The global metaverse market is expected to reach USD 993.86 billion by 2030, at a CAGR of 43.20% from 2022 to 2030. Metaverse market growth would be driven by primary elements such as a change in the gaming industry and media & entertainment, also developing prospects from additional needs such as augmented reality, mixed reality, virtual reality, and digitalization in the retail & fashion domain.
Metaverse is a cluster of connected online domains where physical, augmented, and virtual reality interact. The users can connect with their friends, travel, purchase goods, work, and services, and attend functions or events. Metaverse is a technology that changes the look of artificial intelligence, virtual technology, and gaming. Metaverse is a term that means the world of the internet. The platform supports an online 3D virtual environment via traditional personal computing and augmented reality. The metaverse is a word used to define a highly immersive 3D virtual world experience acquired via various technologies such as virtual reality, mixed reality, and augmented reality. The metaverse platform promotes the internet experience by setting a virtual world in which users can engross in gaming activity, socialize, buy and sell virtual real estate, business behavior, and enjoy the entertainment, among other things. Metaverse is one of the popular technology platforms luring different social networks, technology leaders, and online game makers to join and establish its existence within the market. The metaverse is the fastest-growing sensation with a considerate penetration rate of users for different applications such as content creation, social interaction, online virtual shopping, gaming, and learning and training. The metaverse is anticipated to enter a group of industries in multiple ways, with the possible market prospect or the total addressable market assessed at more than USD 1 trillion yearly earnings.
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The worldwide gaming and media & entertainment industry have noticed the most rapid growth due to the growing adoption of VR, MR, and AR technologies. These technologies are used in the devices like VR headsets, HUD (heads-up display), HMD (head-mounted display), MR headsets, smart glasses, and smart helmets, which gives a real-looking virtual scenarios to improve the gaming experience by end-customers. The customer experience has grown due to the introduction of these devices. And experiencing a realistic view, which gives a virtual experience, has been the best use of technology.
Cyber-based attacks on the metaverse are a significant concern in the global economy. Cyber-attacks are a primary concern for metaverse's smooth process. A cyber threat is a dangerous act that pushes software damage, interruption, and data-stealing, decreasing system effectiveness. For instance, cyberattacks contain data breaches and unlawful commands. Cyberattacks cause system failure, which leads metaverse to break down. Therefore, metaverse must be made to bypass and reduce cybercrime. Cybersecurity is critical in setting up a safe and dependable network for the proper function of a metaverse.
Technologies like artificial intelligence, XR, and analytics in the defense & aerospace industry are beneficial for training. These technologies associated with metaverse are predicted to be useful for experience-based training using real-time data-driven applications. Therefore, the metaverse market allows trainees to transfer skills and improve knowledge retention across the vertical. Extended reality (XR) trains the ground-service crew member for airline pre-flight examinations. It is also utilized to help the maintenance crew to take necessary procedures before aircraft take-off. Additionally, the crew members can examine the data and find any breakdown before take-off by providing better safety. Combined with Extended Reality (XR), the metaverse can also support flight instruction, weapon training, and simulations that are propelling the market development.
The global metaverse market has been segmented based on technology, component, end-user, and regions.
The regions analyzed for the market include North America, Europe, South America, Asia Pacific, the Middle East, and Africa. North America emerged as the largest market for the global metaverse market with a 34.5% share of the market revenue in 2021.
North America Region Metaverse Market Share in 2021 - 34.5%
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The key players are now concentrating on implementing strategies such as adopting new technology, product innovations, mergers & acquisitions, joint venture, alliances, and partnerships to improve their market position in the global metaverse industry.
NVIDIA Corporation founded cutting-edge software for the artist. The company is preparing to publish a free advanced version of Omniverse software to make virtual worlds for individual artists. The company prepared to charge $ 9,000 yearly for corporate and personal consumers in January 2022.
As per The Brainy Insights, the size of the metaverse market was valued at USD 39.25 billion in 2021 to USD 993.86 billion by 2030.
Global metaverse market is growing at a CAGR of 43.20% during the forecast period 2022-2030.
The global metaverse market has been segmented based on technology, component, end user, and regions. The Augmented Reality (AR) segment led the market in 2021. The software segment led the market in 2021.
North America region emerged as the largest market for the metaverse market.
The market's growth will be influenced by rising need in the gaming and entertainment industry
Risk of cyber-attacks could hamper the market growth.
