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Report Description

Report Description

Global metaverse in entertainment market is anticipated to register growth with a lucrative CAGR in the forecast period, 2023-2027. Metaverse refers to a simulated digital environment that utilizes virtual reality (VR), augmented reality (AR), and blockchain, along with the trending concepts from the social media to create spaces for immersive user interaction, mimicking the real world. The market growth can be attributed to the rapid digital transformation going across several industries. Moreover, with the extensive adoption and acceptance of virtual events the media and entertainment industry went under colossal transmutations. This eventually is adding to the increased adoption of metaverse.

Furthermore, metaverse platforms enables immersive storytelling, world-building and unlocks fan creativity. The inclusion of such features facilitates the engagement of audience, hence provides them an immersive experience. Besides, increasing initiatives by various industry verticals to integrate metaverse into their businesses to make user experience immersive and memorable is acting as another growth-inducing factor for the market. For instance, in November 2021, NFL announced the launch of an online store from which the users can buy official jersey and helmets for all 32 teams. This online store was located in Roblox, a video game where users will be able to build their own games as well.

Moreover, the inclusion of advanced technologies such as AR/VR, cloud computing, IoT, and metaverse wearables altogether has commenced the era of virtual concerts in the metaverse. In addition, during the stringent lockdown conditions across the world due to COVID-19, several artists opted metaverse as a medium to perform for the pre-planned concerts. Metaverse enables the artists and content creators to collaborate, interact, and perform similar to the real life.  Global bands and celebrities such as BTs, Travis Scott, Muse and several other artists have started opting metaverse platforms. Apart from this, the integration of metaverse in crypto is providing lucrative opportunities in terms of financial growth. Their use of blockchain infrastructure enables the user to tap into the wider crypto economy, allowing the exchange of virtual items for real economic profit. 


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Market Segmentation

The global metaverse in entertainment market is segmented by platform, technology, product, end user, competitive landscape, and regional distribution. Based on the platform, the market is differentiated wearables, desktops, and mobiles. By technology, the market is bifurcated into blockchain, AI, AR/VR/XR, and MR. On the basis of end users, the global market is segmented between film production companies, music labels, OTT platforms, and others. The market analysis also studies the regional segmentation to devise regional market segmentation, divided among North America, Europe, Asia Pacific, Middle east and Africa, South America. The United States is anticipated hold a significant market share in the coming years due to rapid digital transformation across several industries.  

Company Profile

Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp, and Tetavi Ltd. are the leading market players responsible for the growth of global metaverse in entertainment Market.

Attribute

Details

Base Year

2021

Historical Data

2017 – 2020

Estimated Year

2022

Forecast Period

2023 – 2027

Quantitative Units

Revenue in USD Million, and CAGR for 2017-2021 and 2022-2027

Report coverage

Revenue forecast, company share, competitive landscape, growth factors, and trends

Segments covered

·         Platform

·         Technology

·         End-User

Regional scope

North America, Europe, Asia Pacific, Middle east and Africa, South America

Key companies profiled

Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp, and Tetavi Ltd

Customization scope

10% free report customization with purchase. Addition or alteration to country, regional & segment scope.

Pricing and purchase options

Avail customized purchase options to meet your exact research needs. Explore purchase options

Delivery Format

PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

 

Report Scope:

In this report, global metaverse in entertainment market has been segmented into following categories, in addition to the industry trends which have also been detailed below:

  • Metaverse in Entertainment Market, By Platform:
    • Wearables
    • Desktop
    • Mobile
  • Metaverse in Entertainment Market, By Technology:
    • Blockchain
    • AI
    • Ar/VR/XR
    • MR
  • Metaverse in Entertainment Market, By End User:
    • Film Production Companies
    • Music Labels
    • OTT Platforms
    • Others
  • Metaverse in Entertainment Market, By Region:

o   North America

§  United States

§  Canada

§  Mexico

o   Europe

§  Germany

§  France

§  Italy

§  United Kingdom

§  Spain

§  Poland

§  Denmark

o   Asia Pacific

§  China

§  India’

§  Japan

§  South Korea

§  Australia’

§  Singapore

§  Malaysia

o   Middle East and Africa

§  South Africa

§  UAE

§  Iraq

§  Turkey

o   South America

§  Brazil

§  Argentina

§  Colombia

§  Peru

§  Chile

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in Global Metaverse in entertainment Market.

