Metaverse Market by Component (Hardware (AR Devices, VR Devices, MR Devices), Software, Professional Services), Vertical (Consumer, Commercial, Industrial Manufacturing), & Region (North America, APAC, Europe, MEA, Latin America) - Global Forecast to 2030

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Date: 06-Oct-2023
No. of pages: 359
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A key trend expected to drive the metaverse market is the increasing adoption of AR, VR, MR, and extended reality, which help deliver sensory experiences like touching a specific object or moving around within virtual reality.

The global metaverse market is expected to grow from 83.9 Billion in 2023 to USD 1,303.4 Billion by 2030 at a Compound Annual Growth Rate (CAGR) of 48.0% during the forecast period. The video game industry has played a significant role in developing the metaverse, as many online games and platforms offer immersive virtual worlds with user-generated content and economies. The metaverse has applications beyond entertainment, including education and collaboration. Virtual classrooms, conferences, and workspaces are becoming more prevalent.

 “VR Devices segment to have largest market size during the forecast period.”

VR devices provide an environment with realistic images and sounds. Enterprises and consumers use VR devices for gaming, entertainment, and training applications in the enterprises and healthcare industries. This section explains different types of VR devices, including HMDs, projectors and display walls, and gesture-tracking devices, in detail. Some examples are Meta Quest 2, HTC Vive Cosmos, Oculus Rift S, HTC Vive Pro, and Varjo VR-3.

Use cases:


  • Gaming and Entertainment: VR is well-known for its immersive gaming experiences, where users are fully engaged in virtual worlds, interact with objects, and participate in realistic gameplay.

  • Training and Simulation: Businesses use VR for training simulations in aviation, medicine, military, and industrial sectors. Trainees can practice in safe and controlled virtual environments.

  • Education and Learning: VR provides interactive educational experiences, from virtual field trips to complex scientific simulations, enhancing engagement and understanding.


“Consumer vertical to hold the largest market size during the forecast period.”

The consumer segment comprises gaming, social media, sports, live entertainment, concerts, and other events. Various entertainment applications include museums (archeology), theme parks, art galleries, and exhibitions. Metaverse and the extended reality technology offer remarkable visual effects when used in gaming and sports broadcasts. The gaming sector has been an early adopter of new 3D, VR, and MR technologies. These technologies can enhance players’ gaming experience by creating virtual objects and characters linked to defined locations in the real world. Players can easily interact with digital objects in the real world.

Metaverse is a concept that has gained significant attention and traction in recent years, especially in the consumer technology space. Here are some ways the metaverse is impacting consumers:


  • AR and VR: Consumer adoption of VR and AR technologies is vital to the metaverse concept. VR headsets, like Oculus Rift and HTC Vive, and AR applications like Pokémon GO provide users with immersive experiences. These technologies can be used for gaming, social interactions, and even education, bridging the metaverse.

  • Gaming and Entertainment: The gaming industry is at the forefront of metaverse development. Games like Fortnite, Roblox, and Minecraft are evolving into metaverse-like experiences where users can socialize, build, and engage in various activities within a shared virtual space. Users purchase virtual goods and assets; some even earn a living through in-game actions.

  • Social Interaction: Social media platforms and communication tools are integrating metaverse elements. Facebook, for instance, rebranded itself as Meta, emphasizing its commitment to building the metaverse; this suggests that future social interactions may increasingly occur in virtual spaces, with avatars and digital environments.


“Metaverse market in Asia Pacific to grow at the highest CAGR during the forecast period.”

The metaverse market in the Asia Pacific will experience extensive growth opportunities due to high consumer spending, internet penetration, and the rising adoption of advanced technologies, such as XR, AI, and cloud. The presence of many display panel manufacturers in the region has increased demand for the latest display technologies, such as 3D and holographic displays.

Consumer electronics, retail, banking, financial services, and insurance (BFSI), healthcare, transportation, and sports and entertainment industries would contribute substantially to the market growth in the region. These industries offer significant growth potential for the market due to the increasing awareness among consumers and the rising adoption of new technologies in various sectors, especially in China, India, and South Korea. The expanding number of players in the region will drive the growth of the metaverse market in Asia Pacific. The thriving commercial and consumer demands are a key factor driving the development of the metaverse market in the region, as these markets are witnessing increased investments in countries such as Japan and China. The use of metaverse has increased in commercial and consumer markets in Asia Pacific owing to the region’s easy availability of metaverse technology. The low-priced VR headsets are readily available in countries of Asia Pacific; this, in turn, helps the market in the region to grow at a high pace.

Further, our team conducted in-depth interviews with the Chief Executive Officers (CEOs), Chief Marketing Officers (CMO), Chief Operating Officers (COOs), Chief Technology Officers (CTOs), Vice Presidents (VPs), Managing Directors (MDs), domain heads, technology and innovation directors, and related key executives from various prominent companies and organizations operating in the Metaverse market.


  • By Company – Tier 1–29%, Tier 2–45%, and Tier 3–26%

  • By Designation – C-Level Executives–30%, Director Level–25%, and Others–45%

  • By Region – North America–40%, Europe–30%,  Asia Pacific–25%, RoW – 5%


The key players in the metaverse market are Microsoft (US), Sony (Japan), Meta (US), HTC (Taiwan), Google (US), Apple (US), Qualcomm (US), Samsung (South Korea), Activision Blizzard (US), NetEase (China), Electronic Arts (US), Take-Two (US), Tencent (China), Nexon (Japan), Epic Games (US), Unity (US), Valve (US), Accenture (Ireland), Adobe (US), HPE (US), Deloitte (UK), Tech Mahindra (India), Ansys (US), Autodesk (US), Intel (US), ByteDance (China), NVIDIA (US), Epson (Japan), Panasonic (Japan), EON Reality (US), Roblox (US), Lenovo (China), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (US), VR Chat (US), Decentraland (US), Sandbox VR (US), and Quidient (US). The study includes an in-depth competitive analysis of these key players in the Metaverse market with their company profiles, recent developments, and key market strategies.

Research Coverage

The research study covered inputs, insights, trends, and happenings from secondary sources, primary sources, stakeholders’ interviews, and surveys. Secondary sources include information from databases and repositories such as D&B Hoovers, Bloomberg, Factiva, and CoinDesk. We fetched primary data from supply-side industry experts who hold the chair of Chief Executive Officer (CEO), Chief Technological Officer (CTO), Chief Operating Officer (COO), Vice-President (VP) of IT, and Managing Director (MD), among others. A few of our critical primary respondents are Accenture, Cisco, and HCLTech, among others. We also reached out to a few startups during our primary interviews. Additionally, we have taken information and statistical and historical data from a few government associations, public sources, webinar and seminar transcripts, journals, conferences, and events.