Correlation of the metaverse and adjacent technologies in defense & aerospace industry will provide huge opportunities to the market.
Key players are Alibaba Cloud, Globant, Magic Leap, Inc., Meta (Facebook Inc.), Microsoft Corporation, Netease Inc., NVIDIA Corporation, Queppelin, Roblox Corporation and Tencent Holdings Ltd.
1. Introduction
1.1. Objectives of the Study
1.2. Market Definition
1.3. Research Scope
1.4. Currency
1.5. Key Target Audience
2. Research Methodology and Assumptions
3. Executive Summary
4. Premium Insights
4.1. Porter’s Five Forces Analysis
4.2. Value Chain Analysis
4.3. Top Investment Pockets
4.3.1. Market Attractiveness Analysis by Technology
4.3.2. Market Attractiveness Analysis by Component
4.3.3. Market Attractiveness Analysis by End User
4.3.4. Market Attractiveness Analysis by Region
4.4. Industry Trends
5. Market Dynamics
5.1. Market Evaluation
5.2. Drivers
5.2.1. Rising need in the gaming and entertainment industry
5.3. Restraints
5.3.1. Risk of cyber-attacks
5.4. Opportunities
5.4.1. Technological advancement in the defense & aerospace industry
6. Global Metaverse Market Analysis and Forecast, By Technology:
6.1. Segment Overview
6.2. Virtual Reality (VR)
6.3. Blockchain
6.4. Mixed Reality (MR)
6.5. Augmented Reality (AR)
7. Global Metaverse Market Analysis and Forecast, By Component
7.1. Segment Overview
7.2. Software
7.3. Hardware
7.4. Professional Services
8. Global Metaverse Market Analysis and Forecast, By End User
8.1. Segment Overview
8.2. Retail
8.3. BFSI
8.4. Media & Entertainment
8.5. Education
8.6. Aerospace & Defense
8.7. Others
9. Global Metaverse Market Analysis and Forecast, By Regional Analysis
9.1. Segment Overview
9.2. North America
9.2.1. U.S.
9.2.2. Canada
9.2.3. Mexico
9.3. Europe
9.3.1. Germany
9.3.2. France
9.3.3. U.K.
9.3.4. Italy
9.3.5. Spain
9.4. Asia-Pacific
9.4.1. Japan
9.4.2. China
9.4.3. India
9.5. South America
9.5.1. Brazil
9.6. Middle East and Africa
9.6.1. UAE
9.6.2. South Africa
10. Global Metaverse Market-Competitive Landscape
10.1. Overview
10.2. Market Share of Key Players in the Metaverse Market
10.2.1. Global Company Market Share
10.2.2. North America Company Market Share
10.2.3. Europe Company Market Share
10.2.4. APAC Company Market Share
10.3. Competitive Situations and Trends
10.3.1. Product Launches and Developments
10.3.2. Partnerships, Collaborations, and Agreements
10.3.3. Mergers & Acquisitions
10.3.4. Expansions
11. Company Profiles
11.1. Alibaba Cloud
11.1.1. Business Overview
11.1.2. Company Snapshot
11.1.3. Company Market Share Analysis
11.1.4. Company Product Portfolio
11.1.5. Recent Developments
11.1.6. SWOT Analysis
11.2. Globant
11.2.1. Business Overview
11.2.2. Company Snapshot
11.2.3. Company Market Share Analysis
11.2.4. Company Product Portfolio
11.2.5. Recent Developments
11.2.6. SWOT Analysis
11.3. Magic Leap, Inc
11.3.1. Business Overview
11.3.2. Company Snapshot
11.3.3. Company Market Share Analysis
11.3.4. Company Product Portfolio
11.3.5. Recent Developments
11.3.6. SWOT Analysis
11.4. Meta (Facebook Inc)
11.4.1. Business Overview
11.4.2. Company Snapshot
11.4.3. Company Market Share Analysis
11.4.4. Company Product Portfolio
11.4.5. Recent Developments
11.4.6. SWOT Analysis
11.5. Microsoft Corporation
11.5.1. Business Overview
11.5.2. Company Snapshot
11.5.3. Company Market Share Analysis
11.5.4. Company Product Portfolio
11.5.5. Recent Developments
11.5.6. SWOT Analysis
11.6. Netease Inc.
11.6.1. Business Overview
11.6.2. Company Snapshot
11.6.3. Company Market Share Analysis
11.6.4. Company Product Portfolio
11.6.5. Recent Developments
11.6.6. SWOT Analysis
