元宇宙的全球市場:市場規模 - 各產業,各零件,各平台,各終端用戶產業,各提供,各地區展望,競爭策略,各市場區隔預測(~2032年)
市場調查報告書
商品編碼
1159576

元宇宙的全球市場:市場規模 - 各產業,各零件,各平台,各終端用戶產業,各提供,各地區展望,競爭策略,各市場區隔預測(~2032年)

Metaverse Market Size- By Verticals, By Components, By Platform, By End User Industry, By Offering- Regional Outlook, Competitive Strategies and Segment Forecasts to 2032

出版日期: | 出版商: SPER Market Research Pvt. Ltd. | 英文 238 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

全球元宇宙的市場規模,預計至2032年達到1兆4,425億美元,以38.9%的年複合成長率成長。

媒體和娛樂,遊戲產業上需求高漲,來自VR、AR、MR等的市場發展機會,藝術,流行,零售產業上數位化,預計是促進元宇宙市場成長的要素的一部分。

本報告提供全球元宇宙市場相關調查,市場動態,市場變數及預測,各產業、零組件、平台、終端用戶產業、提供、地區的市場分析,企業簡介等相關資訊。

目錄

第1章 簡介

  • 調查範圍
  • 市場區隔分析

第2章 調查手法

  • 調查資料來源
  • 市場規模的估計
  • 資料的三角測量

第3章 摘要整理

第4章 市場動態

  • 促進因素,阻礙因素,機會,課題的分析
    • 促進因素
    • 阻礙因素
    • 機會
    • 課題
  • 全球元宇宙市場COVID-19影響

第5章 市場變數及預測

  • SWOT分析
    • 優勢
    • 弱點
    • 機會
    • 威脅
  • PESTEL分析
    • 政治形勢
    • 經濟形勢
    • 社會形勢
    • 技術形勢
    • 環境形勢
    • 法律上的形勢
  • 波特的五力分析
    • 供給企業談判力
    • 買方議價能力
    • 替代品的威脅
    • 新加入廠商的威脅
    • 競爭企業間的敵對關係
  • 熱圖分析

第6章 全球元宇宙市場:各產業,2019年~2032年(100萬美元)

  • 消費者
    • 遊戲、社群媒體
    • 實況娛樂、活動
  • 商業
    • 零售、電子商務
    • 教育、企業
    • 觀光旅遊
    • 不動產
  • 醫療
    • 診斷、治療
    • AR/VR為基礎的訓練
    • 醫療:元宇宙的使用案例
  • 產業生產:元宇宙的使用案例
    • 數位工廠
    • 產業訓練
    • 數位雙胞胎
  • 其他的產業

第7章 全球元宇宙市場:各零件,2019年~2032年(100萬美元)

  • 硬體設備
    • AR設備
    • VR設備
    • MR設備
    • 顯示器
  • 軟體
    • 擴增實境軟體
    • 遊戲引擎
    • 元宇宙平台
    • 3D繪圖,建模,重組
    • 金融平台
    • 其他的軟體
  • 專業服務
    • 應用開發、系統整合
    • 策略、商務諮詢服務

第8章 全球元宇宙市場:各平台,2019年~2032年(100萬美元)

  • 平台分析
    • 桌上型
    • 行動
    • 頭戴裝置

第9章 全球元宇宙市場:各終端用戶產業,2019年~2032年(100萬美元)

  • 最終用途分析
    • BFSI
    • 零售
    • 媒體、娛樂
    • 教育
    • 航太、防衛
    • 汽車
    • 其他

第10章 全球元宇宙市場:各提供,2019年~2032年(100萬美元)

  • 虛擬平台
  • 資產市場空間
  • 虛擬形象
  • 金融服務

第11章 全球元宇宙市場:各地區,2019年~2032年(100萬美元)

  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 其他的歐洲
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 澳洲
    • 韓國
    • 其他的亞太地區
  • 南美
    • 巴西
    • 阿根廷
    • 其他的南美
  • 中東、非洲
    • 沙烏地阿拉伯王國
    • 阿拉伯聯合大公國
    • 其他的中東、非洲

第12章 企業簡介

  • Active Theory
    • 企業概要
    • 財務預測
    • 產品概要
    • 最近的開發
  • Accenture
  • Adobe
  • Autodesk Inc.,
  • ByteDance, Ltd.
  • Decentraland
  • Deloitte
  • Epic Games, Inc.
  • Electronic Arts
  • HPE
  • Intel
  • Lilith Games
  • Meta Platforms, Inc
  • Microsoft Corporation
  • NetEase, Inc
  • Nvidia Corporation
  • Nextech AR Solution Corp.
  • Nexon
  • Roblox Corporation
  • The Sandbox
  • Tencent Holdings Ltd.
  • Take-Two
  • Tencent
  • Tech Mahindra
  • Unity Technologies, Inc.
  • Valve
簡介目錄
Product Code: IACT2213

Global Metaverse Market Overview:

According to SPER Market Research, the Global Metaverse Market is estimated to reach USD 1442.5 billion by 2032 with a CAGR of 38.9%.

Rising demand in the media and entertainment as well as the gaming industries, evolving opportunities from markets like Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and digitalization in the art, fashion, and retail industries are some of the key factors anticipated to propel the growth of the metaverse market. The concept of "metaverse" refers to a deeply immersive 3D virtual world experience gained by the employment of a combination of AR, VR, and MR technologies. By creating a virtual world where users may play immersive games, conduct business, interact socially, buy and sell virtual properties, and enjoy immersive entertainment, the metaverse platform enhances the internet experience. Cryptocurrencies are the standard form of payment in the metaverse, and each metaverse has its own set of coins. The physical and digital worlds are connected through the use of cryptocurrencies. They enable us to determine the value of digital assets in terms of the money issued by the government as well as the growth of such assets over time. Cryptocurrency purchases through the metaverse are becoming more popular all across the world. Access to previously inaccessible goods and services has already been made possible due to the internet. For instance, workers from developing nations may now be able to work in western firms without moving. Virtual reality environments are a cheap and efficient way to learn, therefore they will assist improve educational possibilities. By including technologies that enable customers to buy, sell, and invest in the metaverse currency, brands can leverage the metaverse as an extra sales channel. NFTs may potentially contribute to the metaverse's advancement by fostering the expansion of digital markets.

Hardware for the metaverse consists of XR gadgets, semiconductor parts, sensors, trackers, and other cutting-edge tools. Fast networking, ample storage, and top-tier technology are necessary for a realistic and compelling metaverse experience. In order to provide a realistic-looking virtual environment, many devices utilised in the metaverse also rely on 3D and other cutting-edge technologies, which raises their price. The leading market competitors have made considerable expenditures in response to the rising demand for extended reality gadgets. The leading market participants' rising investments and advances are anticipated to accelerate the uptake of the metaverse in gaming and entertainment.

Impact of COVID-19 on the Global Metaverse Market

Due of the unanticipated lockdowns in the majority of areas, the pandemic has raised the demand for extended reality devices. Following COVID-19, many businesses now encourage their workers to work from home, which raises the demand for virtual meetings, training, and conferences. The pandemic has impacted extended reality gadget production all around the world as well. The COVID-19 pandemic outbreak caused a dramatic rise in demand in the metaverse market. Moreover, the pandemic has changed consumer demand for online purchasing and shopping in the digital virtual world. Several businesses have entered the online market as a result of the current trend. By implementing various business strategies, product releases, and partnerships, a number of major players have accomplished their investments during the pandemic.

Scope of the Report:

Market size available for years 2019-2032

Base year considered 2021

Forecast period 2022-2032

Segments covered By Verticals, By Components, By Platform, By End User Industry, By Offering

Geographies covered: North America, Europe, Asia Pacific, Latin America, Middle East and Africa

Companies Covered Active Theory, Accenture, Adobe, Autodesk Inc., ByteDance, Ltd., Decentraland, Deloitte, Epic Games, Inc., Electronic Arts, HPE, Intel, Lilith Games, Meta Platforms, Inc, Microsoft Corporation, NetEase, Inc, Nvidia Corporation, Nextech AR Solution Corp., Nexon, Roblox Corporation, The Sandbox, Tencent Holdings Ltd., Take-Two, Tencent, Tech Mahindra, Unity Technologies, Inc., Valve.

Global Metaverse Market Segmentation:

By Verticals: Based on the Verticals, Global Metaverse Market is segmented as; Consumer {Gaming and social media (Gaming, Social Media), Live Entertainments and Events (Sports, Music Concerts, Other Events and Conferences, Live entertainment and events)}, Commercial {Retail and E- Commerce (Jewellery and luxury goods, Beauty and cosmetics, Apparel fitting, Home furnishing, Virtual shopping, Retail and ecommerce), Education and Corporate, Travel and Tourism (Virtual hotel tours, Virtual theme parks, Museums, zoos, and other), Real Estate (Virtual property and real estate)}, Healthcare (Diagnostics and Treatment, AR/VR Based Training), Industrial Manufacturing (Digital Factory, Industrial Training, Digital Twins), Other Verticals.