Reasons to buy this report:

The report will help the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall metaverse market and the subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. The report also helps stakeholders understand the market pulse and provides information on key market drivers, restraints, challenges, and opportunities. The report incorporates a critical section comprising the company profiles in the market, in which it has exhaustively evaluated the vendors in terms of product portfolio offerings and business strategies followed; this will give a holistic view of the current standing of the key players in the market and the ongoing developments encompassing partnerships, agreements, collaborations, mergers and acquisitions, joint ventures, new product or service launches, and business expansions. This evaluation will help the buyers understand how the major vendors are achieving service differentiation, and buyers can understand the need gap analysis for the existing services and new services needed to cater to these newly developed solutions for this market. The report can help the buyers understand significant benefits as well as driving factors that are becoming key growth drivers of the development of buyers in these services.

The report provides insights on the following pointers.


  • Analysis of key drivers (increasing demand in the entertainment and gaming industry, virtualization in fashion, art, and retail sectors), restraints (high installation and maintenance costs of high-end metaverse components), opportunities (continuous development in 5G technology), and challenges (health and mental issues from excessive use) influencing the growth of the metaverse market

  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the metaverse market

  • Market Development: Comprehensive information about lucrative markets – the report analyses the metaverse market across varied regions.

  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the metaverse market

  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players, like include Microsoft (US), Sony (Japan), Meta (US), HTC (Taiwan), Google (US), Apple (US), Qualcomm (US), Samsung (South Korea), Activision Blizzard (US), NetEase (China), Electronic Arts (US), Take-Two (US), Tencent (China), Nexon (Japan), Epic Games (US), Unity (US), Valve (US), Accenture (Ireland), Adobe (US), HPE (US), Deloitte (UK), Tech Mahindra (India), Ansys (US), Autodesk (US), Intel (US), ByteDance (China), NVIDIA (US), Epson (Japan), Panasonic (Japan), EON Reality (US), Roblox (US), Lenovo (China), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (US), VR Chat (US), Decentraland (US), Sandbox VR (US), and Quidient (US) in the metaverse market. The report also helps stakeholders understand the competitive analysis of these market players.

Metaverse Market by Component (Hardware (AR Devices, VR Devices, MR Devices), Software, Professional Services), Vertical (Consumer, Commercial, Industrial Manufacturing), & Region (North America, APAC, Europe, MEA, Latin America) - Global Forecast to 2030

Table Of Contents

1 Introduction 41
1.1 Study Objectives 41
1.2 Market Definition 41
1.2.1 Inclusions And Exclusions 42
1.3 Market Scope 43
1.3.1 Market Segmentation 43
1.3.2 Regions Covered 44
1.4 Years Considered 44
1.5 Currency Considered 45
Table 1 Usd Exchange Rates, 2018–2022 45
1.6 Stakeholders 45
1.7 Summary Of Changes 46

2 Research Methodology 47
2.1 Research Data 47
Figure 1 Metaverse Market: Research Design 48
2.1.1 Secondary Data 48
Table 2 List Of Key Secondary Sources 49
2.1.2 Primary Data 49
2.1.2.1 Breakup Of Primary Profiles 50
2.1.2.2 Key Industry Insights 50
2.2 Market Forecast: Factor Impact Analysis 51
Table 3 Factor Analysis 51
2.3 Market Size Estimation 52
Figure 2 Metaverse Market: Top-Down And Bottom-Up Approaches 52
2.3.1 Top-Down Approach 53
Figure 3 Market Size Estimation Methodology: Top-Down Approach 53
2.3.2 Bottom-Up Approach 53
Figure 4 Market Size Estimation Methodology: Bottom-Up Approach 54
Figure 5 Metaverse Market: Research Flow 54
2.3.3 Market Estimation Approaches 54
2.3.3.1 Supply-Side Approach 54
Figure 6 Market Size Estimation Methodology: Supply-Side Analysis 55
Figure 7 Supply-Side Market Size Estimation: Revenue Of Vendors Offering Metaverse Hardware, Software, And Services 55
Figure 8 Market Projections From Supply Side 56
2.3.3.2 Demand-Side Approach 56
Figure 9 Demand-Side Approach: Revenue Generated From Different Verticals 56
Figure 10 Market Projections From Demand-Side 57
2.4 Data Triangulation 57
Figure 11 Metaverse Market: Data Triangulation 57
2.5 Recession Impact And Research Assumptions 58
2.5.1 Recession Impact 58
2.5.2 Research Assumptions 59
2.6 Limitations And Risk Assessment 60

3 Executive Summary 61
Table 4 Metaverse Market Size And Growth, 2018–2022 (Usd Million, Y-O-Y) 62
Table 5 Metaverse Market Size And Growth, 2023–2030 (Usd Million, Y-O-Y) 62
Figure 12 Global Metaverse Market To Witness Significant Growth 62
3.1 Overview Of Impact Of Recession On Metaverse Market 63
3.1.1 Pre-Recession Scenario 63
3.1.2 Post-Recession Scenario 63
Figure 13 North America To Account For Largest Share In 2023 64
Figure 14 Fastest-Growing Segments Of Metaverse Market 65

4 Premium Insights 67
4.1 Attractive Market Opportunities In Metaverse Market 67
Figure 15 Xr-Based Technological Transformations In Social Networking, Online Video Gaming, And Live Entertainment To Drive Metaverse Market Growth 67
4.2 Metaverse Market, By Component 67
Figure 16 Metaverse Software To Be Dominant Market In 2023 And 2030 67
4.2.1 Metaverse Hardware Market, By Type 68
Figure 17 Vr Devices To Account For Largest Metaverse Hardware Market Share In 2023 And 2030 68
4.2.2 Metaverse Software Market, By Type 68
Figure 18 Extended Reality Software To Be Largest Software Market In 2023 And 2030 68
4.3 Metaverse Market, By Vertical 68
Figure 19 Consumer Vertical To Account For Largest Market Share In 2023 And 2030 68
4.4 Metaverse Market Regional Scenario 69
Figure 20 Asia Pacific To Emerge As Best Market For Investments In Next Seven Years 69