11.7. NVIDIA Corporation
11.7.1. Business Overview
11.7.2. Company Snapshot
11.7.3. Company Market Share Analysis
11.7.4. Company Product Portfolio
11.7.5. Recent Developments
11.7.6. SWOT Analysis
11.8. Queppelin
11.8.1. Business Overview
11.8.2. Company Snapshot
11.8.3. Company Market Share Analysis
11.8.4. Company Product Portfolio
11.8.5. Recent Developments
11.8.6. SWOT Analysis
11.9. Roblox Corporation
11.9.1. Business Overview
11.9.2. Company Snapshot
11.9.3. Company Market Share Analysis
11.9.4. Company Product Portfolio
11.9.5. Recent Developments
11.9.6. SWOT Analysis
11.10. Tencent Holdings Ltd
11.10.1. Business Overview
11.10.2. Company Snapshot
11.10.3. Company Market Share Analysis
11.10.4. Company Product Portfolio
11.10.5. Recent Developments
11.10.6. SWOT Analysis
List of Table
1. Global Metaverse Market, By Technology, 2019-2030 (USD Billion)
2. Global Virtual Reality (VR) Metaverse Market, By Region, 2019-2030 (USD Billion)
3. Global Blockchain Metaverse Market, By Region, 2019-2030 (USD Billion)
4. Global Mixed Reality (MR) Metaverse Market, By Region, 2019-2030 (USD Billion)
5. Global Augmented Reality (AR) Metaverse Market, By Region, 2019-2030 (USD Billion)
6. Global Metaverse Market, By Component, 2019-2030 (USD Billion)
7. Global Software Metaverse Market, By Region, 2019-2030 (USD Billion)
8. Global Hardware Metaverse Market, By Region, 2019-2030 (USD Billion)
9. Global Professional Services Metaverse Market, By Region, 2019-2030 (USD Billion)
10. Global Metaverse Market, By End User, 2019-2030 (USD Billion)
11. Global Retail Metaverse Market, By Region, 2019-2030 (USD Billion)
12. Global BFSI Metaverse Market, By Region, 2019-2030 (USD Billion)
13. Global Media & Entertainment Metaverse Market, By Region, 2019-2030 (USD Billion)
14. Global Education Metaverse Market, By Region, 2019-2030 (USD Billion)
15. Global Aerospace & Defense Metaverse Market, By Region, 2019-2030 (USD Billion)
16. Global Automotive Metaverse Market, By Region, 2019-2030 (USD Billion)
17. Global Others Metaverse Market, By Region, 2019-2030 (USD Billion)
18. North America Metaverse Market, By Technology, 2019-2030 (USD Billion)
19. North America Metaverse Market, By Component, 2019-2030 (USD Billion)
20. North America Metaverse Market, By End User, 2019-2030 (USD Billion)
21. U.S. Metaverse Market, By Technology, 2019-2030 (USD Billion)
22. U.S. Metaverse Market, By Component, 2019-2030 (USD Billion)
23. U.S. Metaverse Market, By End User, 2019-2030 (USD Billion)
24. Canada Metaverse Market, By Technology, 2019-2030 (USD Billion)
25. Canada Metaverse Market, By Component, 2019-2030 (USD Billion)
26. Canada Metaverse Market, By End User, 2019-2030 (USD Billion)
27. Mexico Metaverse Market, By Technology, 2019-2030 (USD Billion)
28. Mexico Metaverse Market, By Component, 2019-2030 (USD Billion)
29. Mexico Metaverse Market, By End User, 2019-2030 (USD Billion)
30. Europe Metaverse Market, By Technology, 2019-2030 (USD Billion)
31. Europe Metaverse Market, By Component, 2019-2030 (USD Billion)
32. Europe Metaverse Market, By End User, 2019-2030 (USD Billion)
33. Germany Metaverse Market, By Technology, 2019-2030 (USD Billion)
34. Germany Metaverse Market, By Component, 2019-2030 (USD Billion)
35. Germany Metaverse Market, By End User, 2019-2030 (USD Billion)
36. France Metaverse Market, By Technology 2019-2030 (USD Billion)
37. France Metaverse Market, By Component, 2019-2030 (USD Billion)
38. France Metaverse Market, By End User, 2019-2030 (USD Billion)
39. U.K. Metaverse Market, By Technology, 2019-2030 (USD Billion)
40. U.K. Metaverse Market, By Component, 2019-2030 (USD Billion)
