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Metaverse Market by Component (Hardware (AR Devices, VR Devices, MR Devices), Software, Professional Services), Vertical (Consumer, Commercial, Industrial Manufacturing), & Region(North America, APAC, Europe, MEA, Latin America) - Global Forecast to 2030

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    Report

  • 350 Pages
  • October 2023
  • Region: Global
  • Markets and Markets
  • ID: 5892981

The global metaverse market is expected to grow from USD 83.9 Billion in 2023 to USD 1,303.4 Billion by 2030 at a Compound Annual Growth Rate (CAGR) of 48.0% during the forecast period. The video game industry has played a significant role in developing the metaverse, as many online games and platforms offer immersive virtual worlds with user-generated content and economies. The metaverse has applications beyond entertainment, including education and collaboration. Virtual classrooms, conferences, and workspaces are becoming more prevalent.

VR Devices segment to have the largest market size during the forecast period.

VR devices provide an environment with realistic images and sounds. Enterprises and consumers use VR devices for gaming, entertainment, and training applications in the enterprises and healthcare industries. This section explains different types of VR devices, including HMDs, projectors and display walls, and gesture-tracking devices, in detail. Some examples are Meta Quest 2, HTC Vive Cosmos, Oculus Rift S, HTC Vive Pro, and Varjo VR-3.

Use cases:

  • Gaming and Entertainment: VR is well-known for its immersive gaming experiences, where users are fully engaged in virtual worlds, interact with objects, and participate in realistic gameplay.
  • Training and Simulation: Businesses use VR for training simulations in aviation, medicine, military, and industrial sectors. Trainees can practice in safe and controlled virtual environments.
  • Education and Learning: VR provides interactive educational experiences, from virtual field trips to complex scientific simulations, enhancing engagement and understanding.

Consumer vertical to hold the largest market size during the forecast period.

The consumer segment comprises gaming, social media, sports, live entertainment, concerts, and other events. Various entertainment applications include museums (archeology), theme parks, art galleries, and exhibitions. Metaverse and the extended reality technology offer remarkable visual effects when used in gaming and sports broadcasts. The gaming sector has been an early adopter of new 3D, VR, and MR technologies. These technologies can enhance players’ gaming experience by creating virtual objects and characters linked to defined locations in the real world. Players can easily interact with digital objects in the real world.

Metaverse is a concept that has gained significant attention and traction in recent years, especially in the consumer technology space. Here are some ways the metaverse is impacting consumers:

  • AR and VR: Consumer adoption of VR and AR technologies is vital to the metaverse concept. VR headsets, like Oculus Rift and HTC Vive, and AR applications like Pokémon GO provide users with immersive experiences. These technologies can be used for gaming, social interactions, and even education, bridging the metaverse.
  • Gaming and Entertainment: The gaming industry is at the forefront of metaverse development. Games like Fortnite, Roblox, and Minecraft are evolving into metaverse-like experiences where users can socialize, build, and engage in various activities within a shared virtual space. Users purchase virtual goods and assets; some even earn a living through in-game actions.
  • Social Interaction: Social media platforms and communication tools are integrating metaverse elements. Facebook, for instance, rebranded itself as Meta, emphasizing its commitment to building the metaverse; this suggests that future social interactions may increasingly occur in virtual spaces, with avatars and digital environments. 
  • Metaverse market in Asia Pacific is to grow at the highest CAGR during the forecast period.

The metaverse market in the Asia Pacific will experience extensive growth opportunities due to high consumer spending, internet penetration, and the rising adoption of advanced technologies, such as XR, AI, and cloud. The presence of many display panel manufacturers in the region has increased demand for the latest display technologies, such as 3D and holographic displays. 

Consumer electronics, retail, banking, financial services, and insurance (BFSI), healthcare, transportation, and sports and entertainment industries would contribute substantially to the market growth in the region. These industries offer significant growth potential for the market due to the increasing awareness among consumers and the rising adoption of new technologies in various sectors, especially in China, India, and South Korea. The expanding number of players in the region will drive the growth of the metaverse market in Asia Pacific. The thriving commercial and consumer demands are a key factor driving the development of the metaverse market in the region, as these markets are witnessing increased investments in countries such as Japan and China. The use of metaverse has increased in commercial and consumer markets in Asia Pacific owing to the region’s easy availability of metaverse technology. The low-priced VR headsets are readily available in countries of Asia Pacific; this, in turn, helps the market in the region to grow at a high pace.

Further, our team conducted in-depth interviews with the Chief Executive Officers (CEOs), Chief Marketing Officers (CMO), Chief Operating Officers (COOs), Chief Technology Officers (CTOs), Vice Presidents (VPs), Managing Directors (MDs), domain heads, technology and innovation directors, and related key executives from various prominent companies and organizations operating in the Metaverse market.

  • By Company-Tier 1-29%, Tier 2-45%, and Tier 3-26%
  • By Designation-C-Level Executives-30%, Director Level-25%, and Others-45%
  • By Region-North America-40%, Europe-30%,  Asia Pacific-25%, RoW-5%

The key players in the metaverse market are Microsoft (US), Sony (Japan), Meta (US), HTC (Taiwan), Google (US), Apple (US), Qualcomm (US), Samsung (South Korea), Activision Blizzard (US), NetEase (China), Electronic Arts (US), Take-Two (US), Tencent (China), Nexon (Japan), Epic Games (US), Unity (US), Valve (US), Accenture (Ireland), Adobe (US), HPE (US), Deloitte (UK), Tech Mahindra (India), Ansys (US), Autodesk (US), Intel (US), ByteDance (China), NVIDIA (US), Epson (Japan), Panasonic (Japan), EON Reality (US), Roblox (US), Lenovo (China), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (US), VR Chat (US), Decentraland (US), Sandbox VR (US), and Quidient (US). The study includes an in-depth competitive analysis of these key players in the Metaverse market with their company profiles, recent developments, and key market strategies.

Research Coverage
The research study covered inputs, insights, trends, and happenings from secondary sources, primary sources, stakeholders’ interviews, and surveys. Secondary sources include information from databases and repositories such as D&B Hoovers, Bloomberg, Factiva, and CoinDesk. We fetched primary data from supply-side industry experts who hold the chair of Chief Executive Officer (CEO), Chief Technological Officer (CTO), Chief Operating Officer (COO), Vice-President (VP) of IT, and Managing Director (MD), among others. A few of our critical primary respondents are Accenture, Cisco, and HCLTech, among others. We also reached out to a few startups during our primary interviews. Additionally, we have taken information and statistical and historical data from a few government associations, public sources, webinar and seminar transcripts, journals, conferences, and events.

