封面
市場調查報告書
商品編碼
1460735

元宇宙全球市場:市場規模與佔有率分析-趨勢、驅動因素、競爭格局、未來預測(2024-2030)

Metaverse Market Size & Share Analysis - Trends, Drivers, Competitive Landscape, and Forecasts (2024 - 2030)

出版日期: | 出版商: Prescient & Strategic Intelligence | 英文 290 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

市場概況

全球元宇宙市場持續成長,預計到 2030 年將達到 11,578 億美元。此外,預測期內複合年增長率預計將達到44.0%。人們越來越重視實體和虛擬世界的整合、增強 VR 設備的接受度不斷提高以及 XR 設備的需求不斷增加,這是推動產業發展的主要原因。

重要見解

硬體在元宇宙產業中佔據主導地位。

依行業來看,桌面類別將在 2023 年佔據最大佔有率,約為 50%。

2023年,VR品類將佔據元宇宙產業最大佔有率,約45%。

據估計,AR 在預測期內的複合年增長率最高為 44.6%。

2023年,北美地區以45%的收入佔有率主導全球元產業。

非洲大陸的領先地位歸因於智慧型手機等智慧型裝置的廣泛採用、對 AR/VR 技術的高需求以及數位和開發技術支出的增加。

預計亞太地區在預測期內複合年增長率最高,達 44.7%。

在本報告中,我們分析了全球元宇宙市場,包括市場的基本結構、最新情況、主要促進和抑制因素以及全球、依地區和主要國家的市場規模前景(價值基礎,2017年) -2030),詳細的細分市場趨勢、當前的市場競爭以及主要公司的概況。

目錄

第一章 調查範圍

第二章 研究方法

第3章執行摘要

第四章 市場指標

第五章 產業展望

  • 市場動態
    • 趨勢
    • 促進因素
    • 抑制因素/課題
    • 促進/抑制因素影響分析
  • 新型冠狀病毒感染(COVID-19)的影響
  • 波特五力分析

第六章 世界市場

  • 概述
  • 市場收入:依組成部分(2017-2030)
  • 市場收入:依平台劃分(2017-2030)
  • 市場收入:依提供的產品/服務分類(2017-2030)
  • 市場收入:依技術分類(2017-2030)
  • 市場收入:依行業分類(2017-2030)
  • 市場收入:依地區(2017-2030)

第七章 北美市場

  • 概述
  • 市場收入:依組成部分(2017-2030)
  • 市場收入:依平台劃分(2017-2030)
  • 市場收入:依提供的產品/服務分類(2017-2030)
  • 市場收入:依技術分類(2017-2030)
  • 市場收入:依行業分類(2017-2030)
  • 市場收入:依國家分類(2017-2030)

第八章歐洲市場

第九章亞太市場

第十章 拉丁美洲市場

第十一章 中東/非洲市場

第十二章 美國市場

  • 概述
  • 市場收入:依組成部分(2017-2030)
  • 市場收入:依平台劃分(2017-2030)
  • 市場收入:依提供的產品/服務分類(2017-2030)
  • 市場收入:依技術分類(2017-2030)
  • 市場收入:依行業分類(2017-2030)

第十三章 加拿大市場

第十四章 德國市場

第十五章 法國市場

第十六章 英國市場

第十七章 義大利市場

第十八章 西班牙市場

第十九章 日本市場

第20章 中國市場

第21章 印度市場

第22章澳洲市場

第23章 韓國市場

第24章 巴西市場

第25章 墨西哥市場

第26章 沙烏地阿拉伯市場

第27章南非市場

第28章 阿拉伯聯合大公國(UAE)市場

第29章競爭格局

  • 市場參與者及其提供的產品/服務的列表
  • 主要企業競爭基準
  • 主要公司的產品基準
  • 近期策略發展狀況

第三十章 公司簡介

  • Microsoft Corporation
  • Sony Semiconductor Solutions Corporation
  • Meta Platforms Inc.
  • Alphabet Inc.
  • Apple Inc.
  • Huawei Technologies Co. Ltd.
  • Logitech International S.A.
  • NVIDIA Corp.
  • HTC Corporation
  • Autodesk Inc.
  • Alibaba Group Holding Limited

