Metaverse Industry to Record a 43.3% Y-O-Y Growth Rate in 2022| Evolving Opportunities

The global metaverse market size is expected to reach USD 1,607.12 Billion in 2030 and register a revenue CAGR of 43.3% over the forecast period, according to latest analysis by Emergen Research. Global metaverse market revenue growth is expected to be driven by key factors such as increasing demand for applications and products based on virtual and augmented and mixed reality and rising focus on converging digital/virtual and physical worlds. Besides, with the rise of Blockchain technology, web 3.0 (Web3), low-code, and no-code application platforms, coupled with advancements in motion tracking systems and cybernetics, artists and developers are gaining control of their online content, which is expected to support revenue growth of the market in the near future

The Global Metaverse Market Report offers extensive knowledge and information about the Metaverse market pertaining to market size, market share, growth influencing factors, opportunities, and current and emerging trends. The report is formulated with the updated and latest information of the global Metaverse market further validated and verified by the industry experts and professionals. The Global Metaverse Market report contains historical, current, and forecast estimation of the revenue generation and profits for each segment and sub-segment of the Metaverse market in each key region of the world. The report additionally sheds light on the emerging growth opportunities in the business sphere that are anticipated to bolster the growth of the market.

Rapid advancements in motion tracking and cybernetics are expected to open up new opportunities for various companies in the market. Making human interactions with machines more straightforward is an important aspect of the metaverse. Instead of typing commands into a computer, people will be able to interface with devices through speech/voice, motion, and even eye movement, which is already possible in the Extended Reality (XR) world. Humans are steadily shifting towards virtual reality worlds, in which humans use both virtual and physical environments at the same time. For enabling this landscape, XR developers would need to develop more robust tracking systems capable of recording every movement made by a user. Simultaneously, the connection between the digital and physical worlds may entail incorporation of additional input from the digital environments with which people engage. Haptics, which allow users to touch items from a digital realm and interact with in real life, will make activities in the metaverse more enjoyable and realistic.

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Report Objective:

The report offers a complete analysis of the global Metaverse market with details about each market player including company profile, financial standing, global position, revenue contribution, production and manufacturing capacity, business expansion plans, and new product launches. Key players are strategizing various plans such as Facebook, Inc., Tencent Holdings Ltd., ByteDance Ltd., NetEase, Inc., Nvidia Corporation, Epic Games, Inc., Roblox Corporation, Unity Technologies, Inc., Lilith Games, and Nextech AR Solutions Corp. are some of the top companies profiled in the report.

Furthermore, the report divides the Metaverse market into key segments and sub-segments to offer an analysis of the product type and application spectrum of the industry. It also offers predictions about the segments expected to show significant growth during the projected timeline.

For the purpose of this report, Emergen Research has segmented the global metaverse market based on component, platform, offering, technology, application, end-use, and region:

  • Components Outlook (Revenue, USD Billion; 2019 – 2030)
    • Hardware
    • Software
  • Platform Outlook (Revenue, USD Billion; 2019 – 2030)
    • Desktop
    • Mobile
  • Offerings Outlook (Revenue, USD Billion; 2019 – 2030)
    • Virtual Platforms
    • Asset Marketplace
    • Avatars
    • Financial Services
  • Technology Outlook (Revenue, USD Billion; 2019 – 2030)
    • Blockchain
    • VR and AR
    • MR
  • Application Outlook (Revenue, USD Billion; 2019 – 2030)
    • Gaming
    • Online Shopping
    • Content Creation
    • Social Media
    • Conference
    • Virtual Runway Shows
    • Aircraft Maintenance
    • Others
  • End-Use Outlook (Revenue, USD Billion; 2019 – 2030)
    • Fashion
    • Media & Entertainment
    • Education
    • Aerospace & Defense
    • Others

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The report also offers regional level analysis and market estimation for the regions: North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa.

Regional Segmentation;

  • North America (U.S., Canada)
  • Europe (U.K., Italy, Germany, France, Rest of EU)
  • Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)
  • Latin America (Chile, Brazil, Argentina, Rest of Latin America)
  • Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)

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 Key point summary of the report:

  • The report offers a comprehensive overview of the market size, share, and growth rate in the forecast duration.
  • It provides details about current scenario, historical data, giving an accurate market forecast for the coming years.
  • The study categorizes the market on the basis of product types, applications, end users, market value and volume, business verticals, and 5 major regions.
  • It also offers regional market analysis and forecast for prominent geographies in the sector viz., North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa.
  • Industry supply chain, sourcing strategy, upstream feedstock, and downstream demand analysis has also been undertaken in the research report.
  • The study offers a comprehensive understanding of the demand and supply dynamics, including production and consumption rates, and mapping of the overall market.
  • The report employs different analytical tools including, SWOT analysis, Porter’s five forces analysis, and pricing analysis, to give precise market information.

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