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Metaverse in Gaming Market Report 2026

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    Report

  • 250 Pages
  • January 2026
  • Region: Global
  • The Business Research Company
  • ID: 5972783
The metaverse in gaming market size has grown exponentially in recent years. It will grow from $67.53 billion in 2025 to $95.85 billion in 2026 at a compound annual growth rate (CAGR) of 41.9%. The growth in the historic period can be attributed to advancement of online multiplayer gaming, expansion of digital gaming communities, increased availability of high-speed internet, growth of virtual economies, adoption of cloud gaming platforms.

The metaverse in gaming market size is expected to see exponential growth in the next few years. It will grow to $317.58 billion in 2030 at a compound annual growth rate (CAGR) of 34.9%. The growth in the forecast period can be attributed to increasing investment in metaverse platforms, rising demand for immersive social gaming, expansion of blockchain-based gaming assets, growing focus on interoperability across virtual worlds, increasing integration of ai-driven game environments. Major trends in the forecast period include increasing adoption of persistent virtual worlds, rising integration of nfts in gaming ecosystems, growing demand for cross-platform virtual experiences, expansion of social and multiplayer metaverse environments, enhanced focus on user-generated content.

The increasing popularity of augmented reality (AR) and virtual reality (VR) is expected to fuel the growth of the metaverse in the gaming market. AR enhances the real world by adding digital elements, while VR immerses users in fully digital environments through specialized headsets. The rising appeal of AR and VR is driven by their capacity to offer immersive, interactive experiences in fields like gaming, education, healthcare, and entertainment, reshaping how digital content is experienced and interacted with. In the gaming metaverse, AR and VR are used to create interconnected virtual worlds where players can engage with both each other and the environment, enhancing gameplay and social connections. For example, a report from Threekit, a U.S.-based visual commerce platform, in August 2023, predicted that by the end of 2024, 1.73 billion AR devices will be in use globally, reflecting a significant increase in the accessibility of AR technology. Additionally, 88% of medium-sized businesses are currently using or testing AR for various purposes like sales and product development, while 61% of consumers report that retailers are offering AR shopping experiences, highlighting the growing consumer interest in interactive shopping. As a result, the rising popularity of AR and VR is driving the expansion of the metaverse in the gaming market.

Prominent entities in the gaming metaverse domain are prioritizing the development of advanced platforms, such as community-driven gaming platforms, to enrich immersive experiences and cultivate user engagement. These platforms harness the collective creativity, passion, and expertise of players to shape gaming experiences and foster vibrant, thriving communities. For example, in January 2024, Nifty Island LLC, a US-based play-to-earn gaming platform, unveiled the open beta version of its metaverse games, offering players a distinctive gaming environment featuring avatars from renowned non-fungible token (NFT) collections such as Azuki, Bored Apes, CloneX, and CoolCats. Nifty Island's play-to-airdrop system further incentivizes player participation by rewarding them with tokens and NFTs, enhancing the integration between the game and the broader Web3 ecosystem, thereby aligning with the decentralized and interconnected ethos of the metaverse.

In April 2025, Futureverse Global Private Limited, a U.S.-based provider of metaverse platforms, digital collectibles, and NFT-driven social experiences, acquired Candy Digital Inc. for an undisclosed amount. Through this acquisition, Futureverse plans to integrate premium intellectual property from DC Comics and Netflix into its metaverse ecosystem, expand its portfolio of NFTs and digital collectibles, and boost user engagement through exclusive content and interactive experiences. Candy Digital Inc. is a U.S.-based provider of NFT collectibles, digital assets, and blockchain-based content, specializing in sports, entertainment, and pop culture intellectual property.

Major companies operating in the metaverse in gaming market are Microsoft Corporation, Meta Platforms Inc, Sony Corporation, Epic Games Inc, Roblox Corporation, Unity Software Inc, Electronic Arts Inc, NetEase Inc, Tencent Holdings Ltd, Nintendo Co Ltd, Valve Corporation, Take Two Interactive Software Inc, Ubisoft Entertainment SA, Square Enix Holdings Co Ltd, Bandai Namco Holdings Inc, Sega Corporation, Capcom Co Ltd, Nexon Company, NCSoft Corporation, Pearl Abyss Corp, The Sandbox, Decentraland.

North America was the largest region in the metaverse in gaming market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the metaverse in gaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the metaverse in gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The metaverse in gaming market consists of revenues earned by entities by providing services such as cloud gaming services, subscription-based access, personalization, and customization. The market value includes the value of related goods sold by the service provider or included within the service offering. The metaverse in the gaming market also includes sales of gaming consoles, motion controllers, haptic feedback devices, specialized input devices, and high-performance PCs. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

This product will be delivered within 1-3 business days.

Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. Metaverse in Gaming Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global Metaverse in Gaming Market Attractiveness Scoring and Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation
Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment and Risk Profile Evaluation
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. Metaverse in Gaming Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List of Key Raw Materials, Resources & Suppliers
3.3. List of Major Distributors and Channel Partners
3.4. List of Major End Users
4. Global Metaverse in Gaming Market Trends and Strategies
4.1. Key Technologies & Future Trends
4.1.1 Immersive Technologies (Ar/Vr/Xr) & Digital Experiences
4.1.2 Artificial Intelligence & Autonomous Intelligence
4.1.3 Digitalization, Cloud, Big Data & Cybersecurity
4.1.4 Fintech, Blockchain, Regtech & Digital Finance
4.1.5 Internet of Things (Iot), Smart Infrastructure & Connected Ecosystems
4.2. Major Trends
4.2.1 Increasing Adoption of Persistent Virtual Worlds
4.2.2 Rising Integration of Nfts in Gaming Ecosystems
4.2.3 Growing Demand for Cross-Platform Virtual Experiences
4.2.4 Expansion of Social and Multiplayer Metaverse Environments
4.2.5 Enhanced Focus on User-Generated Content
5. Metaverse in Gaming Market Analysis of End Use Industries
5.1 Game Developers
5.2 Gaming Platform Providers
5.3 Esports Organizations
5.4 Digital Content Creators
5.5 Online Gamers
6. Metaverse in Gaming Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, and Covid and Recovery on the Market
7. Global Metaverse in Gaming Strategic Analysis Framework, Current Market Size, Market Comparisons and Growth Rate Analysis
7.1. Global Metaverse in Gaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global Metaverse in Gaming Market Size, Comparisons and Growth Rate Analysis
7.3. Global Metaverse in Gaming Historic Market Size and Growth, 2020-2025, Value ($ Billion)
7.4. Global Metaverse in Gaming Forecast Market Size and Growth, 2025-2030, 2035F, Value ($ Billion)
8. Global Metaverse in Gaming Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. Metaverse in Gaming Market Segmentation
9.1. Global Metaverse in Gaming Market, Segmentation by Component, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Hardware, Software, Services
9.2. Global Metaverse in Gaming Market, Segmentation by Technology, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Non-Fungible Token (NFT), Blockchain, Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality
9.3. Global Metaverse in Gaming Market, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Action, Adventure, Role-Playing Games (RPGs), Simulation, Sports and Racing, Strategy, Sandbox, Other Genres
9.4. Global Metaverse in Gaming Market, Segmentation by Age Group, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Below 21 Years, 21 - 35 Years, 36 - 50 Years, 51 Years and Above
9.5. Global Metaverse in Gaming Market, Sub-Segmentation of Hardware, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Virtual Reality (VR) Headsets, Augmented Reality (AR) Devices, Haptic Devices, Motion Capture Equipment, Wearable Devices (Gloves, Suits), Gaming Consoles, Computer Systems and Servers
9.6. Global Metaverse in Gaming Market, Sub-Segmentation of Software, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Game Development Software, Virtual Reality Software, Augmented Reality Software, Simulation Software, 3D Modeling and Animation Software, Cloud Gaming Software, User Interface (UI) and User Experience (UX) Design Software
9.7. Global Metaverse in Gaming Market, Sub-Segmentation of Services, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Cloud Gaming Services, Virtual Worlds and Game Hosting, Gaming Analytics Services, Development and Design Services, Metaverse Platform Integration Services, Maintenance and Support Services, Payment and Transaction Services
10. Metaverse in Gaming Market Regional and Country Analysis
10.1. Global Metaverse in Gaming Market, Split by Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global Metaverse in Gaming Market, Split by Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11. Asia-Pacific Metaverse in Gaming Market
11.1. Asia-Pacific Metaverse in Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China Metaverse in Gaming Market
12.1. China Metaverse in Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India Metaverse in Gaming Market
13.1. India Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan Metaverse in Gaming Market
14.1. Japan Metaverse in Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia Metaverse in Gaming Market
15.1. Australia Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia Metaverse in Gaming Market
16.1. Indonesia Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea Metaverse in Gaming Market
17.1. South Korea Metaverse in Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. Taiwan Metaverse in Gaming Market
18.1. Taiwan Metaverse in Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia Metaverse in Gaming Market
19.1. South East Asia Metaverse in Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe Metaverse in Gaming Market
20.1. Western Europe Metaverse in Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK Metaverse in Gaming Market
21.1. UK Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. Germany Metaverse in Gaming Market
22.1. Germany Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France Metaverse in Gaming Market
23.1. France Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. Italy Metaverse in Gaming Market
24.1. Italy Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Spain Metaverse in Gaming Market
25.1. Spain Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe Metaverse in Gaming Market
26.1. Eastern Europe Metaverse in Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia Metaverse in Gaming Market
27.1. Russia Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America Metaverse in Gaming Market
28.1. North America Metaverse in Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA Metaverse in Gaming Market
29.1. USA Metaverse in Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. Canada Metaverse in Gaming Market
30.1. Canada Metaverse in Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America Metaverse in Gaming Market
31.1. South America Metaverse in Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil Metaverse in Gaming Market
32.1. Brazil Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East Metaverse in Gaming Market
33.1. Middle East Metaverse in Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa Metaverse in Gaming Market
34.1. Africa Metaverse in Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa Metaverse in Gaming Market, Segmentation by Component, Segmentation by Technology, Segmentation by Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Metaverse in Gaming Market Regulatory and Investment Landscape
36. Metaverse in Gaming Market Competitive Landscape and Company Profiles
36.1. Metaverse in Gaming Market Competitive Landscape and Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. Metaverse in Gaming Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. Metaverse in Gaming Market Company Profiles
36.3.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Meta Platforms Inc Overview, Products and Services, Strategy and Financial Analysis
36.3.3. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
36.3.4. Epic Games Inc Overview, Products and Services, Strategy and Financial Analysis
36.3.5. Roblox Corporation Overview, Products and Services, Strategy and Financial Analysis
37. Metaverse in Gaming Market Other Major and Innovative Companies
Unity Software Inc, Electronic Arts Inc, NetEase Inc, Tencent Holdings Ltd, Nintendo Co Ltd, Valve Corporation, Take Two Interactive Software Inc, Ubisoft Entertainment SA, Square Enix Holdings Co Ltd, Bandai Namco Holdings Inc, Sega Corporation, Capcom Co Ltd, Nexon Company, NCSoft Corporation, Pearl Abyss Corp
38. Global Metaverse in Gaming Market Competitive Benchmarking and Dashboard39. Key Mergers and Acquisitions in the Metaverse in Gaming Market
40. Metaverse in Gaming Market High Potential Countries, Segments and Strategies
40.1 Metaverse in Gaming Market in 2030 - Countries Offering Most New Opportunities
40.2 Metaverse in Gaming Market in 2030 - Segments Offering Most New Opportunities
40.3 Metaverse in Gaming Market in 2030 - Growth Strategies
40.3.1 Market Trend Based Strategies
40.3.2 Competitor Strategies
41. Appendix
41.1. Abbreviations
41.2. Currencies
41.3. Historic and Forecast Inflation Rates
41.4. Research Inquiries
41.5. About the Analyst
41.6. Copyright and Disclaimer

