封面
市场调查报告书
商品编码
1743344

元宇宙游戏市场规模、份额、成长分析(按组件、按技术、按游戏类型、按地区)-2025 年至 2032 年产业预测

Metaverse in Gaming Market Size, Share, and Growth Analysis, By Component (Hardware, Software), By Technology (Augmented Reality (AR), Virtual Reality (VR)), By Game Genre, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 197 Pages | 商品交期: 3-5个工作天内

价格
简介目录

预计 2023 年全球游戏元宇宙市场规模将达到 227 亿美元,并从 2024 年的 316.2 亿美元成长到 2032 年的 4,483.2 亿美元,预测期内(2025-2032 年)的复合年增长率为 39.3%。

游戏元宇宙的成长是由最尖端科技、大量投资以及数位和实体领域的整合所驱动,而所有这些都得益于强大的网路连线。混合实境(MR)、扩增实境(AR)、扩增实境(XR) 和虚拟实境 (VR) 领域的创新正在重塑身临其境型游戏体验。来自开发人员和技术领导者的大量资金正在推动技术创新,从而创造出互动且逼真的虚拟世界。非同质化代币(NFT) 正在透过建立数位所有权和收益的新范式来改变游戏内经济。玩家现在可以购买、出售和交易虚拟资产,其价值跨平台保持不变,从而提高参与度并为开发人员和游戏玩家创造新的收益来源。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 二次资料和一次资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态与展望

  • 市场概览
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024年)
  • PESTEL分析
  • 总体经济指标
  • 价值链分析
  • 定价分析
  • 监管格局
  • 案例研究
  • 技术分析

游戏元宇宙市场规模(依组件划分)及复合年增长率(2025-2032)

  • 市场概览
  • 硬体
    • AR装置
    • VR装置
    • 混合实境装置
    • 展示
  • 软体
    • 扩增实境软体
    • 游戏引擎
    • 元宇宙平台
    • 金融平台
  • 服务
    • 云端游戏服务
    • 虚拟世界和游戏託管
    • 游戏分析服务
    • 开发和设计服务
    • 元宇宙平台整合服务
    • 维护和支援服务
    • 付款和交易

元宇宙游戏市场规模(依技术及复合年增长率) (2025-2032)

  • 市场概览
  • 扩增实境(AR)
  • 虚拟实境(VR)
  • 混合实境
  • 区块链
  • 人工智慧(AI)
  • 非同质化代币(NFT)
  • 扩增实境(XR)

元宇宙游戏市场规模:依游戏类型及复合年增长率(2025-2032)

  • 市场概览
  • 行动
  • 冒险
  • 角色扮演游戏(RPG)
  • 模拟
  • 运动和赛车
  • 策略
  • 沙盒
  • 纸牌和赌场游戏
  • 其他的

元宇宙游戏市场规模及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前五大公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024年)
  • 主要企业简介
    • 公司详情
    • 产品系列分析
    • 公司分部份额分析
    • 收益与前一年同期比较对比(2022-2024 年)

主要企业简介

  • Meta Platforms Inc.(US)
  • Microsoft Corporation(US)
  • Epic Games Inc.(US)
  • Roblox Corporation(US)
  • Unity Technologies(US)
  • Tencent Holdings Ltd.(China)
  • NVIDIA Corporation(US)
  • Sony Group Corporation(Japan)
  • Google LLC(US)
  • Apple Inc.(US)
  • Samsung Electronics Co., Ltd.(South Korea)
  • HTC Corporation(Taiwan)
  • Valve Corporation(US)
  • Niantic Inc.(US)
  • Decentraland Foundation(Estonia)
  • The Sandbox(Hong Kong)
  • Animoca Brands(Hong Kong)
  • ByteDance Ltd.(China)
  • Electronic Arts Inc.(US)
  • Ubisoft Entertainment SA(France)

结论和建议

简介目录
Product Code: SQMIG25N2016

Global Metaverse in Gaming Market size was valued at USD 22.7 billion in 2023 and is poised to grow from USD 31.62 billion in 2024 to USD 448.32 billion by 2032, growing at a CAGR of 39.3% during the forecast period (2025-2032).