Available Customizations:

With the given market data, TechSci Research offers customizations according to a company’s specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Global Metaverse in Entertainment Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]

Table of content

Table of content

1.     Service Overview

2.    Research Methodology

3.    Impact of COVID-19 on Global Metaverse in Entertainment Market

4.    Executive Summary

5.    Voice of Customers

5.1.  Brand Awareness

5.2.  Factors Considered while Selecting Vendor

5.3.  Key Satisfaction Level

5.4.  Major Challenges Faced

6.    Global Metaverse in Entertainment Market Outlook

6.1.  Market Size & Forecast

6.1.1.     By Value

6.2.  Market Share & Forecast

6.2.1.     By Platform (Wearables, Desktop/Laptops, Mobile)

6.2.2.     By Technology (AI, AR/VR/XR, MR)

6.2.3.     By End-User (Film Production Companies, Music Labels, OTT Platforms, Others)

6.2.4.     By Region

6.2.5.     By Company

6.3.  Market Map

7.    North America Metaverse in Entertainment Market Outlook

7.1.  Market Size & Forecast

7.1.1.     By Value

7.2.  Market Share & Forecast

7.2.1.     By Platform

7.2.2.     By Technology

7.2.3.     By End-User

7.2.4.     By Country

7.3.  North America: Country Analysis

7.3.1.     United States Metaverse in Entertainment Market Outlook

7.3.1.1.         Market Size & Forecast

7.3.1.1.1.             By Value 

7.3.1.2.         Market Share & Forecast

7.3.1.2.1.             By Platform

7.3.1.2.2.             By Technology

7.3.1.2.3.             By End-User

7.3.2.     Canada Metaverse in Entertainment Market Outlook

7.3.2.1.         Market Size & Forecast

7.3.2.1.1.             By Value 

7.3.2.2.         Market Share & Forecast

7.3.2.2.1.             By Platform

7.3.2.2.2.             By Technology

7.3.2.2.3.             By End-User

7.3.3.     Mexico Metaverse in Entertainment Market Outlook

7.3.3.1.         Market Size & Forecast

7.3.3.1.1.             By Value 

7.3.3.2.         Market Share & Forecast

7.3.3.2.1.             By Platform

7.3.3.2.2.             By Technology

7.3.3.2.3.             By End-User

8.    Asia-Pacific Metaverse in Entertainment Market Outlook

8.1.  Market Size & Forecast

8.1.1.     By Value

8.2.  Market Share & Forecast

8.2.1.     By Platform

8.2.2.     By Technology

8.2.3.     By End-User

8.2.4.     By Country

8.3.  Asia-Pacific: Country Analysis

8.3.1.     China Metaverse in Entertainment Market Outlook

8.3.1.1.         Market Size & Forecast

8.3.1.1.1.             By Value 

8.3.1.2.         Market Share & Forecast

8.3.1.2.1.             By Platform

8.3.1.2.2.             By Technology

8.3.1.2.3.             By End-User

8.3.2.     India Metaverse in Entertainment Market Outlook

8.3.2.1.         Market Size & Forecast

8.3.2.1.1.             By Value 

8.3.2.2.         Market Share & Forecast

8.3.2.2.1.             By Platform

8.3.2.2.2.             By Technology

8.3.2.2.3.             By End-User

8.3.3.     Japan Metaverse in Entertainment Market Outlook

8.3.3.1.         Market Size & Forecast

8.3.3.1.1.             By Value 

8.3.3.2.         Market Share & Forecast

8.3.3.2.1.             By Platform

8.3.3.2.2.             By Technology

8.3.3.2.3.             By End-User

8.3.4.     South Korea Metaverse in Entertainment Market Outlook

8.3.4.1.         Market Size & Forecast

8.3.4.1.1.             By Value 

8.3.4.2.         Market Share & Forecast

8.3.4.2.1.             By Platform

8.3.4.2.2.             By Technology

8.3.4.2.3.             By End-User

8.3.5.     Australia Metaverse in Entertainment Market Outlook

8.3.5.1.         Market Size & Forecast

8.3.5.1.1.             By Value 

8.3.5.2.         Market Share & Forecast

8.3.5.2.1.             By Platform

