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市場調查報告書
商品編碼
1401298

全球元宇宙市場 - 2023-2030

Global Metaverse Market - 2023-2030

出版日期: | 出版商: DataM Intelligence | 英文 204 Pages | 商品交期: 約2個工作天內

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簡介目錄

概述

2022年,全球元宇宙市場規模達521億美元,預計2030年將達到10,206億美元,2023-2030年預測期間CAGR為45.5%。

虛擬實境正在見證重大趨勢,擴增實境 (AR) 和虛擬實境 (VR) 的融合創造了實體和數位領域更無縫的整合。這種融合正在塑造虛擬世界的格局,並改變使用者與數位環境互動和體驗數位環境的方式。 NFT(不可取代代幣)被用來對元宇宙中的虛擬資產和財產進行代幣化,從而促進數位所有權。

區塊鏈等去中心化技術在用戶驅動的控制和所有權方面越來越受到重視。 元宇宙 的可存取性和互通性正在不斷提高,使用戶能夠更輕鬆地在不同的 Metaverse 平台之間進行轉換。虛擬宇宙正在成為商業、教育和社交的中心,為創新和經濟成長提供了機會。然而,隱私和安全問題仍然是需要解決的重大挑戰。

德拉敦 UPES 商學院推出了印度第一個元宇宙和 Web 3.0 MBA 課程。創新的兩年課程重點是讓學生全面了解元宇宙、區塊鏈技術和Web 3.0生態系統。該計劃包含三個關鍵原則:元宇宙的理論知識、透過元實驗室的沉浸式體驗以及對元宇宙領域營運公司的實際接觸。

亞太地區在元宇宙市場佔據主導地位,佔最大佔有率。該地區擁有大量且快速成長的精通技術的人口。中國和韓國等國家在元宇宙技術的使用和開發方面正在興起,各大公司都在該領域進行了大量投資。此外,亞太地區不斷發展的遊戲和技術產業,以及虛擬實境和擴增實境的日益普及,有助於其在全球元宇宙市場中的領導地位。

動力學

不斷發展的遊戲產業

遊戲產業是虛擬宇宙市場成長的驅動力。 Data.ai 和國際數據公司預測,今年全球消費者在電玩遊戲上的支出將達到創紀錄的 2,220 億美元,其中行動遊戲佔超過 61%。行動遊戲是數位遊戲消費的主要成長動力,到 2022 年將是家庭遊戲機的 3.3 倍。

Xbox Series X/S 和 PlayStation 5 等新型遊戲機的推出,以及行動和遊戲機遊戲體驗的持續融合,預計將推動進一步成長。行動遊戲對不同子類型和人群的廣泛吸引力使其成為進入虛擬世界的關鍵管道,有助於市場的擴張和所有人的可及性。

透過沉浸式和包容性學習改變教育

虛擬宇宙市場的成長得益於其在教育領域的變革潛力。元宇宙技術有望透過打破地理障礙和提高學生參與度來徹底改變學習體驗。虛擬實境 (VR) 已被證明可以顯著提高理解力、知識保留度、學生參與度和積極性。學生可以探索歷史時期、進行實驗或在共享數位環境中參加虛擬課程。 VR 教育已經初具規模,日本的學校使用 Meta Quest 2 耳機進行沉浸式學習。

教育公平是一個重要議題,元宇宙技術提供了解決方案。來自服務欠缺地區的學生可以獲得高品質的教育,優秀的教師可以接觸偏遠的學生。虛擬宇宙支持全球學習、虛擬實地考察和個人化輔導,使具有不同需求的學生受益,包括那些患有廣場恐懼症和創傷後壓力症候群的學生。為了實現這一潛力,政府和教育工作者需要合作,確保包容性的入學機會、課程發展和教師培訓。虛擬宇宙旨在透過使學習成為一種真正身臨其境、引人入勝且公平的體驗來重塑教育。

保護用戶隱私的挑戰與策略

虛擬宇宙的發展面臨著與安全和隱私問題相關的重大挑戰。使用者資訊、通訊、場景和虛擬商品都是潛在的漏洞點。保護使用者資訊涉及加密、摳圖和機器學習,以保護敏感資料。通訊安全依賴強大的加密來確保只有目標收件者才能存取內容。