The metaverse's growth in the gaming sector is driven by cutting-edge technology, significant investments, and the fusion of digital and physical realms, all facilitated by robust internet connectivity. Innovations in mixed reality (MR), augmented reality (AR), extended reality (XR), and virtual reality (VR) are reshaping immersive gameplay experiences. Substantial financial backing from developers and tech leaders is pushing innovation, resulting in interactive, lifelike virtual worlds. A key factor in this surge is the rise of non-fungible tokens (NFTs), which are transforming in-game economies by establishing new paradigms of digital ownership and monetization. Players can now buy, sell, and trade virtual assets, ensuring their value persists across various platforms, enhancing engagement, and unlocking fresh revenue streams for developers and gamers alike.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Metaverse in Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Metaverse in Gaming Market Segments Analysis

Global Metaverse in Gaming Market is segmented by Component, Technology, Game Genre and region. Based on Component, the market is segmented into Hardware, Software and Services. Based on Technology, the market is segmented into Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Blockchain, Artificial Intelligence (AI), Non-Fungible Tokens (NFTs) and Extended Reality (XR). Based on Game Genre, the market is segmented into Action, Adventure, Role-Playing Games (RPGs), Simulation, Sports and Racing, Strategy, Sandbox, Card and Casino Games and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Metaverse in Gaming Market

The Global Metaverse in Gaming market is being significantly driven by the integration of Artificial Intelligence, which is revolutionizing the gaming experience through hyper-personalization. AI algorithms meticulously analyze player behaviors, preferences, and interactions to customize game settings, NPC dialogues, and challenges. This level of dynamic personalization fosters greater player engagement, resulting in a more immersive and interactive gaming environment. Companies such as Roblox and Inworld AI are at the forefront of this transformation, utilizing AI to develop unique storylines and gameplay elements that adapt in real time, thereby boosting player retention and enhancing monetization opportunities within the metaverse.

Restraints in the Global Metaverse in Gaming Market

The Global Metaverse in Gaming market faces significant challenges due to the high costs associated with integrating artificial intelligence. The reliance on advanced computational resources, such as powerful GPUs and cloud-based AI frameworks necessary for deep learning, real-time AI processing, and generative algorithms, makes it financially burdensome for developers. This situation particularly affects smaller gaming studios, which may find it difficult to bear such expenses, ultimately hindering the broader implementation of AI-enhanced gaming experiences. Consequently, the financial barriers associated with these technologies may slow down innovation and limit access to cutting-edge gaming developments in the metaverse.

Market Trends of the Global Metaverse in Gaming Market

The global metaverse in gaming is witnessing a transformative trend marked by the rise of AI-powered virtual companions, which are redefining player interaction and engagement. Companies like Inworld AI are pioneering the creation of intelligent non-playable characters (NPCs) that possess memory, emotions, and adaptability, fostering deeper connections with players. This evolution not only enhances gameplay experiences but also allows for personalized companionship, making virtual worlds feel more immersive and lifelike. As the demand for innovative, emotionally responsive gaming experiences grows, this trend is expected to significantly shape the future of metaverse gaming, driving investment and development in this sector.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Regulatory Landscape
  • Case Studies
  • Technological Analysis

Global Metaverse in Gaming Market Size by Component & CAGR (2025-2032)

  • Market Overview
  • Hardware
    • AR Devices
    • VR Devices
    • MR Devices
    • Displays
  • Software
    • Extended Reality Software
    • Gaming Engines
    • Metaverse Platforms
    • Financial Platforms
  • Services
    • Cloud Gaming Services
    • Virtual Worlds and Game Hosting
    • Gaming Analytics Services
    • Development and Design Services
    • Metaverse Platform Integration Services
    • Maintenance and Support Services
    • Payment and Transaction

Global Metaverse in Gaming Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Augmented Reality (AR)
  • Virtual Reality (VR)
  • Mixed Reality (MR)
  • Blockchain
  • Artificial Intelligence (AI)
  • Non-Fungible Tokens (NFTs)
  • Extended Reality (XR)

Global Metaverse in Gaming Market Size by Game Genre & CAGR (2025-2032)

  • Market Overview
  • Action
  • Adventure
  • Role-Playing Games (RPGs)
  • Simulation
  • Sports and Racing
  • Strategy
  • Sandbox
  • Card and Casino Games
  • Others

Global Metaverse in Gaming Market Size & CAGR (2025-2032)

  • North America (Component, Technology, Game Genre)
    • US
    • Canada
  • Europe (Component, Technology, Game Genre)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Component, Technology, Game Genre)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Component, Technology, Game Genre)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Component, Technology, Game Genre)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Meta Platforms Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Roblox Corporation (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent Holdings Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google LLC (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Apple Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Samsung Electronics Co., Ltd. (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HTC Corporation (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Niantic Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Decentraland Foundation (Estonia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The Sandbox (Hong Kong)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Animoca Brands (Hong Kong)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ByteDance Ltd. (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts Inc. (U.S.)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft Entertainment SA (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations