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市場調查報告書
商品編碼
1902102

元宇宙宇宙娛樂市場-全球產業規模、佔有率、趨勢、機會及預測,依平台、技術、最終用戶、地區及競爭格局分類,2021-2031年預測

Metaverse in Entertainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Platform, By Technology, By End-User By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 181 Pages | 商品交期: 2-3個工作天內

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簡介目錄

全球娛樂元宇宙市場元宇宙將從2025年的700.7億美元成長到2031年的4,277.6億美元,年複合成長率達35.19%。全球娛樂元宇宙市場被定義為一個數位生態系統,它包含持久且沉浸式的虛擬環境,使用者可以透過虛擬化身進行互動,利用延展實境技術參與遊戲、直播活動和社交體驗。

市場概覽
預測期 2027-2031
市場規模:2025年 700.7億美元
市場規模:2031年 4277.6億美元
複合年成長率:2026-2031年 35.19%
成長最快的細分市場 穿戴式裝置
最大的市場 北美洲

主要市場促進因素

延展實境硬體的廣泛應用為娛樂元宇宙的建構奠定了基礎,為使用者體驗3D內容提供了必要的介面。隨著製造商不斷提升顯示保真度和處理能力,高品質虛擬體驗的進入門檻降低,從而擴大了開發者和內容創作者的目標市場。

主要市場挑戰

先進硬體所需的巨額投資是全球元宇宙娛樂市場擴張的一大障礙。高保真沉浸式體驗需要高階虛擬實境頭戴裝置和強大的運算系統,而這些裝置的價格對於一般消費者來說仍然高不可攀。

主要市場趨勢

利用生成式人工智慧進行個人化內容創作,正透過自動化複雜數位資產的生產,迅速改變娛樂元宇宙。開發者們正擴大利用大型語言模型和神經渲染技術,生成動態敘事和智慧非玩家角色,這些角色能夠即時適應用戶交互,從而在降低製作成本的同時,增強沉浸感。

目錄

第1章:產品概述

第2章:研究方法

第3章:執行概要

第4章:顧客之聲

第5章:全球元宇宙在娛樂市場的應用展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按平台(穿戴式裝置、桌上型裝置、行動裝置)
    • 依技術分類(區塊鏈、人工智慧、擴增實境/虛擬實境/擴充實境、混合實境)
    • 按最終用戶(電影製作公司、唱片公司、OTT平台、其他)
    • 按地區
    • 按公司(2025 年)
  • 市場地圖

第6章:北美娛樂市場元宇宙展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:歐洲元宇宙娛樂市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國家分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區元宇宙宇宙娛樂市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東和非洲娛樂市場元宇宙展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美元元宇宙娛樂市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國家分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章:市場動態

  • 促進要素
  • 挑戰

第12章:市場趨勢與發展

  • 併購
  • 產品發布
  • 最新進展

第13章:全球娛樂元宇宙宇宙市場:SWOT分析

第14章:波特五力分析

  • 產業競爭
  • 新進入者的潛力
  • 供應商議價能力
  • 顧客的力量
  • 替代產品的威脅

第15章:競爭格局

  • Aomen City
  • Epic Games Inc.
  • Hungama Digital Media Entertainment Pvt. Ltd.
  • Meta Platforms Inc.
  • Niantic Inc.
  • OverActive Media Corp.
  • Qualcomm Inc.
  • Queppelin
  • Roblox Corp.
  • Tetavi Ltd.

第16章:策略建議

第17章調查會社について,免責事項

簡介目錄
Product Code: 12839

The Global Metaverse in Entertainment Market will grow from USD 70.07 Billion in 2025 to USD 427.76 Billion by 2031 at a 35.19% CAGR. The Global Metaverse in Entertainment Market is defined as a digital ecosystem comprising persistent and immersive virtual environments where users interact through avatars to engage in gaming, live events, and social experiences using extended reality technologies.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 70.07 Billion
Market Size 2031USD 427.76 Billion
CAGR 2026-203135.19%
Fastest Growing SegmentWearables
Largest MarketNorth America

Key Market Drivers

The widespread adoption of Extended Reality hardware serves as a foundational catalyst for the entertainment metaverse, providing the necessary interface for users to experience three-dimensional content. As manufacturers improve display fidelity and processing capabilities, the barrier to entry for high-quality virtual experiences lowers, thereby expanding the addressable market for developers and content creators. This hardware proliferation is evidenced by the continued financial traction of major mixed reality divisions.

Key Market Challenges

The substantial investment required for advanced hardware constitutes a significant barrier to the expansion of the Global Metaverse in Entertainment Market. High-fidelity immersive experiences necessitate premium virtual reality headsets and robust computing systems, which command price points that remain prohibitive for the average consumer. This economic threshold effectively segments the market, confining participation to a niche demographic of enthusiasts and early adopters while excluding the mass audience required for widespread commercial success.

Key Market Trends

Utilization of Generative AI for Personalized Content Creation is rapidly transforming the entertainment metaverse by automating the production of complex digital assets. Developers are increasingly leveraging large language models and neural rendering to generate dynamic narratives and intelligent non-player characters that adapt in real-time to user interactions, thereby reducing production costs while enhancing immersion.

