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市場調查報告書
商品編碼
1437483

元宇宙:市場佔有率分析、產業趨勢與統計、成長預測(2024-2029)

Metaverse - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2024 - 2029)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3個工作天內

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簡介目錄

預計2024年元宇宙市場規模為1,167.4億美元,預估至2029年將達6,699.6億美元,預測期(2024-2029年)複合年成長率為41.83%。

元界市場

推動元宇宙市場全球成長的主要原因是全球媒體、娛樂和遊戲產業的需求,這主要是由於擴增實境(AR)、虛擬實境(VR)和混合實境( VR)的使用不斷增加( MR).是增加。技術。採用這些技術的一個重要原因是VR頭戴裝置、MR耳機、HUD、HMD、智慧眼鏡和智慧頭盔等小工具提供了第一人稱觀點,充當自然的使用者介面並提供6個自由度。可以提供學位。等,創建逼真的虛擬場景,改善最終用戶的整體遊戲體驗。

主要亮點

  • 小型、中型、大型企業和個人對先進虛擬實境設備的需求不斷增加,市場也不斷擴大。此外,對零售和電子商務的投資增加以及在虛擬環境中展示產品的平台的增加使用正在支持該行業的擴張。
  • 例如,Decentraland 是元宇宙,於 2022 年 2 月透過替代代幣競標和市場籌集了 120 萬美元。普華永道香港公司還斥資 10,000 美元購買了 Sandbox 中的 LAND。
  • 此外,由於區塊鏈、混合實境和人工智慧(AI)等各種應用中擴大使用先進技術,該市場也在不斷成長。元宇宙產業極大受益於混合實境(MR)、擴增實境、人工智慧(AI)和區塊鏈等新技術的使用。 Roblox、Facebook、Oculus、Epic Games、微軟、Google、USM 和 NVidia 等公司已經實施或正在實施元宇宙 XR/擴增實境系統和其他新技術。
  • 此外,透過元宇宙門戶,加密貨幣經常用於支付從虛擬鞋子到 NFT(不可替代代幣)等各種商品。根據 CNBC 的一項調查,十分之一的人投資了虛擬,加密貨幣通常用於交易各種產品,包括虛擬。加密虛擬交易所的全球可近性使投資者能夠利用該資產直接向元宇宙上的客戶提供產品,從而改變對他們有利的市場格局。
  • 然而,由於許多用戶不知道可用的服務和安全替代方案,元宇宙市場的擴張可能會受到限制。同時,針對騰訊控股和Globant等主要企業的網路攻擊引發了嚴重的安全和保密問題。根據2022年SonicWall網路威脅報告資料,2022年上半年發生了28億次惡意軟體攻擊,比2021年增加了11%。
  • COVID-19感染疾病大大增加了人們對元宇宙概念的興趣。隨著越來越多的人在家工作或線上上上課,需要實用的方法和管道來使線上接觸更加真實。這場流行病凸顯了其對消費者和企業的重要性。科技公司於 2020 年開始研究這項技術並宣布投資。 2021 年是元宇宙技術投資成功的一年,元宇宙投資額達 10 億美元。

元宇宙市場趨勢

遊戲產業佔最大市場佔有率

  • 全球 VR 和 AR 遊戲玩家大幅增加,市場視野不斷拓寬。機器學習、人工智慧、巨量資料分析和 AR/VR 解決方案提供商 NewGenApps 預測,到 2025 年,全球將有 2.16 億人玩 VR 和 AR 遊戲,市場價值達 116 億美元。預測。
  • 此外,顯示 VR 技術在遊戲領域前景光明的關鍵因素是客戶在 VR 通話和 VR 遊戲等場景使用中的舒適度不斷提高。根據娛樂軟體協會的統計數據,大約有 2.27 億美國人每週玩電子遊戲,其中包括三分之二的成年人和四分之三的 18 歲以下兒童。事實確實如此。電子遊戲玩家的平均年齡為31歲,其中55%的男性年齡為45歲。女性參與的百分比。
  • 2022年2月,SONY發表了適用於PlayStation 5的VR2和VR2 Sense控制器,為客戶提供高品質的虛擬實境體驗,讓使用者沉浸在遊戲世界中,獲得豐富的體驗。 VR2 增加了更高的視覺保真度並改進了追蹤器。
  • 此外,Virtex 還宣布打算在 2021 年 7 月推出“Virtex Stadium”,這是一個虛擬實境體育場,球迷可以在球場中央與朋友一起觀看比賽。這一推出恰逢電子競技的日益普及以及消費者 VR 硬體的性能和可訪問性的改進。 VentureBeat資料顯示,2021 年全球電競收視人數為 4.74 億,預計到 2024 年將成長至 5.772 億。
  • 遊戲世界正在迅速變化。世界各地的眾多遊戲開發商正在為 2022 年特定 VR/AR 平台開發各種未來遊戲計劃。根據遊戲開發者大會 2022 年的一項調查,全球 27% 的參與遊戲開發者表示他們正在為 Oculus Quest 開發一款遊戲。虛擬實境耳機。