5 Market Overview And Industry Trends 70
5.1 Introduction 70
5.2 Market Dynamics 70
Figure 21 Market Dynamics: Metaverse Market 70
5.2.1 Drivers 71
5.2.1.1 Increase In Demand From Entertainment And Gaming Industries 71
Figure 22 Number Of Mobilear Active User Devices Worldwide From 2019 To 2024 (Billion) 71
5.2.1.2 Emerging Opportunities From Adjacent Markets 72
Table 6 Market Size And Growth Rates Of Adjacent Markets 72
Figure 23 Evolution Of Metaverse 72
5.2.1.3 Virtualization In Fashion, Art, And Retail Industries 72
5.2.1.4 Surge In Deployment In Education Sector And Industrial Training 73
5.2.1.5 Increase In Adoption Of Metaverse In Healthcare Sector 73
5.2.1.6 Availability Of Affordable Hardware 74
5.2.1.7 Increase In ‘Zoom Fatigue’ Resulting In Rise In Adoption Of Metaverse Technologies 74
5.2.2 Restraints 75
5.2.2.1 High Installation And Maintenance Costs Of High-End Metaverse Components 75
5.2.2.2 Regulations Pertaining To Cybersecurity, Privacy, And Usage Standards 76
5.2.3 Opportunities 76
5.2.3.1 Incorporation Of Metaverse And Adjacent Technologies In Aerospace & Defense Sector 76
5.2.3.2 Continuous Developments In 5g Technology 77
Figure 24 5g Users Spend More Time In Metaverse (Hours/Week) 77
5.2.3.3 Emergence Of Virtual Experiences In Corporate And Hospitality Sectors 77
5.2.4 Challenges 78
5.2.4.1 Local Government Restrictions Coupled With Environmental Impact 78
5.2.4.2 Health And Mental Issues From Excessive Use 78
5.3 Case Study Analysis 79
5.3.1 Rezzil Deployed Rigorous Training Assistance For Professional Athletes To Participate In Without Physical Strain 79
5.3.2 Samsung Created Virtual Store In New York Via Decentraland 79
5.3.3 Unity Helped Hyundai With Meta-Factory Setup 80
5.3.4 H&M Launched Virtual Store, Entering Fashion Space Of Metaverse 80
5.3.5 Tanishq Entered Jewelry Retail Space Of Metaverse 81
5.3.6 Tech Mahindra Aimed To Leverage Metaverse Capabilities For Automotive Industry 81
5.3.7 Stanford Entered Metaverse To Make Virtual Interaction Engaging 81
5.3.8 Guanajuato International Film Festival Went Virtual During Pandemic 82
5.3.9 Virtual 3d Retail Cpg Store Introduced 82
5.3.10 Kaleidoscope Innovation Platformed Virtual Environment Of Canon Medical 82
5.3.11 Aws Aimed To Help Volkswagen Group Speed Up Preparing 3d Data And Remote Rendering Process 83
5.3.12 Microsoft Offered Time-Efficient Airplane Wiring Approach To Boeing 83
5.3.13 Amd Used Map Building To Elevate Fortnite Gaming Experience 84
5.3.14 Zepeto Created Seamless Integration Of Virtual Experiences And Fashion Using Metaverse 84
5.4 Supply Chain Analysis 84
Figure 25 Metaverse Market: Supply Chain 86
5.5 Ecosystem Analysis 86
Figure 26 Metaverse Market: Ecosystem 87
Table 7 Metaverse Market: Companies And Their Role In Ecosystem 87
5.6 Technological Analysis 89
5.6.1 Technology Stack 89
Figure 27 Metaverse Market: Technologies 89
5.6.2 Infrastructure Level 89
5.6.2.1 5g Network 89
5.6.2.2 Internet Of Things 90
5.6.2.3 Cloud And Edge Computing 90
5.6.3 Design And Development Level 90
5.6.3.1 Blockchain 90
5.6.3.2 3d Modeling And Real-Time Rendering 91
5.6.3.3 Artificial Intelligence, Natural Language Processing, And Computer Vision 91
5.6.4 Human Interaction Level 91
5.6.4.1 Virtual Reality 91
5.6.4.2 Augmented Reality 92
5.6.4.2.1 Mobile Augmented Reality 92
Table 8 Use Cases Of Mobilear 92
5.6.4.2.2 Monitor-Based Ar Technology 93
5.6.4.2.3 Near-Eye-Based Ar Technology 93
5.6.4.2.4 Webar 94
Table 9 Use Cases Of Webar 94
5.6.4.3 Mixed Reality 94
5.7 Patent Analysis 95
Figure 28 Number Of Patents Granted, 2012–2022 95
Figure 29 Top Five Global Patent Owners 95
Table 10 Us: Top Ten Patent Owners 95
Table 11 Key Patents In Metaverse Market 96
5.8 Porter’s Five Forces Model 98
Figure 30 Metaverse Market: Porter’s Five Forces Analysis 98
Table 12 Metaverse Market: Porter’s Five Forces Analysis 98
5.8.1 Threat From New Entrants 99
5.8.2 Threat From Substitutes 99
5.8.3 Bargaining Power Of Suppliers 99
5.8.4 Bargaining Power Of Buyers 100
5.8.5 Intensity Of Competitive Rivalry 100
5.9 Pricing Analysis 100
5.9.1 Average Selling Price Trend Of Key Players, By Hardware 100
Table 13 Average Selling Price Of Metaverse Headsets Offered By Key Players 101
Figure 31 Average Selling Price Of Metaverse Mr Headsets Offered By Key Players (Usd) 101
5.9.2 Average Selling Price Trend Of Key Players, By Software 102
Table 14 Average Selling Price Trend Of Sdks Offered By Key Players 102
Table 15 Average Selling Price Trend Of Metaverse Software Offered By Key Players 103
5.9.3 Average Selling Price Trend Of Hardware, By Region 104
Figure 32 Average Selling Price Trend Of Mr Devices, By Region 104
5.10 Trade Analysis 104
5.10.1 Import Scenario 104
Table 16 Import Data, By Country, 2017–2021 (Usd Million) 105
5.10.2 Export Scenario 105
Table 17 Export Data, By Country, 2017–2021 (Usd Million) 105
5.11 Regulatory Landscape 106
5.11.1 Regulatory Bodies, Government Agencies, And Other Organizations 106
Table 18 North America: List Of Regulatory Bodies, Government Agencies, And Other Organizations 106
Table 19 Europe: List Of Regulatory Bodies, Government Agencies, And Other Organizations 107
Table 20 Asia Pacific: List Of Regulatory Bodies, Government Agencies, And Other Organizations 109
Table 21 Row: List Of Regulatory Bodies, Government Agencies, And Other Organizations 110
5.11.2 Regulatory Implications And Industry Standards 111
5.12 Key Stakeholders And Buying Criteria 113
5.12.1 Key Stakeholders In Buying Process 113
Figure 33 Influence Of Stakeholders On Buying Process For Major End-Use Verticals 113
Table 22 Influence Of Stakeholders On Buying Process For Major End-Use Verticals 113
5.12.2 Buying Criteria 114
Figure 34 Key Buying Criteria For Major End-Use Verticals 114
Table 23 Key Buying Criteria For Major End-Use Verticals 114
5.13 Trends/Disruptions Impacting Buyers 114
Figure 35 Metaverse Market: Trends/Disruptions Impacting Buyers 114
5.14 Metaverse Market: Business Model Analysis 115
Figure 36 Metaverse Market: Business Models 115
5.14.1 Business Model For Hardware Vendors 116
5.14.2 Business Model For Software Vendors 116
5.14.3 Business Model For Service Vendors 116
5.14.4 Revenue Generation Models 117
5.14.5 Partnerships & Ecosystem 117
5.15 Key Conferences And Events 117
Table 24 Metaverse Market: Detailed List Of Conferences And Events, 2023–2024 117
5.16 Potential Outlook Of Metaverse Industry Beyond 2030 119
Table 25 Metaverse Market Scenario 119
Table 26 Metaverse Technology Future Roadmap 120
Figure 37 Number Of Gamers In Metaverse, 2020–2030 (Billion) 121
Table 27 Impact Of Web 2.0 And 3.0 121

