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市場調查報告書
商品編碼
1166151

全球 Metaverse 市場-規模/份額/趨勢分析/機會/預測:按組件、按應用、按技術、按產品、按平台、按最終用戶、按硬件、按軟件、按地區 (2018-2028)

Metaverse Market - Global Size, Share, Trend Analysis, Opportunity & Forecast Report, 2018-2028, Segmented By Components; Application; Technology; Offering; Platform; End-User; Hardware; Software (Extended Reality Software, Gaming Engines, Region

出版日期: | 出版商: Blueweave Consulting | 英文 440 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

2021 年全球元宇宙市場規模預計為 407 億美元,預測期內復合年增長率為 40.5%,到 2028 年底將達到約 4390 億美元。 推動市場增長的關鍵因素包括增強現實在醫療保健領域的應用越來越多,以及來自鄰近市場的機會越來越多。

本報告研究全球 Metaverse 市場,按組件、技術、產品、平台、最終用戶提供市場概覽、市場規模和預測、趨勢、驅動因素和製約因素,我們提供全面的信息,包括按地區和公司概況進行的分析。

內容

第1章研究框架

第 2 章執行摘要

第 3 章全球元宇宙市場洞察

  • 行業價值鏈分析
  • DROC 分析
    • 增長動力
      • 經濟實惠的硬件可用性
      • 遊戲化/VR 模擬器品牌推廣
      • 對教育和企業培訓的堅定承諾
      • 來自相鄰市場的機會
      • 在醫療保健領域越來越多地採用增強現實技術
      • 娛樂和遊戲行業的高需求
      • 將虛擬化融入時尚、藝術和零售業
    • 約束因素
      • 基於網絡的威脅
      • 維護成本高
      • 過度使用導致的健康和精神問題
    • 機會
      • 虛擬代幣和 NFT 的日益流行
      • 在家工作機會和增加遠程工作工具
      • 5G 技術的持續發展
    • 任務
      • 新興國家缺乏意識
      • 專用 metaverse 網絡的高成本
  • 技術進步/最新發展
  • 監管框架
  • 波特的五力分析
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭激烈程度

第 4 章全球 Metaverse 市場概述

  • 市場規模和價值預測(2018-2028 年)
    • 按金額
  • 市場份額和預測
    • 按組件
      • 硬件
      • 軟件
      • 服務
    • 通過使用
      • 廣告
      • 區塊鏈
      • 會議
      • 內容創作
      • 數字孿生操作
      • 邊緣計算
      • 遊戲
      • NFT
      • 在線教育
      • 網上購物
      • 付款
      • 社交媒體
      • 虛擬商品
      • 虛擬化工具
    • 按技術
      • 區塊鏈
      • 虛擬現實 (VR)/增強現實 (AR)
      • 混合現實 (MR)
      • 物聯網 (IoT)
      • 其他
    • 通過報價
      • 資產市場
      • 頭像
      • 金融業務
      • 虛擬平台
    • 按平台
      • 桌面
      • 手機
      • 耳機
    • 最終用戶
      • 教育
      • 時尚
      • 醫療保健
    • 按硬件
      • 增強現實設備
      • 虛擬現實設備
      • 磁共振設備
      • 展示
    • 通過軟件
      • XR 軟件
      • 遊戲引擎
      • 3D 映射、建模和重建
      • 元界平台
      • 金融平台
      • 其他軟件(地理空間繪圖工具、基於雲的軟件)
    • 專業服務
      • 應用程序開發和系統集成
      • 戰略和業務諮詢
    • 按地區
      • 北美
      • 歐洲
      • 亞太地區
      • 拉丁美洲
      • 中東和非洲

第5章北美元界市場

  • 市場規模和價值預測(2018-2028 年)
    • 按金額
  • 市場份額和預測
    • 按組件
    • 通過使用
    • 按技術
    • 通過報價
    • 按平台
    • 最終用戶
    • 按硬件
    • 通過軟件
    • 專業服務
    • 按國家
      • 美國
      • 加拿大

第 6 章歐洲 Metaverse 市場

  • 市場規模和價值預測(2018-2028 年)
    • 按金額
  • 市場份額和預測
    • 按組件
    • 通過使用
    • 按技術
    • 通過報價
    • 按平台
    • 最終用戶
    • 按硬件
    • 通過軟件
    • 專業服務
    • 按國家
      • 德國
      • 英國
      • 意大利
      • 法國
      • 西班牙
      • 荷蘭
      • 比利時
      • 北歐國家
      • 其他歐洲

第 7 章亞太元界市場

  • 市場規模和價值預測(2018-2028 年)
    • 按金額
  • 市場份額和預測
    • 按組件
    • 通過使用
    • 按技術
    • 通過報價
    • 按平台
    • 最終用戶
    • 按硬件
    • 通過軟件
    • 專業服務
    • 按國家
      • 中國
      • 印度
      • 日本
      • 韓國
      • 澳大利亞和新西蘭
      • 印度尼西亞
      • 馬來西亞
      • 新加坡
      • 菲律賓
      • 越南
      • 亞太其他地區

