Report Description Table of Contents Industry Report and Statistics (Facts & Figures) - Industrial vs Gaming vs Government, Number of Users, Avatars, Investment Opportunities, Software & Hardware Installations & Demand by Platform, Components, Offerings & Application The global metaverse market size in 2022 was valued at USD 47.48 billion with a growth rate of 39.44% CAGR to a valuation of USD 678.80 billion by 2030. North America accounted for the maximum share, with over 45% of the total market in the year 2021. A metaverse is a VR space where users can interact with each other in a computer-generated environment. The metaverse has plethora of applications like healthcare, education, real estate, gaming, military, etc. The metaverse is popularly used by individuals, for work, art, or investments. According to a study published in PC Magazine, 52% of the worldwide internet users join the metaverse for work possibilities, 48% for art and live entertainment, 44% for money investment, 40% for education, 32% for online dating and socializing, and 29% for gaming. Role of Metaverse in the Government Sector: As we are tracking the metaverse market closely, we realize that there are immense opportunities in the government sector. Normally, metaverse for government is just perceived to be a king of virtual training solution being conducted through a VR interface. However, the actual scenario is different. In fact, in the next 10 years, the government is likely to become the largest stakeholder in the metaverse industry, using the technology in events, urban planning, construction, tourism and many other areas. There are Immense Opportunities in Several Areas, Some of These Include: Urban planning and infrastructure Events, meetings and conferences Metaverse and digital twin-based manufacturing Travel and tourism Others Emerging Applications In Areas Of Training & Strategic Planning: Military & defence trainings Government employee trainings Metaverse and digital twin based strategic plannings related to warfare, defence strategies and tactics Numerous Metaverse Use Cases are Emerging, Targeting the Government Sector: Days are not far when government will hold meetings, seminars and events in the metaverse. This is already being planned as this would lead to humongous savings in terms of time, cost and effort. Moreover, travel and tourism are also a fast-emerging area. For example, Multiple emirates in the UAE are eying at metaverse to boost and enhance tourism in their particular regions. AI based ecosystem Multiverse Labs has successfully introduced a new metaverse city in the United Arab Emirates, a move which is said to enhance the region’s tourism industry. In some countries across the world, smart cities and infrastructural development activities have already started adopting the metaverse in different aspects. In the metaverse ecosystem, local governments and municipalities will also have a role to play. There are possibilities through which local governments will engage with municipal staff, workers and citizen to coordinate things, resolve issues and streamline various tasks. Our intelligence in Metaverse covers the following: We will provide you detailed research on “Metaverse in the Government Sector”, highlighting the below mentioned aspects: Most potential use cases of Metaverse for the government sector in the next five to ten years, along with quantification of market size and revenue streams. Ongoing advancements and opportunities in each identified use case. Investment inflows in identified use cases, attractiveness analysis, future prospects. What technologies, communication channels and devices will gain traction with the rise of Metaverse in government sector. Opportunities and market for consulting and technology firms. What is Metaverse - Beyond the Hype Metaverse allows its users to meet others virtually irrespective of their physical distances. It provides a platform with an immersive experience to the user having improved online social interactions and much more that is beyond social media. It improves online learning, education, gaming, and the use of cryptocurrencies, NFTs, and the working environment in various ways. Apart from that, it’s expected that Metaverse can cater to newer businesses as well as tremendous financial growth opportunities in the future. Furthermore, the advent of IoT in the metaverse has helped to overcome one of its daunting challenges like mapping data from real life to digital reality. There is no doubt that Metaverse will require highly sophisticated IoT architectures like cloud technology, network structure, etc. SMR’s research revealed that almost 84% of the organizations worldwide have adopted IoT technologies, and the number of IoT-connected devices has grown by almost 18% (i.e. around 14.41 billion) in 2022 compared to last year. All of the above-mentioned factors are expected to foster the growth of the Metaverse Market in the future. Metaverse and Gaming Explained The non-industrial market includes segments like gaming & social media, retail & Ecommerce, events & conference, education & corporate and digital marketing/advertising. In all aspects of metaverse, avatars will be a very important component and it will allow humans to resemble