6 Metaverse Market, By Component 123
6.1 Introduction 124
Figure 38 Software Segment To Account For Largest Market Size During Forecast Period 124
Table 28 Metaverse Market, By Component, 2018–2022 (Usd Million) 124
Table 29 Metaverse Market, By Component, 2023–2030 (Usd Million) 125
6.2 Hardware 125
6.2.1 Hardware Innovation To Be Significant In Shaping How People Engage With Virtual Worlds And Digital Content 125
6.2.2 Hardware: Metaverse Market Drivers 126
Figure 39 Vr Devices To Be Largest Hardware Market For Metaverse During Forecast Period 126
Table 30 Metaverse Hardware Market, By Region, 2018–2022 (Usd Million) 127
Table 31 Metaverse Hardware Market, By Region, 2023–2030 (Usd Million) 127
Table 32 Metaverse Hardware Market, By Type, 2018–2022 (Usd Million) 127
Table 33 Metaverse Hardware Market, By Type, 2023–2030 (Usd Million) 128
6.2.3 Ar Devices 128
Table 34 Ar Devices In Metaverse Market, By Region, 2018–2022 (Usd Million) 129
Table 35 Ar Devices In Metaverse Market, By Region, 2023–2030 (Usd Million) 129
6.2.3.1 Ar Head-Mounted Displays (Hmd) 129
6.2.3.1.1 Ar Smart Glasses 130
6.2.3.1.2 Smart Helmets 130
6.2.3.2 Ar Head-Up Displays (Hud) 131
6.2.4 Vr Devices 131
Table 36 Vr Devices In Metaverse Market, By Region, 2018–2022 (Usd Million) 132
Table 37 Vr Devices In Metaverse Market, By Region, 2023–2030 (Usd Million) 132
6.2.4.1 Vr Head-Mounted Display (Hmd) 133
6.2.4.2 Gesture-Tracking Devices & Haptics 133
6.2.4.2.1 Data Gloves/Haptics 134
6.2.4.2.2 Other Gesture-Tracking Devices 134
6.2.5 Mr Devices 134
Table 38 Mr Devices In Metaverse Market, By Region, 2018–2022 (Usd Million) 135
Table 39 Mr Devices In Metaverse Market, By Region, 2023–2030 (Usd Million) 135
6.2.6 Displays 136
Table 40 Displays In Metaverse Market, By Region, 2018–2022 (Usd Million) 136
Table 41 Displays In Metaverse Market, By Region, 2023–2030 (Usd Million) 136
6.2.6.1 3d Displays 136
6.2.6.2 Holographic Displays 136
6.2.6.3 Virtual Mirrors 137
6.3 Software 137
6.3.1 Tools To Design, Create, And Test Ar, Vr, And Mr Experiences 137
6.3.2 Software: Metaverse Market Drivers 138
Figure 40 Extended Reality Software To Be Largest Software Market During Forecast Period 138
Table 42 Metaverse Software Market, By Region, 2018–2022 (Usd Million) 139
Table 43 Metaverse Software Market, By Region, 2023–2030 (Usd Million) 139
Table 44 Metaverse Software Market, By Type, 2018–2022 (Usd Million) 139
Table 45 Metaverse Software Market, By Type, 2023–2030 (Usd Million) 140
6.3.3 Extended Reality Software 140
Table 46 Extended Reality Software In Metaverse Market, By Region, 2018–2022 (Usd Million) 140
Table 47 Extended Reality Software In Metaverse Market, By Region, 2023–2030 (Usd Million) 141
6.3.3.1 Software Development Kits 141
6.3.3.1.1 Case Study: Tendar Used Arcore Sdk For Behavioral Data Reading 141
6.3.3.2 Cloud-Based Services 142
6.3.3.2.1 Case Study: Vr Group Boosted Cloud Application Performance And Reduced Costs 142
6.3.4 Gaming Engines 143
Table 48 Gaming Engines In Metaverse Market, By Region, 2018–2022 (Usd Million) 143
Table 49 Gaming Engines In Metaverse Market, By Region, 2023–2030 (Usd Million) 143
6.3.5 3d Mapping, Modeling, And Reconstruction 144
Table 50 3d Mapping, Modeling, And Reconstruction In Metaverse Market, By Region, 2018–2022 (Usd Million) 144
Table 51 3d Mapping, Modeling, And Reconstruction In Metaverse Market, By Region, 2023–2030 (Usd Million) 144
6.3.5.1 Volumetric Video 144
6.3.6 Metaverse Platforms 145
Table 52 Metaverse Platforms Market, By Region, 2018–2022 (Usd Million) 146
Table 53 Metaverse Platforms Market, By Region, 2023–2030 (Usd Million) 146
6.3.6.1 Centralized Metaverse Platforms 146
6.3.6.2 Decentralized Metaverse Platforms 146
6.3.7 Financial Platforms 147
Table 54 Financial Platforms In Metaverse Market, By Region, 2018–2022 (Usd Million) 148
Table 55 Financial Platforms In Metaverse Market, By Region, 2023–2030 (Usd Million) 148
6.3.7.1 Traditional Finance In Metaverse 148
6.3.7.1.1 Digital Payment Gateways 148
6.3.7.1.2 Central Bank Digital Currency (Cbdc) 148
6.3.7.2 Decentralized Finance In Metaverse 149
6.3.7.2.1 Cryptocurrency 149
6.3.7.2.2 In-Game Tokens 149
6.3.7.2.3 Non-Fungible Tokens 149
6.3.8 Other Software 150
Table 56 Other Metaverse Software Market, By Region, 2018–2022 (Usd Million) 150
Table 57 Other Metaverse Software Market, By Region, 2023–2030 (Usd Million) 150
6.4 Professional Services 151
6.4.1 Delivering Various Specialized Expertise And Solutions Within Virtual Environments 151
6.4.2 Professional Services: Metaverse Market Drivers 151
Figure 41 Strategy & Business Consulting Services To Be Larger Professional Services Segment During Forecast Period 151
Table 58 Metaverse Professional Services Market, By Region, 2018–2022 (Usd Million) 151
Table 59 Metaverse Professional Services Market, By Region, 2023–2030 (Usd Million) 152
Table 60 Metaverse Professional Services Market, By Type, 2018–2022 (Usd Million) 152
Table 61 Metaverse Professional Services Market, By Type, 2023–2030 (Usd Million) 152
6.4.3 Application Development & System Integration 152
Table 62 Application Development & System Integration In Metaverse Market, By Region, 2018–2022 (Usd Million) 153
Table 63 Application Development & System Integration In Metaverse Market, By Region, 2023–2030 (Usd Million) 153
6.4.4 Strategy & Business Consulting Services 153
Table 64 Strategy & Business Consulting Services In Metaverse Market, By Region, 2018–2022 (Usd Million) 154
Table 65 Strategy & Business Consulting Services In Metaverse Market, By Region, 2023–2030 (Usd Million) 154

