Metaverse Market Trends, In-depth Analysis, Size and Future Outlook 2032

Metaverse Market Size- By Verticals, By Components, By Platform, By End User Industry, By Offering- Regional Outlook, Competitive Strategies and Segment Forecasts to 2032

Published: Nov 2022 Base Year: 2021 Report ID: IACT2213
Available Format: Historical Data: 2019 - 2020 Number of Pages: 1 - 238
Category : Information & Communications Technology
Global Metaverse Market Overview:

According to SPER Market Research, the Global Metaverse Market is estimated to reach USD 1442.5 billion by 2032 with a CAGR of 38.9%.

Rising demand in the media and entertainment as well as the gaming industries, evolving opportunities from markets like Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and digitalization in the art, fashion, and retail industries are some of the key factors anticipated to propel the growth of the metaverse market. The concept of "metaverse" refers to a deeply immersive 3D virtual world experience gained by the employment of a combination of AR, VR, and MR technologies. By creating a virtual world where users may play immersive games, conduct business, interact socially, buy and sell virtual properties, and enjoy immersive entertainment, the metaverse platform enhances the internet experience. Cryptocurrencies are the standard form of payment in the metaverse, and each metaverse has its own set of coins. 



The physical and digital worlds are connected through the use of cryptocurrencies. They enable us to determine the value of digital assets in terms of the money issued by the government as well as the growth of such assets over time. Cryptocurrency purchases through the metaverse are becoming more popular all across the world. Access to previously inaccessible goods and services has already been made possible due to the internet. For instance, workers from developing nations may now be able to work in western firms without moving. Virtual reality environments are a cheap and efficient way to learn, therefore they will assist improve educational possibilities. By including technologies that enable customers to buy, sell, and invest in the metaverse currency, brands can leverage the metaverse as an extra sales channel. NFTs may potentially contribute to the metaverse's advancement by fostering the expansion of digital markets.

Hardware for the metaverse consists of XR gadgets, semiconductor parts, sensors, trackers, and other cutting-edge tools. Fast networking, ample storage, and top-tier technology are necessary for a realistic and compelling metaverse experience. In order to provide a realistic-looking virtual environment, many devices utilised in the metaverse also rely on 3D and other cutting-edge technologies, which raises their price. The leading market competitors have made considerable expenditures in response to the rising demand for extended reality gadgets. The leading market participants' rising investments and advances are anticipated to accelerate the uptake of the metaverse in gaming and entertainment.



Impact of COVID-19 on the Global Metaverse Market
Due of the unanticipated lockdowns in the majority of areas, the pandemic has raised the demand for extended reality devices. Following COVID-19, many businesses now encourage their workers to work from home, which raises the demand for virtual meetings, training, and conferences. The pandemic has impacted extended reality gadget production all around the world as well. The COVID-19 pandemic outbreak caused a dramatic rise in demand in the metaverse market. Moreover, the pandemic has changed consumer demand for online purchasing and shopping in the digital virtual world. Several businesses have entered the online market as a result of the current trend. By implementing various business strategies, product releases, and partnerships, a number of major players have accomplished their investments during the pandemic.

Scope of the Report:
 Report Metric Details
 Market size available for years 2019-2032
 Base year considered 2021
 Forecast period 2022-2032
 Segments coveredBy Verticals, By Components, By Platform, By End User Industry, By Offering
 Geographies coveredNorth America, Europe, Asia Pacific, Latin America, Middle East and Africa
 Companies CoveredActive Theory, Accenture, Adobe, Autodesk Inc., ByteDance, Ltd., Decentraland, Deloitte, Epic Games, Inc., Electronic Arts, HPE, Intel, Lilith Games, Meta Platforms, Inc, Microsoft Corporation, NetEase, Inc, Nvidia Corporation, Nextech AR Solution Corp., Nexon, Roblox Corporation, The Sandbox, Tencent Holdings Ltd., Take-Two, Tencent, Tech Mahindra, Unity Technologies, Inc., Valve.
Global Metaverse Market Segmentation:

By Verticals: Based on the Verticals, Global Metaverse Market is segmented as;  Consumer {Gaming and social media (Gaming, Social Media), Live Entertainments and Events (Sports, Music Concerts, Other Events and Conferences, Live entertainment and events)}, Commercial {Retail and E- Commerce (Jewellery and luxury goods, Beauty and cosmetics, Apparel fitting, Home furnishing, Virtual shopping, Retail and ecommerce), Education and Corporate, Travel and Tourism (Virtual hotel tours, Virtual theme parks, Museums, zoos, and other), Real Estate (Virtual property and real estate)}, Healthcare (Diagnostics and Treatment, AR/VR Based Training), Industrial Manufacturing (Digital Factory, Industrial Training, Digital Twins), Other Verticals.