第31章附錄

簡介目錄
Product Code: 12358

Market Overview

the worldwide metaverse market is witnessing growth and projected to reach USD 1,157.8 billion by 2030. This represents a substantial compound annual growth rate (CAGR) of 44.0% over the forecasted period. The rising emphasis on adding the physical and virtual worlds, increasing acceptance of enhanced VR devices, and accelerating the need for XR devices are the key reasons propelling the development of the industry.

The use of the 3D digital twin technology has positively changed the way businesses operate, and how customers interpret, assess, and perceive the built environment. Through the use of this technology, any room or structure can be provided with an exact 3D virtual representation. Consequently, enterprises will be able to create identical physical locations and use them as standalone locations.

Digital twin technology provides users the opportunity to virtually fit clothes and check out new stores before they open. In this case, the camera captures the customer's image, and the AR technology, which is embedded, gives a real image of the product being worn on the customer's body to show how it would look.

As for virtual try-on technology, there are now some fashion brands and businesses that are concentrating on the combination of physical and virtual reality, to provide a solution that is both efficient and safe for customers, either online or in-store.

Key Insights

The hardware category is the dominant revenue contributor in the metaverse industry.

Augmented acceptance of AR, MR, and XR techs is propelling this trend.

High-tech VR equipment expenditure is increasing among businesses and individual customers.

Small, medium-sized, and large-scale businesses are actively spending on VR equipment, boosting industry development.

In 2023, the desktop category had the largest share, of approximately 50%, in the industry.

The development of the desktop category is being boosted by the increasing acceptance of virtual desktops and PC gaming globally.

In 2023, the VR category held the largest share, around 45%, metaverse industry.

VR also has applications in numerous industries such as healthcare, entertainment, education, and gaming, leading to its extensive acceptance.

VR tech is progressively used for employee training, offering advantages in the human resources industry.

AR is estimated to witness the highest CAGR of 44.6% over the projection period.

The demand for Wearable AR devices including Smart glasses has given rise to the tangible realm of the virtual reality experience. This requires a unique user experience (UX) and design approach.

What's more, the real-time personalization of games is a strong point of AR, which is beneficial for game development.

In 2023, the North American region dominates the worldwide metaverse industry with a 45% revenue share.

The continent's leadership is because of the popularity of smart devices such as smartphones, the high need for AR/VR techs, and augmented expenditure on digital and developing technologies.

APAC is projected to witness the highest CAGR of 44.7% over the projection period.

This growth in APAC is driven by the adoption of new technologies, significant investments by tech giants, and consumer demand for immersive digital experiences.

Table of Contents

Chapter 1. Research Scope

  • 1.1. Research Objectives
  • 1.2. Market Definition
  • 1.3. Analysis Period
  • 1.4. Market Size Breakdown by Segments
    • 1.4.1. Market size breakdown, by component
    • 1.4.2. Market size breakdown, by platform
    • 1.4.3. Market size breakdown, by offering
    • 1.4.4. Market size breakdown, by technology
    • 1.4.5. Market size breakdown, by vertical
    • 1.4.6. Market size breakdown, by region
    • 1.4.7. Market size breakdown, by country
  • 1.5. Market Data Reporting Unit
    • 1.5.1. Value
  • 1.6. Key Stakeholders

Chapter 2. Research Methodology

  • 2.1. Secondary Research
    • 2.1.1. Paid
    • 2.1.2. Unpaid
    • 2.1.3. P&S Intelligence database
  • 2.2. Primary Research
  • 2.3. Market Size Estimation
  • 2.4. Data Triangulation
  • 2.5. Currency Conversion Rates
  • 2.6. Assumptions for the Study
  • 2.7. Notes and Caveats