7 Metaverse Market, By Vertical 155
7.1 Introduction 156
Figure 42 Consumer Vertical To Be Dominant During Forecast Period 156
Table 66 Metaverse Market, By Vertical, 2018–2022 (Usd Million) 156
Table 67 Metaverse Market, By Vertical, 2023–2030 (Usd Million) 157
7.2 Consumer 157
7.2.1 Gamers: Early Adopters Of Metaverse Technologies With New Dimensions Of Gameplay, Social Interaction, And Exploration 157
7.2.2 Consumer Vertical: Metaverse Market Drivers 157
Table 68 Metaverse Market In Consumer Vertical, By Region, 2018–2022 (Usd Million) 158
Table 69 Metaverse Market In Consumer Vertical, By Region, 2023–2030 (Usd Million) 158
Table 70 Metaverse Market In Consumer Vertical, By Subvertical, 2018–2022 (Usd Million) 158
Table 71 Metaverse Market In Consumer Vertical, By Subvertical, 2023–2030 (Usd Million) 159
7.2.3 Gaming & Social Media 159
Table 72 Metaverse Market In Gaming & Social Media, By Region, 2018–2022 (Usd Million) 159
Table 73 Metaverse Market In Gaming & Social Media, By Region, 2023–2030 (Usd Million) 159
7.2.3.1 Gaming 160
7.2.3.1.1 Gaming: Metaverse Use Cases 160
Table 74 Gaming: Metaverse Use Cases 160
7.2.3.2 Social Media 161
7.2.4 Live Entertainment & Events 161
Table 75 Metaverse Market In Live Entertainment & Events, By Region, 2018–2022 (Usd Million) 162
Table 76 Metaverse Market In Live Entertainment & Events, By Region, 2023–2030 (Usd Million) 162
7.2.4.1 Sports 162
7.2.4.2 Music Concerts 163
7.2.4.3 Other Events & Conferences 163
7.2.4.4 Live Entertainment & Events: Metaverse Use Cases 164
Table 77 Live Entertainment & Events: Metaverse Use Cases 164
7.3 Commercial 165
7.3.1 Commercial Interests Instrumental In Advancing Metaverse's Development 165
7.3.2 Commercial Vertical: Metaverse Market Drivers 165
Table 78 Metaverse Market In Commercial Vertical, By Region, 2018–2022 (Usd Million) 166
Table 79 Metaverse Market In Commercial Vertical, By Region, 2023–2030 (Usd Million) 166
Table 80 Metaverse Market In Commercial Vertical, By Subvertical, 2018–2022 (Usd Million) 166
Table 81 Metaverse Market In Commercial Vertical, By Subvertical, 2023–2030 (Usd Million) 167
7.3.3 Retail & Ecommerce 167
Table 82 Metaverse Market In Retail & Ecommerce Vertical, By Region, 2018–2022 (Usd Million) 168
Table 83 Metaverse Market In Retail & Ecommerce Vertical, By Region, 2023–2030 (Usd Million) 168
7.3.3.1 Jewelry & Luxury Goods 168
7.3.3.2 Beauty And Cosmetics 169
7.3.3.3 Apparel Fitting 169
7.3.3.4 Home Furnishing 169
7.3.3.5 Virtual Shopping 169
7.3.3.6 Retail & Ecommerce: Metaverse Use Cases 170
Table 84 Retail & Ecommerce: Metaverse Use Cases 170
7.3.4 Education & Corporate 170
Table 85 Metaverse Market In Education & Corporate Vertical, By Region, 2018–2022 (Usd Million) 171
Table 86 Metaverse Market In Education & Corporate Vertical, By Region, 2023–2030 (Usd Million) 171
7.3.4.1 Education & Corporate: Metaverse Use Cases 172
Table 87 Education & Corporate: Metaverse Use Cases 172
7.3.5 Travel & Tourism 172
Table 88 Metaverse Market In Travel & Tourism Vertical, By Region, 2018–2022 (Usd Million) 173
Table 89 Metaverse Market In Travel & Tourism Vertical, By Region, 2023–2030 (Usd Million) 173
7.3.5.1 Virtual Hotel Tours 173
7.3.5.2 Virtual Theme Parks 174
7.3.5.3 Museums, Zoos, And Aquariums 174
7.3.5.4 Travel & Tourism: Metaverse Use Cases 174
Table 90 Travel & Tourism: Metaverse Use Cases 174
7.3.6 Real Estate 175
Table 91 Metaverse Market In Real Estate Vertical, By Region, 2018–2022 (Usd Million) 175
Table 92 Metaverse Market In Real Estate Vertical, By Region, 2023–2030 (Usd Million) 175
7.3.6.1 Virtual Property & Real Estate 176
7.3.6.2 Real Estate: Metaverse Use Cases 176
Table 93 Real Estate: Metaverse Use Cases 176
7.4 Industrial Manufacturing 176
7.4.1 Engineers And Designers In Virtual Environments Create And Optimize Product Designs 176
Table 94 Metaverse Market In Industrial Manufacturing Vertical, By Region, 2018–2022 (Usd Million) 177
Table 95 Metaverse Market In Industrial Manufacturing Vertical, By Region, 2023–2030 (Usd Million) 177
7.4.2 Digital Factory 177
7.4.3 Digital Twins 178
7.4.4 Industrial Training 178
7.4.5 Industrial Manufacturing: Metaverse Use Cases 178
Table 96 Industrial Manufacturing: Metaverse Use Cases 178
7.5 Healthcare 179
7.5.1 Increase In Demand For Virtual Therapy And Mental Health Services With Safety And Privacy Ensured 179
Table 97 Metaverse Market In Healthcare Vertical, By Region, 2018–2022 (Usd Million) 180
Table 98 Metaverse Market In Healthcare Vertical, By Region, 2023–2030 (Usd Million) 180
7.5.2 Diagnostics & Treatment 180
7.5.3 Ar/Vr Based Training 181
7.5.4 Healthcare: Metaverse Use Cases 181
Table 99 Healthcare: Metaverse Use Cases 181
7.6 Other Verticals 182
Table 100 Metaverse Market In Other Verticals, By Region, 2018–2022 (Usd Million) 182
Table 101 Metaverse Market In Other Verticals, By Region, 2023–2030 (Usd Million) 183
7.6.1 Other Verticals: Metaverse Use Cases 183
Table 102 Other Verticals: Metaverse Use Cases 183