Executive Summary

Metaverse in Gaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses metaverse in gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase::

  • Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for metaverse in gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The metaverse in gaming market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
  • The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
  • The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
  • The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
  • The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
  • The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
  • The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.

Report Scope

Markets Covered:

1) By Component: Hardware; Software; Services
2) By Technology: Non-Fungible Token (NFT); Blockchain; Virtual Reality; Augmented Reality; Mixed Reality; Extended Reality
3) By Genre: Action; Adventure; Role-Playing Games (RPGs); Simulation; Sports and Racing; Strategy; Sandbox; Other Genres
4) By Age Group: Below 21 Years; 21 - 35 Years; 36 - 50 Years; 51 Years and Above

Subsegments:

1) By Hardware: Virtual Reality (VR) Headsets; Augmented Reality (AR) Devices; Haptic Devices; Motion Capture Equipment; Wearable Devices (Gloves, Suits); Gaming Consoles; Computer Systems and Servers
2) By Software: Game Development Software; Virtual Reality Software; Augmented Reality Software; Simulation Software; 3D Modeling and Animation Software; Cloud Gaming Software; User Interface (UI) and User Experience (UX) Design Software
3) By Services: Cloud Gaming Services; Virtual Worlds and Game Hosting; Gaming Analytics Services; Development and Design Services; Metaverse Platform Integration Services; Maintenance and Support Services; Payment and Transaction Services

Companies Mentioned: Microsoft Corporation; Meta Platforms Inc; Sony Corporation; Epic Games Inc; Roblox Corporation; Unity Software Inc; Electronic Arts Inc; NetEase Inc; Tencent Holdings Ltd; Nintendo Co Ltd; Valve Corporation; Take Two Interactive Software Inc; Ubisoft Entertainment SA; Square Enix Holdings Co Ltd; Bandai Namco Holdings Inc; Sega Corporation; Capcom Co Ltd; Nexon Company; NCSoft Corporation; Pearl Abyss Corp; the Sandbox; Decentraland

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.

Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time Series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.

Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Delivery Format: Word, PDF or Interactive Report + Excel Dashboard

Added Benefits:

  • Bi-Annual Data Update
  • Customisation
  • Expert Consultant Support

Companies Mentioned

The companies featured in this Metaverse in Gaming market report include:
  • Microsoft Corporation
  • Meta Platforms Inc
  • Sony Corporation
  • Epic Games Inc
  • Roblox Corporation
  • Unity Software Inc
  • Electronic Arts Inc
  • NetEase Inc
  • Tencent Holdings Ltd
  • Nintendo Co Ltd
  • Valve Corporation
  • Take Two Interactive Software Inc
  • Ubisoft Entertainment SA
  • Square Enix Holdings Co Ltd
  • Bandai Namco Holdings Inc
  • Sega Corporation
  • Capcom Co Ltd
  • Nexon Company
  • NCSoft Corporation
  • Pearl Abyss Corp
  • The Sandbox
  • Decentraland

Table Information