Metaverse in Entertainment Market size to grow at a CAGR of 9.07% from 2022 to 2027, North America is estimated to account for 33% of the global market growth - Technavio
NEW YORK, June 9, 2023 /PRNewswire/ -- According to Technavio, the global metaverse in entertainment market size is estimated to grow by USD 33,323.31 million from 2022 to 2027. The market is estimated to grow at a CAGR of 9.07% during the forecast period. Moreover, the growth momentum will accelerate. North America will account for 33% of the market's growth. This report also offers a 5-year historical (2017-2021) data projection of market size, segmentation, and region. For more insights on the market share of various regions -Request a sample report
Qualitative and quantitative analysis of vendors has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize vendors as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize vendors as dominant, leading, strong, tentative, and weak. The Bargaining Power of Buyers&Suppliers and the Threat of New Entrants, Rivalry, and Substitutes have also been analyzed and rated between LOW-HIGH to provide a holistic view of market favorability.
Find Technavio's Exclusive Analysis of Price Sensitivity, Adoption Lifecycle, Customer Purchase Basket, Adoption Rates, and Purchase Criteria
One of the core components of the customer landscape is price sensitivity, an analysis of which will help companies refine marketing strategies to gain a competitive advantage.
Another key aspect is price sensitivity drivers (purchases are undifferentiated, the purchase is a key cost to buyers, and quality is not important), which range between LOW and HIGH.
Furthermore, market adoption rates for all regions have been covered.
The metaverse in entertainment market report also offers information on the criticality of inputs, R&D, CAPEX, technology, and products of 15 vendors listed Below -
Animoca Brands Corp. Ltd., BATTLE INFINITY, Decentraland, Epic Games Inc., Gamefam Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., NFT Worlds, Niantic Inc., Nolan Consulting Ltd., NVIDIA Corp., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp., Scuti.AI LLC, Sky Mavis, SportsIcon Inc., Tencent Holdings Ltd., and Zilliqa Research Pte. Ltd.
Metaverse in entertainment market - Segmentation assessment
Segment overview Technavio has segmented the market based on end-user (film production, music labels, OTT platforms, television broadcasters, and others) and component (hardware, software, and services).
The market share growth by the film productionsegment will be significant during the forecast period. Metaverse is expected to revolutionize the film industry. It will also change the film-viewing experience, as VR technology will be used to interact within this environment. Scenes shot in the real world will be projected onto the metaverse using avatars, which will reduce the need for a live location, crew, and filmmaking equipment. These factors, in turn, contribute to the growth of the segment during the forecast period.
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Metaverse in the entertainment market ? Market dynamics Key factor driving market growth
The growing adoption of AR/VR gaming by individuals drive the market growth.
AR gaming enables users to play games in any environment. It provides a simulated environment through hardware products and software programs to give users a virtual experience.
The use of AR devices such as smart glasses is expected to increase during the forecast period because of the rising awareness about AR gaming.
For instance, companies such as Sony, Microsoft, and Vuzix are developing smart glasses using 3D technologies for the gaming sector.
Hence, such factors fuel the growth of the global market during the forecast period.
Leading trends influencing the market
The rising adoption of online gaming is an emerging trend influencing market growth.
Metaverse provides an immersive visual experience with the help of emerging technologies, including blockchain, IoT, and 3D visualization.
The increasing use of advanced gaming technologies, changing consumer entertainment choices, and rising income levels drive the growth of the online gaming industry.
Additionally, improved internet connectivity increases the number of players globally.
Such factors will support the growth of the market during the forecast period.
Major challenges hindering market growth
Privacy and security concerns are challenges hindering market growth.
The metaverse collects and processes large amounts of data about users and their environment, which creates privacy concerns.
Moreover, hackers may be able to gain access to users' devices.
Smart gear used in the metaverse, such as smart glasses and VR headsets, can automatically screen and process the user's environment.
Such disadvantages may hinder the growth of the market during the forecast period.
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Geography overview Based on geography, the global metaverse in entertainment market is segmented into North America, Europe, APAC, South America, and Middle East and Africa. The report provides actionable insights and estimates the contribution of all regions to the growth of the global metaverse in entertainment market.
North America is estimated to account for 33% of the growth of the global market during the forecast period. The growth of this region is attributed to factors such as the growth of the entertainment and gaming industries. Major entertainment brands are expected to incorporate gaming services into their service portfolios and invest in the development of immersive gaming and entertainment experiences. The growth of interactive entertainment platforms and the rising focus on metaverse platforms will provide new ways to create content. Hence, such factors fuel the growth of the market in the region during the forecast period.
What are the key data covered in this metaverse in entertainment market report?