第 8 章拉丁美洲 Metaverse 市場

  • 市場規模和價值預測(2018-2028 年)
    • 按金額
  • 市場份額和預測
    • 按組件
    • 通過使用
    • 按技術
    • 通過報價
    • 按平台
    • 最終用戶
    • 按硬件
    • 通過軟件
    • 專業服務
    • 按國家
      • 巴西
      • 墨西哥
      • 阿根廷
      • 秘魯
      • 哥倫比亞
      • 其他拉丁美洲

第9章中東和非洲Metaverse市場

  • 市場規模和價值預測(2018-2028 年)
    • 按金額
  • 市場份額和預測
    • 按組件
    • 通過使用
    • 按技術
    • 通過報價
    • 按平台
    • 最終用戶
    • 按硬件
    • 通過軟件
    • 專業服務
    • 按國家
      • 沙特阿拉伯
      • 阿拉伯聯合酋長國
      • 卡塔爾
      • 科威特
      • 伊朗
      • 南非
      • 尼日利亞
      • 肯尼亞
      • 埃及
      • 摩洛哥
      • 阿爾及利亞
      • 其他中東和非洲地區

第10章競爭格局

  • 主要公司及其產品列表
  • 2021 年全球 Metaverse 公司的市場份額分析
  • 按運營參數進行競爭性基準測試
  • 重大戰略發展(合併、收購、合作)

第 11 章 COVID-19 對全球 Metaverse 市場的影響

第12章公司簡介(公司簡介、財務矩陣、競爭格局、主要人員、主要競爭對手、聯繫地址、戰略展望、SWOT)

  • Active Theory
  • Alibaba Cloud
  • Alphabet, Inc.
  • Antier Solutions Pvt. Ltd.
  • ByteDance Ltd.
  • Decentraland
  • Epic Games, Inc.
  • Globant
  • Lilith Games
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • NetEase, Inc.
  • Nextech AR Solutions Corp.
  • Nvidia Corporation
  • Queppelin
  • Roblox Corporation
  • Tencent Holdings Ltd.
  • The Sandbox
  • Unity Technologies, Inc.
  • 其他有力企業

第13章 主要戰略建議事項

第14章 調查手法

簡介目錄
Product Code: BWC22501

Global Metaverse Market to Grow at a CAGR of 40.5% during Forecast Period

Global Metaverse market is growing at a high CAGR because of the increasing acceptance of augmented reality in the healthcare sector as well as opportunities from adjacent markets are driving the metaverse market.

A recent study conducted by the strategic consulting and market research firm, BlueWeave Consulting, revealed that the Global Metaverse market was worth USD 40.7 billion in the year 2021. The market is projected to grow at a CAGR of 40.5%, earning revenues of around USD 439.0 billion by the end of 2028. The Global Metaverse market is booming because of the increasing acceptance of augmented reality in the healthcare sector, which lowers costs and improves results for people without endangering patient lives and the opportunities from adjacent markets. In addition, technologies like XR, AI, and analytics are anticipated to be very helpful for teaching and simulating applications in the aerospace and defense sector is a significant driver of market expansion. However, a lack of awareness and understanding among the general people of the metaverse may act as a huge restraining factor for market growth.

Opportunities from Adjacent Markets Coupled with Increasing Acceptance of Augmented Reality in Healthcare are driving the Metaverse Market

Technologies like XR, AI, and analytics are anticipated to be very helpful for teaching and simulating applications in the aerospace and defense sector. These technologies and the metaverse are anticipated to be beneficial for experiential training by utilizing data-driven applications in real-time. Thus, it is anticipated that the metaverse will facilitate the more effective and efficient transmission of precise skills and greater information retention by trainees throughout this vertical/enterprise. Airlines train their ground staff for pre-flight inspections using extended reality. The integration of the metaverse with XR can aid in simulations, aviation training, and weapon training, thereby boosting market growth.

The metaverse Market is being driven by the increasing acceptance of augmented reality in the healthcare sector, which lowers costs and improves results for people without endangering patient lives. PTSD, phobias, anxiety disorders, hallucinations, and delusions are problems that can be treated using metaverse in mental health. The way we seek help from coworkers, friends, family, or medical professionals when we are having a mental breakdown has changed because of technology. Virtual reality technology has the potential to improve people's welfare, and companies in the sector are developing mental health apps for the metaverse. Researchers at EMPA have created hundreds of avatars of actual patients with chronic pain, and they are using them to predict and enhance the effects of medications and thereby boosting the market growth.

Lack of awareness in developing countries is the key Challenge in the Operation of Metaverse in the Market

The overall lack of awareness and understanding among the general people is one of the major challenges the metaverse must overcome. Virtual reality is one of the multiverse's notions that most people can understand. However, for some people, the concept of this vast digital environment known as the "metaverse" can be frightening or even perplexing. Most people need to be made aware of what the metaverse is, even though we hear the term frequently these days. In addition, users need more awareness of service and security alternatives; the industry may encounter growth constraints. Additionally, businesses functioning in the industry have experienced cyberattacks, which create serious security issues. Through September 2021, over 500 million cyberattacks were reported, with more than 1700 attacks reported for each business, according to SonicWall.

