AR/VR/XR Segment to Hold a Significant Share in Metaverse In Entertainment Market Through 2027
The increasing penetration of virtual and online
gaming culture, high-speed internet connectivity and rising disposable income
of the consumers are primarily driving the growth of the global metaverse in
entertainment market.
According to TechSci report on, “Metaverse in Entertainment Market – Global Industry Size, Share, Trends,
Opportunity, and Forecast, 2017-2027”, the
global metaverse in entertainment market is expected to register significant
growth during the forecast period of 2023-2027. The market growth can be attributed to the
increasing consumer spending across virtual events and concerts. Moreover, the
increasing penetration of smartphones and the internet, which makes access to
virtual events convenient, is also adding to the market growth. Furthermore,
the incorporation and rapid adoption of immersive technologies such as
augmented reality (AR) and virtual reality (VR) are also creating a positive
impact on the market. Apart from this, rising consumer inclination towards
online gaming is providing a lucrative growth opportunity for market players in
the global metaverse in entertainment market. Metaverse provides an immersive
virtual experience through its connected technologies, such as 3D
visualization, IoT, and augmented reality. According to a report, the online
gaming industry reached around 360 million people in 2020 and is anticipated to
reach approximately 510 million people by the end of 2022. This can be
accredited to the changing consumer entertainment choices and the high-income
levels. Furthermore, the acceptance of metaverse in entertainment has increased
over recent years, particularly after the COVID-19 pandemic and subsequent
lockdowns and social distancing guidelines. Moreover, various entertainment
powerhouses are investing to launch several iterations of the metaverse and
gain a robust footing in the market. In addition, globally renowned artists
such as Travis Scott, BTS, and Imagine Dragons are those artists who have
already tested the metaverse platform for concerts and live shows, which is
further catalysing the market growth.
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entertainment market"
The
global metaverse in the entertainment market is segmented by platform,
technology, end user, competitive landscape, and regional distribution. Based
on the platform, the market is differentiated into wearables, desktops, and
mobiles. Among these, the mobile segment is anticipated to hold a significant
market share in the coming years. This is primarily because most of the global
population has easy access to mobile phones. Moreover, the growing penetration
of smartphones and the internet is also supplementing the growth of this
segment. Furthermore, mobile phones can be carried anywhere, charged easily,
and are affordable as well, which is why majority of the population depends on
mobile phones for indulging in any kind of virtual activity related to
entertainment.
By
technology, the market is bifurcated into the blockchain, AI, AR/VR/XR, and MR.
Among these, the AR/VR/XR segment is anticipated to hold a prominent market
share over the forecast period. AR/VR/XR acts as a link between the physical
world and the digital world and facilitates an immersive experience. The
combination of these three features integrates real and virtual environments,
facilitates real-time interaction, and shows precise 3D visualization of the
objects. Moreover, the availability of high-end AR devices at an affordable
rate and the increasing adoption of AR headsets with high resolution for gaming
and entertainment.
On
the basis of end users, the global market is segmented between film production companies,
music labels, OTT platforms, and others. Among these, music labels are expected
to hold a prominent market share in the coming years. This is primarily due to
the growing adoption and acceptance of virtual concerts and music shows,
particularly after the Covid-19 pandemic. With the introduction of metaverse
technology, people can now catch VR concerts while sitting at home. Moreover,
the incorporation of AI and AR/VR provides incredible immersive experiences to
the users. For instance, the creators of ABBA Voyage recorded a group of
members performing their songs, the singers are in seventies at present, and
used AI (artificial intelligence) to make them look younger onstage. They are
also creating the AI-generated version of ABBA group members to create
holograms that can perform on stage during the ABBA Voyage experience.
A
list of major market players of the global metaverse in entertainment market
includes:
·
Aomen-City
·
Epic Games Inc.
·
Hungama Digital Media Entertainment Pvt. Ltd.
·
Meta Platforms Inc.
·
Niantic Inc.
·
OverActive Media Corp.
·
Qualcomm Inc.
·
Queppelin
·
Roblox Corp
·
Tetavi Ltd.
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“On the geographical front, North America is projected to hold a
significant market share over the forecast period. The flourishing
entertainment industry, wide traction of the gaming culture, and increasing
investments by the regional market players to create more immersive gaming and
entertainment experience are the major factors contributing to the market
growth in the region. Moreover, the inflating disposable income of the users
living in the region, rising use of interactive media platforms for marketing
major motion pictures, and increasing collaborations and partnerships between
media and entertainment and technology companies to provide immersive metaverse
experiences are anticipated to propel the market growth in the region. Apart
from this, robust technological advancements in the AR and VR devices and the
penetration of high-speed internet are projected to create a positive impact on
the global metaverse in the entertainment market over the coming years.” said
Mr. Karan Chechi, Research Director, TechSci Research, a research based global
management consulting firm.
“Metaverse in Entertainment Market
- Industry Size, Share, Trends, Opportunity, and Forecast, 2017-2027 Segmented
By Platform (Wearables, Desktop, Mobile), By Technology (Blockchain, AI,
AR/VR/XR, MR), By End-User (Film Production Companies, Music Labels, OTT
Platforms, Others) and By Region” has evaluated the future growth
potential of global metaverse in entertainment market and provides statistics
& information on market size, structure and future market growth. The
report intends to provide cutting-edge market intelligence and help decision
makers take sound investment decisions. Besides, the report also identifies and
analyzes the emerging trends along with essential drivers, challenges, and
opportunities in global metaverse in entertainment market.
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