北美佔據主要市場佔有率

  • 預計北美地區將是元宇宙解決方案的最大採用率。其主要原因是北美用戶和消費者正在以非常快的速度採用新的和複雜的技術。美國人擴大透過 VR、MR、AR 和其他新技術盡可能真實地存取和體驗元宇宙。美國人也重視元宇宙的體驗,並願意花錢購買能讓他們更能體驗虛擬世界的小工具。人們對能夠改善用戶體驗的設備日益成長的需求正在推動市場擴張。
  • 企業和個人增加對這些先進技術和數位解決方案的投資在整體市場擴張中發揮著至關重要的作用。此外,由於技術的發展和進步,北美在創造用於顯示設備的先進技術方面領先於所有其他市場。例如,Unity Simulation Pro 於 2021 年 11 月推出。這使得開發人員能夠充分發揮可擴展模擬的潛力。它是唯一從頭開始開發的支援分散式渲染的產品,允許多個圖形處理單元 (GPU) 在本地或私有雲端中同時渲染相同計劃。
  • 由於AR技術在消費性設備中的廣泛應用,北美元宇宙市場正在不斷擴大。此外,該地區正在將元宇宙技術應用於醫療保健、消費品、航太和國防以及教育和培訓等業務應用。 PTC、Magic Leap、微軟和谷歌只是美國提供 AR 設備和解決方案的幾家國際公司。此外,推動北美元宇宙市場擴張的主要原因是企業擴大接受元宇宙技術以現代方式銷售其產品。
  • 此外,2021 年 12 月,Meta 推出了名為「Spark AR Go」的簡化 AR 創建工具的封閉式版。 Meta 宣布將分發其「Spark 擴增實境 (AR) Go」行動軟體作為 iOS 和 Android 智慧型手機的測試版。 Meta 創建了一款與 Spark AR Studio 軟體開發套件(SDK) 配合使用的智慧型手機應用程式。這個強大的工具可以在 Facebook 和 Instagram 等社群媒體網站上實現 WebAR 效果和 3D 內容。借助“Spark AR Go”,AR內容創作者可以在Meta的社交媒體平台上創建、測試和發布身臨其境型體驗,監控用戶性能指標並獲取用戶反饋。
  • 預計推動該地區市場收益成長的另一個因素是越來越多的Start-Ups專注於創建用於該地區商業化的元宇宙平台。該地區遊戲和元宇宙公司高度集中,如The Sandbox、Nvidia Corporation、Epic Games, Inc.等,主要致力於將元宇宙融入遊戲中,創造市場開拓潛力。例如,Nvidia 公司已宣布與 Blender 和 Adob​​e 建立合作夥伴關係。這將使世界上第一個協作和模擬平台 NVIDIA Omniverse 能夠覆蓋數百萬更多用戶。

元宇宙產業概況

元宇宙市場適度整合。市場上成熟的供應商包括 Qualcomm Technologies Inc.、AWS、Cloudflare 等。這些公司從事各種產品開發、併購、收購、策略合作夥伴關係等,推出新產品,以維持市場競爭力。