Fashion Category Had the Biggest Market Share in Global Metaverse End-User Segment

The market is segmented based on offerings: asset marketplace, avatars, financial services, and virtual platforms. The asset marketplace is expected to have a high growth rate due to increased investments in bitcoins, Ethereum, NFTs, and other cryptocurrencies have caused the metaverse's rapid growth in the asset marketplace segment. In addition, the rising penetration of smartphones and the rising number of app developers in the market will propel the growth of the virtual platform segment during the forecast period. In addition, based on end-user segmentation, the Metaverse market is divided into education, fashion, and healthcare. The Metaverse market's fastest-growing area is anticipated to be the fashion section. Because they are aware of micro indicators like high purchasing power for virtual clothes in the immersive digital environment, the leading fashion and apparel firms in the world are now adopting and wagering on adopting the trend of digital clothing.

Regional Insight

The majority of users are in North America, where metaverse experiences are popular. A study found that 37% of Americans think that living in the metaverse would be more enjoyable than living in the real world, 38% think that the metaverse improves their lives, 47% use it effectively for socializing, and 48% do not feel overwhelmed by the multiverse. In addition, 40% of Americans believe that the metaverse has a purpose, and 57% think that it will become as popular as conventional social media platforms. India is experiencing great growth because of a large number of start-ups and organizations, making Asia-Pacific the region with the fastest-growing metaverse market. Additionally, 31.8% of people utilize the QQ metaverse platform seven days a week, according to China's Social Sciences Academic Press and NetEase.

Impact of COVID-19 on Global Metaverse Market

Due to lockdowns and closures, users were constrained, which has propelled the metaverse market as an important lifestyle area for users, including interactive game landscapes and the growing use of mixed reality. The popularity of the metaverse is growing along with the use of blockchain, nonfungible tokens (NFTs), and digital assets. Furthermore, the rise in work-from-home culture and social isolation norms brought about by the COVID-19 lockdowns contributed to the period's increased demand for metaverse platforms, which lasted after COVID-19 instances started to decline in late 2021. For instance, in November 2020, more than 30 million users tuned into a two-day virtual concert hosted by Sony Music Entertainment and Lil Nas X on the Roblox platform.

Competitive Landscape

Key players operating in the Global Metaverse market are Active Theory, Alibaba Cloud, Alphabet, Inc., Antier Solutions Pvt. Ltd., ByteDance Ltd., Decentraland, Epic Games, Inc., Globant, Lilith Games, Magic Leap, Inc., Meta Platforms, Inc., Microsoft Corporation, NetEase, Inc., Nextech AR Solutions Corp., Nvidia Corporation, Queppelin, Roblox Corporation, Tencent Holdings Ltd., The Sandbox, Unity Technologies, Inc., and other prominent players.

Don't miss the business opportunity in the Global Metaverse market. Consult our analysts to gain crucial insights and facilitate your business growth.

The in-depth analysis of the report provides information about growth potential, upcoming trends, and statistics of the global metaverse market. It also highlights the factors driving forecasts of total market size. The report promises to provide recent technology trends in the global metaverse market and industry insights to help decision-makers make sound strategic decisions. Furthermore, the report also analyzes the growth drivers, challenges, and competitive dynamics of the market.

Table of Contents

1. Research Framework

  • 1.1. Research Objective
  • 1.2. Product Overview
  • 1.3. Market Segmentation

2. Executive Summary

3. Global Metaverse Market Insights

  • 3.1. Industry Value Chain Analysis
  • 3.2. DROC Analysis
    • 3.2.1. Growth Drivers
      • 3.2.1.1. Affordable hardware availability
      • 3.2.1.2. Brand promotion with gamification and VR simulators
      • 3.2.1.3. Strong commitment to education and corporate training
      • 3.2.1.4. Opportunities from adjacent markets
      • 3.2.1.5. Increasing acceptance of augmented reality in healthcare
      • 3.2.1.6. High demand in the entertainment and gaming industry
      • 3.2.1.7. Incorporating virtualization in fashion, art and retail
    • 3.2.2. Restraints
      • 3.2.2.1. Cyber-based threats
      • 3.2.2.2. High maintenance cost
      • 3.2.2.3. Health and psychological problems due to overuse
    • 3.2.3. Opportunity
      • 3.2.3.1. Growing Popularity of virtual tokens and NFTs
      • 3.2.3.2. Increasing work from home opportunities and remote working tools
      • 3.2.3.3. Continuous development of 5G technology
    • 3.2.4. Challenges
      • 3.2.4.1. Lack of awareness in developing countries
      • 3.2.4.2. High cost of leased Metaverse network
  • 3.3. Technology Advancements/Recent Developments
  • 3.4. Regulatory Framework
  • 3.5. Porter's Five Forces Analysis
    • 3.5.1. Bargaining Power of Suppliers
    • 3.5.2. Bargaining Power of Buyers
    • 3.5.3. Threat of New Entrants
    • 3.5.4. Threat of Substitutes
    • 3.5.5. Intensity of Rivalry