By Components: Based on the Components, Global Metaverse Market is segmented as; Hardware {AR devices (AR Head-Mounted Displays, AR Head-Up Displays), VR Devices (VR Head-Mounted Displays (HMD), Gesture-tracking devices and haptics), MR Devices, Displays (Virtual Mirrors, 3D Displays, Holographic Displays)}, Software {Extended Reality Software, Gaming Engines, Metaverse Platforms (Decentralized Metaverse Platform, Centralized Metaverse Platform), 3D Mapping, Modelling and Reconstruction, Financial Platforms (Traditional finance in metaverse, Decentralized finance in metaverse), Other Software}, Professional Services (Application Development and System Integration, Strategy and Business Consulting Services).

By Platforms: Based on the Components, Global Metaverse Market is segmented as; Platform Analysis (Desktop, Mobile, Headsets).

By End User Industry: Based on the End User, Global Metaverse Market is segmented as; End Use Analysis (BFSI, Retail, Media & Entertainment, Education, Aerospace and Defence, Automotive, Others).

By Offering: Based on the Offerings, Global Metaverse Market is segmented as; Virtual Platforms, Asset Marketplaces, Avatars, Financial Services.

By Region: North America held a dominant position in the metaverse market in terms of region in 2021, and is anticipated to keep this position throughout the forecast period due to the region's high concentration of metaverse technology vendors. However, due to the region's quick technological and economic advancements, Asia-Pacific is anticipated to experience significant growth throughout the projection period. This growth is anticipated to boost the region's adoption of metaverse solutions over the next several years.

Table of Contents

1. Introduction

  • 1.1. Scope of the report
  • 1.2. Market segment analysis

2. Research Methodology

  • 2.1 Research data source
    • 2.1.1 Secondary data
    • 2.1.2 Primary data
    • 2.1.3 SPER's internal database
    • 2.1.4 Premium insight from KOL's
  • 2.2 Market size estimation
    • 2.2.1 Top-down and Bottom-up approach
  • 2.3 Data triangulation

3. Executive Summary

4. Market Dynamics

  • 4.1. Driver, Restraint, Opportunity and Challenges analysis
    • 4.1.1 Drivers
    • 4.1.2 Restraints
    • 4.1.3 Opportunities
    • 4.1.4 Challenges
  • 4.2. COVID-19 Impacts of the Global Metaverse Market

5. Market variables and outlook

  • 5.1. SWOT analysis
    • 5.1.1 Strengths
    • 5.1.2 Weaknesses
    • 5.1.3 Opportunities
    • 5.1.4 Threats
  • 5.2. PESTEL analysis
    • 5.2.1 Political landscape
    • 5.2.2 Economic landscape
    • 5.2.3 Social landscape
    • 5.2.4 Technological landscape
    • 5.2.5 Environmental landscape
    • 5.2.6 Legal landscape
  • 5.3. PORTER'S five forces analysis
    • 5.3.1 Bargaining power of suppliers
    • 5.3.2 Bargaining power of Buyers
    • 5.3.3 Threat of Substitute
    • 5.3.4 Threat of new entrant
    • 5.3.5 Competitive rivalry
  • 5.4. Heat map analysis

6. Global Metaverse Market, By Vertical, 2019-2032 (USD Million)

  • 6.1 Consumer
    • 6.1.1 Gaming and social media
      • 6.1.1.1 Gaming
      • 6.1.1.2 Social Media
    • 6.1.2 Live Entertainments and Events
      • 6.1.2.1 Sports
      • 6.1.2.2 Music Concerts
      • 6.1.2.3 Other Events and Conferences
      • 6.1.2.4 Live entertainment and events: Metaverse use cases
  • 6.2 Commercial
    • 6.2.1 Retail and E- Commerce
      • 6.2.1.1 Jewellery and luxury goods
      • 6.2.1.2 Beauty and cosmetics
      • 6.2.1.3 Apparel fitting
      • 6.2.1.4 Home furnishing
      • 6.2.1.5 Virtual shopping
      • 6.2.1.6 Retail and ecommerce: Metaverse use cases
    • 6.2.2 Education and Corporate
      • 6.2.2.1 Education and corporate: Metaverse use cases
    • 6.2.3 Travel and Tourism
      • 6.2.3.1 Virtual hotel tours
      • 6.2.3.2 Virtual theme parks
      • 6.2.3.3 Museums, zoos, and other
      • 6.2.3.4 Travel and tourism: Metaverse use cases
    • 6.2.4 Real Estate
      • 6.2.4.1 Virtual property and real estate
      • 6.2.4.2 Real estate: Metaverse use cases
  • 6.3 Healthcare
    • 6.3.1 Diagnostics and Treatment
    • 6.3.2 AR/VR Based Training
    • 6.3.3 Healthcare: metaverse uses cases
  • 6.4 Industrial Manufacturing: Metaverse Uses Cases
    • 6.4.1 Digital Factory
    • 6.4.2 Industrial Training
    • 6.4.3 Digital Twins
  • 6.5 Other Verticals