  • 2022 年 2 月 - Electronic Arts Company 發布 GRID Legends,以促進流暢的動作、組織理想的多人遊戲會話並與其他賽車手一起構建故事。這使得用戶可以瀏覽符合自己喜好的實況活動、即時參與活動、使用 Race Creator 開放設計競賽,並為用戶的聚會創建私人大廳。
  • 2022 年 1 月 - 微軟透露已收購動視暴雪公司。微軟相信,此次收購將推動元宇宙產業的發展,並加速微軟遊戲業務在行動、PC、雲端和主機平台上的成長。

其他福利

  • Excel 格式的市場預測 (ME) 表
  • 3 個月分析師支持

目錄

第1章 簡介

  • 研究假設和市場定義
  • 調查範圍

第2章調查方法

第3章執行摘要

第4章市場洞察

  • 市場概況
  • 產業生態系統分析
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 消費者議價能力
    • 新進入者的威脅
    • 替代產品的威脅
    • 競爭公司之間的敵意強度
  • 評估 COVID-19感染疾病對元宇宙市場的影響

第5章市場動態

  • 市場促進因素
    • 遊戲和社群媒體平台融合等有利趨勢
    • 硬體和網路技術進步
  • 市場限制因素
    • 審核、隱私、可近性和監管課題
  • 元宇宙主要經營模式分析
  • NFT 在促進遊戲和基於事件的模型中的所有權方面的作用(Play-to-Earn 和 Collect)

第6章市場區隔

  • 依類型
    • AR 和 VR 硬體
    • 社群媒體參與(廣告)
    • 虛擬現場娛樂 - Epic Games 和 Roblox
    • 遊戲服務
  • 依最終用戶產業
    • 遊戲
    • 媒體和娛樂
    • 商業的
    • 零售
    • 其他
  • 地區
    • 北美洲
    • 歐洲
    • 亞太地區
    • 世界其他地區

第7章 競爭形勢

  • 公司簡介 -元宇宙體驗解決方案
    • Fortnite
    • EA Sports
    • Hologate
  • 公司簡介 -元宇宙基礎設施
    • AWS
    • Qualcomm
    • Cloudflare
  • 公司簡介 - Metaverse 最終用戶設備
    • Oculus
    • Vive
    • Vuzix
  • 公司簡介 -元宇宙創經濟
    • Epic
    • Roblox
    • Polystream
  • 公司簡介 - 元界發現平台
    • Facebook
    • Unity
    • Steam
    • Itch.io

第8章投資分析

第9章 未來趨勢

簡介目錄
Product Code: 92134

The Metaverse Market size is estimated at USD 116.74 billion in 2024, and is expected to reach USD 669.96 billion by 2029, growing at a CAGR of 41.83% during the forecast period (2024-2029).

Metaverse - Market

The key reasons propelling the growth of the Metaverse Market globally are rising demand in the worldwide media, entertainment, and gaming industries, primarily due to the increased usage of Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) technologies. The crucial justifications for adopting these technologies are that the gadgets, such as VR headsets, MR headsets, HUD, HMD, smart glasses, and intelligent helmets, can provide a first-person perspective that acts as natural user interfaces, providing 6-degree freedom, etc., to create virtual scenarios that look realistic and improve the overall gaming experience of end users.

Key Highlights

  • Small, medium-sized, and large-scale businesses and individual customers increasingly need advanced VR gadgets, promoting market expansion. Also, the rising investments in retail and e-commerce and increased use of platforms to display products in a virtual environment support industry expansion.
  • For instance, Decentraland, a metaverse powered by the Ethereum Blockchain, raised USD 1.2 million in February 2022 through an auction and marketplace for fungible tokens. Price Waterhouse Cooper Hong Kong also paid USD 10,000 for LAND in Sandbox.
  • Additionally, the market is growing due to the increased use of advanced technologies in various applications, including blockchain, mixed reality, and artificial intelligence (AI). The metaverse industry greatly benefits from the growing usage of new technologies, including mixed reality (MR), extended reality, artificial intelligence (AI), and blockchain. Companies, including Roblox, Facebook, Oculus, Epic Games, Microsoft, Google, USM, NVidia, etc., have already implemented or are implementing Metaverse XR/extended reality systems and other new technologies.
  • Moreover, through metaverse portals, cryptocurrency is frequently used to pay for everything, from avatar shoes to NFT (Non-fungible tokens). According to a CNBC survey, one in ten people invests in cryptocurrencies, which are commonly used in trading various commodities, including NFTs. The global accessibility of cryptocurrency exchange allows investors to use this asset to offer products directly to customers on the Metaverse, thus favorably altering the market patterns.
  • However, since many users are unaware of the service and security alternatives available, the expansion of the metaverse market may be constrained. Also, on the other hand, cyberattacks against key players like Tencent Holdings, Globant, and others have raised serious security and sensitivity issues. As per the 2022 SonicWall Cyber Threat Report data, the first half of 2022 saw 2.8 billion malware attacks, an 11% rise over 2021.
  • The COVID-19 pandemic significantly boosted interest in the concept of the Metaverse. There is a need for practical methods or channels to make online contact more realistic as more people started working from home and attending classes online. Its importance to both consumers and businesses increased because of the pandemic. Tech companies began working on this technology in 2020 and publicized their investments. The year 2021 was successful for investments in Metaverse technology due to the billion dollars spent on Metaverse.