4. Global Metaverse Market Overview

  • 4.1. Market Size & Forecast, by Value, 2018-2028
    • 4.1.1. By Value (USD Billion)
  • 4.2. Market Share & Forecast
    • 4.2.1. By Components
      • 4.2.1.1. Hardware
      • 4.2.1.2. Software
      • 4.2.1.3. Services
    • 4.2.2. By Application
      • 4.2.2.1. Advertising
      • 4.2.2.2. Block chain Applications
      • 4.2.2.3. Conferences
      • 4.2.2.4. Content Creation
      • 4.2.2.5. Digital Twin Operations
      • 4.2.2.6. edge computing
      • 4.2.2.7. Gaming
      • 4.2.2.8. NFT
      • 4.2.2.9. Online Education
      • 4.2.2.10. Online Shopping
      • 4.2.2.11. Payments
      • 4.2.2.12. social media
      • 4.2.2.13. Virtual Goods
      • 4.2.2.14. Virtualization Tools
    • 4.2.3. By Technology
      • 4.2.3.1. Blockchain
      • 4.2.3.2. Virtual Reality (VR) and Augmented Reality (AR)
      • 4.2.3.3. Mixed Reality (MR)
      • 4.2.3.4. Internet of Things (IoT)
      • 4.2.3.5. Others
    • 4.2.4. By Offering
      • 4.2.4.1. Asset Marketplaces
      • 4.2.4.2. Avatars
      • 4.2.4.3. Financial Services
      • 4.2.4.4. Virtual Platforms
    • 4.2.5. By Platform
      • 4.2.5.1. Desktop
      • 4.2.5.2. Mobile
      • 4.2.5.3. Headsets
    • 4.2.6. By End-User
      • 4.2.6.1. Education
      • 4.2.6.2. Fashion
      • 4.2.6.3. Healthcare
    • 4.2.7. By Hardware
      • 4.2.7.1. AR Devices
      • 4.2.7.2. VR Devices
      • 4.2.7.3. MR Devices
      • 4.2.7.4. Displays
    • 4.2.8. By Software
      • 4.2.8.1. Extended Reality Software
      • 4.2.8.2. Gaming Engines
      • 4.2.8.3. 3D Mapping, Modeling, and Reconstruction
      • 4.2.8.4. Metaverse Platforms
      • 4.2.8.5. Financial Platforms
      • 4.2.8.6. Other Software (Geospatial Mapping Tools, Cloud-Based Software)
    • 4.2.9. By Professional Services
      • 4.2.9.1. Application Development and System Integration
      • 4.2.9.2. Strategy And Business Consulting
    • 4.2.10. By Region
      • 4.2.10.1. North America
      • 4.2.10.2. Europe
      • 4.2.10.3. Asia Pacific (APAC)
      • 4.2.10.4. Latin America
      • 4.2.10.5. Middle East and Africa (MEA)

5. North America Metaverse Market

    • 5.1.1. Market Size & Forecast by Value, 2018-2028
    • 5.1.2. By Value (USD Billion)
  • 5.2. Market Share & Forecast
    • 5.2.1. By Components
    • 5.2.2. By Application
    • 5.2.3. By Technology
    • 5.2.4. By Offering
    • 5.2.5. By Platform
    • 5.2.6. By End-User
    • 5.2.7. By Hardware
    • 5.2.8. By Software
    • 5.2.9. By Professional Services
    • 5.2.10. By Country
      • 5.2.10.1. United States
      • 5.2.10.1.1. By Components
      • 5.2.10.1.2. By Application
      • 5.2.10.1.3. By Technology
      • 5.2.10.1.4. By Offering
      • 5.2.10.1.5. By Platform
      • 5.2.10.1.6. By End-User
      • 5.2.10.1.7. By Hardware
      • 5.2.10.1.8. By Software
      • 5.2.10.1.9. By Professional Services
      • 5.2.10.2. Canada
      • 5.2.10.2.1. By Components
      • 5.2.10.2.2. By Application
      • 5.2.10.2.3. By Technology
      • 5.2.10.2.4. By Offering
      • 5.2.10.2.5. By Platform
      • 5.2.10.2.6. By End-User
      • 5.2.10.2.7. By Hardware
      • 5.2.10.2.8. By Software
      • 5.2.10.2.9. By Professional Services