Reasons to buy this report: 
The report will help the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall metaverse market and the subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. The report also helps stakeholders understand the market pulse and provides information on key market drivers, restraints, challenges, and opportunities. The report incorporates a critical section comprising the company profiles in the market, in which it has exhaustively evaluated the vendors in terms of product portfolio offerings and business strategies followed; this will give a holistic view of the current standing of the key players in the market and the ongoing developments encompassing partnerships, agreements, collaborations, mergers and acquisitions, joint ventures, new product or service launches, and business expansions. This evaluation will help the buyers understand how the major vendors are achieving service differentiation, and buyers can understand the need gap analysis for the existing services and new services needed to cater to these newly developed solutions for this market. The report can help the buyers understand significant benefits as well as driving factors that are becoming key growth drivers of the development of buyers in these services.

The report provides insights on the following pointers.

  • Analysis of key drivers (increasing demand in the entertainment and gaming industry, virtualization in fashion, art, and retail sectors), restraints (high installation and maintenance costs of high-end metaverse components), opportunities (continuous development in 5G technology), and challenges (health and mental issues from excessive use) influencing the growth of the metaverse market 
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the metaverse market 
  • Market Development: Comprehensive information about lucrative markets - the report analyses the metaverse market across varied regions. 
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the metaverse market. 

Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players, like include Microsoft (US), Sony (Japan), Meta (US), HTC (Taiwan), Google (US), Apple (US), Qualcomm (US), Samsung (South Korea), Activision Blizzard (US), NetEase (China), Electronic Arts (US), Take-Two (US), Tencent (China), Nexon (Japan), Epic Games (US), Unity (US), Valve (US), Accenture (Ireland), Adobe (US), HPE (US), Deloitte (UK), Tech Mahindra (India), Ansys (US), Autodesk (US), Intel (US), ByteDance (China), NVIDIA (US), Epson (Japan), Panasonic (Japan), EON Reality (US), Roblox (US), Lenovo (China), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (US), VR Chat (US), Decentraland (US), Sandbox VR (US), and Quidient (US) in the metaverse market. The report also helps stakeholders understand the competitive analysis of these market players.

Table of Contents

1 Introduction
1.1 Study Objectives
1.2 Market Definition
1.2.1 Inclusions and Exclusions
1.3 Market Scope
1.3.1 Market Segmentation
1.3.2 Regions Covered
1.4 Years Considered
1.5 Currency Considered
Table 1 USD Exchange Rates, 2018-2022
1.6 Stakeholders
1.7 Summary of Changes

2 Research Methodology
2.1 Research Data
Figure 1 Metaverse Market: Research Design
2.1.1 Secondary Data
Table 2 List of Key Secondary Sources
2.1.2 Primary Data
2.1.2.1 Breakup of Primary Profiles
2.1.2.2 Key Industry Insights
2.2 Market Forecast: Factor Impact Analysis
Table 3 Factor Analysis
2.3 Market Size Estimation
Figure 2 Market: Top-Down and Bottom-Up Approaches
2.3.1 Top-Down Approach
Figure 3 Market Size Estimation Methodology: Top-Down Approach
2.3.2 Bottom-Up Approach
Figure 4 Market Size Estimation Methodology: Bottom-Up Approach
Figure 5 Metaverse Market: Research Flow
2.3.3 Market Estimation Approaches
2.3.3.1 Supply-Side Approach
Figure 6 Market Size Estimation Methodology: Supply-Side Analysis
Figure 7 Supply-Side Market Size Estimation: Revenue of Vendors Offering Metaverse Hardware, Software, and Services
Figure 8 Market Projections from the Supply Side
2.3.3.2 Demand-Side Approach
Figure 9 Demand-Side Approach: Revenue Generated from Different Verticals
Figure 10 Market Projections from Demand-Side
2.4 Data Triangulation
Figure 11 Market: Data Triangulation
2.5 Recession Impact and Research Assumptions
2.5.1 Recession Impact
2.5.2 Research Assumptions
2.6 Limitations and Risk Assessment

3 Executive Summary
Table 4 Metaverse Market Size and Growth, 2018-2022 (USD Million, Y-O-Y)
Table 5 Market Size and Growth, 2023-2030 (USD Million, Y-O-Y)
Figure 12 Global Market to Witness Significant Growth
3.1 Overview of the Impact of Recession on the Market
3.1.1 Pre-Recession Scenario
3.1.2 Post-Recession Scenario
Figure 13 North America to Account for Largest Share in 2023
Figure 14 Fastest-Growing Segments of the Market

4 Premium Insights
4.1 Attractive Market Opportunities in Metaverse Market
Figure 15 Xr-based Technological Transformations in Social Networking, Online Video Gaming, and Live Entertainment to Drive Market Growth
4.2 Market, by Component
Figure 16 Metaverse Software to be Dominant Market in 2023 and 2030
4.2.1 Metaverse Hardware Market, by Type
Figure 17 Vr Devices to Account for Largest Metaverse Hardware Market Share in 2023 and 2030
4.2.2 Metaverse Software Market, by Type
Figure 18 Extended Reality Software to be Largest Software Market in 2023 and 2030
4.3 Market, by Vertical
Figure 19 Consumer Vertical to Account for Largest Market Share in 2023 and 2030
4.4 Market Regional Scenario
Figure 20 Asia-Pacific to Emerge as Best Market for Investments in the Next Seven Years