By Components: Based on the Components, Global Metaverse Market is segmented as;  Hardware {AR devices (AR Head-Mounted Displays, AR Head-Up Displays), VR Devices (VR Head-Mounted Displays (HMD), Gesture-tracking devices and haptics), MR Devices, Displays (Virtual Mirrors, 3D Displays, Holographic Displays)}, Software {Extended Reality Software, Gaming Engines, Metaverse Platforms (Decentralized Metaverse Platform, Centralized Metaverse Platform), 3D Mapping, Modelling and Reconstruction, Financial Platforms (Traditional finance in metaverse, Decentralized finance in metaverse), Other Software}, Professional Services (Application Development and System Integration, Strategy and Business Consulting Services).

By Platforms: Based on the Components, Global Metaverse Market is segmented as; Platform Analysis (Desktop, Mobile, Headsets).

By End User Industry: Based on the End User, Global Metaverse Market is segmented as; End Use Analysis (BFSI, Retail, Media & Entertainment, Education, Aerospace and Defence, Automotive, Others).

By Offering: 
Based on the Offerings, Global Metaverse Market is segmented as; Virtual Platforms, Asset Marketplaces, Avatars, Financial Services.

By Region: North America held a dominant position in the metaverse market in terms of region in 2021, and is anticipated to keep this position throughout the forecast period due to the region's high concentration of metaverse technology vendors. However, due to the region's quick technological and economic advancements, Asia-Pacific is anticipated to experience significant growth throughout the projection period. This growth is anticipated to boost the region's adoption of metaverse solutions over the next several years.
1. Introduction
1.1. Scope of the report
1.2. Market segment analysis

2. Research Methodology
2.1 Research data source
2.1.1 Secondary data
2.1.2 Primary data
2.1.3 SPER’s internal database
2.1.4 Premium insight from KOL’s
2.2 Market size estimation
2.2.1 Top-down and Bottom-up approach
2.3 Data triangulation

3. Executive Summary

4. Market Dynamics
4.1. Driver, Restraint, Opportunity and Challenges analysis
4.1.1 Drivers
4.1.2 Restraints
4.1.3 Opportunities
4.1.4 Challenges 
4.2. COVID-19 Impacts of the Global Metaverse Market

5. Market variables and outlook
5.1. SWOT analysis
5.1.1 Strengths
5.1.2 Weaknesses
5.1.3 Opportunities
5.1.4 Threats
5.2. PESTEL analysis
5.2.1 Political landscape
5.2.2 Economic landscape
5.2.3 Social landscape
5.2.4 Technological landscape
5.2.5 Environmental landscape
5.2.6 Legal landscape
5.3. PORTER’S five forces analysis
5.3.1 Bargaining power of suppliers
5.3.2 Bargaining power of Buyers
5.3.3 Threat of Substitute
5.3.4 Threat of new entrant
5.3.5 Competitive rivalry
5.4. Heat map analysis

6. Global Metaverse Market, By Vertical, 2019-2032 (USD Million)
6.1 Consumer
6.1.1 Gaming and social media
6.1.1.1 Gaming
6.1.1.2 Social Media 
6.1.2 Live Entertainments and Events
6.1.2.1 Sports
6.1.2.2 Music Concerts
6.1.2.3 Other Events and Conferences
6.1.2.4 Live entertainment and events: Metaverse use cases
6.2 Commercial
6.2.1 Retail and E- Commerce 
6.2.1.1 Jewellery and luxury goods
6.2.1.2 Beauty and cosmetics
6.2.1.3 Apparel fitting
6.2.1.4 Home furnishing
6.2.1.5 Virtual shopping
6.2.1.6 Retail and ecommerce: Metaverse use cases
6.2.2 Education and Corporate
6.2.2.1 Education and corporate: Metaverse use cases
6.2.3 Travel and Tourism
6.2.3.1 Virtual hotel tours
6.2.3.2 Virtual theme parks
6.2.3.3 Museums, zoos, and other
6.2.3.4 Travel and tourism: Metaverse use cases
6.2.4 Real Estate
6.2.4.1 Virtual property and real estate
6.2.4.2 Real estate: Metaverse use cases
6.3 Healthcare 
6.3.1 Diagnostics and Treatment
6.3.2 AR/VR Based Training
6.3.3 Healthcare: metaverse uses cases
6.4 Industrial Manufacturing: Metaverse Uses Cases
6.4.1 Digital Factory
6.4.2 Industrial Training 
6.4.3 Digital Twins
6.5 Other Verticals

