Technology (2017-2030)
  • 22.6. Market Revenue, by Vertical (2017-2030)

Chapter 23. South Korea Market

  • 23.1. Overview
  • 23.2. Market Revenue, by Component (2017-2030)
  • 23.3. Market Revenue, by Platform (2017-2030)
  • 23.4. Market Revenue, by Offering (2017-2030)
  • 23.5. Market Revenue, by Technology (2017-2030)
  • 23.6. Market Revenue, by Vertical (2017-2030)

Chapter 24. Brazil Market

  • 24.1. Overview
  • 24.2. Market Revenue, by Component (2017-2030)
  • 24.3. Market Revenue, by Platform (2017-2030)
  • 24.4. Market Revenue, by Offering (2017-2030)
  • 24.5. Market Revenue, by Technology (2017-2030)
  • 24.6. Market Revenue, by Vertical (2017-2030)

Chapter 25. Mexico Market

  • 25.1. Overview
  • 25.2. Market Revenue, by Component (2017-2030)
  • 25.3. Market Revenue, by Platform (2017-2030)
  • 25.4. Market Revenue, by Offering (2017-2030)
  • 25.5. Market Revenue, by Technology (2017-2030)
  • 25.6. Market Revenue, by Vertical (2017-2030)

Chapter 26. Saudi Arabia Market

  • 26.1. Overview
  • 26.2. Market Revenue, by Component (2017-2030)
  • 26.3. Market Revenue, by Platform (2017-2030)
  • 26.4. Market Revenue, by Offering (2017-2030)
  • 26.5. Market Revenue, by Technology (2017-2030)
  • 26.6. Market Revenue, by Vertical (2017-2030)

Chapter 27. South Africa Market

  • 27.1. Overview
  • 27.2. Market Revenue, by Component (2017-2030)
  • 27.3. Market Revenue, by Platform (2017-2030)
  • 27.4. Market Revenue, by Offering (2017-2030)
  • 27.5. Market Revenue, by Technology (2017-2030)
  • 27.6. Market Revenue, by Vertical (2017-2030)

Chapter 28. U.A.E. Market

  • 28.1. Overview
  • 28.2. Market Revenue, by Component (2017-2030)
  • 28.3. Market Revenue, by Platform (2017-2030)
  • 28.4. Market Revenue, by Offering (2017-2030)
  • 28.5. Market Revenue, by Technology (2017-2030)
  • 28.6. Market Revenue, by Vertical (2017-2030)

Chapter 29. Competitive Landscape

  • 29.1. List of Market Players and their Offerings
  • 29.2. Competitive Benchmarking of Key Players
  • 29.3. Product Benchmarking of Key Players
  • 29.4. Recent Strategic Developments

Chapter 30. Company Profiles

  • 30.1. Microsoft Corporation
    • 30.1.1. Business overview
    • 30.1.2. Product and service offerings
    • 30.1.3. Key financial summary
  • 30.2. Sony Semiconductor Solutions Corporation
    • 30.2.1. Business overview
    • 30.2.2. Product and service offerings
    • 30.2.3. Key financial summary
  • 30.3. Meta Platforms Inc.
    • 30.3.1. Business overview
    • 30.3.2. Product and service offerings
    • 30.3.3. Key financial summary
  • 30.4. Alphabet Inc.
    • 30.4.1. Business overview
    • 30.4.2. Product and service offerings
    • 30.4.3. Key financial summary
  • 30.5. Apple Inc.
    • 30.5.1. Business overview
    • 30.5.2. Product and service offerings
    • 30.5.3. Key financial summary
  • 30.6. Huawei Technologies Co. Ltd.
    • 30.6.1. Business overview
    • 30.6.2. Product and service offerings
    • 30.6.3. Key financial summary
  • 30.7. Logitech International S.A.
    • 30.7.1. Business overview
    • 30.7.2. Product and service offerings
    • 30.7.3. Key financial summary
  • 30.8. NVIDIA Corp.
    • 30.8.1. Business overview
    • 30.8.2. Product and service offerings
    • 30.8.3. Key financial summary
  • 30.9. HTC Corporation
    • 30.9.1. Business overview
    • 30.9.2. Product and service offerings
    • 30.9.3. Key financial summary
  • 30.10. Autodesk Inc.
    • 30.10.1. Business overview
    • 30.10.2. Product and service offerings
    • 30.10.3. Key financial summary
  • 30.11. Alibaba Group Holding Limited
    • 30.11.1. Business overview
    • 30.11.2. Product and service offerings
    • 30.11.3. Key financial summary

Chapter 31. Appendix

  • 31.1. Abbreviations
  • 31.2. Sources and References
  • 31.3. Related Reports