5 Market Overview and Industry Trends
5.1 Introduction
5.2 Market Dynamics
Figure 21 Market Dynamics: Metaverse Market
5.2.1 Drivers
5.2.1.1 Increase in Demand from Entertainment and Gaming Industries
Figure 22 Number of Mobilear Active User Devices Worldwide from 2019 to 2024 (Billion)
5.2.1.2 Emerging Opportunities from Adjacent Markets
Table 6 Market Size and Growth Rates of Adjacent Markets
Figure 23 Evolution of Metaverse
5.2.1.3 Virtualization in Fashion, Art, and Retail Industries
5.2.1.4 Surge in Deployment in the Education Sector and Industrial Training
5.2.1.5 Increase in Adoption of Metaverse in Healthcare Sector
5.2.1.6 Availability of Affordable Hardware
5.2.1.7 Increase in ‘Zoom Fatigue’ Resulting in Rise in Adoption of Metaverse Technologies
5.2.2 Restraints
5.2.2.1 High Installation and Maintenance Costs of High-End Metaverse Components
5.2.2.2 Regulations Pertaining to Cybersecurity, Privacy, and Usage Standards
5.2.3 Opportunities
5.2.3.1 Incorporation of Metaverse and Adjacent Technologies in the Aerospace & Defense Sector
5.2.3.2 Continuous Developments in 5G Technology
Figure 24 5G Users Spend More Time in Metaverse (Hours/Week)
5.2.3.3 Emergence of Virtual Experiences in Corporate and Hospitality Sectors
5.2.4 Challenges
5.2.4.1 Local Government Restrictions Coupled with Environmental Impact
5.2.4.2 Health and Mental Issues from Excessive Use
5.3 Case Study Analysis
5.3.1 Rezzil Deployed Rigorous Training Assistance for Professional Athletes to Participate in Without Physical Strain
5.3.2 Samsung Created Virtual Store in New York Via Decentraland
5.3.3 Unity Helped Hyundai with Meta-Factory Setup
5.3.4 H&M Launched Virtual Store, Entering Fashion Space of Metaverse
5.3.5 Tanishq Entered Jewelry Retail Space of Metaverse
5.3.6 Tech Mahindra Aimed to Leverage Metaverse Capabilities for Automotive Industry
5.3.7 Stanford Entered Metaverse to Make Virtual Interaction Engaging
5.3.8 Guanajuato International Film Festival Went Virtual During Pandemic
5.3.9 Virtual 3D Retail Cpg Store Introduced
5.3.10 Kaleidoscope Innovation Platformed Virtual Environment of Canon Medical
5.3.11 Aws Aimed to Help Volkswagen Group Speed Up Preparing 3D Data and Remote Rendering Process
5.3.12 Microsoft Offered Time-Efficient Airplane Wiring Approach to Boeing
5.3.13 Amd Used Map Building to Elevate Fortnite Gaming Experience
5.3.14 Zepeto Created Seamless Integration of Virtual Experiences and Fashion Using Metaverse
5.4 Supply Chain Analysis
Figure 25 Metaverse Market: Supply Chain
5.5 Ecosystem Analysis
Figure 26 Market: Ecosystem
Table 7 Market: Companies and Their Role in Ecosystem
5.6 Technological Analysis
5.6.1 Technology Stack
Figure 27 Metaverse Market: Technologies
5.6.2 Infrastructure Level
5.6.2.1 5G Network
5.6.2.2 Internet of Things
5.6.2.3 Cloud and Edge Computing
5.6.3 Design and Development Level
5.6.3.1 Blockchain
5.6.3.2 3D Modeling and Real-Time Rendering
5.6.3.3 Artificial Intelligence, Natural Language Processing, and Computer Vision
5.6.4 Human Interaction Level
5.6.4.1 Virtual Reality
5.6.4.2 Augmented Reality
5.6.4.2.1 Mobile Augmented Reality
Table 8 Use Cases of Mobilear
5.6.4.2.2 Monitor-based Ar Technology
5.6.4.2.3 Near-Eye-based Ar Technology
5.6.4.2.4 Webar
Table 9 Use Cases of Webar
5.6.4.3 Mixed Reality
5.7 Patent Analysis
Figure 28 Number of Patents Granted, 2012-2022
Figure 29 Top Five Global Patent Owners
Table 10 US: Top Ten Patent Owners
Table 11 Key Patents in the Metaverse Market
5.8 Porter's Five Forces Model
Figure 30 Market: Porter's Five Forces Analysis
Table 12 Metaverse Market: Porter's Five Forces Analysis
5.8.1 Threat from New Entrants
5.8.2 Threat from Substitutes
5.8.3 Bargaining Power of Suppliers
5.8.4 Bargaining Power of Buyers
5.8.5 Intensity of Competitive Rivalry
5.9 Pricing Analysis
5.9.1 Average Selling Price Trend of Key Players, by Hardware
Table 13 Average Selling Price of Metaverse Headsets Offered by Key Players
Figure 31 Average Selling Price of Metaverse Mr Headsets Offered by Key Players (USD)
5.9.2 Average Selling Price Trend of Key Players, by Software
Table 14 Average Selling Price Trend of SDKs Offered by Key Players
Table 15 Average Selling Price Trend of Metaverse Software Offered by Key Players
5.9.3 Average Selling Price Trend of Hardware, by Region
Figure 32 Average Selling Price Trend of MR Devices, by Region
5.10 Trade Analysis
5.10.1 Import Scenario
Table 16 Import Data, by Country, 2017-2021 (USD Million)
5.10.2 Export Scenario
Table 17 Export Data, by Country, 2017-2021 (USD Million)
5.11 Regulatory Landscape
5.11.1 Regulatory Bodies, Government Agencies, and Other Organizations
Table 18 North America: List of Regulatory Bodies, Government Agencies, and Other Organizations
Table 19 Europe: List of Regulatory Bodies, Government Agencies, and Other Organizations
Table 20 Asia-Pacific: List of Regulatory Bodies, Government Agencies, and Other Organizations
Table 21 RoW: List of Regulatory Bodies, Government Agencies, and Other Organizations
5.11.2 Regulatory Implications and Industry Standards
5.12 Key Stakeholders and Buying Criteria
5.12.1 Key Stakeholders in the Buying Process
Figure 33 Influence of Stakeholders on the Buying Process for Major End-use Verticals
Table 22 Influence of Stakeholders on the Buying Process for Major End-use Verticals
5.12.2 Buying Criteria
Figure 34 Key Buying Criteria for Major End-use Verticals
Table 23 Key Buying Criteria for Major End-use Verticals
5.13 Trends/Disruptions Impacting Buyers
Figure 35 Metaverse Market: Trends/Disruptions Impacting Buyers
5.14 Market: Business Model Analysis
Figure 36 Market: Business Models
5.14.1 Business Model for Hardware Vendors
5.14.2 Business Model for Software Vendors
5.14.3 Business Model for Service Vendors
5.14.4 Revenue Generation Models
5.14.5 Partnerships & Ecosystem
5.15 Key Conferences and Events
Table 24 Market: Detailed List of Conferences and Events, 2023-2024
5.16 Potential Outlook of the Metaverse Industry Beyond 2030
Table 25 Market Scenario
Table 26 Metaverse Technology Future Roadmap
Figure 37 Number of Gamers in Metaverse, 2020-2030 (Billion)
Table 27 Impact of Web 2.0 and 3.0