8 Metaverse Market, By Region 184
8.1 Introduction 185
Figure 43 Asia Pacific To Grow At Highest Growth Rate During Forecast Period 185
Table 103 Metaverse Market, By Region, 2018–2022 (Usd Million) 185
Table 104 Metaverse Market, By Region, 2023–2030 (Usd Million) 186
8.2 North America 186
8.2.1 North America: Metaverse Market Drivers 186
8.2.2 North America: Recession Impact 187
8.2.3 North America: Regulations 188
Table 105 North America: Regulations 188
Figure 44 North America: Market Snapshot 188
Table 106 North America: Metaverse Market, By Component, 2018–2022 (Usd Million) 189
Table 107 North America: Metaverse Market, By Component, 2023–2030 (Usd Million) 189
Table 108 North America: Metaverse Hardware Market, By Type, 2018–2022 (Usd Million) 189
Table 109 North America: Metaverse Hardware Market, By Type, 2023–2030 (Usd Million) 189
Table 110 North America: Metaverse Software Market, By Type, 2018–2022 (Usd Million) 190
Table 111 North America: Metaverse Software Market, By Type, 2023–2030 (Usd Million) 190
Table 112 North America: Metaverse Professional Services Market, By Type, 2018–2022 (Usd Million) 190
Table 113 North America: Metaverse Professional Services Market, By Type, 2023–2030 (Usd Million) 191
Table 114 North America: Metaverse Market, By Vertical, 2018–2022 (Usd Million) 191
Table 115 North America: Metaverse Market, By Vertical, 2023–2030 (Usd Million) 191
Table 116 North America: Metaverse Market In Consumer Vertical, By Subvertical, 2018–2022 (Usd Million) 191
Table 117 North America: Metaverse Market In Consumer Vertical, By Subvertical, 2023–2030 (Usd Million) 192
Table 118 North America: Metaverse Market In Commercial Vertical, By Subvertical, 2018–2022 (Usd Million) 192
Table 119 North America: Metaverse Market In Commercial Vertical, By Subvertical, 2023–2030 (Usd Million) 192
Table 120 North America: Metaverse Market, By Country, 2018–2022 (Usd Million) 192
Table 121 North America: Metaverse Market, By Country, 2023–2030 (Usd Million) 193
8.2.4 Us 193
8.2.4.1 Home To Leading Technology Companies Focusing On Vr, Ar, And Other Metaverse-Related Technologies 193
Table 122 Us: Metaverse Market, By Component, 2018–2022 (Usd Million) 193
Table 123 Us: Metaverse Market, By Component, 2023–2030 (Usd Million) 194
8.2.5 Canada 194
8.2.5.1 Investments In Pioneering Technologies And Expansion Programs 194
Table 124 Canada: Metaverse Market, By Component, 2018–2022 (Usd Million) 194
Table 125 Canada: Metaverse Market, By Component, 2023–2030 (Usd Million) 195
8.3 Europe 195
8.3.1 Europe: Metaverse Market Drivers 196
8.3.2 Europe: Recession Impact 196
8.3.3 Europe: Regulations 196
Table 126 Europe: Metaverse Market, By Component, 2018–2022 (Usd Million) 197
Table 127 Europe: Metaverse Market, By Component, 2023–2030 (Usd Million) 197
Table 128 Europe: Metaverse Hardware Market, By Type, 2018–2022 (Usd Million) 197
Table 129 Europe: Metaverse Hardware Market, By Type, 2023–2030 (Usd Million) 197
Table 130 Europe: Metaverse Software Market, By Type, 2018–2022 (Usd Million) 198
Table 131 Europe: Metaverse Software Market, By Type, 2023–2030 (Usd Million) 198
Table 132 Europe: Metaverse Professional Services Market, By Type, 2018–2022 (Usd Million) 198
Table 133 Europe: Metaverse Professional Services Market, By Type, 2023–2030 (Usd Million) 199
Table 134 Europe: Metaverse Market, By Vertical, 2018–2022 (Usd Million) 199
Table 135 Europe: Metaverse Market, By Vertical, 2023–2030 (Usd Million) 199
Table 136 Europe: Metaverse Market In Consumer Vertical, By Subvertical, 2018–2022 (Usd Million) 199
Table 137 Europe: Metaverse Market In Consumer Vertical, By Subvertical, 2023–2030 (Usd Million) 200
Table 138 Europe: Metaverse Market In Commercial Vertical, By Subvertical, 2018–2022 (Usd Million) 200
Table 139 Europe: Metaverse Market In Commercial Vertical, By Subvertical, 2023–2030 (Usd Million) 200
Table 140 Europe: Metaverse Market, By Country, 2018–2022 (Usd Million) 200
Table 141 Europe: Metaverse Market, By Country, 2023–2030 (Usd Million) 201
8.3.4 Uk 201
8.3.4.1 Increase In Focus On Digitization 201
Table 142 Uk: Metaverse Market, By Component, 2018–2022 (Usd Million) 201
Table 143 Uk: Metaverse Market, By Component, 2023–2030 (Usd Million) 201
8.3.5 Germany 202
8.3.5.1 Surge In Adoption Of New Technologies In Manufacturing Sector 202
Table 144 Germany: Metaverse Market, By Component, 2018–2022 (Usd Million) 202
Table 145 Germany: Metaverse Market, By Component, 2023–2030 (Usd Million) 203
8.3.6 Rest Of Europe 203
Table 146 Rest Of Europe: Metaverse Market, By Component, 2018–2022 (Usd Million) 203
Table 147 Rest Of Europe: Metaverse Market, By Component, 2023–2030 (Usd Million) 204
8.4 Asia Pacific 204
8.4.1 Asia Pacific: Metaverse Market Drivers 205
8.4.2 Asia Pacific: Recession Impact 205
8.4.3 Regulations 205
Figure 45 Asia Pacific: Regional Snapshot 206
Table 148 Asia Pacific: Metaverse Market, By Component, 2018–2022 (Usd Million) 207
Table 149 Asia Pacific: Metaverse Market, By Component, 2023–2030 (Usd Million) 207
Table 150 Asia Pacific: Metaverse Hardware Market, By Type, 2018–2022 (Usd Million) 207
Table 151 Asia Pacific: Metaverse Hardware Market, By Type, 2023–2030 (Usd Million) 207
Table 152 Asia Pacific: Metaverse Software Market, By Type, 2018–2022 (Usd Million) 208
Table 153 Asia Pacific: Metaverse Software Market, By Type, 2023–2030 (Usd Million) 208
Table 154 Asia Pacific: Metaverse Professional Services Market, By Type, 2018–2022 (Usd Million) 208
Table 155 Asia Pacific: Metaverse Professional Services Market, By Type, 2023–2030 (Usd Million) 209
Table 156 Asia Pacific: Metaverse Market, By Vertical, 2018–2022 (Usd Million) 209
Table 157 Asia Pacific: Metaverse Market, By Vertical, 2023–2030 (Usd Million) 209
Table 158 Asia Pacific: Metaverse Market In Consumer Vertical, By Subvertical, 2018–2022 (Usd Million) 209
Table 159 Asia Pacific: Metaverse Market In Consumer Vertical, By Subvertical, 2023–2030 (Usd Million) 210
Table 160 Asia Pacific: Metaverse Market In Commercial Vertical, By Subvertical, 2018–2022 (Usd Million) 210
Table 161 Asia Pacific: Metaverse Market In Commercial Vertical, By Subvertical, 2023–2030 (Usd Million) 210
Table 162 Asia Pacific: Metaverse Market, By Country, 2018–2022 (Usd Million) 210
Table 163 Asia Pacific: Metaverse Market, By Country, 2023–2030 (Usd Million) 211
8.4.4 China 211
8.4.4.1 Rise In Number Of Local Players Producing Metaverse Devices 211
Table 164 China: Metaverse Market, By Component, 2018–2022 (Usd Million) 212
Table 165 China: Metaverse Market, By Component, 2023–2030 (Usd Million) 212
8.4.5 Japan 212
8.4.5.1 Technology Innovations And Growing Gaming Market 212
Table 166 Japan: Metaverse Market, By Component, 2018–2022 (Usd Million) 213
Table 167 Japan: Metaverse Market, By Component, 2023–2030 (Usd Million) 213
8.4.6 South Korea 213
8.4.6.1 Presence Of Tech Giants, Gaming Industry, And Government Support 213
Table 168 South Korea: Metaverse Market, By Component, 2018–2022 (Usd Million) 214
Table 169 South Korea: Metaverse Market, By Component, 2023–2030 (Usd Million) 214
8.4.7 Rest Of Asia Pacific 214
Table 170 Rest Of Asia Pacific: Metaverse Market, By Component, 2018–2022 (Usd Million) 215
Table 171 Rest Of Asia Pacific: Metaverse Market, By Component, 2023–2030 (Usd Million) 215
8.5 Middle East & Africa 215
8.5.1 Middle East & Africa: Metaverse Market Drivers 216
8.5.2 Middle East & Africa: Recession Impact 216
8.5.3 Regulations 217
Table 172 Middle East & Africa: Metaverse Market, By Component, 2018–2022 (Usd Million) 217
Table 173 Middle East & Africa: Metaverse Market, By Component, 2023–2030 (Usd Million) 217
Table 174 Middle East & Africa: Metaverse Hardware Market, By Type, 2018–2022 (Usd Million) 217
Table 175 Middle East & Africa: Metaverse Hardware Market, By Type, 2023–2030 (Usd Million) 218
Table 176 Middle East & Africa: Metaverse Software Market, By Type, 2018–2022 (Usd Million) 218
Table 177 Middle East & Africa: Metaverse Software Market, By Type, 2023–2030 (Usd Million) 218
Table 178 Middle East & Africa: Metaverse Professional Services Market, By Type, 2018–2022 (Usd Million) 219
Table 179 Middle East & Africa: Metaverse Professional Services Market, By Type, 2023–2030 (Usd Million) 219
Table 180 Middle East & Africa: Metaverse Market, By Vertical, 2018–2022 (Usd Million) 219
Table 181 Middle East & Africa: Metaverse Market, By Vertical, 2023–2030 (Usd Million) 219
Table 182 Middle East & Africa: Metaverse Market In Consumer Vertical, By Subvertical, 2018–2022 (Usd Million) 220
Table 183 Middle East & Africa: Metaverse Market In Consumer Vertical, By Subvertical, 2023–2030 (Usd Million) 220
Table 184 Middle East & Africa: Metaverse Market In Commercial Vertical, By Subvertical, 2018–2022 (Usd Million) 220
Table 185 Middle East & Africa: Metaverse Market In Commercial Vertical, By Subvertical, 2023–2030 (Usd Million) 220
8.6 Latin America 221
8.6.1 Latin America: Metaverse Market Drivers 221
8.6.2 Latin America: Recession Impact 222
8.6.3 Regulations 222
Table 186 Latin America: Metaverse Market, By Component, 2018–2022 (Usd Million) 222
Table 187 Latin America: Metaverse Market, By Component, 2023–2030 (Usd Million) 223
Table 188 Latin America: Metaverse Hardware Market, By Type, 2018–2022 (Usd Million) 223
Table 189 Latin America: Metaverse Hardware Market, By Type, 2023–2030 (Usd Million) 223
Table 190 Latin America: Metaverse Software Market, By Type, 2018–2022 (Usd Million) 223
Table 191 Latin America: Metaverse Software Market, By Type, 2023–2030 (Usd Million) 224
Table 192 Latin America: Metaverse Professional Services Market, By Type, 2018–2022 (Usd Million) 224
Table 193 Latin America: Metaverse Professional Services Market, By Type, 2023–2030 (Usd Million) 224
Table 194 Latin America: Metaverse Market, By Vertical, 2018–2022 (Usd Million) 225
Table 195 Latin America: Metaverse Market, By Vertical, 2023–2030 (Usd Million) 225
Table 196 Latin America: Metaverse Market In Consumer Vertical, By Subvertical, 2018–2022 (Usd Million) 225
Table 197 Latin America: Metaverse Market In Consumer Vertical, By Subvertical, 2023–2030 (Usd Million) 225
Table 198 Latin America: Metaverse Market In Commercial Vertical, By Subvertical, 2018–2022 (Usd Million) 226
Table 199 Latin America: Metaverse Market In Commercial Vertical, By Subvertical, 2023–2030 (Usd Million) 226