場景必須提供使用者選擇性保護,允許自訂和匿名化。虛擬商品和交易需要權利匿名、屬性保護等機制。解決這些問題對於建立信任和確保虛擬宇宙的成功和安全發展至關重要。

目錄

第 1 章:方法與範圍

  • 研究方法論
  • 報告的研究目的和範圍

第 2 章:定義與概述

第 3 章:執行摘要

  • 按組件分類的片段
  • 按平台分類的片段
  • 按應用程式片段
  • 最終使用者的片段
  • 按地區分類的片段

第 4 章:動力學

  • 影響因素
    • 促進要素
      • 不斷發展的遊戲產業
      • 透過沉浸式和包容性學習改變教育
    • 限制
      • 保護用戶隱私的挑戰與策略
    • 機會
    • 影響分析

第 5 章:產業分析

  • 波特五力分析
  • 供應鏈分析
  • 定價分析
  • 監管分析
  • 俄烏戰爭影響分析
  • DMI 意見

第 6 章:COVID-19 分析

  • COVID-19 分析
    • 新冠疫情爆發前的情景
    • 新冠疫情期間的情景
    • 新冠疫情後的情景
  • COVID-19 期間的定價動態
  • 供需譜
  • 疫情期間政府與市場相關的舉措
  • 製造商策略舉措
  • 結論

第 7 章:按組件

  • 硬體
    • 擴增實境設備
    • 虛擬實境設備
    • 磁振造影設備
    • 顯示器
  • 軟體
    • 擴充現實軟體
    • 遊戲引擎
    • 3D 繪圖、建模和重建
    • 元宇宙平台
    • 金融平台
    • 其他
  • 專業的服務
    • 縱向發展與系統整合
    • 策略和商業諮詢服務

第 8 章:按平台

  • 桌面
  • 移動的
  • 耳機

第 9 章:按應用

  • 賭博
  • 網上購物
  • 內容創作與社群媒體
  • 活動與會議
  • 數位行銷(廣告)
  • 測試與檢驗
  • 其他

第 10 章:最終用戶

  • 消費者
    • 遊戲和社群媒體
    • 現場娛樂表演和活動
  • 商業的
    • 零售與電子商務
    • 教育與企業
    • 旅行和旅遊
    • 房地產
  • 工業製造
  • 衛生保健
  • 其他

第 11 章:按地區

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 俄羅斯
    • 歐洲其他地區
  • 南美洲
    • 巴西
    • 阿根廷
    • 南美洲其他地區
  • 亞太
    • 中國
    • 印度
    • 日本
    • 澳洲
    • 亞太其他地區
  • 中東和非洲

第 12 章:競爭格局

  • 競爭場景
  • 市場定位/佔有率分析
  • 併購分析

第 13 章:公司簡介

  • Microsoft
    • 公司簡介
    • 組件組合和描述
    • 財務概覽
    • 主要進展
  • Sony
  • Meta
  • HTC
  • Google
  • Apple
  • Qualcomm
  • Samsung
  • Activision Blizzard
  • NetEase
  • Electronic Arts
  • Take-Two
  • Tencent
  • Nexon
  • Epic Games
  • Unity
  • Valve
  • Accenture
  • Adobe
  • HPE

第 14 章:附錄

簡介目錄
Product Code: ICT6079

Overview

Global Metaverse Market reached US$ 52.1 billion in 2022 and is expected to reach US$ 1,020.6 billion by 2030, growing with a CAGR of 45.5% during the forecast period 2023-2030.

The metaverse is witnessing significant trends, with Augmented Reality (AR) and Virtual Reality (VR) converging to create a more seamless integration of the physical and digital realms. The convergence is shaping the metaverse landscape and transforming the way users interact with and experience digital environments. NFTs (Non-Fungible Tokens) are being used to tokenize virtual assets and properties within the metaverse, fostering digital ownership.

Decentralized technologies, like blockchain, are gaining prominence for user-driven control and ownership. Metaverse accessibility and interoperability are improving, enabling users to transition between different metaverse platforms more easily. The metaverse is becoming a hub for commerce, education and socialization, presenting opportunities for innovation and economic growth. Privacy and security concerns, however, remain critical challenges to address.