or take the form of any character in the virtual world. For example, metaverse will allow people to enter into gaming world by resembling any virtual character and this will only be possible through avatars and skins. Avatars will be a paid component in metaverse games and on social media platforms. The use of the metaverse in the gaming industry is anticipated to pick up speed. The metaverse has already had a working prototype constructed by gaming businesses, well-known throughout several industries for being early adopters. For instance, the well-liked video games Minecraft and Fortnite, as well as the well-known gaming platform Roblox have incorporated many elements of the metaverse, such as imaginary spaces where players may gather to play games and make use of social tools like in-game conversations. In 2021, Roblox generated $1.9 billion in sales, a 107% increase from the prior year. It also boosted its revenue by 112% in 2020, which was possible due to the emergence of the metaverse. In 2022, Epic Games, who created Fortnite raised USD 2 billion from Kirkbi (the investment firm behind The Lego Group) and Sony Group Corporation; each company contributed $1 billion. Last year in 2021 it also received $1 billion in funding. These numbers prove that a huge sum of money is getting pumped into the metaverse-based gaming industry. Digital Avatars- Future of Gaming In coming future, the avatars will even be interoperable across various platforms which means the user will be able to use the avatars and skins across platforms. This means the same avatar will be used to play multiple games being offered by different companies. By 2027, Avatars will be a $17 billion market which is around $2 billion in 2022. Property and Virtual Assets in Metaverse Asset market place is another big trend that is picking up with the metaverse. As the virtual world is becoming prominent, there is a rising demand for virtual assets. This is because individuals are willing to own assets like land, property, paintings and other things in the virtual world. These are basically NFT linked assets that are limited in number and have a very high value. Virtual market place will be over $100 billion marketplace by 2027 as more people will purchase assets in the virtual world. Non-Industrial Categorization, by Offering Offering 2025 2027 CAGR% Avatars 2,521 17,250 47% Virtual Platforms 19,514 127,022 42% Asset Market Places 14,285 90,954 46% Financial Services 11,858 81,545 45% Industrial Metaverse and the Evolution of Digital Twin The industrial metaverse is the use of virtual platforms and digital twins in industries such as manufacturing, automotive, energy & Utilities, healthcare & Lifesciences, aerospace, telecom and others. Digital twin has a very high significance in the industrial manufacturing. Use of virtual replica of actual processes is helping companies monitor their processes in real time and make the process more efficient and agile. Industrial metaverse or digital twin is undoubtedly the future of smart manufacturing and the market will gradually penetrate among medium and small sized manufacturers. In the industries, avatars and metaverse platforms are being used in many ways. For example, companies are building complete virtual replica of their manufacturing processes, are designing parts and components and are conducting real time virtual testing of machines and processes in the metaverse world. In all this process, a virtual replica of a real person interacts with, changes and manipulates the process similar to what happens in the real world. Revenue, By End Use, $Million Application 2022 2025 2027 CAGR% Non-Industrial 48,179 148,764 313,635 45.6 Industrial 13,307 37,522 74,527 41.2 Total 61,486 186,286 388,162 44.7 Key Industry Drivers Web 3.0 and Cryptocurrency - Success Mantra of Metaverse The rising adoption of new technologies, like mixed reality (MR), extended reality, artificial intelligence (AI), and blockchain, in the metaverse industry, helps foster market growth. Companies like Roblox, Facebook, NVidia, Fortnite, Epic Games, Microsoft, Google, USM, Oculus, and RTFKT Akira have inculcated metaverse XR/extended reality systems, and other new technologies or are in progress of incorporating them. As per research, LG Group filed almost 688 extended reality/ER patents to around 455 patent families, Sony filed around 87 XR patents to 78 patent families, while Qualcomm filed nearly 80 patents across 28 patent families for the metaverse. The metaverse uses cryptocurrency as its mode of transaction. Cryptocurrency is widely used for paying everything through metaverse platforms, ranging from avatar shoes to NFT. According to a study, 53% of companies invest in cryptocurrencies, while 44% invest in NFTs. According to a CNBC survey, 1 in 10 people invests in cryptocurrencies, which are widely used in the trading of various commodities like NFTs. As crypto-exchange is accessible worldwide, investors can use this currency to directly sell to purchasers on the metaverse, positively changing the metaverse market trends. Both centralized & decentralized metaverses are possible in the gaming business; however, since the future has been unlocked the gaming companies prioritize decentralized projects. It has