6 Metaverse Market, by Component
6.1 Introduction
Figure 38 Software Segment to Account for Largest Market Size During Forecast Period
Table 28 Market, by Component, 2018-2022 (USD Million)
Table 29 Market, by Component, 2023-2030 (USD Million)
6.2 Hardware
6.2.1 Hardware Innovation to be Significant in Shaping How People Engage with Virtual Worlds and Digital Content
6.2.2 Hardware: Market Drivers
Figure 39 Vr Devices to be Largest Hardware Market for Metaverse During Forecast Period
Table 30 Metaverse Hardware Market, by Region, 2018-2022 (USD Million)
Table 31 Metaverse Hardware Market, by Region, 2023-2030 (USD Million)
Table 32 Metaverse Hardware Market, by Type, 2018-2022 (USD Million)
Table 33 Metaverse Hardware Market, by Type, 2023-2030 (USD Million)
6.2.3 Ar Devices
Table 34 Ar Devices in Metaverse Market, by Region, 2018-2022 (USD Million)
Table 35 Ar Devices in Market, by Region, 2023-2030 (USD Million)
6.2.3.1 Ar Head-Mounted Displays (Hmd)
6.2.3.1.1 Ar Smart Glasses
6.2.3.1.2 Smart Helmets
6.2.3.2 Ar Head-Up Displays (Hud)
6.2.4 Vr Devices
Table 36 Vr Devices in Market, by Region, 2018-2022 (USD Million)
Table 37 Vr Devices in Market, by Region, 2023-2030 (USD Million)
6.2.4.1 Vr Head-Mounted Display (Hmd)
6.2.4.2 Gesture-Tracking Devices & Haptics
6.2.4.2.1 Data Gloves/Haptics
6.2.4.2.2 Other Gesture-Tracking Devices
6.2.5 Mr Devices
Table 38 Mr Devices in Metaverse Market, by Region, 2018-2022 (USD Million)
Table 39 Mr Devices in Market, by Region, 2023-2030 (USD Million)
6.2.6 Displays
Table 40 Displays in Market, by Region, 2018-2022 (USD Million)
Table 41 Displays in Market, by Region, 2023-2030 (USD Million)
6.2.6.1 3D Displays
6.2.6.2 Holographic Displays
6.2.6.3 Virtual Mirrors
6.3 Software
6.3.1 Tools to Design, Create, and Test Ar, Vr, and Mr Experiences
6.3.2 Software: Metaverse Market Drivers
Figure 40 Extended Reality Software to be Largest Software Market During Forecast Period
Table 42 Metaverse Software Market, by Region, 2018-2022 (USD Million)
Table 43 Metaverse Software Market, by Region, 2023-2030 (USD Million)
Table 44 Metaverse Software Market, by Type, 2018-2022 (USD Million)
Table 45 Metaverse Software Market, by Type, 2023-2030 (USD Million)
6.3.3 Extended Reality Software
Table 46 Extended Reality Software in Market, by Region, 2018-2022 (USD Million)
Table 47 Extended Reality Software in Market, by Region, 2023-2030 (USD Million)
6.3.3.1 Software Development Kits
6.3.3.1.1 Case Study: Tendar Used Arcore Sdk for Behavioral Data Reading
6.3.3.2 Cloud-based Services
6.3.3.2.1 Case Study: Vr Group Boosted Cloud Application Performance and Reduced Costs
6.3.4 Gaming Engines
Table 48 Gaming Engines in Market, by Region, 2018-2022 (USD Million)
Table 49 Gaming Engines in Market, by Region, 2023-2030 (USD Million)
6.3.5 3D Mapping, Modeling, and Reconstruction
Table 50 3D Mapping, Modeling, and Reconstruction in Market, by Region, 2018-2022 (USD Million)
Table 51 3D Mapping, Modeling, and Reconstruction in Market, by Region, 2023-2030 (USD Million)
6.3.5.1 Volumetric Video
6.3.6 Metaverse Platforms
Table 52 Metaverse Platforms Market, by Region, 2018-2022 (USD Million)
Table 53 Metaverse Platforms Market, by Region, 2023-2030 (USD Million)
6.3.6.1 Centralized Metaverse Platforms
6.3.6.2 Decentralized Metaverse Platforms
6.3.7 Financial Platforms
Table 54 Financial Platforms in Market, by Region, 2018-2022 (USD Million)
Table 55 Financial Platforms in Market, by Region, 2023-2030 (USD Million)
6.3.7.1 Traditional Finance in Metaverse
6.3.7.1.1 Digital Payment Gateways
6.3.7.1.2 Central Bank Digital Currency (Cbdc)
6.3.7.2 Decentralized Finance in Metaverse
6.3.7.2.1 Cryptocurrency
6.3.7.2.2 In-Game Tokens
6.3.7.2.3 Non-Fungible Tokens
6.3.8 Other Software
Table 56 Other Metaverse Software Market, by Region, 2018-2022 (USD Million)
Table 57 Other Metaverse Software Market, by Region, 2023-2030 (USD Million)
6.4 Professional Services
6.4.1 Delivering Various Specialized Expertise and Solutions Within Virtual Environments
6.4.2 Professional Services: Market Drivers
Figure 41 Strategy & Business Consulting Services to be Larger Professional Services Segment During Forecast Period
Table 58 Metaverse Professional Services Market, by Region, 2018-2022 (USD Million)
Table 59 Metaverse Professional Services Market, by Region, 2023-2030 (USD Million)
Table 60 Metaverse Professional Services Market, by Type, 2018-2022 (USD Million)
Table 61 Metaverse Professional Services Market, by Type, 2023-2030 (USD Million)
6.4.3 Application Development & System Integration
Table 62 Application Development & System Integration in Market, by Region, 2018-2022 (USD Million)
Table 63 Application Development & System Integration in Market, by Region, 2023-2030 (USD Million)
6.4.4 Strategy & Business Consulting Services
Table 64 Strategy & Business Consulting Services in Market, by Region, 2018-2022 (USD Million)
Table 65 Strategy & Business Consulting Services in Market, by Region, 2023-2030 (USD Million)