9 Competitive Landscape 227
9.1 Overview 227
9.2 Strategies Adopted By Key Players 227
Table 200 Strategies Adopted By Key Metaverse Market Vendors 227
9.2.1 Product Portfolio 228
9.2.2 Regional Focus 228
9.2.3 Manufacturing Footprint 228
9.2.4 Organic/Inorganic Strategies 228
9.3 Revenue Analysis 229
Figure 46 Historical Five-Year Segmental Revenue Analysis Of Key Metaverse Providers, 2018–2022 (Usd Million) 229
Table 201 Major Ar Companies 230
Table 202 Major Vr Companies 231
Table 203 Major Mr Companies 231
9.4 Market Ranking Of Key Players 232
Figure 47 Market Ranking Of Key Metaverse Players, 2022 232
9.5 Brand Comparison/Vendor Product Landscape 233
Table 204 Brand Comparison/Vendor Product Landscape 233
9.6 Global Snapshot Of Key Market Participants 235
Figure 48 Global Snapshot Of Key Metaverse Market Participants 235
9.7 Company Evaluation Matrix For Key Players 235
Figure 49 Company Evaluation Matrix For Key Players: Criteria Weightage 236
9.7.1 Stars 236
9.7.2 Emerging Leaders 236
9.7.3 Pervasive Players 236
9.7.4 Participants 237
Figure 50 Company Evaluation Matrix For Key Players, 2022 237
9.7.5 Key Company Footprint 238
Table 205 Key Company Regional Footprint 238
Table 206 Key Company Component Footprint 239
Table 207 Overall Key Company Footprint 240
9.8 Company Evaluation Matrix For Startups/Smes 242
Figure 51 Company Evaluation Matrix For Smes/Startups: Criteria Weightage 242
9.8.1 Competitive Benchmarking For Startups/Smes 242
Table 208 Detailed List Of Key Startups/Smes 242
Table 209 Company Footprint For Startups/Smes, By Region 243
9.9 Valuation And Financial Metrics Of Metaverse Vendors 243
Figure 52 Valuation And Financial Metrics Of Metaverse Vendors 243
9.10 Competitive Scenario 243
9.10.1 Product Launches And Product Enhancements 243
Table 210 Metaverse Market: Product Launches And Enhancements, February 2020–August 2023 243
9.10.2 Deals 253
Table 211 Metaverse Market: Deals, January 2020–September 2023 254