CAGR of the market during the forecast period
Detailed information on factors that will drive the growth of the metaverse in entertainment market between 2023 and 2027
Precise estimation of the size of the metaverse in entertainment market and its contribution to the parent market
Accurate predictions about upcoming trends and changes in consumer behavior
Growth of the metaverse in entertainment market across North America, Europe, APAC, South America, and Middle East and Africa
A thorough analysis of the market's competitive landscape and detailed information about vendors
Comprehensive analysis of factors that will challenge the growth of metaverse in entertainment market vendors
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The metaverse market is estimated to grow at a CAGR of 40.06% between 2022 and 2027. The size of the market is forecasted to increase by USD 1,152.35 billion. This report extensively covers market segmentation by device (VR or AR devices and computing devices), component (hardware, software, and services), and geography (North America, Europe, APAC, South America, and Middle East and Africa). The rising consumer adoption of online gaming is an emerging trend in the market.
The size of the metaverse market in finance is estimated to grow at a CAGR of 21.33% between 2022 and 2027. The size of the market is forecasted to increase by USD 107.06 billion. This report extensively covers component (hardware and software), end-user (brokerage firms, investment banks, commercial banks, and others), and geography (APAC, North America, Europe, Middle East and Africa, and South America). The integration with VR and AR platforms is notably driving the metaverse market in finance growth.
Metaverse In Entertainment Market Scope
Report Coverage
Details
Base year
2022
Historic period
2017-2021
Forecast period
2023-2027
Growth momentum & CAGR
Accelerate at a CAGR of 9.07%
Market growth 2023-2027
USD 33,323.31 million
Market structure
Fragmented
YoY growth 2022-2023 (%)
7.99
Regional analysis
North America, Europe, APAC, South America, and Middle East and Africa
Performing market contribution
North America at 33%
Key countries
US, Canada, China, UK, and Germany
Competitive landscape
Leading Vendors, Market Positioning of Vendors, Competitive Strategies, and Industry Risks
Key companies profiled
Animoca Brands Corp. Ltd., BATTLE INFINITY, Decentraland, Epic Games Inc., Gamefam Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., NFT Worlds, Niantic Inc., Nolan Consulting Ltd., NVIDIA Corp., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp., Scuti.AI LLC, Sky Mavis, SportsIcon Inc., Tencent Holdings Ltd., and Zilliqa Research Pte. Ltd.
Market dynamics
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period.
Customization purview
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.
Table of Contents
1 Executive Summary
1.1 Market overview
Exhibit 01: Executive Summary ? Chart on Market Overview
Exhibit 02: Executive Summary ? Data Table on Market Overview
Exhibit 03: Executive Summary ? Chart on Global Market Characteristics
Exhibit 04: Executive Summary ? Chart on Market by Geography
Exhibit 05: Executive Summary ? Chart on Market Segmentation by End-user
Exhibit 06: Executive Summary ? Chart on Market Segmentation by Component
Exhibit 07: Executive Summary ? Chart on Incremental Growth
Exhibit 08: Executive Summary ? Data Table on Incremental Growth
Exhibit 09: Executive Summary ? Chart on Vendor Market Positioning
2 Market Landscape
2.1 Market ecosystem
Exhibit 10: Parent market
Exhibit 11: Market Characteristics
3 Market Sizing
3.1 Market definition
Exhibit 12: Offerings of vendors included in the market definition
3.2 Market segment analysis
Exhibit 13: Market segments
3.3 Market size 2022
3.4 Market outlook: Forecast for 2022-2027
Exhibit 14: Chart on Global - Market size and forecast 2022-2027 ($ million)
Exhibit 15: Data Table on Global - Market size and forecast 2022-2027 ($ million)
Exhibit 16: Chart on Global Market: Year-over-year growth 2022-2027 (%)
Exhibit 17: Data Table on Global Market: Year-over-year growth 2022-2027 (%)
4 Historic Market Size
4.1 Global metaverse in entertainment market 2017 - 2021
Exhibit 18: Historic Market Size ? Data Table on Global metaverse in entertainment market 2017 - 2021 ($ million)
Exhibit 171: Zilliqa Research Pte. Ltd. - Overview
Exhibit 172: Zilliqa Research Pte. Ltd. - Product / Service
Exhibit 173: Zilliqa Research Pte. Ltd. - Key offerings
13 Appendix
13.1 Scope of the report
13.2 Inclusions and exclusions checklist
Exhibit 174: Inclusions checklist
Exhibit 175: Exclusions checklist
13.3 Currency conversion rates for US$
Exhibit 176: Currency conversion rates for US$
13.4 Research methodology
Exhibit 177: Research methodology
Exhibit 178: Validation techniques employed for market sizing
Exhibit 179: Information sources
13.5 List of abbreviations
Exhibit 180: List of abbreviations
About Us Technavio is a leading global technology research and advisory company. Their research and analysis focus on emerging market trends and provide actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.
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