also brought in a brand-new gaming environment known as Web 3.0 gaming, which enables users to switch between different game experiences with their characters. The "play-to-earn" model is another name for this one in the context of online gaming. In line with web 3.0 gaming, numerous gaming companies give the option for game-payment systems and provide in-game assets, such as skins and clothes, vehicles and weapons, and props that move with players throughout the platforms (e.g., console, PC, mobile device). These games are reliable on NFT to provide rewards and tokens to their users. Axie Infinity is deemed the most prosperous NFT game, with nearly 3 million people playing it, and the in-game goods are worth $2.26 billion. Restraints Metaverse is Popular and Comes with Security Threats The metaverse market can face restraints to its growth due to its users’ lack of awareness of service and security options. Key players like Tencent Holdings, Globant, etc. have been subject to cyber-attacks, which raises high sensitivity and security concerns. According to SonicWall, nearly 500 million cyber-attacks were reported through September 2021, with more than 1700 attacks reported per organization. Market Opportunities Metaverse in Marketing - Key to Customer Engagement B2B or Business-to-Business marketing inculcates client meetings, trade exhibitions, product demos, commercials, customer services, etc. The advent of the metaverse has drastically improved each of these things for B2B marketing. As a majority of the products of B2B consist of commodities, an outstanding customer service through metaverse can boost its growth extensively. Moreover, metaverse has almost blurred some major differences between B2C & B2B like ROI, Target Audience, etc., thereby catering to ample opportunities for market growth in the future. The career opportunities in the metaverse are growing continuously. More jobs are being created due to the increasing demands for different products and services in the metaverse, which can increase the market growth. According to a study, about 10,000 jobs across different sectors like research, planning, development, safety, storytelling, world-building, cybersecurity, & ad-blocking, are expected to be created soon in the metaverse. Market Analysis Of Different Segments Covered in the Report Based on Components Hardware Software Services Based on Platform Desktop Mobile Headsets Based on Technology Metaverse in Blockchain Metaverse in Virtual Reality (VR) and Augmented Reality (AR) Metaverse in Mixed Reality (MR) Metaverse in Internet of Things (IoT) Others Based on Offering Metaverse in Virtual Platforms Metaverse in Asset Marketplaces Metaverse in Avatars Metaverse in Financial Services Based on Application Metaverse in Gaming Metaverse in Online Education Metaverse in Advertising Metaverse in Virtual Goods Metaverse in edge computing Metaverse in Online Shopping Metaverse in social media Metaverse in Conferences Metaverse in Content Creation Metaverse in Digital Twin Operations Metaverse in Blockchain Applications Metaverse in Virtualisation Tools Metaverse in NFT Metaverse in Payments Based on End-Use Metaverse in Healthcare Metaverse in Real Estate Metaverse in Customer Experience Metaverse in Media and Entertainment Metaverse in Manufacturing Metaverse in Education Metaverse in Military Metaverse in Technology Metaverse in Fashion Regional Coverage Analysis North America United States of America Canada Mexico Rest of North America Europe United Kingdom France Germany Rest of Europe Asia-Pacific China Japan India South Korea Rest of Asia-Pacific South America Brazil Rest of South America The Middle East and Africa United Arab Emirates South Africa Saudi Arabia Rest of the Middle East and Africa Components Insights - Advance Hardware to Lead the Immense Metaverse Experience The hardware segment accounted for the maximum metaverse market share, with USD 16.58 billion in 2021, and is expected to grow at more than 38% CAGR. Due to an increasing focus by firms to produce products that have a better user experience and enable greater user immersion into the metaverse, the hardware segment is expected to account for the largest revenue size during the projected period. Many companies are developing hardware to enhance the user experience in the metaverse. In June 2021, analysts at JP Morgan suggested that Meta, Inc. will use Broadcom, Inc.’s application-specific integrated circuit (ASIC) chips to build its metaverse hardware. Metaverse Platform - VR Headset to Lead The desktop segment accounted for the largest metaverse market size, with USD 16.38 billion in 2021. The desktop is currently a primary portal for entry into the metaverse. The desktop has more storage than a mobile device, allowing faster entry into the metaverse. The desktop processor has a larger screen and a physical keyboard, enabling smoother access to the metaverse. The internet connection speed is fixed for desktop, making it faster than the mobile internet connection speed. The different advantages of desktop over mobile cause more users to prefer it for multiverse entry, driving the market growth of this segment. According to a study, fixed internet connection speed on the desktop is 29.2 Mbps faster than mobile