41. U.K. Metaverse Market, By End User, 2019-2030 (USD Billion)
42. Italy Metaverse Market, By Technology, 2019-2030 (USD Billion)
43. Italy Metaverse Market, By Component, 2019-2030 (USD Billion)
44. Italy Metaverse Market, By End User, 2019-2030 (USD Billion)
45. Spain Metaverse Market, By Technology, 2019-2030 (USD Billion)
46. Spain Metaverse Market, By Component, 2019-2030 (USD Billion)
47. Spain Metaverse Market, By End User, 2019-2030 (USD Billion)
48. Asia Pacific Metaverse Market, By Technology, 2019-2030 (USD Billion)
49. Asia Pacific Metaverse Market, By Component, 2019-2030 (USD Billion)
50. Asia Pacific Metaverse Market, By End User, 2019-2030 (USD Billion)
51. Japan Metaverse Market, By Technology, 2019-2030 (USD Billion)
52. Japan Metaverse Market, By Component, 2019-2030 (USD Billion)
53. Japan Metaverse Market, By End User, 2019-2030 (USD Billion)
54. China Metaverse Market, By Technology 2019-2030 (USD Billion)
55. China Metaverse Market, By Component, 2019-2030 (USD Billion)
56. China Metaverse Market, By End User, 2019-2030 (USD Billion)
57. India Metaverse Market, By Technology 2019-2030 (USD Billion)
58. India Metaverse Market, By Component, 2019-2030 (USD Billion)
59. India Metaverse Market, By End User, 2019-2030 (USD Billion)
60. South America Metaverse Market, By Technology, 2019-2030 (USD Billion)
61. South America Metaverse Market, By Component, 2019-2030 (USD Billion)
62. South America Metaverse Market, By End User, 2019-2030 (USD Billion)
63. Brazil Metaverse Market, By Technology 2019-2030 (USD Billion)
64. Brazil Metaverse Market, By Component, 2019-2030 (USD Billion)
65. Brazil Metaverse Market, By End User, 2019-2030 (USD Billion)
66. Middle East and Africa Metaverse Market, By Technology, 2019-2030 (USD Billion)
67. Middle East and Africa Metaverse Market, By Component, 2019-2030 (USD Billion)
68. Middle East and Africa Metaverse Market, By End User, 2019-2030 (USD Billion)
69. UAE Metaverse Market, By Technology, 2019-2030 (USD Billion)
70. UAE Metaverse Market, By Component, 2019-2030 (USD Billion)
71. UAE Metaverse Market, By End User, 2019-2030 (USD Billion)
72. South Africa Metaverse Market, By Technology 2019-2030 (USD Billion)
73. South Africa Metaverse Market, By Component, 2019-2030 (USD Billion)
74. South Africa Metaverse Market, By End User, 2019-2030 (USD Billion)
List of Figures
1. Global Metaverse Market Segmentation
2. Metaverse Market: Research Methodology
3. Market Size Estimation Methodology: Bottom-Up Approach
4. Market Size Estimation Methodology: Top-Down Approach
5. Data Triangulation
6. Porter’s Five Forces Analysis
7. Value Chain Analysis
8. Global Metaverse Market Attractiveness Analysis by Technology
9. Global Metaverse Market Attractiveness Analysis by Component
10. Global Metaverse Market Attractiveness Analysis by End User
11. Global Metaverse Market Attractiveness Analysis by Region
12. Global Metaverse Market: Dynamics
13. Global Metaverse Market Share by Technology (2022 & 2030)
14. Global Metaverse Market Share by Component (2022 & 2030)
15. Global Metaverse Market Share by End User (2022 & 2030)
16. Global Metaverse Market Share by Regions (2022 & 2030)
17. Global Metaverse Market Share by Company (2021)
This study forecasts revenue at global, regional, and country levels from 2019 to 2030. The Brainy Insights has segmented the global metaverse market based on below mentioned segments:
Global Metaverse Market by Technology:
Global Metaverse Market by Component:
Global Metaverse Market by End User:
Global Metaverse Market by Region:
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