6. Europe Metaverse Market

  • 6.1. Market Size & Forecast by Value, 2018-2028
    • 6.1.1. By Value (USD Billion)
  • 6.2. Market Share & Forecast
    • 6.2.1. By Components
    • 6.2.2. By Application
    • 6.2.3. By Technology
    • 6.2.4. By Offering
    • 6.2.5. By Platform
    • 6.2.6. By End-User
    • 6.2.7. By Hardware
    • 6.2.8. By Software
    • 6.2.9. By Professional Services
    • 6.2.10. By Country
      • 6.2.10.1. Germany
      • 6.2.10.1.1. By Components
      • 6.2.10.1.2. By Application
      • 6.2.10.1.3. By Technology
      • 6.2.10.1.4. By Offering
      • 6.2.10.1.5. By Platform
      • 6.2.10.1.6. By End-User
      • 6.2.10.1.7. By Hardware
      • 6.2.10.1.8. By Software
      • 6.2.10.1.9. By Professional Services
      • 6.2.10.2. United Kingdom
      • 6.2.10.2.1. By Components
      • 6.2.10.2.2. By Application
      • 6.2.10.2.3. By Technology
      • 6.2.10.2.4. By Offering
      • 6.2.10.2.5. By Platform
      • 6.2.10.2.6. By End-User
      • 6.2.10.2.7. By Hardware
      • 6.2.10.2.8. By Software
      • 6.2.10.2.9. By Professional Services
      • 6.2.10.3. Italy
      • 6.2.10.3.1. By Components
      • 6.2.10.3.2. By Application
      • 6.2.10.3.3. By Technology
      • 6.2.10.3.4. By Offering
      • 6.2.10.3.5. By Platform
      • 6.2.10.3.6. By End-User
      • 6.2.10.3.7. By Hardware
      • 6.2.10.3.8. By Software
      • 6.2.10.3.9. By Professional Services
      • 6.2.10.4. France
      • 6.2.10.4.1. By Components
      • 6.2.10.4.2. By Application
      • 6.2.10.4.3. By Technology
      • 6.2.10.4.4. By Offering
      • 6.2.10.4.5. By Platform
      • 6.2.10.4.6. By End-User
      • 6.2.10.4.7. By Hardware
      • 6.2.10.4.8. By Software
      • 6.2.10.4.9. By Professional Services
      • 6.2.10.5. Spain
      • 6.2.10.5.1. By Components
      • 6.2.10.5.2. By Application
      • 6.2.10.5.3. By Technology
      • 6.2.10.5.4. By Offering
      • 6.2.10.5.5. By Platform
      • 6.2.10.5.6. By End-User
      • 6.2.10.5.7. By Hardware
      • 6.2.10.5.8. By Software
      • 6.2.10.5.9. By Professional Services
      • 6.2.10.6. The Netherlands
      • 6.2.10.6.1. By Components
      • 6.2.10.6.2. By Application
      • 6.2.10.6.3. By Technology
      • 6.2.10.6.4. By Offering
      • 6.2.10.6.5. By Platform
      • 6.2.10.6.6. By End-User
      • 6.2.10.6.7. By Hardware
      • 6.2.10.6.8. By Software
      • 6.2.10.6.9. By Professional Services
      • 6.2.10.7. Belgium
      • 6.2.10.7.1. By Components
      • 6.2.10.7.2. By Application
      • 6.2.10.7.3. By Technology
      • 6.2.10.7.4. By Offering
      • 6.2.10.7.5. By Platform
      • 6.2.10.7.6. By End-User
      • 6.2.10.7.7. By Hardware
      • 6.2.10.7.8. By Software
      • 6.2.10.7.9. By Professional Services
      • 6.2.10.8. NORDIC Countries
      • 6.2.10.8.1. By Components
      • 6.2.10.8.2. By Application
      • 6.2.10.8.3. By Technology
      • 6.2.10.8.4. By Offering
      • 6.2.10.8.5. By Platform
      • 6.2.10.8.6. By End-User
      • 6.2.10.8.7. By Hardware
      • 6.2.10.8.8. By Software
      • 6.2.10.8.9. By Professional Services
      • 6.2.10.9. Rest of Europe
      • 6.2.10.9.1. By Components
      • 6.2.10.9.2. By Application
      • 6.2.10.9.3. By Technology
      • 6.2.10.9.4. By Offering
      • 6.2.10.9.5. By Platform
      • 6.2.10.9.6. By End-User
      • 6.2.10.9.7. By Hardware
      • 6.2.10.9.8. By Software
      • 6.2.10.9.9. By Professional Services