internet connection speed. According to another study, 48.88% of internet traffic for various purposes like metaverse entry comes from desktop users, while 47.59% of internet traffic comes from mobile users. The market category for virtual reality is anticipated to become the most significant one. Metaverses based on virtual reality (VR) is particularly prevalent in the metaverse game business. Virtual reality is one of the basic elements in creating metaverse technology. The virtual reality (VR) market has expanded quickly, thanks to virtual reality's capacity to produce interactive 3D worlds. According to the statistics, globally, nearly 171 million Virtual reality (VR) users mostly use it for gaming because it provides a fascinating virtual and highly impeccable experience. As of 2022, the market size of the VR gaming industry stands at nearly $12.13 billion. Metaverse Technologies - VR, AR and Mixed Reality to Gain Popularity The metaverse in virtual reality (VR) and augmented reality (AR) segment showed the maximum market share in 2021, with revenue of over 35%. Currently, Metaverse VR and AR are being used in the gaming industry, propelling the market growth. The user experience is enhanced by using virtual reality and augmented reality devices, while costs can be cut when organisations use VR for education and training. These factors caused the demand for virtual reality and augmented reality devices to increase, fostering market growth. According to a study, around 50 million people used virtual reality in the United States and 83.7 million people used augmented reality in 2020, and these numbers are expected to rise to 65.9 million and 110.1 million users, respectively, in 2023. Augmented Reality (AR) possesses the largest market segment in terms of technology. AR technology has been influential in the expansion of metaverse technology. In contrast to VR gaming, which frequently needs a small space or a separate room to create an immersive setting, AR gaming makes advantage of the surrounding environment and adds a playing field. Usually, cell phones, portable gaming consoles, and tablets are used to play AR games. In essence, AR refers to any synthetic experience that enhances our current world. The market for augmented reality gaming has increased as the number of phone games continues to grow. Over the next five years, it is projected that this tendency will persist. China, United States, & Japan are the main demand generators for this industry. It is challenging for average consumers to acquire a console because of the high initial cost of high-quality augmented reality gaming equipment. It is noted that growth in mobile-based AR games earnings has come to a halt and is slowly progressing. Pokémon Go's revenue looks to have declined by 45 % in 2022 & Square Enix's Dragon Quest Walk had a 32 percent revenue reduction from the previous year. It is expected that the market will only generate fewer sales by 2026, down from the previously projected revenue. Metaverse in Mixed Reality is expected to be the fastest-growing metaverse market, with a CAGR of 40.4%. Due to the increased use of MR for better engagement in the metaverse, the metaverse in the mixed reality market segment is growing tremendously. Mixed reality enables the user to see and immerse himself into the metaverse even as he interacts with it using his hands. Mixed reality helps adapt the metaverse to fit the real-life surroundings of the user. The benefits of mixed reality for the metaverse increase the number of users to adopt it, driving the market growth. A study by Boeing showed that mixed reality improved productivity in the metaverse by 25%, while another study showed that mixed-reality onboarding improved employee retention by 82% and productivity by 70%. Offering Insights - Decentralized Ecosystem to Grow Fast and Faster The metaverse in the asset marketplace is expected to have a high growth rate, with a CAGR of 40%. The increased investments in bitcoins, Ethereum, NFTs, and other cryptocurrencies have caused the metaverse’s rapid growth in the asset marketplace segment. Cryptocurrencies are protected from inflation, governed and managed by their user, decentralised, secure, and private. They are a cost-effective transaction method, allow for smooth currency exchange, and allow easy transfer of funds. The benefits of a cryptocurrency cause more users and businesses to adopt it in the metaverse, which causes its market expansion. According to a study, around 300 million people, or 3.9% of the total population use cryptocurrencies for different transactions in 2021. Around 18,000 businesses have started adopting cryptocurrency payments for transactions such as those in the metaverse. Many games of the metaverse, namely Sandbox and AxieInfinity, depend on blockchain to operate. The use and availability of cryptocurrencies are projected to increase, which will help the blockchain market to expand. The implementation of blockchain technology for gaming metaverses is anticipated to increase due to the rising demand for NFTs. We also know that there is an increase in gaming companies issuing limited edition NFTs. Application Insights - Gaming Continue to be the Leader The metaverse in gaming has the maximum revenue