7. Global Metaverse Market, By Components, 2019-2032 (USD Million)
7.1 Hardware 
7.1.1 AR Devices
7.1.1.1 AR Head-Mounted Displays (HMD)
7.1.1.2 AR Head-Up Displays (HUD)
7.1.2 VR Devices
7.1.2.1 VR Head-Mounted Displays (HMD)
7.1.2.2 Gesture-tracking devices and haptics
7.1.3 MR Devices
7.1.4 Displays
7.1.4.1 Virtual Mirrors
7.1.4.2 3D Displays
7.1.4.3 Holographic Displays
7.2 Software 
7.2.1 Extended Reality Software
7.2.2 Gaming Engines
7.2.3 Metaverse Platforms 
7.2.3.1 Decentralized Metaverse Platform
7.2.3.2 Centralized Metaverse Platform
7.2.4 3D Mapping, Modelling and Reconstruction
7.2.5 Financial Platforms
7.2.5.1 Traditional finance in metaverse
7.2.5.2 Decentralized finance in metaverse
7.2.6 Other Software
7.3 Professional Services
7.3.1 Application Development and System Integration
7.3.2 Strategy and Business Consulting Services

8. Global Metaverse Market, By Platform, 2019-2032 (USD Million)
8.1 Platform Analysis
8.1.1 Desktop 
8.1.2 Mobile
8.1.3 Headsets

9. Global Metaverse Market, By End User Industry, 2019-2032 (USD Million)
9.1 End Use Analysis
9.1.1. BFSI
9.1.2. Retail
9.1.3. Media & Entertainment
9.1.4. Education
9.1.5. Aerospace and Defense
9.1.6. Automotive
9.1.7. Others

10. Global Metaverse Market, By Offering, 2019-2032 (USD Million)
10.1 Virtual Platforms
10.2 Asset Marketplaces
10.3 Avatars
10.4 Financial Services

11. Global Metaverse Market, By Region, 2019-2032 (USD Million)
11.1. North America
11.1.1. United States 
11.1.2. Canada
11.1.3. Mexico
11.2. Europe
11.2.1. Germany
11.2.2. United Kingdom
11.2.3. France
11.2.4. Italy
11.2.5. Spain
11.2.6. Rest of Europe
11.3. Asia-Pacific
11.3.1. China
11.3.2. Japan
11.3.3. India
11.3.4. Australia
11.3.5. South Korea
11.3.6. Rest of Asia-Pacific
11.4. South America
11.4.1. Brazil
11.4.2. Argentina
11.4.3. Rest of South America
11.5. Middle East & Africa
11.5.1. Kingdom of Saudi Arabia 
11.5.2. United Arab Emirates
11.5.3. Rest of Middle East & Africa

12. Company Profiles
12.1 Active Theory
12.1.1.Company details 
12.1.2.Financial outlook
12.1.3.Product summary 
12.1.4.Recent developments

12.2 Accenture
12.2.1.Company details 
12.2.2.Financial outlook
12.2.3.Product summary 
12.2.4.Recent developments

12.3 Adobe
12.3.1.Company details 
12.3.2.Financial outlook
12.3.3.Product summary 
12.3.4.Recent developments

12.4 Autodesk Inc.,
12.4.1.Company details 
12.4.2.Financial outlook
12.4.3.Product summary 
12.4.4.Recent developments

12.5 ByteDance, Ltd.
12.5.1.Company details 
12.5.2.Financial outlook
2.5.3.Product summary 
12.5.4.Recent developments

12.6 Decentraland
12.6.1.Company details 
12.6.2.Financial outlook
12.6.3.Product summary 
12.6.4.Recent developments

12.7 Deloitte
12.7.1.Company details 
2.7.2.Financial outlook
12.7.3.Product summary 
12.7.4.Recent developments

12.8 Epic Games, Inc.
12.8.1.Company details 
12.8.2.Financial outlook
12.8.3.Product summary 
12.8.4.Recent developments

