Report Scope & Overview:
Metaverse Market was valued at USD 57.12 billion in 2022 and is predicted to increase at a CAGR of 39% from 2023 to 2030, to reach USD 796 billion.
The outbreak of the COVID-19 pandemic, as well as the situation's subsequent developments and outcomes, are expected to drive revenue growth. Other important factors projected to be the driving force for revenue growth include an increasing focus on integrating digital and physical worlds using the Internet, growing momentum and popularity of Mixed Reality (MR), Augmented Reality (AR), and Virtual Reality (VR). A very enveloping 3D virtual world experience generated via the employment of a combination of technologies such as AR, VR, and MR is referred to as the metaverse. The metaverse platform enhances the internet experience by creating a virtual environment in which users may, among other things, engage in mesmeric games, hold business activities, socialize among themselves, purchase and sell virtual real estate, and enjoy fascinating entertainment.
Global Metaverse Market Size & Share 2022-2030 (in US$ Billion)
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For a number of businesses working in diverse industries and sectors, the metaverse offers profitable potential. Art galleries are one of the most frequent business formats in the metaverse, and the metaverse's growing popularity and acceptance has generated income opportunities to acquire artworks with Nonfungible Tokens (NFTs). Additionally, ideas like MetaEstate and Voxel Architects are gaining attention. The purchasing and selling of digital real estate, as well as leasing, are all part of the trend. Landowners can rent out their unoccupied parcels to others with metaverse building or operation ideas. Furthermore, there is potential for existing as well as new players in the Karaoke TV and data analytics end-use markets.
During the COVID-19 epidemic, the industry saw a boom in new investments, as well as a greater reliance on digital channels. The epidemic presented a huge opportunity for new entries into the market. People were forced to partial or total lockdowns during the epidemic, which substituted actual human connection with engagement via digital channels. In November 2020, L'Oreal teamed up with Snap Camera, a desktop program, to allow users to utilize virtual cosmetics during video conversations via Google Hangouts, Google Meet House-party, Microsoft Teams, Skype, Twitch, and Zoom.
The idea of 'digital twin' institutions is also helping to fund investments in metaverse platforms. The idea is to create an online campus where students may meet to communicate, study, plan, and socialize. The metaverse idea is intended to attract new clients in the retail sector, particularly among younger customers who expect more from their online interactions with businesses.
NFTS stands for "virtually traded products," and these are also exchanged on metaverse-based online gaming platforms. Metaverse digital games, bitcoin, and NFTS are becoming increasingly popular. Retailers are also adopting the new fungible tokens. Clinique will debut its NFTS in November 2021. Many musicians are actively tokenizing and publishing their work as non-fungible tokens utilizing NFTs. Kings of Leon, an American rock band, have revealed intentions to release their album When You See Yourself as an NFT in March 2021.
New entrants and existing technology businesses are competing and employing a variety of techniques to generate new and more creative products and improve their market position. The development and implementation of technologies such as XR user interactivity (human-computer interaction), computer vision, edge and cloud computing, and future mobile networks are also driving market revenue growth. The metaverse sector is seeing an increase in mergers and acquisitions (M&As).
DRIVERS & OPPORTUNITIES
People use websites, chat applications, and social networking platforms like Facebook to connect with one another online.
The metaverse is the emergence of new online settings in which people's interactions are more multidimensional and they may connect with digital information in more meaningful ways than merely reading it.
Investors may benefit by selling crypto because it is available on exchanges all around the world. metaverse currencies and NFTs to buyers directly
Several hurdles face the sector, including security issues, a lack of understanding, government laws and regulations, and others. Also, significant leading players have incurred a loss of billions of dollars owing to cyber-attacks in the environment.
A rise in cyber-attacks and a high-risk environment might stymie industry expansion.
The proportion of customers are still hesitant to accept risks while doing digital transactions, which is one of the largest roadblocks to the digital banking market's growth.