Metaverse Market Trends

Gaming Segment Accounted for the Largest Market Share

  • There has been significant growth in VR and AR gamers globally, broadening the market horizon. A provider of machine learning, artificial intelligence, big data analytics, and AR/VR solutions, NewGenApps predicts that by 2025, there will be 216 million people worldwide playing VR and AR games, with a market value of USD 11.6 billion.
  • Additionally, a crucial factor that points to a promising future for VR technology in gaming is the rising comfort levels of customers in situational uses, such as VR calls and VR gaming. According to the Entertainment Software Association's statistics, around 227 million Americans play video games weekly, including two-thirds of adults and three-quarters of children under 18. The average age of video game players is 31 years, with 55% of men and 45% of women participating.
  • In February 2022, Sony released the VR2 and VR2 Sense Controllers for the PlayStation 5 to provide customers with a high-quality virtual reality experience that enables users to lose themselves in the gaming world with a broad spectrum of experiences. High visual fidelity and improved trackers are added in VR2.
  • Moreover, in July 2021, Virtex declared that it intends to introduce a virtual reality stadium, "Virtex Stadium," allowing fans to watch games with their friends from the center of the field. The introduction coincides with the rise in e-sports' popularity and the growing improvement in consumer VR hardware's performance and accessibility. According to VentureBeat data, the worldwide eSports audience was 474 million in 2021 and will increase to 577.2 million by 2024.
  • The gaming world is changing at a rapid pace. A broad range of game developers worldwide is working on various futuristic game projects for select VR/AR platforms in 2022. According to a 2022 survey by Game Developers Conference, 27% of participating game developers globally said they were working on titles for the Oculus Quest virtual reality headset.

North America Holds Significant Market Share

  • North America is predicted to have the most significant adoption of the metaverse solution. It is mainly because North American users and consumers adopt new and sophisticated technologies at a very rapid pace. Americans are progressively accessing and experiencing the metaverse as realistically possible through VR, MR, AR, and other new technologies. Americans also appreciate their metaverse experience, which motivates them to spend money on gadgets that would experience it even better. The rising desire for devices that improve users' experiences encourages market expansion.
  • The growing investments businesses and individuals make in these advanced technologies, and digital solutions play a very significant role in the market's overall expansion. Additionally, due to its technological development and advancement, North America leads all other markets in the creation of advanced technology for use in display devices. For Instance, in November 2021, Unity Simulation Pro was introduced, which enables the developers to unleash the full potential of scalable simulations. It is the only product developed from the ground up to help with distributed rendering, enabling multiple Graphics Processing Units (GPUs) to render the same project simultaneously, either locally or in the private cloud.
  • The Metaverse market in North America is expanding due to the wide application of AR technology in consumer devices. Additionally, the region has adapted metaverse technologies in healthcare, consumer products, aerospace and defense, and business applications for education and training. PTC, Magic Leap, Microsoft, and Google are just a few of the international firms in the US that offer AR devices and solutions. In addition, the main reason propelling the expansion of the metaverse market in North America has been the rising acceptance of metaverse technologies by businesses to sell their products in a modern way.
  • Furthermore, in December 2021, Meta introduced a closed beta for a streamlined AR creation tool called 'Spark AR Go.' Meta declared the distribution of its 'Spark Augmented Reality (AR) Go' mobile software as a beta version for iOS and Android smartphones. Meta created the smartphone app to go along with its spark AR Studio Software Development Kit (SDK). This potent tool enables webAR effects and 3D content on its social media sites, including Facebook and Instagram. With the help of "Spark AR Go," AR content producers can create, test, and post immersive experiences on Meta's social media platforms, monitor user performance metrics and get user feedback.
  • Another factor anticipated to boost the regional market's revenue growth is the rising number of start-ups concentrating on creating metaverse platforms for commercialization in the region. The region's significant concentration of gaming and metaverse companies like The Sandbox, Nvidia Corporation, and Epic Games, Inc., which primarily focus on merging metaverse into games, generate market development potential. For Instance, Nvidia Corporation declared partnerships with Blender and Adobe that will allow NVIDIA Omniverse, the first collaboration and simulation platform in the world, to reach millions more users.

