封面
市场调查报告书
商品编码
1902102

元宇宙宇宙娱乐市场-全球产业规模、份额、趋势、机会及预测,依平台、技术、最终用户、地区及竞争格局划分,2021-2031年预测

Metaverse in Entertainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Platform, By Technology, By End-User By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 181 Pages | 商品交期: 2-3个工作天内

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简介目录

全球娱乐元宇宙市场元宇宙将从2025年的700.7亿美元成长到2031年的4,277.6亿美元,年复合成长率达35.19%。全球娱乐元宇宙市场被定义为一个数位生态系统,它包含持久且沉浸式的虚拟环境,使用者可以透过虚拟化身进行互动,利用扩展现实技术参与游戏、直播活动和社交体验。

市场概览
预测期 2027-2031
市场规模:2025年 700.7亿美元
市场规模:2031年 4277.6亿美元
复合年增长率:2026-2031年 35.19%
成长最快的细分市场 穿戴式装置
最大的市场 北美洲

主要市场驱动因素

延展实境硬体的广泛应用为娱乐元宇宙的建构奠定了基础,为使用者体验三维内容提供了必要的介面。随着製造商不断提升显示保真度和处理能力,高品质虚拟体验的进入门槛降低,从而扩大了开发者和内容创作者的目标市场。

主要市场挑战

先进硬体所需的巨额投资是全球元宇宙娱乐市场扩张的一大障碍。高保真沉浸式体验需要高阶虚拟实境头戴装置和强大的运算系统,而这些装置的价格对于一般消费者来说仍然高不可攀。

主要市场趋势

利用生成式人工智慧进行个人化内容创作,正透过自动化复杂数位资产的生产,迅速改变娱乐元宇宙。开发者们正越来越多地利用大型语言模型和神经渲染技术,生成动态叙事和智能非玩家角色,这些角色能够实时适应用户交互,从而在降低製作成本的同时,增强沉浸感。

目录

第一章:产品概述

第二章:研究方法

第三章:执行概要

第四章:顾客之声

第五章:全球元宇宙在娱乐市场的应用展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 按平台(穿戴式装置、桌上型装置、行动装置)
    • 依技术分类(区块链、人工智慧、扩增实境/虚拟实境/扩充实境、混合实境)
    • 按最终用户(电影製作公司、唱片公司、OTT平台、其他)
    • 按地区
    • 按公司(2025 年)
  • 市场地图

第六章:北美娱乐市场元宇宙展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第七章:欧洲元宇宙娱乐市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国家分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区元宇宙宇宙娱乐市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲娱乐市场元宇宙展望

  • 市场规模及预测
  • 市占率及预测
  • 中东和非洲:国家分析
    • 沙乌地阿拉伯
    • 阿联酋
    • 南非

第十章:南美元元宇宙娱乐市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国家分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章:市场动态

  • 司机
  • 挑战

第十二章:市场趋势与发展

  • 併购
  • 产品发布
  • 最新进展

第十三章:全球娱乐元宇宙宇宙市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商议价能力
  • 顾客的力量
  • 替代产品的威胁

第十五章:竞争格局

  • Aomen City
  • Epic Games Inc.
  • Hungama Digital Media Entertainment Pvt. Ltd.
  • Meta Platforms Inc.
  • Niantic Inc.
  • OverActive Media Corp.
  • Qualcomm Inc.
  • Queppelin
  • Roblox Corp.
  • Tetavi Ltd.

第十六章:策略建议

第17章调查会社について・免责事项

简介目录
Product Code: 12839

The Global Metaverse in Entertainment Market will grow from USD 70.07 Billion in 2025 to USD 427.76 Billion by 2031 at a 35.19% CAGR. The Global Metaverse in Entertainment Market is defined as a digital ecosystem comprising persistent and immersive virtual environments where users interact through avatars to engage in gaming, live events, and social experiences using extended reality technologies.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 70.07 Billion
Market Size 2031USD 427.76 Billion
CAGR 2026-203135.19%
Fastest Growing SegmentWearables
Largest MarketNorth America

Key Market Drivers

The widespread adoption of Extended Reality hardware serves as a foundational catalyst for the entertainment metaverse, providing the necessary interface for users to experience three-dimensional content. As manufacturers improve display fidelity and processing capabilities, the barrier to entry for high-quality virtual experiences lowers, thereby expanding the addressable market for developers and content creators. This hardware proliferation is evidenced by the continued financial traction of major mixed reality divisions.

Key Market Challenges

The substantial investment required for advanced hardware constitutes a significant barrier to the expansion of the Global Metaverse in Entertainment Market. High-fidelity immersive experiences necessitate premium virtual reality headsets and robust computing systems, which command price points that remain prohibitive for the average consumer. This economic threshold effectively segments the market, confining participation to a niche demographic of enthusiasts and early adopters while excluding the mass audience required for widespread commercial success.

Key Market Trends

Utilization of Generative AI for Personalized Content Creation is rapidly transforming the entertainment metaverse by automating the production of complex digital assets. Developers are increasingly leveraging large language models and neural rendering to generate dynamic narratives and intelligent non-player characters that adapt in real-time to user interactions, thereby reducing production costs while enhancing immersion.