7 Metaverse Market, by Vertical
7.1 Introduction
Figure 42 Consumer Vertical to be Dominant During Forecast Period
Table 66 Market, by Vertical, 2018-2022 (USD Million)
Table 67 Market, by Vertical, 2023-2030 (USD Million)
7.2 Consumer
7.2.1 Gamers: Early Adopters of Metaverse Technologies with New Dimensions of Gameplay, Social Interaction, and Exploration
7.2.2 Consumer Vertical: Market Drivers
Table 68 Metaverse Market in Consumer Vertical, by Region, 2018-2022 (USD Million)
Table 69 Market in Consumer Vertical, by Region, 2023-2030 (USD Million)
Table 70 Market in Consumer Vertical, by Subvertical, 2018-2022 (USD Million)
Table 71 Market in Consumer Vertical, by Subvertical, 2023-2030 (USD Million)
7.2.3 Gaming & Social Media
Table 72 Market in Gaming & Social Media, by Region, 2018-2022 (USD Million)
Table 73 Market in Gaming & Social Media, by Region, 2023-2030 (USD Million)
7.2.3.1 Gaming
7.2.3.1.1 Gaming: Metaverse Use Cases
Table 74 Gaming: Metaverse Use Cases
7.2.3.2 Social Media
7.2.4 Live Entertainment & Events
Table 75 Market in Live Entertainment & Events, by Region, 2018-2022 (USD Million)
Table 76 Market in Live Entertainment & Events, by Region, 2023-2030 (USD Million)
7.2.4.1 Sports
7.2.4.2 Music Concerts
7.2.4.3 Other Events & Conferences
7.2.4.4 Live Entertainment & Events: Metaverse Use Cases
Table 77 Live Entertainment & Events: Metaverse Use Cases
7.3 Commercial
7.3.1 Commercial Interests Instrumental in Advancing Metaverse's Development
7.3.2 Commercial Vertical: Market Drivers
Table 78 Metaverse Market in Commercial Vertical, by Region, 2018-2022 (USD Million)
Table 79 Market in Commercial Vertical, by Region, 2023-2030 (USD Million)
Table 80 Market in Commercial Vertical, by Subvertical, 2018-2022 (USD Million)
Table 81 Market in Commercial Vertical, by Subvertical, 2023-2030 (USD Million)
7.3.3 Retail & Ecommerce
Table 82 Market in Retail & Ecommerce Vertical, by Region, 2018-2022 (USD Million)
Table 83 Market in Retail & Ecommerce Vertical, by Region, 2023-2030 (USD Million)
7.3.3.1 Jewelry & Luxury Goods
7.3.3.2 Beauty and Cosmetics
7.3.3.3 Apparel Fitting
7.3.3.4 Home Furnishing
7.3.3.5 Virtual Shopping
7.3.3.6 Retail & Ecommerce: Metaverse Use Cases
Table 84 Retail & Ecommerce: Metaverse Use Cases
7.3.4 Education & Corporate
Table 85 Market in Education & Corporate Vertical, by Region, 2018-2022 (USD Million)
Table 86 Market in Education & Corporate Vertical, by Region, 2023-2030 (USD Million)
7.3.4.1 Education & Corporate: Metaverse Use Cases
Table 87 Education & Corporate: Metaverse Use Cases
7.3.5 Travel & Tourism
Table 88 Metaverse Market in Travel & Tourism Vertical, by Region, 2018-2022 (USD Million)
Table 89 Market in Travel & Tourism Vertical, by Region, 2023-2030 (USD Million)
7.3.5.1 Virtual Hotel Tours
7.3.5.2 Virtual Theme Parks
7.3.5.3 Museums, Zoos, and Aquariums
7.3.5.4 Travel & Tourism: Metaverse Use Cases
Table 90 Travel & Tourism: Metaverse Use Cases
7.3.6 Real Estate
Table 91 Market in Real Estate Vertical, by Region, 2018-2022 (USD Million)
Table 92 Market in Real Estate Vertical, by Region, 2023-2030 (USD Million)
7.3.6.1 Virtual Property & Real Estate
7.3.6.2 Real Estate: Metaverse Use Cases
Table 93 Real Estate: Metaverse Use Cases
7.4 Industrial Manufacturing
7.4.1 Engineers and Designers in Virtual Environments Create and Optimize Product Designs
Table 94 Metaverse Market in Industrial Manufacturing Vertical, by Region, 2018-2022 (USD Million)
Table 95 Market in Industrial Manufacturing Vertical, by Region, 2023-2030 (USD Million)
7.4.2 Digital Factory
7.4.3 Digital Twins
7.4.4 Industrial Training
7.4.5 Industrial Manufacturing: Metaverse Use Cases
Table 96 Industrial Manufacturing: Metaverse Use Cases
7.5 Healthcare
7.5.1 Increase in Demand for Virtual Therapy and Mental Health Services with Safety and Privacy Ensured
Table 97 Market in Healthcare Vertical, by Region, 2018-2022 (USD Million)
Table 98 Market in Healthcare Vertical, by Region, 2023-2030 (USD Million)
7.5.2 Diagnostics & Treatment
7.5.3 Ar/Vr Based Training
7.5.4 Healthcare: Metaverse Use Cases
Table 99 Healthcare: Metaverse Use Cases
7.6 Other Verticals
Table 100 Market in Other Verticals, by Region, 2018-2022 (USD Million)
Table 101 Market in Other Verticals, by Region, 2023-2030 (USD Million)
7.6.1 Other Verticals: Metaverse Use Cases
Table 102 Other Verticals: Metaverse Use Cases