Virtual Reality (VR), Augmented Reality (AR), the Internet of Things (IoT), and cryptocurrencies will undoubtedly be incorporated in the metaverse's eventual implementation, even if it differs from today's concept.
IMPACT OF COVID-19:
The COVID-19 pandemic was essential in generating interest in the metaverse idea. During the epidemic, people were forced to participate in partial or total lockdowns, substituting human connection with digital engagement. Consumers and companies alike have been more aware of the epidemic as a result of it. Tech companies began developing this technology and announcing their investments around the year 2020. The year 2021 was a good one for Metaverse's technological investments, thanks to the billion dollars invested by the company (Facebook).
The COVID-19 pandemic turbocharged metaverse technologies, according to industry analysts, and the post-pandemic climate is expected to boost customer interest. The epidemic has hastened the development of virtual online communities as essential lifestyle areas for those who have been confined due to lockdowns and closures, such as interactive gaming environments and the growing usage of mixed reality. The COVID-19 pandemic has had a favorable influence on the metaverse market, which might help a variety of sectors. The popularity of the metaverse is growing because to the growth of digital assets, blockchain, and Nonfungible Tokens (NFTs).
The internet banking market is divided into three categories: service, banking, and area. Payments, processing services, customer & channel management, wealth management, and others are the different types of services. Retail banking, corporate banking, and investment banking are the three types of banking. The market is examined throughout North America, Europe, Asia-Pacific, South America, and the Middle East and Africa.
KEY MARKET SEGMENT:
Metaverse Market Segmentation by Product
Metaverse Market Segmentation by Platform
Metaverse Market Segmentation by Technology
Metaverse Market Segmentation by Offering
Metaverse Market Segmentation by Application
Metaverse Market Segmentation by End-use
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North America led the worldwide online banking market in 2021, and this trend is projected to continue over the forecast period. Furthermore, advances in information technology and the growing creation of dynamic and consumer-friendly user interfaces for websites and applications are driving the region's online banking market growth.
Key Market Players:
The key market players include Meta Platforms, Inc., Tencent Holdings Ltd,.ByteDance Ltd., NetEase, Inc., Nvidia Corporation, Epic Games, Inc., Roblox Corporation, Unity Technologies, Inc., Lilith Games Nextech AR Solutions Corp , The Sandbox Active Theory, Decentraland , Microsoft Corporation & Other Players
Meta Platforms Inc - Company Financial Analysis
|Market Size in 2022||US$ 57.12 Bn|
|Market Size by 2030||US$ 796 Bn|
|CAGR||CAGR of 39% From 2023 to 2030|
|Report Scope & Coverage||Market Size, Segments Analysis, Competitive Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook|
|Key Segments||• By Product (Hardware, Software, Services)
• By Platform (Desktop, Mobile, Headsets)
• By Technology (Blockchain, AR & VR,
Mixed Reality (MR), Others)
• By Offering (Virtual Platforms, Asset Marketplaces, Avatars, Financial Services)
• By Application (Gaming, Online Shopping, Content Creation & social media & more)
• By End-use (BFSI, Retail, Media & Entertainment, & more)
|Regional Analysis/Coverage|| North America (USA, Canada, Mexico), Europe
(Germany, UK, France, Italy, Spain, Netherlands,
Rest of Europe), Asia-Pacific (Japan, South Korea,
China, India, Australia, Rest of Asia-Pacific), The
Middle East & Africa (Israel, UAE, South Africa,
Rest of Middle East & Africa), Latin America (Brazil, Argentina, Rest of Latin America)
|Company Profiles|| Meta Platforms, Inc., Tencent Holdings Ltd,
ByteDance Ltd., NetEase, Inc., Nvidia Corporation, Epic Games, Inc., Roblox Corporation, Unity Technologies, Inc., Lilith Games Nextech AR Solutions Corp,
The Sandbox Active Theory, Decentraland, Microsoft Corporation
|Key Drivers||• People use websites, chat applications, and social networking platforms like Facebook to connect with one another online.