7. Global Metaverse Market, By Components, 2019-2032 (USD Million)

  • 7.1 Hardware
    • 7.1.1 AR Devices
      • 7.1.1.1 AR Head-Mounted Displays (HMD)
      • 7.1.1.2 AR Head-Up Displays (HUD)
    • 7.1.2 VR Devices
      • 7.1.2.1 VR Head-Mounted Displays (HMD)
      • 7.1.2.2 Gesture-tracking devices and haptics
    • 7.1.3 MR Devices
    • 7.1.4 Displays
      • 7.1.4.1 Virtual Mirrors
      • 7.1.4.2 3D Displays
      • 7.1.4.3 Holographic Displays
  • 7.2 Software
    • 7.2.1 Extended Reality Software
    • 7.2.2 Gaming Engines
    • 7.2.3 Metaverse Platforms
      • 7.2.3.1 Decentralized Metaverse Platform
      • 7.2.3.2 Centralized Metaverse Platform
    • 7.2.4 3D Mapping, Modelling and Reconstruction
    • 7.2.5 Financial Platforms
      • 7.2.5.1 Traditional finance in metaverse
      • 7.2.5.2 Decentralized finance in metaverse
    • 7.2.6 Other Software
  • 7.3 Professional Services
    • 7.3.1 Application Development and System Integration
    • 7.3.2 Strategy and Business Consulting Services

8. Global Metaverse Market, By Platform, 2019-2032 (USD Million)

  • 8.1 Platform Analysis
    • 8.1.1 Desktop
    • 8.1.2 Mobile
    • 8.1.3 Headsets

9. Global Metaverse Market, By End User Industry, 2019-2032 (USD Million)

  • 9.1 End Use Analysis
    • 9.1.1. BFSI
    • 9.1.2. Retail
    • 9.1.3. Media & Entertainment
    • 9.1.4. Education
    • 9.1.5. Aerospace and Defense
    • 9.1.6. Automotive
    • 9.1.7. Others

10. Global Metaverse Market, By Offering, 2019-2032 (USD Million)

  • 10.1 Virtual Platforms
  • 10.2 Asset Marketplaces
  • 10.3 Avatars
  • 10.4 Financial Services

11. Global Metaverse Market, By Region, 2019-2032 (USD Million)

  • 11.1. North America
    • 11.1.1. United States
    • 11.1.2. Canada
    • 11.1.3. Mexico
  • 11.2. Europe
    • 11.2.1. Germany
    • 11.2.2. United Kingdom
    • 11.2.3. France
    • 11.2.4. Italy
    • 11.2.5. Spain
    • 11.2.6. Rest of Europe
  • 11.3. Asia-Pacific
    • 11.3.1. China
    • 11.3.2. Japan
    • 11.3.3. India
    • 11.3.4. Australia
    • 11.3.5. South Korea
    • 11.3.6. Rest of Asia-Pacific
  • 11.4. South America
    • 11.4.1. Brazil
    • 11.4.2. Argentina
    • 11.4.3. Rest of South America
  • 11.5. Middle East & Africa
    • 11.5.1. Kingdom of Saudi Arabia
    • 11.5.2. United Arab Emirates
    • 11.5.3. Rest of Middle East & Africa