Metaverse Industry Overview

The Metaverse Market is moderately consolidated. Some of the established vendors in the market include Qualcomm Technologies Inc., AWS, and Cloudflare, among others. These companies are implementing various product development, mergers, acquisitions, strategic partnerships, etc., to launch new products to remain competitive in the market.

  • February 2022 - Electronic Arts Company released GRID Legends to facilitate smooth action, organize the ideal multiplayer session, and build stories with other racers. It allows users to browse for live events that meet their preferences, enter events in real-time, open design races using the Race Creator, or create a private lobby for users' parties.
  • January 2022 - Microsoft disclosed that it had acquired Activision Blizzard, Inc. Microsoft believes that this acquisition will foster the metaverse industry's development and accelerate Microsoft's gaming business growth across mobile, PC, cloud, and console platforms.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Ecosystem Analysis
  • 4.3 Industry Attractiveness-Porter's Five Force Analysis
    • 4.3.1 Bargaining Power of Suppliers
    • 4.3.2 Bargaining Power of Consumers
    • 4.3.3 Threat of New Entrants
    • 4.3.4 Threat of Substitute Products
    • 4.3.5 Intensity of Competitive Rivalry
  • 4.4 Assessment of the Impact of COVID-19 on the Metaverse Market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Favorable trends such as convergence of games and social media platforms
    • 5.1.2 Technological advancements in hardware and networking
  • 5.2 Market Restraints
    • 5.2.1 Moderation, Privacy, accessibility & regulatory challenges
  • 5.3 Analysis of key business models for Metaverse
  • 5.4 Role of NFTs in furthering ownership of gaming and event-based models (Play-to-Earn & Collect)

6 MARKET SEGMENTATION

  • 6.1 By Type
    • 6.1.1 AR & VR Hardware
    • 6.1.2 Social Media Engagement (Ads)
    • 6.1.3 Virtual Live Entertainment - Epic Games and Roblox
    • 6.1.4 Gaming Services
  • 6.2 By End-User Industry
    • 6.2.1 Gaming
    • 6.2.2 Media & Entertainment
    • 6.2.3 Commercial
    • 6.2.4 Retail
    • 6.2.5 Others
  • 6.3 Geography
    • 6.3.1 North America
    • 6.3.2 Europe
    • 6.3.3 Asia Pacific
    • 6.3.4 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles - Metaverse Experiential Solutions
    • 7.1.1 Fortnite
    • 7.1.2 EA Sports
    • 7.1.3 Hologate
  • 7.2 Company Profiles - Metaverse Infrastructure
    • 7.2.1 AWS
    • 7.2.2 Qualcomm
    • 7.2.3 Cloudflare
  • 7.3 Company Profiles - Metaverse End-user devices
    • 7.3.1 Oculus
    • 7.3.2 Vive
    • 7.3.3 Vuzix
  • 7.4 Company Profiles - Metaverse Created Economy
    • 7.4.1 Epic
    • 7.4.2 Roblox
    • 7.4.3 Polystream
  • 7.5 Company Profiles - Metaverse Discovery Platforms
    • 7.5.1 Facebook
    • 7.5.2 Unity
    • 7.5.3 Steam
    • 7.5.4 Itch.io

8 INVESTMENT ANALYSIS

9 FUTURE TRENDS