share with 27.17% in 2021. Due to developers’ significant ongoing developments and innovations and a growing focus on boosting immersion and realism in games, the gaming segment had the highest market share in 2021. VR, AR, and MR devices are increasingly being used to access and provide a real experience for gaming. Epic Games was reported to invest USD 1 billion to accelerate the gaming segment in the metaverse in 2021, and it announced a further USD 2 billion investment for metaverse advancement along with KIRKBI. According to the age rating, the 18+ market segment holds a substantial market share. The high price of AR and VR equipment, the unknown risks of exposing kids to these environments for an extended period, and the prevalence of adult content in the gaming metaverse, like gambling and violent or gory games, have all contributed to the 18+ segment's dominance in the metaverse gaming market. The 13–17 age group is anticipated to increase at the highest rate because many game businesses are trying to develop a metaverse for kids and young people. A rising number of toy companies, including Lego, are exploring the metaverse industry to boost sales. Teenagers (those between the ages of 13 and 17) have embraced metaverse-style games more quickly and are more engrossed in them than players in the age bracket of 18 to 34. Additionally, they are more likely to invest more time in metaverse games in the future. 53% of Younger players of the metaverse would rather inherit a vacation property in the virtual world than one on a far-off island. Nearly 44% of younger metaverse gamers have confessed that in-game purchases are a big reason why they play metaverse games. It shows us how deeply they are glued to metaverse gaming. It also shows that big companies are finding various ways and psychological methods to attract new teenagers to spend their time on metaverse gaming. End-Use Analysis & Insights - Entertainment Industry is the Fastest to Adopt the Metaverse The Media and Entertainment segment held a significant portion of total global industry revenue. The industry is working to improve participant social interactions. Companies are also using the metaverse concept to add value to entertainment brands by enhancing offerings such as immersive storytelling, unleashing fan creativity, and world-building. These three factors contribute to the franchise-building process while also increasing audience engagement. The concept will improve storytelling by incorporating an immersive and interactive experience. The COVID-19 pandemic aided the growth of the media and entertainment segment. Regional Analysis & Insights - North America to Lead and Followed by Developing Economies North America is having the largest share, with a revenue of over 70 % in 2021. The North American region’s market share is high due to the customers and users in North America that adopt new and complex technology. Americans are increasingly using VR, MR, AR, and other new technology to access and experience the metaverse as real as possible. Americans also enjoy their experience in the metaverse, which compels them to invest in devices that would further enhance their experience in the metaverse. The increased demand for devices that enhance their experience fosters market growth. According to a study, 37% of Americans believe life in the metaverse would be more fun than real life, 38% believe the metaverse makes their life better, 47% use it to socialise efficiently, and 48% do not feel overwhelmed about the multiverse, 40% understand the purpose of the metaverse, and 57% believe that the metaverse will be as popular as traditional social media platforms. APAC Brands to Encash the Metaverse Technology Due to many start-ups and organisations, the Asia-Pacific region could be the fastest-growing metaverse market. The industry in India, for example, is seeing tremendous growth due to a lot of start-ups and organisations plying in the metaverse being present. The metaverse consumer base is also growing in Asia-Pacific due to the increased adoption of technology that would enhance their experience in the metaverse, which increases the demand for these devices and the market growth. According to China’s Social Sciences Academic Press and NetEase, 31.8% of people use the QQ metaverse platform seven days a week, while another study suggests that the South Korean metaverse platform Zepeto has about 2 million active Asian users a day. Metaverse Market Report Coverage Report Attribute Details Forecast Period 2022 - 2030 Market size value in 2022 USD 47.48 billion Revenue forecast in 2030 USD 678.80 billion Growth rate CAGR of approximately 39.44% The base year for estimation 2022 Historical data 2017 – 2020 Unit USD Billion, CAGR (2022 - 2030) Segmentation By Components, By Platform, By Technology, By Offering, By Application, By End-Use, and By Region. By Components Hardware, Software, Services By Platform Desktop, Mobile, Headsets By Technology Metaverse in Blockchain, Virtual Reality (VR) and Augmented Reality (AR), Mixed Reality (MR), Internet of Things (IoT), Others By Offering Metaverse in Virtual Platforms, Asset Marketplaces, Avatars, Financial Services By End-Use Metaverse in Healthcare, Real Estate, Education, Military, Manufacturing, Social