Key Market Players

  • Aomen City
  • Epic Games Inc.
  • Hungama Digital Media Entertainment Pvt. Ltd.
  • Meta Platforms Inc.
  • Niantic Inc.
  • OverActive Media Corp.
  • Qualcomm Inc.
  • Queppelin
  • Roblox Corp.
  • Tetavi Ltd.

Report Scope:

In this report, the Global Metaverse in Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Metaverse in Entertainment Market, By Platform:

  • Wearables
  • Desktop
  • Mobile

Metaverse in Entertainment Market, By Technology:

  • Blockchain
  • AI
  • AR/VR/XR
  • MR

Metaverse in Entertainment Market, By End-User:

  • Film Production Companies
  • Music Labels
  • OTT Platforms
  • Others

Metaverse in Entertainment Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Metaverse in Entertainment Market.

Available Customizations:

Global Metaverse in Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Metaverse in Entertainment Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Platform (Wearables, Desktop, Mobile)
    • 5.2.2. By Technology (Blockchain, AI, AR/VR/XR, MR)
    • 5.2.3. By End-User (Film Production Companies, Music Labels, OTT Platforms, Others)
    • 5.2.4. By Region
    • 5.2.5. By Company (2025)
  • 5.3. Market Map

6. North America Metaverse in Entertainment Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Platform
    • 6.2.2. By Technology
    • 6.2.3. By End-User
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Metaverse in Entertainment Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Platform
        • 6.3.1.2.2. By Technology
        • 6.3.1.2.3. By End-User
    • 6.3.2. Canada Metaverse in Entertainment Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Platform
        • 6.3.2.2.2. By Technology
        • 6.3.2.2.3. By End-User
    • 6.3.3. Mexico Metaverse in Entertainment Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Platform
        • 6.3.3.2.2. By Technology
        • 6.3.3.2.3. By End-User

7. Europe Metaverse in Entertainment Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Platform
    • 7.2.2. By Technology
    • 7.2.3. By End-User
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Metaverse in Entertainment Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Platform
        • 7.3.1.2.2. By Technology
        • 7.3.1.2.3. By End-User
    • 7.3.2. France Metaverse in Entertainment Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Platform
        • 7.3.2.2.2. By Technology
        • 7.3.2.2.3. By End-User
    • 7.3.3. United Kingdom Metaverse in Entertainment Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Platform
        • 7.3.3.2.2. By Technology
        • 7.3.3.2.3. By End-User
    • 7.3.4. Italy Metaverse in Entertainment Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Platform
        • 7.3.4.2.2. By Technology
        • 7.3.4.2.3. By End-User
    • 7.3.5. Spain Metaverse in Entertainment Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Platform
        • 7.3.5.2.2. By Technology
        • 7.3.5.2.3. By End-User

8. Asia Pacific Metaverse in Entertainment Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Platform
    • 8.2.2. By Technology
    • 8.2.3. By End-User
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Metaverse in Entertainment Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Platform
        • 8.3.1.2.2. By Technology
        • 8.3.1.2.3. By End-User
    • 8.3.2. India Metaverse in Entertainment Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Platform
        • 8.3.2.2.2. By Technology
        • 8.3.2.2.3. By End-User
    • 8.3.3. Japan Metaverse in Entertainment Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Platform
        • 8.3.3.2.2. By Technology
        • 8.3.3.2.3. By End-User
    • 8.3.4. South Korea Metaverse in Entertainment Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Platform
        • 8.3.4.2.2. By Technology
        • 8.3.4.2.3. By End-User
    • 8.3.5. Australia Metaverse in Entertainment Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Platform
        • 8.3.5.2.2. By Technology
        • 8.3.5.2.3. By End-User

9. Middle East & Africa Metaverse in Entertainment Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Platform
    • 9.2.2. By Technology
    • 9.2.3. By End-User
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Metaverse in Entertainment Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Platform
        • 9.3.1.2.2. By Technology
        • 9.3.1.2.3. By End-User
    • 9.3.2. UAE Metaverse in Entertainment Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Platform
        • 9.3.2.2.2. By Technology
        • 9.3.2.2.3. By End-User
    • 9.3.3. South Africa Metaverse in Entertainment Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Platform
        • 9.3.3.2.2. By Technology
        • 9.3.3.2.3. By End-User

10. South America Metaverse in Entertainment Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Platform
    • 10.2.2. By Technology
    • 10.2.3. By End-User
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Metaverse in Entertainment Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Platform
        • 10.3.1.2.2. By Technology
        • 10.3.1.2.3. By End-User
    • 10.3.2. Colombia Metaverse in Entertainment Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Platform
        • 10.3.2.2.2. By Technology
        • 10.3.2.2.3. By End-User
    • 10.3.3. Argentina Metaverse in Entertainment Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Platform
        • 10.3.3.2.2. By Technology
        • 10.3.3.2.3. By End-User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Metaverse in Entertainment Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Aomen City
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Epic Games Inc.
  • 15.3. Hungama Digital Media Entertainment Pvt. Ltd.
  • 15.4. Meta Platforms Inc.
  • 15.5. Niantic Inc.
  • 15.6. OverActive Media Corp.
  • 15.7. Qualcomm Inc.
  • 15.8. Queppelin
  • 15.9. Roblox Corp.
  • 15.10. Tetavi Ltd.

16. Strategic Recommendations

17. About Us & Disclaimer