8 Metaverse Market, by Region
8.1 Introduction
Figure 43 Asia-Pacific to Grow at Highest Growth Rate During Forecast Period
Table 103 Market, by Region, 2018-2022 (USD Million)
Table 104 Market, by Region, 2023-2030 (USD Million)
8.2 North America
8.2.1 North America: Market Drivers
8.2.2 North America: Recession Impact
8.2.3 North America: Regulations
Table 105 North America: Regulations
Figure 44 North America: Metaverse Market Snapshot
Table 106 North America: Market, by Component, 2018-2022 (USD Million)
Table 107 North America: Market, by Component, 2023-2030 (USD Million)
Table 108 North America: Metaverse Hardware Market, by Type, 2018-2022 (USD Million)
Table 109 North America: Metaverse Hardware Market, by Type, 2023-2030 (USD Million)
Table 110 North America: Metaverse Software Market, by Type, 2018-2022 (USD Million)
Table 111 North America: Metaverse Software Market, by Type, 2023-2030 (USD Million)
Table 112 North America: Metaverse Professional Services Market, by Type, 2018-2022 (USD Million)
Table 113 North America: Metaverse Professional Services Market, by Type, 2023-2030 (USD Million)
Table 114 North America: Market, by Vertical, 2018-2022 (USD Million)
Table 115 North America: Market, by Vertical, 2023-2030 (USD Million)
Table 116 North America: Market in Consumer Vertical, by Subvertical, 2018-2022 (USD Million)
Table 117 North America: Market in Consumer Vertical, by Subvertical, 2023-2030 (USD Million)
Table 118 North America: Market in Commercial Vertical, by Subvertical, 2018-2022 (USD Million)
Table 119 North America: Market in Commercial Vertical, by Subvertical, 2023-2030 (USD Million)
Table 120 North America: Market, by Country, 2018-2022 (USD Million)
Table 121 North America: Market, by Country, 2023-2030 (USD Million)
8.2.4 US
8.2.4.1 Home to Leading Technology Companies Focusing on Vr, Ar, and Other Metaverse-Related Technologies
Table 122 US: Metaverse Market, by Component, 2018-2022 (USD Million)
Table 123 US: Market, by Component, 2023-2030 (USD Million)
8.2.5 Canada
8.2.5.1 Investments in Pioneering Technologies and Expansion Programs
Table 124 Canada: Market, by Component, 2018-2022 (USD Million)
Table 125 Canada: Market, by Component, 2023-2030 (USD Million)
8.3 Europe
8.3.1 Europe: Market Drivers
8.3.2 Europe: Recession Impact
8.3.3 Europe: Regulations
Table 126 Europe: Metaverse Market, by Component, 2018-2022 (USD Million)
Table 127 Europe: Market, by Component, 2023-2030 (USD Million)
Table 128 Europe: Metaverse Hardware Market, by Type, 2018-2022 (USD Million)
Table 129 Europe: Metaverse Hardware Market, by Type, 2023-2030 (USD Million)
Table 130 Europe: Metaverse Software Market, by Type, 2018-2022 (USD Million)
Table 131 Europe: Metaverse Software Market, by Type, 2023-2030 (USD Million)
Table 132 Europe: Metaverse Professional Services Market, by Type, 2018-2022 (USD Million)
Table 133 Europe: Metaverse Professional Services Market, by Type, 2023-2030 (USD Million)
Table 134 Europe: Market, by Vertical, 2018-2022 (USD Million)
Table 135 Europe: Market, by Vertical, 2023-2030 (USD Million)
Table 136 Europe: Market in Consumer Vertical, by Subvertical, 2018-2022 (USD Million)
Table 137 Europe: Market in Consumer Vertical, by Subvertical, 2023-2030 (USD Million)
Table 138 Europe: Market in Commercial Vertical, by Subvertical, 2018-2022 (USD Million)
Table 139 Europe: Market in Commercial Vertical, by Subvertical, 2023-2030 (USD Million)
Table 140 Europe: Market, by Country, 2018-2022 (USD Million)
Table 141 Europe: Market, by Country, 2023-2030 (USD Million)
8.3.4 UK
8.3.4.1 Increase in Focus on Digitization
Table 142 UK: Metaverse Market, by Component, 2018-2022 (USD Million)
Table 143 UK: Market, by Component, 2023-2030 (USD Million)
8.3.5 Germany
8.3.5.1 Surge in Adoption of New Technologies in Manufacturing Sector
Table 144 Germany: Market, by Component, 2018-2022 (USD Million)
Table 145 Germany: Market, by Component, 2023-2030 (USD Million)
8.3.6 Rest of Europe
Table 146 Rest of Europe: Market, by Component, 2018-2022 (USD Million)
Table 147 Rest of Europe: Market, by Component, 2023-2030 (USD Million)
8.4 Asia-Pacific
8.4.1 Asia-Pacific: Market Drivers
8.4.2 Asia-Pacific: Recession Impact
8.4.3 Regulations
Figure 45 Asia-Pacific: Regional Snapshot
Table 148 Asia-Pacific: Metaverse Market, by Component, 2018-2022 (USD Million)
Table 149 Asia-Pacific: Market, by Component, 2023-2030 (USD Million)
Table 150 Asia-Pacific: Metaverse Hardware Market, by Type, 2018-2022 (USD Million)
Table 151 Asia-Pacific: Metaverse Hardware Market, by Type, 2023-2030 (USD Million)
Table 152 Asia-Pacific: Metaverse Software Market, by Type, 2018-2022 (USD Million)
Table 153 Asia-Pacific: Metaverse Software Market, by Type, 2023-2030 (USD Million)
Table 154 Asia-Pacific: Metaverse Professional Services Market, by Type, 2018-2022 (USD Million)
Table 155 Asia-Pacific: Metaverse Professional Services Market, by Type, 2023-2030 (USD Million)
Table 156 Asia-Pacific: Market, by Vertical, 2018-2022 (USD Million)
Table 157 Asia-Pacific: Market, by Vertical, 2023-2030 (USD Million)
Table 158 Asia-Pacific: Market in Consumer Vertical, by Subvertical, 2018-2022 (USD Million)
Table 159 Asia-Pacific: Market in Consumer Vertical, by Subvertical, 2023-2030 (USD Million)
Table 160 Asia-Pacific: Market in Commercial Vertical, by Subvertical, 2018-2022 (USD Million)
Table 161 Asia-Pacific: Market in Commercial Vertical, by Subvertical, 2023-2030 (USD Million)
Table 162 Asia-Pacific: Market, by Country, 2018-2022 (USD Million)
Table 163 Asia-Pacific: Market, by Country, 2023-2030 (USD Million)
8.4.4 China
8.4.4.1 Rise in Number of Local Players Producing Metaverse Devices
Table 164 China: Metaverse Market, by Component, 2018-2022 (USD Million)
Table 165 China: Market, by Component, 2023-2030 (USD Million)
8.4.5 Japan
8.4.5.1 Technology Innovations and Growing Gaming Market
Table 166 Japan: Market, by Component, 2018-2022 (USD Million)
Table 167 Japan: Market, by Component, 2023-2030 (USD Million)
8.4.6 South Korea
8.4.6.1 Presence of Tech Giants, Gaming Industry, and Government Support
Table 168 South Korea: Market, by Component, 2018-2022 (USD Million)
Table 169 South Korea: Market, by Component, 2023-2030 (USD Million)
8.4.7 Rest of Asia-Pacific
Table 170 Rest of Asia-Pacific: Market, by Component, 2018-2022 (USD Million)
Table 171 Rest of Asia-Pacific: Market, by Component, 2023-2030 (USD Million)
8.5 Middle East & Africa
8.5.1 Middle East & Africa: Market Drivers
8.5.2 Middle East & Africa: Recession Impact
8.5.3 Regulations
Table 172 Middle East & Africa: Metaverse Market, by Component, 2018-2022 (USD Million)
Table 173 Middle East & Africa: Market, by Component, 2023-2030 (USD Million)
Table 174 Middle East & Africa: Metaverse Hardware Market, by Type, 2018-2022 (USD Million)
Table 175 Middle East & Africa: Metaverse Hardware Market, by Type, 2023-2030 (USD Million)
Table 176 Middle East & Africa: Metaverse Software Market, by Type, 2018-2022 (USD Million)
Table 177 Middle East & Africa: Metaverse Software Market, by Type, 2023-2030 (USD Million)
Table 178 Middle East & Africa: Metaverse Professional Services Market, by Type, 2018-2022 (USD Million)
Table 179 Middle East & Africa: Metaverse Professional Services Market, by Type, 2023-2030 (USD Million)
Table 180 Middle East & Africa: Market, by Vertical, 2018-2022 (USD Million)
Table 181 Middle East & Africa: Market, by Vertical, 2023-2030 (USD Million)
Table 182 Middle East & Africa: Market in Consumer Vertical, by Subvertical, 2018-2022 (USD Million)
Table 183 Middle East & Africa: Market in Consumer Vertical, by Subvertical, 2023-2030 (USD Million)
Table 184 Middle East & Africa: Market in Commercial Vertical, by Subvertical, 2018-2022 (USD Million)
Table 185 Middle East & Africa: Market in Commercial Vertical, by Subvertical, 2023-2030 (USD Million)
8.6 Latin America
8.6.1 Latin America: Market Drivers
8.6.2 Latin America: Recession Impact
8.6.3 Regulations
Table 186 Latin America: Metaverse Market, by Component, 2018-2022 (USD Million)
Table 187 Latin America: Market, by Component, 2023-2030 (USD Million)
Table 188 Latin America: Metaverse Hardware Market, by Type, 2018-2022 (USD Million)
Table 189 Latin America: Metaverse Hardware Market, by Type, 2023-2030 (USD Million)
Table 190 Latin America: Metaverse Software Market, by Type, 2018-2022 (USD Million)
Table 191 Latin America: Metaverse Software Market, by Type, 2023-2030 (USD Million)
Table 192 Latin America: Metaverse Professional Services Market, by Type, 2018-2022 (USD Million)
Table 193 Latin America: Metaverse Professional Services Market, by Type, 2023-2030 (USD Million)
Table 194 Latin America: Market, by Vertical, 2018-2022 (USD Million)
Table 195 Latin America: Market, by Vertical, 2023-2030 (USD Million)
Table 196 Latin America: Market in Consumer Vertical, by Subvertical, 2018-2022 (USD Million)
Table 197 Latin America: Market in Consumer Vertical, by Subvertical, 2023-2030 (USD Million)
Table 198 Latin America: Market in Commercial Vertical, by Subvertical, 2018-2022 (USD Million)
Table 199 Latin America: Metaverse Market in Commercial Vertical, by Subvertical, 2023-2030 (USD Million)