7. Asia Pacific Metaverse Market

  • 7.1. Market Size & Forecast by Value, 2018-2028
    • 7.1.1. By Value (USD Billion)
  • 7.2. Market Share & Forecast
    • 7.2.1. By Components
    • 7.2.2. By Application
    • 7.2.3. By Technology
    • 7.2.4. By Offering
    • 7.2.5. By Platform
    • 7.2.6. By End-User
    • 7.2.7. By Hardware
    • 7.2.8. By Software
    • 7.2.9. By Professional Services
    • 7.2.10. By Country
      • 7.2.10.1. China
      • 7.2.10.1.1. By Components
      • 7.2.10.1.2. By Application
      • 7.2.10.1.3. By Technology
      • 7.2.10.1.4. By Offering
      • 7.2.10.1.5. By Platform
      • 7.2.10.1.6. By End-User
      • 7.2.10.1.7. By Hardware
      • 7.2.10.1.8. By Software
      • 7.2.10.1.9. By Professional Services
      • 7.2.10.2. India
      • 7.2.10.2.1. By Components
      • 7.2.10.2.2. By Application
      • 7.2.10.2.3. By Technology
      • 7.2.10.2.4. By Offering
      • 7.2.10.2.5. By Platform
      • 7.2.10.2.6. By End-User
      • 7.2.10.2.7. By Hardware
      • 7.2.10.2.8. By Software
      • 7.2.10.2.9. By Professional Services
      • 7.2.10.3. Japan
      • 7.2.10.3.1. By Components
      • 7.2.10.3.2. By Application
      • 7.2.10.3.3. By Technology
      • 7.2.10.3.4. By Offering
      • 7.2.10.3.5. By Platform
      • 7.2.10.3.6. By End-User
      • 7.2.10.3.7. By Hardware
      • 7.2.10.3.8. By Software
      • 7.2.10.3.9. By Professional Services
      • 7.2.10.4. South Korea
      • 7.2.10.4.1. By Components
      • 7.2.10.4.2. By Application
      • 7.2.10.4.3. By Technology
      • 7.2.10.4.4. By Offering
      • 7.2.10.4.5. By Platform
      • 7.2.10.4.6. By End-User
      • 7.2.10.4.7. By Hardware
      • 7.2.10.4.8. By Software
      • 7.2.10.4.9. By Professional Services
      • 7.2.10.5. Australia & New Zealand
      • 7.2.10.5.1. By Components
      • 7.2.10.5.2. By Application
      • 7.2.10.5.3. By Technology
      • 7.2.10.5.4. By Offering
      • 7.2.10.5.5. By Platform
      • 7.2.10.5.6. By End-User
      • 7.2.10.5.7. By Hardware
      • 7.2.10.5.8. By Software
      • 7.2.10.5.9. By Professional Services
      • 7.2.10.6. Indonesia
      • 7.2.10.6.1. By Components
      • 7.2.10.6.2. By Application
      • 7.2.10.6.3. By Technology
      • 7.2.10.6.4. By Offering
      • 7.2.10.6.5. By Platform
      • 7.2.10.6.6. By End-User
      • 7.2.10.6.7. By Hardware
      • 7.2.10.6.8. By Software
      • 7.2.10.6.9. By Professional Services
      • 7.2.10.7. Malaysia
      • 7.2.10.7.1. By Components
      • 7.2.10.7.2. By Application
      • 7.2.10.7.3. By Technology
      • 7.2.10.7.4. By Offering
      • 7.2.10.7.5. By Platform
      • 7.2.10.7.6. By End-User
      • 7.2.10.7.7. By Hardware
      • 7.2.10.7.8. By Software
      • 7.2.10.7.9. By Professional Services
      • 7.2.10.8. Singapore
      • 7.2.10.8.1. By Components
      • 7.2.10.8.2. By Application
      • 7.2.10.8.3. By Technology
      • 7.2.10.8.4. By Offering
      • 7.2.10.8.5. By Platform
      • 7.2.10.8.6. By End-User
      • 7.2.10.8.7. By Hardware
      • 7.2.10.8.8. By Software
      • 7.2.10.8.9. By Professional Services
      • 7.2.10.9. Philippines
      • 7.2.10.9.1. By Components
      • 7.2.10.9.2. By Application
      • 7.2.10.9.3. By Technology
      • 7.2.10.9.4. By Offering
      • 7.2.10.9.5. By Platform
      • 7.2.10.9.6. By End-User
      • 7.2.10.9.7. By Hardware
      • 7.2.10.9.8. By Software
      • 7.2.10.9.9. By Professional Services
      • 7.2.10.10. Vietnam
      • 7.2.10.10.1. By Components
      • 7.2.10.10.2. By Application
      • 7.2.10.10.3. By Technology
      • 7.2.10.10.4. By Offering
      • 7.2.10.10.5. By Platform
      • 7.2.10.10.6. By End-User
      • 7.2.10.10.7. By Hardware
      • 7.2.10.10.8. By Software
      • 7.2.10.10.9. By Professional Services
      • 7.2.10.11. Rest of Asia Pacific
      • 7.2.10.11.1. By Components
      • 7.2.10.11.2. By Application
      • 7.2.10.11.3. By Technology
      • 7.2.10.11.4. By Offering
      • 7.2.10.11.5. By Platform
      • 7.2.10.11.6. By End-User
      • 7.2.10.11.7. By Hardware
      • 7.2.10.11.8. By Software
      • 7.2.10.11.9. By Professional Services