Media, Customer Experience, Digital Twin Operations, Advertising, Online Education, Entertainment, Virtual Goods, Technology, Edge Computing, Online Shopping, Content Creation, Conferences, Fashion, Blockchain Applications, Virtualisation Tools, Payments, NFT, Gaming By Region Asia0Pacific, North America, Europe, South America, the Middle East and Africa Country Scope United States of America, Canada, Mexico, United Kingdom, France, Germany, China, Japan, India, South Korea, Brazil, Saudi Arabia, South Africa, United Arab Emirates Company Usability Profiles Tencent Holdings Ltd., Meta, Inc., Alphabet, Inc., Nvidia Corporation, Roblox Corporation, Microsoft Corporation, Globant, Queppelin, Alibaba Cloud, Netease, Inc., Magic Leap, Inc. Global Metaverse Market Competitive Landscape Analysis Companies Disrupting the Metaverse Technology The investments in R&D and other advanced technologies such as AI, cloud, and machine learning (ML) and strategic decisions such as mergers & acquisitions enable major competitors to acquire a significant share in the industry. The key competitors in this market are: Tencent Holdings Ltd. Meta, Inc. Alphabet, Inc. Nvidia Corporation Roblox Corporation Microsoft Corporation Globant Queppelin Alibaba Cloud Netease, Inc. Magic Leap, Inc. Recent Developments Impacting the Metaverse In September 2022, Wolters Kluwer introduced two of its most efficient Blockchain-based metaverse platforms Somnium Space and Decentraland. The organization stated that these highly-advanced platforms would help them to showcase their residential properties, gaming assets, etc. to the customers, thereby improvising their sales growth. In January 2022, Microsoft announced its acquisition of Activision Blizzard, Inc. Microsoft believes that this acquisition will accelerate Microsoft’s gaming business growth across mobile, PC, cloud, and console and will lay the foundation for the metaverse industry. In January 2022, The Sandbox announced a collaboration with Warner Music Group to launch the first music-themed world in the Sandbox gaming metaverse. This partnership marks WMG’s first main entry into the NFT metaverse realm and Sandbox’s first deal with a major music company. In November 2021, TaleCraft Majuro announced the launch of its medieval-themed NFT gaming metaverse. TaleCraft believes that users on its platform will be able to explore a medieval game setting and use crafted NFTs for many activities in-game. In November 2021, Microsoft announced Mesh for its Teams platform. Mesh combines Teams’ productivity tools, where people can attend virtual meets, collaborate on shared documents, send chats and more, with the mixed-reality capabilities of Mesh, which allows people in various physical locations to join shared and collaborative holographic experiences. Microsoft believes Mesh can help people engage more in the meetings while making the team more effective. In November 2021, Tencent announced a collaboration with the Asian Institute of Digital Finance (AIDF). Through this partnership, Tencent Financial Technology (FiT) and AIDF will partner in education, entrepreneurship, and research to better support the Asian digital finance industry, which is growing rapidly. Top Metaverse Platforms to Watch Platform Function Key Player Roblox Metaverse in gaming Roblox Corporation Facebook Metaverse Metaverse in social media Meta, Inc. Fortnite Metaverse Metaverse in gaming Epic Games Ominverse - Nvidia Metaverse Metaverse in digital twin operations Nvidia Corporation Microsoft Metaverse Metaverse in mixed reality Microsoft Corporation Decentraland Metaverse virtual land Decentraland Foundation, community Illuvium Metaverse in gaming Illuvium Metaverse Minute – Unity Metaverse Metaverse in digital twin operations Unity Frequently Asked Question About This Report What are the key driving factors for the growth of the metaverse Market? The key factors that drive the growth of the metaverse market are the increasing adoption of new technology and the growing demand for metaverse users to make transactions using cryptocurrency. Who are the Top Key Players of the Market? The main competitors in the metaverse market are Tencent Holdings Ltd., Meta, Inc., Alphabet, Inc., Nvidia Corporation, Roblox Corporation, Microsoft Corporation, Globant, Queppelin, Alibaba Cloud, Netease, Inc., and Magic Leap, Inc. What is the expected CAGR in revenue for the global metaverse market over the forecast period (2022-2030)? The expected CAGR for revenue for the global metaverse market over the forecast period (2022-2030) is 39.44%. What exactly is the metaverse? A metaverse is a VR space where users can interact with other users in a computer-generated environment. What will be the expected global metaverse market size in 2030? The global metaverse market size will be USD 678.80 billion by 2030. How big is the metaverse market? The global metaverse market size was $47.48 Bn in 2022 and is predicted to grow to $678.80 Bn by 2030, with a CAGR of 39.44% during the period 2022-2030. What is the estimated Industry size & growth rate of the Market? The estimated metaverse market in 2030 is USD 678.80 billion at a CAGR of 39.44%. What will be the expected global metaverse market size in 2030? The global