市場調查報告書
商品編碼
1144140
元宇宙的全球市場預測:各平台(行動,桌上型電腦,其他的平台),各提供形態(虛擬形象,虛擬平台,金融服務),各地區的分析(到2028年)Metaverse Market Forecasts to 2028 - Global Analysis By Platform (Mobile, Desktop, Other Platforms), Offering (Avatars, Virtual Platforms, Financial Services), and Geography |
全球元宇宙的市場規模,從2022年的549億3,000萬美元,到2028年達到4,390億7,000萬美元,在預測期間內預計以41.4%的年複合成長率成長。
本報告提供全球元宇宙市場調查,市場的推動因素與阻礙因素,COVID-19影響,各市場區隔的市場分析,競爭情形,主要企業的簡介等系統性資訊。
According to Stratistics MRC, the Global Metaverse Market is accounted for $54.93 billion in 2022 and is expected to reach $439.07 billion by 2028 growing at a CAGR of 41.4% during the forecast period. The Metaverse is a digital simulation environment that combines Blockchain, mixed reality, augmented reality, and virtual reality. These technologies are used to create environments that offer a rich user experience in virtual spaces. The term "metaverse" refers to a highly immersive 3D virtual world obtained by the use of several different technologies, including AR, VR, and MR. By constructing a virtual world in which users can, among other things, play immersive games, conduct business, interact socially, buy and sell virtual properties, and enjoy immersive entertainment, the metaverse platform improves the internet experience.
According to a research published by the United Nations Conference on Trade and Development (UNCTAD), worldwide e-commerce sales are expected to exceed USD 26.7 trillion by 2020.
Market Dynamics:
Driver:
Rising need in the gaming and entertainment industry
Due to the increasing use of VR, MR, and AR technology, the global gaming and media & entertainment industries have seen the fastest growth. These technologies are incorporated into products like VR headsets, HUDs, HMDs, MR headsets, smart glasses, and smart helmets that provide realistic-looking virtual environments to enhance the gaming experience for end users. The introduction of these devices has improved the client experience. The best application of technology is seeing a realistic view, which creates a virtual experience.
Restraint:
Risk of Cyber-Attacks
In the global economy, cyber-based attacks on the metaverse are a major worry. Cyber-attacks are a major worry for the efficient operation of the metaverse. A cyber threat is a perilous act that promotes software deterioration, system disruption, and data theft while lowering system efficiency. System failure brought on by cyber attacks causes the metaverse to crash. As a result, cybercrime must be made easier to avoid via metaverse. In order for a metaverse to operate properly, a secure and reliable network must be established.
Opportunity:
Growing number of VR devices
The market share of the metaverse will increase as more VR devices become available in both developed and developing countries. The utilization of mixed reality, artificial intelligence (AI), and blockchain in end-use applications will increase over the coming years. Additionally, a considerable expansion of the e-commerce market will encourage major firms to make investments there.
Threat:
Health Concerns
The metaverse has a negative impact on both physical and mental health. The rising impact of the metaverse on human mental health is raising concerns among experts. This factor is challenging the metaverse market expansion.
COVID-19 Impact
The COVID-19 epidemic continues to play a significant role in propelling the expansion of the international metaverse business. People's preferences for work have changed from office-based work to remote work, and schools are now also working remotely. The need for improved interactive platforms has grown as a result. Additionally, the pandemic is encouraging more people to download immersive gaming programmes as a way to pass the time. The pandemic's most significant impact is that it has sparked the development of platforms that provide virtual purchasing experiences, interactive gaming environments, and the use of blockchain technologies for digital trading goods.
The Mobile segment is expected to be the largest during the forecast period
The Mobile segment is estimated to have a lucrative growth, due to several benefits, including advanced memory modules, constant internet access, high-quality cameras suitable for use in smart phones, and a host of other elements. The use of mobile metaverse is being encouraged by the adoption of metaverse by various user groups around the world, which is anticipated to assist segment expansion in the anticipated years.
The Augmented Reality (AR) segment is expected to have the highest CAGR during the forecast period
The Augmented Reality (AR) segment is anticipated to witness the fastest CAGR growth during the forecast period, due to the use of Augmented Reality (AR) devices in many applications has increased as a result of their capacity to connect the actual world with virtual items. The most important AR devices for industrial application are smart glasses for augmented reality (AR), which promotes the growth of the AR device market.
Region with highest share:
Asia Pacific is projected to hold the largest market share during the forecast period owing to the region's customers and users' adoption of new and complex technologies, as well as a number of other factors, including the region's dense corporate population, a growing interest in fusing the online and offline worlds, a growing focus on creating metaverse platforms for the education sector, and many others. Additionally, the region's strong gaming and metaverse industry, which focuses on integrating metaverse into games, is fostering market growth.
Region with highest CAGR:
Asia Pacific is projected to have the highest CAGR over the forecast period, owing to metaverse systems are widely used in the entertainment, gaming, and social industries and owing to factors such as demand for an improved presentation experience, a rising number of start-ups. As a result of the metaverse craze, hundreds of millions of dollars have been invested in Asia's gaming and social network industries. The internet is transforming the way that many people communicate, and demand for digital entertainment services has risen dramatically.
Key players in the market
Some of the key players profiled in the Metaverse Market include NetEase, Inc., Roblox Corporation, ByteDance Ltd., Lilith Games, Nvidia Corporation, Nextech AR Solutions Inc., Facebook Reality Labs, DeFi Land and Audius, Tencent Holdings, Ltd, Accenture Plc, Sandbox, Infosys Ltd., Epic Games, Inc, Wilkins Avenue AR, Unity Technologies, Inc., Devden Creative Solutions Pvt. Ltd, Microsoft Corporation, GoMeta Inc., Antier Solutions Pvt. Ltd. and Meta Platforms, Inc.
Key Developments:
In January 2022, Tencent to acquire gaming smartphone maker Black Shark, marches deeper into the metaverse. Black Shark is one of the largest gaming smartphone makers in China. Once the deal is finalized, it will transition into a manufacturer of VR headsets for Tencent.
In January 2022, The Sandbox announced a partnership with Warner Music Group to launch the first music-themed world in The Sandbox metaverse. Warner Music Group (WMG) would be taking its initial steps into the metaverse and NFT sector with this alliance.
In November 2021, Tencent Holdings, Ltd announced that it has partnered with The Asian Institute of Digital Finance. The companies will collaborate in the areas of education, research, and entrepreneurship to support Asia's fintech industry.
In November 2021, Epic Games, Inc acquired Harmonix Music Systems, Inc. While continuing to support existing products such as Rock Band 4; the Harmonix team will work closely with Epic Games, Inc to develop musical adventures and gameplay for Fortnite.
In October 2021, Facebook Reality Labs was estimated to spend at least USD 10 billion on the development of Augmented Reality (AR) and Virtual Reality (VR) hardware, software, and content. Facebook Reality Labs is the division of Meta Platforms, Inc, which was formerly known as Facebook, Inc.
In August 2021, Nvidia Corporation announced partnerships with Blender and Adobe that will enable NVIDIA Omniverse, the world's first collaboration, and simulation platform, to reach millions more users.
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What our report offers:
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Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.