10 Company Profiles 262
10.1 Introduction 262
10.2 Key Players 262
Business Overview, Products Offered, Recent Developments, Product Launches, Deals, Mnm View, Key Strengths, Strategic Choices, And Weaknesses & Competitive Threats
10.2.1 Google 262
Table 212 Google: Business Overview 263
Figure 53 Google: Company Snapshot 263
Table 213 Google: Solutions/Services/Platforms Offered 264
Table 214 Google: Product Launches 266
Table 215 Google: Deals 266
10.2.2 Apple 268
Table 216 Apple: Business Overview 268
Figure 54 Apple: Company Snapshot 269
Table 217 Apple: Solutions/Services/Platforms Offered 269
Table 218 Apple: Product Launches 271
Table 219 Apple: Deals 272
10.2.3 Meta 273
Table 220 Meta: Business Overview 273
Figure 55 Meta: Company Snapshot 274
Table 221 Meta: Solutions/Services/Platforms Offered 274
Table 222 Meta: Product Launches 275
Table 223 Meta: Deals 277
10.2.4 Microsoft 279
Table 224 Microsoft: Business Overview 279
Figure 56 Microsoft: Company Snapshot 280
Table 225 Microsoft: Solutions/Services/Platforms Offered 280
Table 226 Microsoft: Product Launches 281
Table 227 Microsoft: Deals 282
10.2.5 Samsung 284
Table 228 Samsung: Business Overview 284
Figure 57 Samsung: Company Snapshot 285
Table 229 Samsung: Solutions/Services/Platforms Offered 285
Table 230 Samsung: Product Launches 286
Table 231 Samsung: Deals 286
10.2.6 Sony 288
Table 232 Sony: Business Overview 288
Figure 58 Sony: Company Snapshot 289
Table 233 Sony: Solutions/Services/Platforms Offered 289
Table 234 Sony: Product Launches 290
Table 235 Sony: Deals 291
10.2.7 Htc 292
Table 236 Htc: Business Overview 292
Figure 59 Htc: Company Snapshot 293
Table 237 Htc: Solutions/Services/Platforms Offered 293
Table 238 Htc: Product Launches 294
Table 239 Htc: Deals 296
10.2.8 Activision Blizzard 297
Table 240 Activision Blizzard: Business Overview 297
Figure 60 Activision Blizzard: Company Snapshot 298
Table 241 Activision Blizzard: Solutions/Services/Platforms Offered 298
Table 242 Activision Blizzard: Product Launches 299
Table 243 Activision Blizzard: Deals 300
10.2.9 Qualcomm 301
Table 244 Qualcomm: Business Overview 301
Figure 61 Qualcomm: Company Snapshot 302
Table 245 Qualcomm: Solutions/Services/Platforms Offered 302
Table 246 Qualcomm: Product Launches 303
Table 247 Qualcomm: Deals 304
Table 248 Qualcomm: Others 305
10.2.10 Netease 306
Table 249 Netease: Business Overview 306
Figure 62 Netease: Company Snapshot 307
Table 250 Netease: Solutions/Services/Platforms Offered 307
Table 251 Netease: Product Launches 307
Table 252 Netease: Deals 308
10.2.11 Electronic Arts 309
Table 253 Electronic Arts: Business Overview 309
Figure 63 Electronic Arts: Company Snapshot 310
Table 254 Electronic Arts: Solutions/Services/Platforms Offered 310
Table 255 Electronic Arts: Product Launches 311
Table 256 Electronic Arts: Deals 312
10.2.12 Take-Two 313
Table 257 Take-Two: Business Overview 313
Figure 64 Take-Two: Company Snapshot 313
Table 258 Take-Two: Solutions/Services/Platforms Offered 314
Table 259 Take-Two: Product Launches 314
Table 260 Take-Two: Deals 314
10.2.13 Tencent 316
Table 261 Tencent: Business Overview 316
Figure 65 Tencent: Company Snapshot 316
Table 262 Tencent: Solutions/Services/Platforms Offered 317
Table 263 Tencent: Deals 317
10.2.14 Nexon 318
Table 264 Nexon: Business Overview 318
Figure 66 Nexon: Company Snapshot 318
Table 265 Nexon: Solutions/Services/Platforms Offered 319
Table 266 Nexon: Product Launches 319
10.2.15 Epic Games 320
Table 267 Epic Games: Business Overview 320
Table 268 Epic Games: Solutions/Services/Platforms Offered 320
Table 269 Epic Games: Product Launches 321
Table 270 Epic Games: Deals 322
10.2.16 Unity 323
Table 271 Unity: Business Overview 323
Figure 67 Unity: Company Snapshot 324
Table 272 Unity: Solutions/Services/Platforms Offered 324
Table 273 Unity: Product Launches 325
Table 274 Unity: Deals 326
10.2.17 Valve 329
Table 275 Valve: Business Overview 329
Table 276 Valve: Solutions/Services/Platforms Offered 329
10.3 Other Companies 330
10.3.1 Accenture 330
10.3.2 Adobe 331
10.3.3 Hpe 332
10.3.4 Deloitte 332
10.3.5 Ansys 333
10.3.6 Autodesk 334
10.3.7 Intel 335
10.3.8 Tech Mahindra 336
10.3.9 Bytedance 336
10.3.10 Nvidia 337
10.3.11 Seiko Epson 338
10.3.12 Panasonic 339
10.3.13 Eon Reality 339
10.3.14 Roblox 340
10.3.15 Lenovo 340
10.3.16 Razer 341
10.3.17 Nextech Ar Solutions 341
10.3.18 Zqgame 342
10.3.19 Talecraft 342
10.3.20 Vr Chat 343
10.3.21 Decentraland 343
10.3.22 Sandbox Vr 344
10.3.23 Quidient 344
Table 277 Quidient: Product Launches 345
*Details On Business Overview, Products Offered, Recent Developments, Product Launches, Deals, Mnm View, Key Strengths, Strategic Choices, And Weaknesses & Competitive Threats Might Not Be Captured In Case Of Unlisted Companies.

11 Adjacent And Related Markets 346
11.1 Introduction 346
11.1.1 Related Markets 346
11.2 Metaverse In Gaming Market 346
Table 278 Metaverse In Gaming Market, By Component, 2019–2022 (Usd Million) 347
Table 279 Metaverse In Gaming Market, By Component, 2023–2028 (Usd Million) 347
Table 280 Metaverse In Gaming Market, By Hardware, 2019–2022 (Usd Million) 347
Table 281 Metaverse In Gaming Market, By Hardware, 2023–2028 (Usd Million) 347
Table 282 Metaverse In Gaming Market, By Software, 2019–2022 (Usd Million) 348
Table 283 Metaverse In Gaming Market, By Software, 2023–2028 (Usd Million) 348
Table 284 Metaverse In Gaming Market, By Game Genre, 2019–2022 (Usd Million) 348
Table 285 Metaverse In Gaming Market, By Game Genre, 2023–2028 (Usd Million) 349
11.3 Extended Reality Market 349
Table 286 Extended Reality Market, By Technology, 2019–2022 (Usd Million) 349
Table 287 Extended Reality Market, By Technology, 2023–2028 (Usd Million) 350
Table 288 Extended Reality Market, By Offering, 2019–2022 (Usd Million) 350
Table 289 Extended Reality Market, By Offering, 2023–2028 (Usd Million) 350
Table 290 Extended Reality Market, By Application, 2019–2022 (Usd Million) 350
Table 291 Extended Reality Market, By Application, 2023–2028 (Usd Million) 351

12 Appendix 352
12.1 Discussion Guide 352
12.2 Knowledgestore: Marketsandmarkets’ Subscription Portal 356
12.3 Customization Options 358
12.4 Related Reports 358
12.5 Author Details 359

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