8.3.5.2.2.             By Technology

8.3.5.2.3.             By End-User

8.3.6.     Singapore Metaverse in Entertainment Market Outlook

8.3.6.1.         Market Size & Forecast

8.3.6.1.1.             By Value 

8.3.6.2.         Market Share & Forecast

8.3.6.2.1.             By Platform

8.3.6.2.2.             By Technology

8.3.6.2.3.             By End-User

8.3.7.     Malaysia Metaverse in Entertainment Market Outlook

8.3.7.1.         Market Size & Forecast

8.3.7.1.1.             By Value 

8.3.7.2.         Market Share & Forecast

8.3.7.2.1.             By Platform

8.3.7.2.2.             By Technology

8.3.7.2.3.             By End-User

9.    Europe Metaverse in Entertainment Market Outlook

9.1.  Market Size & Forecast

9.1.1.     By Value

9.2.  Market Share & Forecast

9.2.1.     By Platform

9.2.2.     By Technology

9.2.3.     By End-User

9.2.4.     By Country

9.3.  Europe: Country Analysis

9.3.1.     Germany Metaverse in Entertainment Market Outlook

9.3.1.1.         Market Size & Forecast

9.3.1.1.1.             By Value 

9.3.1.2.         Market Share & Forecast

9.3.1.2.1.             By Platform

9.3.1.2.2.             By Technology

9.3.1.2.3.             By End-User

9.3.2.     United Kingdom Metaverse in Entertainment Market Outlook

9.3.2.1.         Market Size & Forecast

9.3.2.1.1.             By Value 

9.3.2.2.         Market Share & Forecast

9.3.2.2.1.             By Platform

9.3.2.2.2.             By Technology

9.3.2.2.3.             By End-User

9.3.3.     France Metaverse in Entertainment Market Outlook

9.3.3.1.         Market Size & Forecast

9.3.3.1.1.             By Value 

9.3.3.2.         Market Share & Forecast

9.3.3.2.1.             By Platform

9.3.3.2.2.             By Technology

9.3.3.2.3.             By End-User

9.3.4.     Italy Metaverse in Entertainment Market Outlook

9.3.4.1.         Market Size & Forecast

9.3.4.1.1.             By Value 

9.3.4.2.         Market Share & Forecast

9.3.4.2.1.             By Platform

9.3.4.2.2.             By Technology

9.3.4.2.3.             By End-User

9.3.5.     Spain Metaverse in Entertainment Market Outlook

9.3.5.1.         Market Size & Forecast

9.3.5.1.1.             By Value 

9.3.5.2.         Market Share & Forecast

9.3.5.2.1.             By Platform

9.3.5.2.2.             By Technology

9.3.5.2.3.             By End-User

9.3.6.     Poland Metaverse in Entertainment Market Outlook

9.3.6.1.         Market Size & Forecast

9.3.6.1.1.             By Value 

9.3.6.2.         Market Share & Forecast

9.3.6.2.1.             By Platform

9.3.6.2.2.             By Technology

9.3.6.2.3.             By End-User

9.3.7.     Denmark Metaverse in Entertainment Market Outlook

9.3.7.1.         Market Size & Forecast

9.3.7.1.1.             By Value 

9.3.7.2.         Market Share & Forecast

9.3.7.2.1.             By Platform

9.3.7.2.2.             By Technology

9.3.7.2.3.             By End-User

10.  South America Metaverse in Entertainment Market Outlook

10.1.              Market Size & Forecast

10.1.1.  By Value

10.2.              Market Share & Forecast

10.2.1.  By Platform

10.2.2.  By Technology

10.2.3.  By End-User

10.2.4.  By Country

10.3.              South America: Country Analysis

10.3.1.  Brazil Metaverse in Entertainment Market Outlook

10.3.1.1.      Market Size & Forecast

10.3.1.1.1.           By Value 

10.3.1.2.      Market Share & Forecast

10.3.1.2.1.           By Platform

10.3.1.2.2.           By Technology

10.3.1.2.3.           By End-User

10.3.2.  Argentina Metaverse in Entertainment Market Outlook

10.3.2.1.      Market Size & Forecast

10.3.2.1.1.           By Value 

10.3.2.2.      Market Share & Forecast

10.3.2.2.1.           By Platform

10.3.2.2.2.           By Technology

10.3.2.2.3.           By End-User