Chapter 3. Executive Summary

Chapter 4. Market Indicators

Chapter 5. Industry Outlook

  • 5.1. Market Dynamics
    • 5.1.1. Trends
    • 5.1.2. Drivers
    • 5.1.3. Restraints/challenges
    • 5.1.4. Impact analysis of drivers/restraints
  • 5.2. Impact of COVID-19
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Bargaining power of buyers
    • 5.3.2. Bargaining power of suppliers
    • 5.3.3. Threat of new entrants
    • 5.3.4. Intensity of rivalry
    • 5.3.5. Threat of substitutes

Chapter 6. Global Market

  • 6.1. Overview
  • 6.2. Market Revenue, by Component (2017-2030)
  • 6.3. Market Revenue, by Platform (2017-2030)
  • 6.4. Market Revenue, by Offering (2017-2030)
  • 6.5. Market Revenue, by Technology (2017-2030)
  • 6.6. Market Revenue, by Vertical (2017-2030)
  • 6.7. Market Revenue, by Region (2017-2030)

Chapter 7. North America Market

  • 7.1. Overview
  • 7.2. Market Revenue, by Component (2017-2030)
  • 7.3. Market Revenue, by Platform (2017-2030)
  • 7.4. Market Revenue, by Offering (2017-2030)
  • 7.5. Market Revenue, by Technology (2017-2030)
  • 7.6. Market Revenue, by Vertical (2017-2030)
  • 7.7. Market Revenue, by Country (2017-2030)

Chapter 8. Europe Market

  • 8.1. Overview
  • 8.2. Market Revenue, by Component (2017-2030)
  • 8.3. Market Revenue, by Platform (2017-2030)
  • 8.4. Market Revenue, by Offering (2017-2030)
  • 8.5. Market Revenue, by Technology (2017-2030)
  • 8.6. Market Revenue, by Vertical (2017-2030)
  • 8.7. Market Revenue, by Country (2017-2030)

Chapter 9. APAC Market

  • 9.1. Overview
  • 9.2. Market Revenue, by Component (2017-2030)
  • 9.3. Market Revenue, by Platform (2017-2030)
  • 9.4. Market Revenue, by Offering (2017-2030)
  • 9.5. Market Revenue, by Technology (2017-2030)
  • 9.6. Market Revenue, by Vertical (2017-2030)
  • 9.7. Market Revenue, by Country (2017-2030)

Chapter 10. LATAM Market

  • 10.1. Overview
  • 10.2. Market Revenue, by Component (2017-2030)
  • 10.3. Market Revenue, by Platform (2017-2030)
  • 10.4. Market Revenue, by Offering (2017-2030)
  • 10.5. Market Revenue, by Technology (2017-2030)
  • 10.6. Market Revenue, by Vertical (2017-2030)
  • 10.7. Market Revenue, by Country (2017-2030)

Chapter 11. MEA Market

  • 11.1. Overview
  • 11.2. Market Revenue, by Component (2017-2030)
  • 11.3. Market Revenue, by Platform (2017-2030)
  • 11.4. Market Revenue, by Offering (2017-2030)
  • 11.5. Market Revenue, by Technology (2017-2030)
  • 11.6. Market Revenue, by Vertical (2017-2030)
  • 11.7. Market Revenue, by Country (2017-2030)

Chapter 12. U.S. Market

  • 12.1. Overview
  • 12.2. Market Revenue, by Component (2017-2030)
  • 12.3. Market Revenue, by Platform (2017-2030)
  • 12.4. Market Revenue, by Offering (2017-2030)
  • 12.5. Market Revenue, by Technology (2017-2030)
  • 12.6. Market Revenue, by Vertical (2017-2030)

Chapter 13. Canada Market

  • 13.1. Overview
  • 13.2. Market Revenue, by Component (2017-2030)
  • 13.3. Market Revenue, by Platform (2017-2030)
  • 13.4. Market Revenue, by Offering (2017-2030)
  • 13.5. Market Revenue, by Technology (2017-2030)
  • 13.6. Market Revenue, by Vertical (2017-2030)