8. Latin America Metaverse Market

  • 8.1. Market Size & Forecast by Value, 2018-2028
    • 8.1.1. By Value (USD Billion)
  • 8.2. Market Share & Forecast
    • 8.2.1. By Components
    • 8.2.2. By Application
    • 8.2.3. By Technology
    • 8.2.4. By Offering
    • 8.2.5. By Platform
    • 8.2.6. By End-User
    • 8.2.7. By Hardware
    • 8.2.8. By Software
    • 8.2.9. By Professional Services
    • 8.2.10. By Country
      • 8.2.10.1. Brazil
      • 8.2.10.1.1. By Components
      • 8.2.10.1.2. By Application
      • 8.2.10.1.3. By Technology
      • 8.2.10.1.4. By Offering
      • 8.2.10.1.5. By Platform
      • 8.2.10.1.6. By End-User
      • 8.2.10.1.7. By Hardware
      • 8.2.10.1.8. By Software
      • 8.2.10.1.9. By Professional Services
      • 8.2.10.2. Mexico
      • 8.2.10.2.1. By Components
      • 8.2.10.2.2. By Application
      • 8.2.10.2.3. By Technology
      • 8.2.10.2.4. By Offering
      • 8.2.10.2.5. By Platform
      • 8.2.10.2.6. By End-User
      • 8.2.10.2.7. By Hardware
      • 8.2.10.2.8. By Software
      • 8.2.10.2.9. By Professional Services
      • 8.2.10.3. Argentina
      • 8.2.10.3.1. By Components
      • 8.2.10.3.2. By Application
      • 8.2.10.3.3. By Technology
      • 8.2.10.3.4. By Offering
      • 8.2.10.3.5. By Platform
      • 8.2.10.3.6. By End-User
      • 8.2.10.3.7. By Hardware
      • 8.2.10.3.8. By Software
      • 8.2.10.3.9. By Professional Services
      • 8.2.10.4. Peru
      • 8.2.10.4.1. By Components
      • 8.2.10.4.2. By Application
      • 8.2.10.4.3. By Technology
      • 8.2.10.4.4. By Offering
      • 8.2.10.4.5. By Platform
      • 8.2.10.4.6. By End-User
      • 8.2.10.4.7. By Hardware
      • 8.2.10.4.8. By Software
      • 8.2.10.4.9. By Professional Services
      • 8.2.10.5. Colombia
      • 8.2.10.5.1. By Components
      • 8.2.10.5.2. By Application
      • 8.2.10.5.3. By Technology
      • 8.2.10.5.4. By Offering
      • 8.2.10.5.5. By Platform
      • 8.2.10.5.6. By End-User
      • 8.2.10.5.7. By Hardware
      • 8.2.10.5.8. By Software
      • 8.2.10.5.9. By Professional Services
      • 8.2.10.6. Rest of Latin America
      • 8.2.10.6.1. By Components
      • 8.2.10.6.2. By Application
      • 8.2.10.6.3. By Technology
      • 8.2.10.6.4. By Offering
      • 8.2.10.6.5. By Platform
      • 8.2.10.6.6. By End-User
      • 8.2.10.6.7. By Hardware
      • 8.2.10.6.8. By Software
      • 8.2.10.6.9. By Professional Services