10.3.3.  Colombia Metaverse in Entertainment Market Outlook

10.3.3.1.      Market Size & Forecast

10.3.3.1.1.           By Value 

10.3.3.2.      Market Share & Forecast

10.3.3.2.1.           By Platform

10.3.3.2.2.           By Technology

10.3.3.2.3.           By End-User

10.3.4.  Peru Metaverse in Entertainment Market Outlook

10.3.4.1.      Market Size & Forecast

10.3.4.1.1.           By Value 

10.3.4.2.      Market Share & Forecast

10.3.4.2.1.           By Platform

10.3.4.2.2.           By Technology

10.3.4.2.3.           By End-User

10.3.5.  Chile Metaverse in Entertainment Market Outlook

10.3.5.1.      Market Size & Forecast

10.3.5.1.1.           By Value 

10.3.5.2.      Market Share & Forecast

10.3.5.2.1.           By Platform

10.3.5.2.2.           By Technology

10.3.5.2.3.           By End-User

11.  Middle East & Africa Metaverse in Entertainment Market Outlook

11.1.              Market Size & Forecast

11.1.1.  By Value

11.2.              Market Share & Forecast

11.2.1.  By Platform

11.2.2.  By Technology

11.2.3.  By End-User

11.2.4.  By Country

11.3.              Middle East & Africa: Country Analysis

11.3.1.  Saudi Arabia Metaverse in Entertainment Market Outlook

11.3.1.1.      Market Size & Forecast

11.3.1.1.1.           By Value 

11.3.1.2.      Market Share & Forecast

11.3.1.2.1.           By Platform

11.3.1.2.2.           By Technology

11.3.1.2.3.           By End-User

11.3.2.  South Africa Metaverse in Entertainment Market Outlook

11.3.2.1.      Market Size & Forecast

11.3.2.1.1.           By Value 

11.3.2.2.      Market Share & Forecast

11.3.2.2.1.           By Platform

11.3.2.2.2.           By Technology

11.3.2.2.3.           By End-User

11.3.3.  UAE Metaverse in Entertainment Market Outlook

11.3.3.1.      Market Size & Forecast

11.3.3.1.1.           By Value 

11.3.3.2.      Market Share & Forecast

11.3.3.2.1.           By Platform

11.3.3.2.2.           By Technology

11.3.3.2.3.           By End-User

11.3.4.  Iraq Metaverse in Entertainment Market Outlook

11.3.4.1.      Market Size & Forecast

11.3.4.1.1.           By Value 

11.3.4.2.      Market Share & Forecast

11.3.4.2.1.           By Platform

11.3.4.2.2.           By Technology

11.3.4.2.3.           By End-User

11.3.5.  Turkey Metaverse in Entertainment Market Outlook

11.3.5.1.      Market Size & Forecast

11.3.5.1.1.           By Value 

11.3.5.2.      Market Share & Forecast

11.3.5.2.1.           By Platform

11.3.5.2.2.           By Technology

11.3.5.2.3.           By End-User

12.  Market Dynamics

12.1.  Drivers

12.2.  Challenges

13.  Market Trends & Developments

14.  Company Profiles

14.1.              Aomen-City

14.2.              Epic Games Inc.

14.3.              Hungama Digital Media Entertainment Pvt. Ltd.

14.4.              Meta Platforms Inc.

14.5.              Niantic Inc.

14.6.              OverActive Media Corp.

14.7.              Qualcomm Inc.

14.8.              Queppelin

14.9.              Roblox Corp

14.10.            Tetavi Ltd.

15.  Strategic Recommendations

16.  About Us & Disclaimer

(Note: The companies list can be customized based on the client requirements.)

Figures and Tables

Frequently asked questions

Frequently asked questions

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.

Based on the 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. 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.

Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp, and Tetavi Ltd. are the leading market players responsible for the growth of global metaverse in entertainment Market.

The major key challenge that may hamper the growth of the global metaverse in entertainment market growth is the privacy and security concerns over metaverse.

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