12.9 Electronic Arts
12.9.1.Company details 
12.9.2.Financial outlook
12.9.3.Product summary 
12.9.4.Recent developments

12.10 HPE
12.10.1.Company details 
12.10.2.Financial outlook
12.10.3.Product summary 
12.10.4.Recent developments

12.11 Intel
12.11.1.Company details 
12.11.2.Financial outlook
12.11.3.Product summary 
12.11.4.Recent developments

12.12 Lilith Games
12.12.1.Company details 
12.12.2.Financial outlook
12.12.3.Product summary 
12.12.4.Recent developments

12.13 Meta Platforms, Inc
12.13.1.Company details 
12.13.2.Financial outlook
12.13.3.Product summary 
12.13.4.Recent developments

12.14 Microsoft Corporation
12.14.1.Company details 
12.14.2.Financial outlook
12.14.3.Product summary 
12.14.4.Recent developments

12.15 NetEase, Inc
12.15.1.Company details 
12.15.2.Financial outlook
12.15.3.Product summary 
12.15.4.Recent developments

12.16 Nvidia Corporation
12.16.1.Company details 
12.16.2.Financial outlook
12.16.3.Product summary 
12.16.4.Recent developments

12.17 Nextech AR Solution Corp.
12.17.1.Company details 
12.17.2.Financial outlook
12.17.3.Product summary 
12.17.4.Recent developments

12.18 Nexon
12.18.1.Company details 
12.18.2.Financial outlook
12.18.3.Product summary 
12.18.4.Recent developments

12.19 Roblox Corporation
12.19.1.Company details 
12.19.2.Financial outlook
12.19.3.Product summary 
12.19.4.Recent developments

12.20 The Sandbox
12.20.1.Company details 
12.20.2.Financial outlook
12.20.3.Product summary 
12.20.4.Recent developments

12.21 Tencent Holdings Ltd.
12.21.1.Company details 
12.21.2.Financial outlook
2.21.3.Product summary 
12.21.4.Recent developments

12.22 Take-Two
12.22.1.Company details 
12.22.2.Financial outlook
12.22.3.Product summary 
12.22.4.Recent developments

12.23 Tencent
12.23.1.Company details 
12.23.2.Financial outlook
12.23.3.Product summary 
12.23.4.Recent developments

12.24 Tech Mahindra
12.24.1.Company details 
12.24.2.Financial outlook
12.24.3.Product summary 
12.24.4.Recent developments

12.25 Unity Technologies, Inc.
12.25.1.Company details 
12.25.2.Financial outlook
12.25.3.Product summary 
12.25.4.Recent developments

12.26 Valve
12.26.1.Company details 
12.26.2.Financial outlook
12.26.3.Product summary 
12.26.4.Recent developments

SPER Market Research’s methodology uses great emphasis on primary research to ensure that the market intelligence insights are up to date, reliable and accurate. Primary interviews are done with players involved in each phase of a supply chain to analyze the market forecasting. The secondary research method is used to help you fully understand how the future markets and the spending patterns look likes.

The report is based on in-depth qualitative and quantitative analysis of the Product Market. The quantitative analysis involves the application of various projection and sampling techniques. The qualitative analysis involves primary interviews, surveys, and vendor briefings.  The data gathered as a result of these processes are validated through experts opinion. Our research methodology entails an ideal mixture of primary and secondary initiatives.

SPER-Methodology-1

SPER-Methodology-2

SPER-Methodology-3


Frequently Asked Questions About This Report
The Metaverse Market grew in market size from 2021. The Market is expected to reach USD 1442.5 billion by 2030, at a CAGR of 38.9% during the forecast period.
The Metaverse Market CAGR of 38.9% during the forecast period.
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The Metaverse Market size is USD 1442.5 billion from 2022 to 2030.
The Metaverse Market segment is Covered By Verticals, By Components, By Platform, By End User Industry, By Offering.
The North America and Europe region is anticipated to have the highest market share in the Metaverse Market.
Rising investments and breakthroughs by prominent market actors are expected to boost the adoption of the metaverse in gaming and entertainment.
The key players in the market include Companies Covered Active Theory, Accenture, Adobe, Autodesk Inc., ByteDance, Ltd., Decentraland, Deloitte, Epic Games, Inc., Electronic Arts, HPE, Intel, Lilith Games, Meta Platforms, Inc, Microsoft Corporation, NetEase, Inc, Nvidia Corporation, Nextech AR Solution Corp., Nexon, Roblox Corporation, The Sandbox, Tencent Holdings Ltd., Take-Two, Tencent, Tech Mahindra, Unity Technologies, Inc., Valve.
The Metaverse Market is projected to reach USD 1442.5 billion by 2030, growing at a CAGR of 38.9% during the forecast period.
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