Dehradun's UPES School of Business has introduced India's first MBA program in Metaverse and Web 3.0. The innovative two-year curriculum focuses on providing students with a comprehensive understanding of the Metaverse, blockchain technology and Web 3.0 ecosystems. The program incorporates three key principles: theoretical knowledge of the Metaverse, immersive experiences through Meta labs and practical exposure to companies operating in the Metaverse sector.

Asia-Pacific dominates the metaverse market, holding the largest share. The region has a large and rapidly growing population of tech-savvy individuals. Countries like China and South Korea are emerging in metaverse technology usage and development, with major companies investing heavily in the sector. Also, Asia-Pacific's boosting gaming and technology industries, along with its increasing adoption of virtual and augmented reality, contribute to its leadership in the global metaverse market.

Dynamics

Growing Gaming Industry

The gaming industry is a driving force behind the metaverse market's growth. Data.ai and the International Data Corporation predict that global consumer spending on video games will reach a record-breaking US$ 222 billion this year, with mobile gaming accounting for over 61% of that figure. Mobile gaming is the primary growth driver for digital games consumption, outpacing home game consoles by a factor of 3.3 in 2022.

The availability of new gaming consoles like the Xbox Series X/S and PlayStation 5, along with the continued convergence of mobile and console gaming experiences, is expected to fuel further growth. Mobile gaming's broad appeal across various subgenres and demographics makes it a pivotal channel for accessing the metaverse, contributing to the market's expansion and accessibility for all.

Transforming Education Through Immersive and Inclusive Learning

The growth of the metaverse market is fueled by its transformative potential in education. Metaverse technologies promise to revolutionize learning experiences by breaking down geographical barriers and enhancing student engagement. Virtual Reality (VR) has shown to significantly improve comprehension, knowledge retention, student engagement and motivation. Students can explore historical periods, conduct experiments or attend virtual classes in shared digital environments. VR education is already taking shape, with schools in Japan using Meta Quest 2 headsets for immersive learning.

Equity in education is a significant concern and metaverse technologies offer a solution. Students from underserved areas can access high-quality education and outstanding teachers can reach remote students. The metaverse enables global learning, virtual field trips and personalized tutoring, benefiting students with diverse needs, including those with agoraphobia and PTSD. To realize this potential, governments and educators need to collaborate to ensure inclusive access, curriculum development and teacher training. The metaverse is set to reshape education by making learning a truly immersive, engaging and equitable experience.

Challenges and Strategies for Protecting User Privacy

The development of the metaverse faces significant challenges related to security and privacy concerns. User information, communication, scenarios and virtual goods are all potential points of vulnerability. Protecting user information involves encryption, matting and machine learning to safeguard sensitive data. Communication security relies on strong encryption to ensure only intended recipients can access content.

Scenarios must offer user-selective protection, allowing customization and anonymization. Virtual goods and transactions require mechanisms like rights anonymization and attribute protection. Addressing these concerns is crucial to building trust and ensuring the metaverse's successful and secure evolution.

Segment Analysis

The global metaverse market is segmented based on component, end-user, platform, application and region.

AR Dominates the Metaverse: A Bridge to Real-World Integration and Immersive Experiences

AR technology dominates the metaverse market due to its accessibility and seamless integration with the real world. AR enhances user experiences by layering digital content onto the physical environment, making it more relatable and user-friendly. Its widespread use in applications like augmented reality games, virtual try-ons and location-based services gives it a substantial share in the growing metaverse ecosystem.

In 2023, augmented reality (AR) is at the forefront of tech trends, offering exciting opportunities for businesses. It's a key player in the evolving metaverse, blurring the lines between the digital and physical worlds. AR avatars and spatial audio enrich immersive experiences, while AI simplifies AR's complex processes.

Mobile AR has improved significantly, thanks to geospatial APIs and advancements in Apple ARKit. WebAR enhances accessibility and cross-platform AR development accelerates deployment. AR glasses like Meta's Cambria and Apple's LiDAR technology promise a consumer-friendly future. AR in marketing, with interactive business cards and manuals, offers innovative ways to engage customers.