Key Market Players

  • Aomen City
  • Epic Games Inc.
  • Hungama Digital Media Entertainment Pvt. Ltd.
  • Meta Platforms Inc.
  • Niantic Inc.
  • OverActive Media Corp.
  • Qualcomm Inc.
  • Queppelin
  • Roblox Corp.
  • Tetavi Ltd.

Report Scope:

In this report, the Global Metaverse in Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Metaverse in Entertainment Market, By Platform:

  • Wearables
  • Desktop
  • Mobile

Metaverse in Entertainment Market, By Technology:

  • Blockchain
  • AI
  • AR/VR/XR
  • MR

Metaverse in Entertainment Market, By End-User:

  • Film Production Companies
  • Music Labels
  • OTT Platforms
  • Others

Metaverse in Entertainment Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Metaverse in Entertainment Market.

Available Customizations:

Global Metaverse in Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Metaverse in Entertainment Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Platform (Wearables, Desktop, Mobile)
    • 5.2.2. By Technology (Blockchain, AI, AR/VR/XR, MR)
    • 5.2.3. By End-User (Film Production Companies, Music Labels, OTT Platforms, Others)
    • 5.2.4. By Region
    • 5.2.5. By Company (2025)
  • 5.3. Market Map

6. North America Metaverse in Entertainment Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Platform
    • 6.2.2. By Technology
    • 6.2.3. By End-User
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Metaverse in Entertainment Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Platform
        • 6.3.1.2.2. By Technology
        • 6.3.1.2.3. By End-User
    • 6.3.2. Canada Metaverse in Entertainment Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Platform
        • 6.3.2.2.2. By Technology
        • 6.3.2.2.3. By End-User
    • 6.3.3. Mexico Metaverse in Entertainment Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Platform
        • 6.3.3.2.2. By Technology
        • 6.3.3.2.3. By End-User

7. Europe Metaverse in Entertainment Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Platform
    • 7.2.2. By Technology
    • 7.2.3. By End-User
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Metaverse in Entertainment Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Platform
        • 7.3.1.2.2. By Technology
        • 7.3.1.2.3. By End-User
    • 7.3.2. France Metaverse in Entertainment Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Platform
        • 7.3.2.2.2. By Technology
        • 7.3.2.2.3. By End-User
    • 7.3.3. United Kingdom Metaverse in Entertainment Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Platform
        • 7.3.3.2.2. By Technology
        • 7.3.3.2.3. By End-User
    • 7.3.4. Italy Metaverse in Entertainment Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Platform
        • 7.3.4.2.2. By Technology
        • 7.3.4.2.3. By End-User
    • 7.3.5. Spain Metaverse in Entertainment Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Platform
        • 7.3.5.2.2. By Technology
        • 7.3.5.2.3. By End-User

8. Asia Pacific Metaverse in Entertainment Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Platform
    • 8.2.2. By Technology
    • 8.2.3. By End-User
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Metaverse in Entertainment Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Platform
        • 8.3.1.2.2. By Technology
        • 8.3.1.2.3. By End-User
    • 8.3.2. India Metaverse in Entertainment Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Platform
        • 8.3.2.2.2. By Technology
        • 8.3.2.2.3. By End-User
    • 8.3.3. Japan Metaverse in Entertainment Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Platform
        • 8.3.3.2.2. By Technology
        • 8.3.3.2.3. By End-User
    • 8.3.4. South Korea Metaverse in Entertainment Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Platform
        • 8.3.4.2.2. By Technology
        • 8.3.4.2.3. By End-User
    • 8.3.5. Australia Metaverse in Entertainment Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Platform
        • 8.3.5.2.2. By Technology
        • 8.3.5.2.3. By End-User

9. Middle East & Africa Metaverse in Entertainment Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Platform
    • 9.2.2. By Technology
    • 9.2.3. By End-User
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Metaverse in Entertainment Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Platform
        • 9.3.1.2.2. By Technology
        • 9.3.1.2.3. By End-User
    • 9.3.2. UAE Metaverse in Entertainment Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Platform
        • 9.3.2.2.2. By Technology
        • 9.3.2.2.3. By End-User
    • 9.3.3. South Africa Metaverse in Entertainment Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Platform
        • 9.3.3.2.2. By Technology
        • 9.3.3.2.3. By End-User

10. South America Metaverse in Entertainment Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Platform
    • 10.2.2. By Technology
    • 10.2.3. By End-User
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Metaverse in Entertainment Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Platform
        • 10.3.1.2.2. By Technology
        • 10.3.1.2.3. By End-User
    • 10.3.2. Colombia Metaverse in Entertainment Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Platform
        • 10.3.2.2.2. By Technology
        • 10.3.2.2.3. By End-User
    • 10.3.3. Argentina Metaverse in Entertainment Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Platform
        • 10.3.3.2.2. By Technology
        • 10.3.3.2.3. By End-User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Metaverse in Entertainment Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Aomen City
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Epic Games Inc.
  • 15.3. Hungama Digital Media Entertainment Pvt. Ltd.
  • 15.4. Meta Platforms Inc.
  • 15.5. Niantic Inc.
  • 15.6. OverActive Media Corp.
  • 15.7. Qualcomm Inc.
  • 15.8. Queppelin
  • 15.9. Roblox Corp.
  • 15.10. Tetavi Ltd.

16. Strategic Recommendations

17. About Us & Disclaimer