9. Middle East & Africa Metaverse Market

  • 9.1. Market Size & Forecast by Value, 2018-2028
    • 9.1.1. By Value (USD Billion)
  • 9.2. Market Share & Forecast
    • 9.2.1. By Components
    • 9.2.2. By Application
    • 9.2.3. By Technology
    • 9.2.4. By Offering
    • 9.2.5. By Platform
    • 9.2.6. By End-User
    • 9.2.7. By Hardware
    • 9.2.8. By Software
    • 9.2.9. By Professional Services
    • 9.2.10. By Country
      • 9.2.10.1. Saudi Arabia
      • 9.2.10.1.1. By Components
      • 9.2.10.1.2. By Application
      • 9.2.10.1.3. By Technology
      • 9.2.10.1.4. By Offering
      • 9.2.10.1.5. By Platform
      • 9.2.10.1.6. By End-User
      • 9.2.10.1.7. By Hardware
      • 9.2.10.1.8. By Software
      • 9.2.10.1.9. By Professional Services
      • 9.2.10.2. UAE
      • 9.2.10.2.1. By Components
      • 9.2.10.2.2. By Application
      • 9.2.10.2.3. By Technology
      • 9.2.10.2.4. By Offering
      • 9.2.10.2.5. By Platform
      • 9.2.10.2.6. By End-User
      • 9.2.10.2.7. By Hardware
      • 9.2.10.2.8. By Software
      • 9.2.10.2.9. By Professional Services
      • 9.2.10.3. Qatar
      • 9.2.10.3.1. By Components
      • 9.2.10.3.2. By Application
      • 9.2.10.3.3. By Technology
      • 9.2.10.3.4. By Offering
      • 9.2.10.3.5. By Platform
      • 9.2.10.3.6. By End-User
      • 9.2.10.3.7. By Hardware
      • 9.2.10.3.8. By Software
      • 9.2.10.3.9. By Professional Services
      • 9.2.10.4. Kuwait
      • 9.2.10.4.1. By Components
      • 9.2.10.4.2. By Application
      • 9.2.10.4.3. By Technology
      • 9.2.10.4.4. By Offering
      • 9.2.10.4.5. By Platform
      • 9.2.10.4.6. By End-User
      • 9.2.10.4.7. By Hardware
      • 9.2.10.4.8. By Software
      • 9.2.10.4.9. By Professional Services
      • 9.2.10.5. Iran
      • 9.2.10.5.1. By Components
      • 9.2.10.5.2. By Application
      • 9.2.10.5.3. By Technology
      • 9.2.10.5.4. By Offering
      • 9.2.10.5.5. By Platform
      • 9.2.10.5.6. By End-User
      • 9.2.10.5.7. By Hardware
      • 9.2.10.5.8. By Software
      • 9.2.10.5.9. By Professional Services
      • 9.2.10.6. South Africa
      • 9.2.10.6.1. By Components
      • 9.2.10.6.2. By Application
      • 9.2.10.6.3. By Technology
      • 9.2.10.6.4. By Offering
      • 9.2.10.6.5. By Platform
      • 9.2.10.6.6. By End-User
      • 9.2.10.6.7. By Hardware
      • 9.2.10.6.8. By Software
      • 9.2.10.6.9. By Professional Services
      • 9.2.10.7. Nigeria
      • 9.2.10.7.1. By Components
      • 9.2.10.7.2. By Application
      • 9.2.10.7.3. By Technology
      • 9.2.10.7.4. By Offering
      • 9.2.10.7.5. By Platform
      • 9.2.10.7.6. By End-User
      • 9.2.10.7.7. By Hardware
      • 9.2.10.7.8. By Software
      • 9.2.10.7.9. By Professional Services
      • 9.2.10.8. Kenya
      • 9.2.10.8.1. By Components
      • 9.2.10.8.2. By Application
      • 9.2.10.8.3. By Technology
      • 9.2.10.8.4. By Offering
      • 9.2.10.8.5. By Platform
      • 9.2.10.8.6. By End-User
      • 9.2.10.8.7. By Hardware
      • 9.2.10.8.8. By Software
      • 9.2.10.8.9. By Professional Services
      • 9.2.10.9. Egypt
      • 9.2.10.9.1. By Components
      • 9.2.10.9.2. By Application
      • 9.2.10.9.3. By Technology
      • 9.2.10.9.4. By Offering
      • 9.2.10.9.5. By Platform
      • 9.2.10.9.6. By End-User
      • 9.2.10.9.7. By Hardware
      • 9.2.10.9.8. By Software
      • 9.2.10.9.9. By Professional Services
      • 9.2.10.10. Morocco
      • 9.2.10.10.1. By Components
      • 9.2.10.10.2. By Application
      • 9.2.10.10.3. By Technology
      • 9.2.10.10.4. By Offering
      • 9.2.10.10.5. By Platform
      • 9.2.10.10.6. By End-User
      • 9.2.10.10.7. By Hardware
      • 9.2.10.10.8. By Software
      • 9.2.10.10.9. By Professional Services
      • 9.2.10.11. Algeria
      • 9.2.10.11.1. By Components
      • 9.2.10.11.2. By Application
      • 9.2.10.11.3. By Technology
      • 9.2.10.11.4. By Offering
      • 9.2.10.11.5. By Platform
      • 9.2.10.11.6. By End-User
      • 9.2.10.11.7. By Hardware
      • 9.2.10.11.8. By Software
      • 9.2.10.11.9. By Professional Services
      • 9.2.10.12. Rest of Middle East & Africa
      • 9.2.10.12.1. By Components
      • 9.2.10.12.2. By Application
      • 9.2.10.12.3. By Technology
      • 9.2.10.12.4. By Offering
      • 9.2.10.12.5. By Platform
      • 9.2.10.12.6. By End-User
      • 9.2.10.12.7. By Hardware
      • 9.2.10.12.8. By Software
      • 9.2.10.12.9. By Professional Services

10. Competitive Landscape

  • 10.1. List of Key Players and Their Offerings
  • 10.2. Global Metaverse Company Market Share Analysis, 2021
  • 10.3. Competitive Benchmarking, By Operating Parameters
  • 10.4. Key Strategic Developments (Mergers, Acquisitions, Partnerships)

11. Impact of Covid-19 on Global Metaverse Market

12. Company Profile (Company Overview, Financial Matrix, Competitive Landscape, Key Personnel, Key Competitors, Contact Address, Strategic Outlook, SWOT)

  • 12.1. Active Theory
  • 12.2. Alibaba Cloud
  • 12.3. Alphabet, Inc.
  • 12.4. Antier Solutions Pvt. Ltd.
  • 12.5. ByteDance Ltd.
  • 12.6. Decentraland
  • 12.7. Epic Games, Inc.
  • 12.8. Globant
  • 12.9. Lilith Games
  • 12.10. Magic Leap, Inc.
  • 12.11. Meta Platforms, Inc.
  • 12.12. Microsoft Corporation
  • 12.13. NetEase, Inc.
  • 12.14. Nextech AR Solutions Corp.
  • 12.15. Nvidia Corporation
  • 12.16. Queppelin
  • 12.17. Roblox Corporation
  • 12.18. Tencent Holdings Ltd.
  • 12.19. The Sandbox
  • 12.20. Unity Technologies, Inc.
  • 12.21. Other Prominent Players

13. Key Strategic Recommendations

14. Research Methodology

  • 14.1. Qualitative Research
    • 14.1.1. Primary & Secondary Research
  • 14.2. Quantitative Research
  • 14.3. Market Breakdown & Data Triangulation
    • 14.3.1. Secondary Research
    • 14.3.2. Primary Research
  • 14.4. Breakdown of Primary Research Respondents, By Region
  • 14.5. Assumptions & Limitations