Geographical Penetration

Asia-Pacific Gaming Powerhouse: Fueling Metaverse Growth

Asia-Pacific's dominance in the metaverse market is driven by its massive gaming population of 1.5 billion enthusiasts, making it the world's fastest-growing gaming region. The diverse and dynamic market offers a plethora of opportunities for game developers, marketers and strategists looking to tap into the burgeoning metaverse landscape.

The region's gaming industry is thriving, with a market value of US$ 70 billion and insights from the "Level Up: A Guide to Succeed in Asia's US$ 70 billion Gaming Market," a report jointly published by Google and Niko Partners, provide valuable guidance for those seeking to navigate and succeed in this vibrant and ever-expanding metaverse market. With its vast and engaged gaming community, Asia-Pacific is poised to play a pivotal role in the metaverse's continued growth and development.

COVID-19 Impact Analysis

The Russia-Ukraine war has the potential to significantly impact the metaverse market and the broader digital world. The conflict is reshaping the global order and the outcome will influence the trajectory of a new, decentralized community of global internet users. If Ukraine and like-minded countries uphold their democratic ideals and remain free, the movement toward a more empowered and borderless world will gain momentum. The aligns with the metaverse's vision, where online communities transcend physical borders.

However, if Russia prevails and suppresses freedom and democracy, it could lead to a world devoid of rules and freedom, hampering the growth of the metaverse and digital empowerment, ultimately subjecting might to right. The war's outcome carries high stakes for the future of the metaverse and the digital landscape.

Russia-Ukraine War Impact Analysis

Russia-Ukraine war has significantly impacted the metaverse market, serving as a catalyst for its evolution. Mirroring historical events like the Second World War, the conflict has become a testing ground for the Open Metaverse, showcasing its potential for both positive and negative applications. Decentralized technologies, including cryptocurrencies and blockchain, have played a pivotal role in mobilizing resources and coordinating strategies for both Ukraine and Russia within this virtual landscape.

On the positive side, Ukraine has successfully leveraged the Open Metaverse to raise over US$ 200 million in international donations, aiding in the procurement of essential resources for its military and civilians. Meanwhile, Russia has utilized the metaverse to fund its war efforts through cryptocurrencies and spread propaganda, highlighting the intricate interplay between real-world geopolitics and the evolving dynamics of the virtual realm.

AI Impact Analysis

In recent years, the convergence of Artificial Intelligence (AI) and the Metaverse has ushered in a new era of technological innovation and immersive digital experiences. The Metaverse, an interconnected digital universe, integrates augmented reality, virtual reality and immersive technologies into a collective virtual shared space. AI plays a pivotal role in shaping the Metaverse by driving content creation, personalization and immersive storytelling.

AI algorithms generate lifelike virtual environments and adaptive experiences tailored to individual users, enhancing the sense of presence and engagement. AI-driven avatars enable meaningful social interactions, breaking down language barriers and creating a deeper connection within the Metaverse community.

Furthermore, AI is transforming industries within the Metaverse, enabling remote work, enhancing productivity and providing innovative solutions across various sectors. However, this integration also brings ethical considerations, such as privacy, bias, digital equity and regulation, which must be addressed to ensure responsible development and use of AI in the evolving Metaverse landscape.

The future of education is evolving rapidly and hyper-personalization through AI and the Metaverse is at the forefront of this transformation. As AI becomes more integrated into XR learning environments, students can benefit from tailored learning experiences and instant access to a vast wealth of knowledge. The metaverse offers a dynamic and immersive backdrop for learning, where students can actively engage with educational content, explore concepts in a hands-on manner and gain insights from AI-powered mentors.