Chapter 14. Germany Market

  • 14.1. Overview
  • 14.2. Market Revenue, by Component (2017-2030)
  • 14.3. Market Revenue, by Platform (2017-2030)
  • 14.4. Market Revenue, by Offering (2017-2030)
  • 14.5. Market Revenue, by Technology (2017-2030)
  • 14.6. Market Revenue, by Vertical (2017-2030)

Chapter 15. France Market

  • 15.1. Overview
  • 15.2. Market Revenue, by Component (2017-2030)
  • 15.3. Market Revenue, by Platform (2017-2030)
  • 15.4. Market Revenue, by Offering (2017-2030)
  • 15.5. Market Revenue, by Technology (2017-2030)
  • 15.6. Market Revenue, by Vertical (2017-2030)

Chapter 16. U.K. Market

  • 16.1. Overview
  • 16.2. Market Revenue, by Component (2017-2030)
  • 16.3. Market Revenue, by Platform (2017-2030)
  • 16.4. Market Revenue, by Offering (2017-2030)
  • 16.5. Market Revenue, by Technology (2017-2030)
  • 16.6. Market Revenue, by Vertical (2017-2030)

Chapter 17. Italy Market

  • 17.1. Overview
  • 17.2. Market Revenue, by Component (2017-2030)
  • 17.3. Market Revenue, by Platform (2017-2030)
  • 17.4. Market Revenue, by Offering (2017-2030)
  • 17.5. Market Revenue, by Technology (2017-2030)
  • 17.6. Market Revenue, by Vertical (2017-2030)

Chapter 18. Spain Market

  • 18.1. Overview
  • 18.2. Market Revenue, by Component (2017-2030)
  • 18.3. Market Revenue, by Platform (2017-2030)
  • 18.4. Market Revenue, by Offering (2017-2030)
  • 18.5. Market Revenue, by Technology (2017-2030)
  • 18.6. Market Revenue, by Vertical (2017-2030)

Chapter 19. Japan Market

  • 19.1. Overview
  • 19.2. Market Revenue, by Component (2017-2030)
  • 19.3. Market Revenue, by Platform (2017-2030)
  • 19.4. Market Revenue, by Offering (2017-2030)
  • 19.5. Market Revenue, by Technology (2017-2030)
  • 19.6. Market Revenue, by Vertical (2017-2030)

Chapter 20. China Market

  • 20.1. Overview
  • 20.2. Market Revenue, by Component (2017-2030)
  • 20.3. Market Revenue, by Platform (2017-2030)
  • 20.4. Market Revenue, by Offering (2017-2030)
  • 20.5. Market Revenue, by Technology (2017-2030)
  • 20.6. Market Revenue, by Vertical (2017-2030)

Chapter 21. India Market

  • 21.1. Overview
  • 21.2. Market Revenue, by Component (2017-2030)
  • 21.3. Market Revenue, by Platform (2017-2030)
  • 21.4. Market Revenue, by Offering (2017-2030)
  • 21.5. Market Revenue, by Technology (2017-2030)
  • 21.6. Market Revenue, by Vertical (2017-2030)

Chapter 22. Australia Market

  • 22.1. Overview
  • 22.2. Market Revenue, by Component (2017-2030)
  • 22.3. Market Revenue, by Platform (2017-2030)
  • 22.4. Market Revenue, by Offering (2017-2030)
  • 22.5. Market Revenue, by Technology (2017-2030)
  • 22.6. Market Revenue, by Vertical (2017-2030)

Chapter 23. South Korea Market

  • 23.1. Overview
  • 23.2. Market Revenue, by Component (2017-2030)
  • 23.3. Market Revenue, by Platform (2017-2030)
  • 23.4. Market Revenue, by Offering (2017-2030)
  • 23.5. Market Revenue, by Technology (2017-2030)
  • 23.6. Market Revenue, by Vertical (2017-2030)