9 Competitive Landscape
9.1 Overview
9.2 Strategies Adopted by Key Players
Table 200 Strategies Adopted by Key Market Vendors
9.2.1 Product Portfolio
9.2.2 Regional Focus
9.2.3 Manufacturing Footprint
9.2.4 Organic/Inorganic Strategies
9.3 Revenue Analysis
Figure 46 Historical Five-Year Segmental Revenue Analysis of Key Metaverse Providers, 2018-2022 (USD Million)
Table 201 Major Ar Companies
Table 202 Major Vr Companies
Table 203 Major Mr Companies
9.4 Market Ranking of Key Players
Figure 47 Market Ranking of Key Metaverse Players, 2022
9.5 Brand Comparison/Vendor Product Landscape
Table 204 Brand Comparison/Vendor Product Landscape
9.6 Global Snapshot of Key Market Participants
Figure 48 Global Snapshot of Key Market Participants
9.7 Company Evaluation Matrix for Key Players
Figure 49 Company Evaluation Matrix for Key Players: Criteria Weightage
9.7.1 Stars
9.7.2 Emerging Leaders
9.7.3 Pervasive Players
9.7.4 Participants
Figure 50 Company Evaluation Matrix for Key Players, 2022
9.7.5 Key Company Footprint
Table 205 Key Company Regional Footprint
Table 206 Key Company Component Footprint
Table 207 Overall Key Company Footprint
9.8 Company Evaluation Matrix for Startups/SMEs
Figure 51 Company Evaluation Matrix for SMEs/Startups: Criteria Weightage
9.8.1 Competitive Benchmarking for Startups/SMEs
Table 208 Detailed List of Key Startups/SMEs
Table 209 Company Footprint for Startups/SMEs, by Region
9.9 Valuation and Financial Metrics of Metaverse Vendors
Figure 52 Valuation and Financial Metrics of Metaverse Vendors
9.10 Competitive Scenario
9.10.1 Product Launches and Product Enhancements
Table 210 Market: Product Launches and Enhancements, February 2020-August 2023
9.10.2 Deals
Table 211 Metaverse Market: Deals, January 2020-September 2023