metaverse market size will be USD 678.80 billion by 2030. Sources https://www.cnbc.com/2021/08/24/1-in-10-people-invest-in-cryptocurrencies-many-for-ease-of-trading.html https://blog.sonicwall.com/en-us/2021/10/cyber-threat-alert-ransomware-breaks-another-record/ https://twitter.com/alexisohanian/status/1396869330877526021 https://www.forbes.com/sites/hannahmayer/2022/01/24/the-future-of-the-metaverse-what-2022-has-in-store-for-the-immersive-digital-world/ https://seekingalpha.com/news/3844034-meta-set-to-join-broadcoms-1-billion-custom-chip-customer-club-jp-morgan https://www.allconnect.com/blog/internet-speed-classifications-what-is-fast-internet https://www.statista.com/statistics/1017008/united-states-vr-ar-users/ https://www.reuters.com/technology/boeing-wants-build-its-next-airplane-metaverse-2021-12-17/ https://cointelegraph.com/news/indonesia-s-crypto-industry-in-2021-a-kaleidoscope https://theharrispoll.com/briefs/future-of-ar-vr-metaverse/ https://www.bangkokpost.com/business/2225199/softbank-bets-on-asian-metaverse-platform-selling-digital-gucci-dior 1. Introduction 1.1. Study Objective 1.2. Market Definition 1.3. Study Scope 1.3.1. Markets Covered 1.3.2. Geographic Scope 1.3.3. Years Considered 1.3.4. Stakeholders 2. Research Methodology 2.1. Data Procurement 2.2. Paid Database 2.2.1. Secondary Data 2.2.1.1. Key Secondary sources 2.2.2. Primary Data 2.2.2.1 Primary sources 2.2.2.2. Key industry insights 2.2.2.3. Primary interviews with experts 2.2.2.4. Key primary respondent list 2.3. Market Size Estimation 2.4. Bottom-Up and Top-Down Approaches 2.4.1. Bottom-Up Approach 2.4.1.1. Approach for arriving at market size by bottom-up analysis 2.4.2. Top-Down Approach 2.4.2.1. Approach for Capturing Market Size by Top-Down Analysis 2.5. Market Breakdown and Data Triangulation 2.6. Research Methodology 2.7. Risk Assessment 3. Executive Summary 3.1 Metaverse Market: Post-Covid-19 3.1.1 Actual Scenario 3.1.2 Pessimistic Scenario 3.1.3 Optimistic Scenario 3.1.4 Market Summary 4. Industry Outlook 4.1 Market Snapshot 4.2 Global Metaverse Market 4.2.1 Global market, 2022 – 2030 (USD Million) 4.3 Regional Business Analysis 4.3.1 by Region, 2022 - 2030 (USD Million) 4.4 By Offerings Business Analysis 4.4.1 By Offerings Type, 2022 - 2030 (USD Million) 4.5 By Technology Business Analysis 4.5.1 By Technology Type, 2022 - 2030 (USD Million) 4.6 By Platform Business Analysis 4.6.1 By Platform Type, 2022 - 2030 (USD Million) 4.7 By End-user Business Analysis 4.7.1 By End-user Type, 2022 - 2030 (USD Million) 4.8 Application Business Analysis 4.8.1 By Application, 2022 - 2030 (USD Million) 4.9 Components Business Analysis 4.9.1 By Components, 2022 - 2030 (USD Million) 4.10 Value Chain Analysis 4.11 Market Variable Analysis 4.11.1 Market Drivers Analysis 4.11.2 Market Restraints Analysis 4.12 Business Environment Analysis Tool 4.12.1 PEST analysis 4.12.2 Porter’s analysis 4.13 Penetration & Growth Prospect Mapping 5. Market Dynamics 5.1. Introduction 5.2. Market Dynamics 5.2.1. Drivers 5.2.2. Restraints 5.2.3. Opportunities 5.2.4. Challenges 5.3. Impact of Covid-19 5.4. Value Chain Analysis 5.5. Ecosystem 5.6. Patent Analysis 5.7. Trade Analysis 5.8. Tariff Analysis 5.9. Case Study Analysis 5.10. Porter’s Five Forces Analysis 5.10.1 Threat of New Entrants 5.10.2 Threat of Substitutes 5.10.3 Bargaining Power of Buyers 5.10.4 Bargaining Power of Suppliers 5.10.5 Degree of Competition 5.11. Technology Analysis 5.11.1. Trends in Technology (2014-2020) 5.11.2. Trends in Technology (2022-2028) 5.12. Pricing Analysis 5.12.1. Average Price Trend Analysis (By region, By Country) 6. Competitive & Vendor Landscape 6.1. Company Market Share Analysis 6.2. Manufacturers Metaverse Manufacturing Sites, Area Served, Product Type 6.3. Competitive Situation and Trends 6.4. Manufacturers Mergers & Acquisitions, Expansion Plans 7. Global Market: By Offerings Type Segment Analysis 7.1. Introduction 7.2. Sales Volume & Revenue Analysis (2022-2030) 7.3. Metaverse in Virtual Platforms 7.3.1. Metaverse in Virtual Platforms market, 2022 - 2030 (USD Million) 7.4. Metaverse in Asset Marketplaces 7.4.1. Metaverse in Asset Marketplaces market, 2022 - 2030 (USD Million) 7.5 Metaverse in Avatars 7.5.1 Metaverse in Avatars market, 2022 - 2030 (USD Million) 7.6 Metaverse in Financial Services 7.6.1 Metaverse in Financial Services market, 2022 - 2030 (USD Million) 8. Global Market: By Technology Segment Analysis 8.1. Introduction 8.2. Sales Volume & Revenue Analysis (2022-2030) 8.3. Metaverse in Blockchain 8.3.1. Metaverse in Blockchain market, 2022 - 2030 (USD Million) 8.4. Metaverse in Virtual Reality (VR) and Augmented Reality (AR) 8.4.1. Metaverse in Virtual Reality (VR) and Augmented Reality (AR) market, 2022 - 2030 (USD Million) 8.5 Metaverse in Mixed Reality (MR) 8.5.1 Metaverse in Mixed Reality (MR) market, 2022 - 2030 (USD Million) 8.6 Metaverse in Internet of Things (IoT) 8.6.1 Metaverse in Internet of Things (IoT) market, 2022 - 2030 (USD Million) 8.7 Others 8.7.1 Others market, 2022 - 2030 (USD Million) 9. Global Market: By Platform Segment Analysis 9.1. Introduction 9.2. Sales Volume & Revenue Analysis (2022-2030) 9.3. Desktop 9.3.1. Desktop market, 2022 - 2030 (USD Million) 9.4. Mobile 9.4.1. Mobile market, 2022 - 2030 (USD