Chapter 24. Brazil Market

  • 24.1. Overview
  • 24.2. Market Revenue, by Component (2017-2030)
  • 24.3. Market Revenue, by Platform (2017-2030)
  • 24.4. Market Revenue, by Offering (2017-2030)
  • 24.5. Market Revenue, by Technology (2017-2030)
  • 24.6. Market Revenue, by Vertical (2017-2030)

Chapter 25. Mexico Market

  • 25.1. Overview
  • 25.2. Market Revenue, by Component (2017-2030)
  • 25.3. Market Revenue, by Platform (2017-2030)
  • 25.4. Market Revenue, by Offering (2017-2030)
  • 25.5. Market Revenue, by Technology (2017-2030)
  • 25.6. Market Revenue, by Vertical (2017-2030)

Chapter 26. Saudi Arabia Market

  • 26.1. Overview
  • 26.2. Market Revenue, by Component (2017-2030)
  • 26.3. Market Revenue, by Platform (2017-2030)
  • 26.4. Market Revenue, by Offering (2017-2030)
  • 26.5. Market Revenue, by Technology (2017-2030)
  • 26.6. Market Revenue, by Vertical (2017-2030)

Chapter 27. South Africa Market

  • 27.1. Overview
  • 27.2. Market Revenue, by Component (2017-2030)
  • 27.3. Market Revenue, by Platform (2017-2030)
  • 27.4. Market Revenue, by Offering (2017-2030)
  • 27.5. Market Revenue, by Technology (2017-2030)
  • 27.6. Market Revenue, by Vertical (2017-2030)

Chapter 28. U.A.E. Market

  • 28.1. Overview
  • 28.2. Market Revenue, by Component (2017-2030)
  • 28.3. Market Revenue, by Platform (2017-2030)
  • 28.4. Market Revenue, by Offering (2017-2030)
  • 28.5. Market Revenue, by Technology (2017-2030)
  • 28.6. Market Revenue, by Vertical (2017-2030)

Chapter 29. Competitive Landscape

  • 29.1. List of Market Players and their Offerings
  • 29.2. Competitive Benchmarking of Key Players
  • 29.3. Product Benchmarking of Key Players
  • 29.4. Recent Strategic Developments

Chapter 30. Company Profiles

  • 30.1. Microsoft Corporation
    • 30.1.1. Business overview
    • 30.1.2. Product and service offerings
    • 30.1.3. Key financial summary
  • 30.2. Sony Semiconductor Solutions Corporation
    • 30.2.1. Business overview
    • 30.2.2. Product and service offerings
    • 30.2.3. Key financial summary
  • 30.3. Meta Platforms Inc.
    • 30.3.1. Business overview
    • 30.3.2. Product and service offerings
    • 30.3.3. Key financial summary
  • 30.4. Alphabet Inc.
    • 30.4.1. Business overview
    • 30.4.2. Product and service offerings
    • 30.4.3. Key financial summary
  • 30.5. Apple Inc.
    • 30.5.1. Business overview
    • 30.5.2. Product and service offerings
    • 30.5.3. Key financial summary
  • 30.6. Huawei Technologies Co. Ltd.
    • 30.6.1. Business overview
    • 30.6.2. Product and service offerings
    • 30.6.3. Key financial summary
  • 30.7. Logitech International S.A.
    • 30.7.1. Business overview
    • 30.7.2. Product and service offerings
    • 30.7.3. Key financial summary
  • 30.8. NVIDIA Corp.
    • 30.8.1. Business overview
    • 30.8.2. Product and service offerings
    • 30.8.3. Key financial summary
  • 30.9. HTC Corporation
    • 30.9.1. Business overview
    • 30.9.2. Product and service offerings
    • 30.9.3. Key financial summary
  • 30.10. Autodesk Inc.
    • 30.10.1. Business overview
    • 30.10.2. Product and service offerings
    • 30.10.3. Key financial summary
  • 30.11. Alibaba Group Holding Limited
    • 30.11.1. Business overview
    • 30.11.2. Product and service offerings
    • 30.11.3. Key financial summary

Chapter 31. Appendix

  • 31.1. Abbreviations
  • 31.2. Sources and References
  • 31.3. Related Reports