10 Company Profiles
10.1 Introduction
10.2 Key Players
Business Overview, Products Offered, Recent Developments, Product Launches, Deals, Analyst's View, Key Strengths, Strategic Choices, and Weaknesses & Competitive Threats
10.2.1 Google
Table 212 Google: Business Overview
Figure 53 Google: Company Snapshot
Table 213 Google: Solutions/Services/Platforms Offered
Table 214 Google: Product Launches
Table 215 Google: Deals
10.2.2 Apple
Table 216 Apple: Business Overview
Figure 54 Apple: Company Snapshot
Table 217 Apple: Solutions/Services/Platforms Offered
Table 218 Apple: Product Launches
Table 219 Apple: Deals
10.2.3 Meta
Table 220 Meta: Business Overview
Figure 55 Meta: Company Snapshot
Table 221 Meta: Solutions/Services/Platforms Offered
Table 222 Meta: Product Launches
Table 223 Meta: Deals
10.2.4 Microsoft
Table 224 Microsoft: Business Overview
Figure 56 Microsoft: Company Snapshot
Table 225 Microsoft: Solutions/Services/Platforms Offered
Table 226 Microsoft: Product Launches
Table 227 Microsoft: Deals
10.2.5 Samsung
Table 228 Samsung: Business Overview
Figure 57 Samsung: Company Snapshot
Table 229 Samsung: Solutions/Services/Platforms Offered
Table 230 Samsung: Product Launches
Table 231 Samsung: Deals
10.2.6 Sony
Table 232 Sony: Business Overview
Figure 58 Sony: Company Snapshot
Table 233 Sony: Solutions/Services/Platforms Offered
Table 234 Sony: Product Launches
Table 235 Sony: Deals
10.2.7 Htc
Table 236 Htc: Business Overview
Figure 59 Htc: Company Snapshot
Table 237 Htc: Solutions/Services/Platforms Offered
Table 238 Htc: Product Launches
Table 239 Htc: Deals
10.2.8 Activision Blizzard
Table 240 Activision Blizzard: Business Overview
Figure 60 Activision Blizzard: Company Snapshot
Table 241 Activision Blizzard: Solutions/Services/Platforms Offered
Table 242 Activision Blizzard: Product Launches
Table 243 Activision Blizzard: Deals
10.2.9 Qualcomm
Table 244 Qualcomm: Business Overview
Figure 61 Qualcomm: Company Snapshot
Table 245 Qualcomm: Solutions/Services/Platforms Offered
Table 246 Qualcomm: Product Launches
Table 247 Qualcomm: Deals
Table 248 Qualcomm: Others
10.2.10 Netease
Table 249 Netease: Business Overview
Figure 62 Netease: Company Snapshot
Table 250 Netease: Solutions/Services/Platforms Offered
Table 251 Netease: Product Launches
Table 252 Netease: Deals
10.2.11 Electronic Arts
Table 253 Electronic Arts: Business Overview
Figure 63 Electronic Arts: Company Snapshot
Table 254 Electronic Arts: Solutions/Services/Platforms Offered
Table 255 Electronic Arts: Product Launches
Table 256 Electronic Arts: Deals
10.2.12 Take-Two
Table 257 Take-Two: Business Overview
Figure 64 Take-Two: Company Snapshot
Table 258 Take-Two: Solutions/Services/Platforms Offered
Table 259 Take-Two: Product Launches
Table 260 Take-Two: Deals
10.2.13 Tencent
Table 261 Tencent: Business Overview
Figure 65 Tencent: Company Snapshot
Table 262 Tencent: Solutions/Services/Platforms Offered
Table 263 Tencent: Deals
10.2.14 Nexon
Table 264 Nexon: Business Overview
Figure 66 Nexon: Company Snapshot
Table 265 Nexon: Solutions/Services/Platforms Offered
Table 266 Nexon: Product Launches
10.2.15 Epic Games
Table 267 Epic Games: Business Overview
Table 268 Epic Games: Solutions/Services/Platforms Offered
Table 269 Epic Games: Product Launches
Table 270 Epic Games: Deals
10.2.16 Unity
Table 271 Unity: Business Overview
Figure 67 Unity: Company Snapshot
Table 272 Unity: Solutions/Services/Platforms Offered
Table 273 Unity: Product Launches
Table 274 Unity: Deals
10.2.17 Valve
Table 275 Valve: Business Overview
Table 276 Valve: Solutions/Services/Platforms Offered
10.3 Other Companies
10.3.1 Accenture
10.3.2 Adobe
10.3.3 Hpe
10.3.4 Deloitte
10.3.5 Ansys
10.3.6 Autodesk
10.3.7 Intel
10.3.8 Tech Mahindra
10.3.9 Bytedance
10.3.10 Nvidia
10.3.11 Seiko Epson
10.3.12 Panasonic
10.3.13 Eon Reality
10.3.14 Roblox
10.3.15 Lenovo
10.3.16 Razer
10.3.17 Nextech Ar Solutions
10.3.18 Zqgame
10.3.19 Talecraft
10.3.20 Vr Chat
10.3.21 Decentraland
10.3.22 Sandbox Vr
10.3.23 Quidient
Table 277 Quidient: Product Launches
*Details on Business Overview, Products Offered, Recent Developments, Product Launches, Deals, Analyst's View, Key Strengths, Strategic Choices, and Weaknesses & Competitive Threats Might Not be Captured in the Case of Unlisted Companies.

11 Adjacent and Related Markets
11.1 Introduction
11.1.1 Related Markets
11.2 Metaverse in Gaming Market
Table 278 Metaverse in Gaming Market, by Component, 2019-2022 (USD Million)
Table 279 Metaverse in Gaming Market, by Component, 2023-2028 (USD Million)
Table 280 Metaverse in Gaming Market, by Hardware, 2019-2022 (USD Million)
Table 281 Metaverse in Gaming Market, by Hardware, 2023-2028 (USD Million)
Table 282 Metaverse in Gaming Market, by Software, 2019-2022 (USD Million)
Table 283 Metaverse in Gaming Market, by Software, 2023-2028 (USD Million)
Table 284 Metaverse in Gaming Market, by Game Genre, 2019-2022 (USD Million)
Table 285 Metaverse in Gaming Market, by Game Genre, 2023-2028 (USD Million)
11.3 Extended Reality Market
Table 286 Extended Reality Market, by Technology, 2019-2022 (USD Million)
Table 287 Extended Reality Market, by Technology, 2023-2028 (USD Million)
Table 288 Extended Reality Market, by Offering, 2019-2022 (USD Million)
Table 289 Extended Reality Market, by Offering, 2023-2028 (USD Million)
Table 290 Extended Reality Market, by Application, 2019-2022 (USD Million)
Table 291 Extended Reality Market, by Application, 2023-2028 (USD Million)

12 Appendix
12.1 Discussion Guide

Companies Mentioned

  • Accenture
  • Activision Blizzard
  • Adobe
  • Ansys
  • Apple
  • Autodesk
  • Bytedance
  • Decentraland
  • Deloitte
  • Electronic Arts
  • Eon Reality
  • Epic Games
  • Google
  • HPE (Hewlett Packard Enterprise)
  • HTC
  • Intel
  • Lenovo
  • Meta (formerly known as Facebook)
  • Microsoft
  • Netease
  • Nexon
  • Nextech AR Solutions
  • Nvidia
  • Panasonic
  • Qualcomm
  • Quidient
  • Razer
  • Roblox
  • Samsung
  • Sandbox VR
  • Seiko Epson
  • Sony
  • Take-Two
  • Talecraft
  • Tech Mahindra
  • Tencent
  • Unity
  • Valve
  • VR Chat
  • ZQGame

Methodology

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Table Information