• Investors may benefit by selling crypto because it is available on exchanges all around the world. metaverse currencies and NFTs to buyers directly
|Restraints||• A rise in cyber-attacks and a high-risk environment might stymie industry expansion.
• The proportion of customers are still hesitant to accept risks while doing digital transactions, which is one of the largest roadblocks to the digital banking market's growth.
Ans:-The current Metaverse Market size is USD 41.1 billion in 2021.
Ans:- Increasing focus on integrating digital and physical worlds using the Internet, growing momentum and popularity of Mixed Reality (MR), Augmented Reality (AR), and Virtual Reality (VR).
Ans:- The key market players include Meta Platforms, Inc., Tencent Holdings Ltd,.ByteDance Ltd., NetEase, Inc., Nvidia Corporation, Epic Games, Inc., Roblox Corporation,Unity Technologies, Inc., Lilith Games Nextech AR Solutions Corp , The Sandbox Active Theory, Decentraland,Microsoft Corporation
Ans:- North America accounted largest market share worldwide for the metaverse market.
Ans:- The primary growth tactics of global metaverse market players include agreements, business expansion, technology advancement, mergers, and acquisitions.
Table of Contents
1.1 Market Definition
1.3 Research Assumptions
2. Research Methodology
3. Market Dynamics
4. Impact Analysis
4.1 COVID-19 Impact Analysis
4.2 Impact of Ukraine- Russia war
4.3 Impact of ongoing Recession
4.3.2 Impact on major economies
126.96.36.199 United Kingdom
188.8.131.52 South Korea
184.108.40.206 Rest of the World
5. Value Chain Analysis
6. Porter’s 5 forces model
7. PEST Analysis
8. Metaverse Market Segmentation, by Product
8.1.2 eXtended Reality (XR) Hardware
220.127.116.11 Haptic Sensors & Devices
18.104.22.168 Smart Glasses
22.214.171.124 Omni Treadmills
8.1.3 AR/VR Headsets
8.2.1 Asset Creation Tools
8.2.2 Programming Engines
9. Metaverse Market Segmentation, by Platform
10. Metaverse Market Segmentation, by Technology
10.2 Virtual Reality (VR) & Augmented Reality (AR)
10.3 Mixed Reality (MR)
11. Metaverse Market Segmentation, by Offering
11.1 Virtual Platforms
11.2 Asset Marketplaces
11.4 Financial Services
12. Metaverse Market Segmentation, by Application
12.2 Online Shopping
12.3 Content Creation & social media
12.4 Events & Conference
12.5 Digital Marketing (Advertising)
12.6 Testing and Inspection
13. Metaverse Market Segmentation, by End-use
13.3 Media & Entertainment
13.5 Aerospace and Defense
14. Regional Analysis
14.2 North America
14.3.6 The Netherlands
14.3.7 Rest of Europe
14.4.2 South Korea
14.4.6 Rest of Asia-Pacific
14.5 The Middle East & Africa
14.5.3 South Africa
14.6 Latin America
14.6.3 Rest of Latin America
15. Company Profiles
15.1 Meta Platforms, Inc.
15.1.2 Products/ Services Offered
15.1.3 SWOT Analysis
15.1.4 The SNS view
15.2 Tencent Holdings Ltd.
15.3 ByteDance Ltd.
15.4 NetEase, Inc.
15.5 Nvidia Corporation
15.6 Epic Games, Inc.
15.7 Roblox Corporation
15.8 Unity Technologies, Inc.
15.9 Lilith Games
15.10 Nextech AR Solutions Corp.
15.11 The Sandbox
15.12 Active Theory
15.14 Microsoft Corporation
16. Competitive Landscape
16.1 Competitive Benchmarking
16.2 Market Share Analysis
16.3 Recent Developments
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