By Component

  • Hardware
    • AR devices
    • VR devices
    • MR devices
    • Displays
  • Software
    • Extended Reality Software
    • Gaming Engines
    • 3D Mapping, Modeling and Reconstruction
    • Metaverse Platforms
    • Financial Platforms
    • Other
  • Professional Services
    • Vertical Development and System Integration
    • Strategy and Business Consulting Services

By Platform

  • Desktop
  • Mobile
  • Headset

By Application

  • Gaming
  • Online Shopping
  • Content Creation & Social Media
  • Events & Conference
  • Digital Marketing (Advertising)
  • Testing and Inspection
  • Others

By End-User

  • Consumer
    • Gaming and Social Media
    • Live Entertainment and Events
  • Commercial
    • Retail and E-commerce
    • Education and Corporate
    • Travel and Tourism
    • Real Estate
  • Industrial Manufacturing
  • Healthcare
  • Other

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Russia
    • Rest of Europe
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • Middle East and Africa

Key Developments

  • In September 2022, Meta and Qualcomm announced a partnership to develop customized chips for the Metaverse. The collaboration builds on their existing relationship, as Qualcomm already produces the Snapdragon XR2 chip for Meta's Quest 2. The partnership aims to create next-generation platforms and core technologies to advance the Metaverse.
  • In April 2022, Snap announced a partnership with Live Nation to introduce augmented reality (AR) experiences at select concerts and festivals. The multiyear collaboration aims to enhance the concert and festival experience by using Snap's AR technology.
  • In September 2023, Apple's entry into the augmented reality (AR) headset market with the Vision Pro headset represents a significant development in AR technology. The "spatial computer" is designed to allow users to interact with digital content in a manner that simulates its physical presence in their environment. Apple's move into the AR headset market is seen as a step toward advancing AR and potentially bringing the concept of the metaverse closer to reality.

Competitive Landscape

The major global players in the market include Microsoft, Sony, Meta, HTC, Google, Apple, Qualcomm, Samsung, Activision Blizzard, NetEase, Electronic Arts, Take-Two, Tencent, Nexon, Epic Games, Unity, Valve, Accenture, Adobe, HPE.

Why Purchase the Report?

  • To visualize the global metaverse market segmentation based on component, end-user, platform, application and region, as well as understand key commercial assets and players.
  • Identify commercial opportunities by analyzing trends and co-development.
  • Excel data sheet with numerous data points of metaverse market-level with all segments.
  • PDF report consists of a comprehensive analysis after exhaustive qualitative interviews and an in-depth study.
  • Component mapping available as excel consisting of key Components of all the major players.

The global metaverse market report would provide approximately 99 tables, 83 figures and 204 Pages.

Target Audience 2023

  • Manufacturers/ Buyers
  • Industry Investors/Investment Bankers
  • Research Professionals
  • Emerging Companies

Table of Contents

1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Definition and Overview

3. Executive Summary

  • 3.1. Snippet by Component
  • 3.2. Snippet by Platform
  • 3.3. Snippet by Application
  • 3.4. Snippet by End-User
  • 3.5. Snippet by Region

4. Dynamics

  • 4.1. Impacting Factors
    • 4.1.1. Drivers
      • 4.1.1.1. Growing Gaming Industry
      • 4.1.1.2. Transforming Education Through Immersive and Inclusive Learning
    • 4.1.2. Restraints
      • 4.1.2.1. Challenges and strategies for protecting user privacy
    • 4.1.3. Opportunity
    • 4.1.4. Impact Analysis

5. Industry Analysis

  • 5.1. Porter's Five Force Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Pricing Analysis
  • 5.4. Regulatory Analysis
  • 5.5. Russia-Ukraine War Impact Analysis
  • 5.6. DMI Opinion

6. COVID-19 Analysis

  • 6.1. Analysis of COVID-19
    • 6.1.1. Scenario Before COVID
    • 6.1.2. Scenario During COVID
    • 6.1.3. Scenario Post COVID
  • 6.2. Pricing Dynamics Amid COVID-19
  • 6.3. Demand-Supply Spectrum
  • 6.4. Government Initiatives Related to the Market During Pandemic
  • 6.5. Manufacturers Strategic Initiatives
  • 6.6. Conclusion

7. By Component

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 7.1.2. Market Attractiveness Index, By Component
  • 7.2. Hardware*
    • 7.2.1. Introduction
    • 7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
    • 7.2.3. AR devices
    • 7.2.4. VR devices
    • 7.2.5. MR devices
    • 7.2.6. Displays
  • 7.3. Software
    • 7.3.1. Extended Reality Software
    • 7.3.2. Gaming Engines
    • 7.3.3. 3D Mapping, Modeling and Reconstruction
    • 7.3.4. Metaverse Platforms
    • 7.3.5. Financial Platforms
    • 7.3.6. Other
  • 7.4. Professional Services
    • 7.4.1. Vertical Development and System Integration
    • 7.4.2. Strategy and Business Consulting Services