12. Company Profiles

  • 12.1 Active Theory
  • 12.1.1.Company details
  • 12.1.2.Financial outlook
  • 12.1.3.Product summary
  • 12.1.4.Recent developments
  • 12.2 Accenture
  • 12.2.1.Company details
  • 12.2.2.Financial outlook
  • 12.2.3.Product summary
  • 12.2.4.Recent developments
  • 12.3 Adobe
  • 12.3.1.Company details
  • 12.3.2.Financial outlook
  • 12.3.3.Product summary
  • 12.3.4.Recent developments
  • 12.4 Autodesk Inc.,
  • 12.4.1.Company details
  • 12.4.2.Financial outlook
  • 12.4.3.Product summary
  • 12.4.4.Recent developments
  • 12.5 ByteDance, Ltd.
  • 12.5.1.Company details
  • 12.5.2.Financial outlook
  • 2.5.3.Product summary
  • 12.5.4.Recent developments
  • 12.6 Decentraland
  • 12.6.1.Company details
  • 12.6.2.Financial outlook
  • 12.6.3.Product summary
  • 12.6.4.Recent developments
  • 12.7 Deloitte
  • 12.7.1.Company details
  • 2.7.2.Financial outlook
  • 12.7.3.Product summary
  • 12.7.4.Recent developments
  • 12.8 Epic Games, Inc.
  • 12.8.1.Company details
  • 12.8.2.Financial outlook
  • 12.8.3.Product summary
  • 12.8.4.Recent developments
  • 12.9 Electronic Arts
  • 12.9.1.Company details
  • 12.9.2.Financial outlook
  • 12.9.3.Product summary
  • 12.9.4.Recent developments
  • 12.10 HPE
  • 12.10.1.Company details
  • 12.10.2.Financial outlook
  • 12.10.3.Product summary
  • 12.10.4.Recent developments
  • 12.11 Intel
  • 12.11.1.Company details
  • 12.11.2.Financial outlook
  • 12.11.3.Product summary
  • 12.11.4.Recent developments
  • 12.12 Lilith Games
  • 12.12.1.Company details
  • 12.12.2.Financial outlook
  • 12.12.3.Product summary
  • 12.12.4.Recent developments
  • 12.13 Meta Platforms, Inc
  • 12.13.1.Company details
  • 12.13.2.Financial outlook
  • 12.13.3.Product summary
  • 12.13.4.Recent developments
  • 12.14 Microsoft Corporation
  • 12.14.1.Company details
  • 12.14.2.Financial outlook
  • 12.14.3.Product summary
  • 12.14.4.Recent developments
  • 12.15 NetEase, Inc
  • 12.15.1.Company details
  • 12.15.2.Financial outlook
  • 12.15.3.Product summary
  • 12.15.4.Recent developments
  • 12.16 Nvidia Corporation
  • 12.16.1.Company details
  • 12.16.2.Financial outlook
  • 12.16.3.Product summary
  • 12.16.4.Recent developments
  • 12.17 Nextech AR Solution Corp.
  • 12.17.1.Company details
  • 12.17.2.Financial outlook
  • 12.17.3.Product summary
  • 12.17.4.Recent developments
  • 12.18 Nexon
  • 12.18.1.Company details
  • 12.18.2.Financial outlook
  • 12.18.3.Product summary
  • 12.18.4.Recent developments
  • 12.19 Roblox Corporation
  • 12.19.1.Company details
  • 12.19.2.Financial outlook
  • 12.19.3.Product summary
  • 12.19.4.Recent developments
  • 12.20 The Sandbox
  • 12.20.1.Company details
  • 12.20.2.Financial outlook
  • 12.20.3.Product summary
  • 12.20.4.Recent developments
  • 12.21 Tencent Holdings Ltd.
  • 12.21.1.Company details
  • 12.21.2.Financial outlook
  • 2.21.3.Product summary
  • 12.21.4.Recent developments
  • 12.22 Take-Two
  • 12.22.1.Company details
  • 12.22.2.Financial outlook
  • 12.22.3.Product summary
  • 12.22.4.Recent developments
  • 12.23 Tencent
  • 12.23.1.Company details
  • 12.23.2.Financial outlook
  • 12.23.3.Product summary
  • 12.23.4.Recent developments
  • 12.24 Tech Mahindra
  • 12.24.1.Company details
  • 12.24.2.Financial outlook
  • 12.24.3.Product summary
  • 12.24.4.Recent developments
  • 12.25 Unity Technologies, Inc.
  • 12.25.1.Company details
  • 12.25.2.Financial outlook
  • 12.25.3.Product summary
  • 12.25.4.Recent developments
  • 12.26 Valve
  • 12.26.1.Company details
  • 12.26.2.Financial outlook
  • 12.26.3.Product summary
  • 12.26.4.Recent developments