8. By Platform

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 8.1.2. Market Attractiveness Index, By Platform
  • 8.2. Desktop*
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 8.3. Mobile
  • 8.4. Headset

9. By Application

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 9.1.2. Market Attractiveness Index, By Application
  • 9.2. Gaming*
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 9.3. Online Shopping
  • 9.4. Content Creation & Social Media
  • 9.5. Events & Conference
  • 9.6. Digital Marketing (Advertising)
  • 9.7. Testing and Inspection
  • 9.8. Others

10. By End-User

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 10.1.2. Market Attractiveness Index, By End-User
  • 10.2. Consumer*
    • 10.2.1. Introduction
    • 10.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
    • 10.2.3. Gaming and Social Media
    • 10.2.4. Live Entertainment and Events
  • 10.3. Commercial
    • 10.3.1. Retail and eCommerce
    • 10.3.2. Education and Corporate
    • 10.3.3. Travel and Tourism
    • 10.3.4. Real Estate
  • 10.4. Industrial Manufacturing
  • 10.5. Healthcare
  • 10.6. Other

11. By Region

  • 11.1. Introduction
    • 11.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region
    • 11.1.2. Market Attractiveness Index, By Region
  • 11.2. North America
    • 11.2.1. Introduction
    • 11.2.2. Key Region-Specific Dynamics
    • 11.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.2.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.2.7.1. U.S.
      • 11.2.7.2. Canada
      • 11.2.7.3. Mexico
  • 11.3. Europe
    • 11.3.1. Introduction
    • 11.3.2. Key Region-Specific Dynamics
    • 11.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.3.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.3.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.3.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.3.7.1. Germany
      • 11.3.7.2. UK
      • 11.3.7.3. France
      • 11.3.7.4. Italy
      • 11.3.7.5. Russia
      • 11.3.7.6. Rest of Europe
  • 11.4. South America
    • 11.4.1. Introduction
    • 11.4.2. Key Region-Specific Dynamics
    • 11.4.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.4.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.4.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.4.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.4.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.4.7.1. Brazil
      • 11.4.7.2. Argentina
      • 11.4.7.3. Rest of South America
  • 11.5. Asia-Pacific
    • 11.5.1. Introduction
    • 11.5.2. Key Region-Specific Dynamics
    • 11.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User
    • 11.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.5.7. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 11.5.7.1. China
      • 11.5.7.2. India
      • 11.5.7.3. Japan
      • 11.5.7.4. Australia
      • 11.5.7.5. Rest of Asia-Pacific
  • 11.6. Middle East and Africa
    • 11.6.1. Introduction
    • 11.6.2. Key Region-Specific Dynamics
    • 11.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Component
    • 11.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Platform
    • 11.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 11.6.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By End-User

12. Competitive Landscape

  • 12.1. Competitive Scenario
  • 12.2. Market Positioning/Share Analysis
  • 12.3. Mergers and Acquisitions Analysis

13. Company Profiles

  • 13.1. Microsoft*
    • 13.1.1. Company Overview
    • 13.1.2. Component Portfolio and Description
    • 13.1.3. Financial Overview
    • 13.1.4. Key Developments
  • 13.2. Sony
  • 13.3. Meta
  • 13.4. HTC
  • 13.5. Google
  • 13.6. Apple
  • 13.7. Qualcomm
  • 13.8. Samsung
  • 13.9. Activision Blizzard
  • 13.10. NetEase
  • 13.11. Electronic Arts
  • 13.12. Take-Two
  • 13.13. Tencent
  • 13.14. Nexon
  • 13.15. Epic Games
  • 13.16. Unity
  • 13.17. Valve
  • 13.18. Accenture
  • 13.19. Adobe
  • 13.20. HPE

LIST NOT EXHAUSTIVE

14. Appendix

  • 14.1. About Us and Services
  • 14.2. Contact Us