Million) 9.5 Headsets 9.5.1 Headsets market, 2022 - 2030 (USD Million) 10. Global Market: By End-user Segment Analysis 10.1. Introduction 10.2. Sales Volume & Revenue Analysis (2022-2030) 10.3. Metaverse in Healthcare 10.3.1. Metaverse in Healthcare market, 2022 - 2030 (USD Million) 10.4. Metaverse in Real Estate 10.4.1. Metaverse in Real Estate market, 2022 - 2030 (USD Million) 10.5 Metaverse in Customer Experience 10.5.1 Metaverse in Customer Experience market, 2022 - 2030 (USD Million) 10.6 Metaverse in Media and Entertainment 10.6.1 Metaverse in Media and Entertainment market, 2022 - 2030 (USD Million) 10.7 Metaverse in Manufacturing 10.7.1 Metaverse in Manufacturing market, 2022 - 2030 (USD Million) 10.8 Metaverse in Education 10.8.1 Metaverse in Education market, 2022 - 2030 (USD Million) 10.9 Metaverse in Military 10.9.1 Metaverse in Military market, 2022 - 2030 (USD Million) 10.10 Metaverse in Technology 10.10.1 Metaverse in Technology market, 2022 - 2030 (USD Million) 10.11 Metaverse in Fashion 10.11.1 Metaverse in Fashion market, 2022 - 2030 (USD Million) 11. Global Market: By Application Segment Analysis 11.1. Introduction 11.2. Sales Volume & Revenue Analysis (2022-2030) 11.3. Metaverse in Gaming 11.3.1. Metaverse in Gaming market, 2022 - 2030 (USD Million) 11.4. Metaverse in Online Education 11.4.1. Metaverse in Online Education market, 2022 - 2030 (USD Million) 11.5 Metaverse in Advertising 11.5.1 Metaverse in Advertising market, 2022 - 2030 (USD Million) 11.6 Metaverse in Virtual Goods 11.6.1 Metaverse in Virtual Goods market, 2022 - 2030 (USD Million) 11.7 Metaverse in edge computing 11.7.1 Metaverse in edge computing market, 2022 - 2030 (USD Million) 11.8 Metaverse in Online Shopping 11.8.1 Metaverse in Online Shopping market, 2022 - 2030 (USD Million) 11.9 Metaverse in social media 11.9.1 Metaverse in social media market, 2022 - 2030 (USD Million) 11.10 Metaverse in Conferences 11.10.1 Metaverse in Conferences market, 2022 - 2030 (USD Million) 11.11 Metaverse in Content Creation 11.11.1 Metaverse in Content Creation market, 2022 - 2030 (USD Million) 11.12 Metaverse in Digital Twin Operations 11.12.1 Metaverse in Digital Twin Operations market, 2022 - 2030 (USD Million) 11.13 Metaverse in Blockchain Applications 11.13.1 Metaverse in Blockchain Applications market, 2022 - 2030 (USD Million) 11.14 Metaverse in Virtualisation Tools 11.14.1 Metaverse in Virtualisation Tools market, 2022 - 2030 (USD Million) 11.15 Metaverse in NFT 11.15.1 Metaverse in NFT market, 2022 - 2030 (USD Million) 11.16 Metaverse in Payments 11.16.1 Metaverse in Payments market, 2022 - 2030 (USD Million) 12. Global Market: By Components Segment Analysis 12.1. Introduction 12.2. Sales Volume & Revenue Analysis (2022-2030) 13.3. Hardware 13.3.1. Hardware market, 2022 - 2030 (USD Million) 13.4. Software 13.4.1. Software market, 2022 - 2030 (USD Million) 13.5 Services 13.5.1 Services market, 2022 - 2030 (USD Million) 14. Global Market: Regional Outlook 14.1 North America 14.1.1. North America By Components, 2022 - 2030 (USD Million) 14.1.2. North America By Platform, 2022 - 2030 (USD Million) 14.1.3. North America By Technology, 2022 - 2030 (USD Million) 14.1.4. North America By Offering, 2022 - 2030 (USD Million) 14.1.5. North America By Application, 2022 - 2030 (USD Million) 14.1.6. North America By End-Use, 2022 - 2030 (USD Million) 14.1.7. North America by Country, 2022 - 2030 (USD Million) 14.1.4.1. U.S. 14.1.4.1.1. U.S. By Components, 2022 - 2030 (USD Million) 14.1.4.1.2. U.S. By Platform, 2022 - 2030 (USD Million) 14.1.4.1.3. U.S. By End-Use, 2022 - 2030 (USD Million) 14.1.4.2. Canada 14.1.4.2.1. Canada By Components, 2022 - 2030 (USD Million) 14.1.4.2.2. Canada By Region, 2022 - 2030 (USD Million) 14.1.4.2.3. Canada by Applications, 2022 - 2030 (USD Million) 14.1.4.2.4. Canada by Technology, 2022 - 2030 (USD Million) 14.1.4.2.5. Canada by Offering, 2022 - 2030 (USD Million) 14.2. Europe 14.2.1. Europe By End-Use, 2022 - 2030 (USD Million) 14.2.2. Europe By Application, 2022 - 2030 (USD Million) 14.2.3. Europe by country, 2022 - 2030 (USD Million) 14.2.4.1 U.K. 14.2.4.1.1. U.K. By Components, 2022 - 2030 (USD Million) 14.2.4.1.2. U.K. By Platform, 2022 - 2030 (USD Million) 14.2.4.1.3. U.K. by Region, 2022 - 2030 (USD Million) 14.2.4.1.4. U.K. By Technology, 2022 - 2030 (USD Million) 14.2.4.1.5. U.K. By Offering, 2022 - 2030 (USD Million) 14.2.4.1.6. U.K. By Applications, 2022 - 2030 (USD Million) 14.2.4.1.7. U.K. By End-Use, 2022 - 2030 (USD Million) 14.2.4.2. Germany 14.2.4.2.1. Germany By Components, 2022 - 2030 (USD Million) 14.2.4.2.2. Germany By Platform, 2022 - 2030 (USD Million) 14.2.4.2.3. Germany by Region, 2022 - 2030 (USD Million) 14.2.4.2.4. Germany by Technology, 2022 - 2030 (USD Million) 14.2.4.2.5. Germany by Offering, 2022 - 2030 (USD Million) 14.2.4.2.6. Germany by Applications, 2022 - 2030 (USD Million) 12.2.4.2.3. Germany by End-Use, 2022 - 2030 (USD Million) 14.2.4.3. France 14.2.4.3.1. France By End-Use, 2022 - 2030 (USD Million) 14.2.4.3.2. France By Region, 2022 - 2030 (USD Million) 14.2.4.3.3. France by Application, 2022 - 2030 (USD Million) 14.2.4.4. Rest of Europe 14.2.4.4.1. Rest of Europe By End-Use, 2022 - 2030 (USD Million) 14.2.4.4.2. Rest of Europe By Region, 2022 - 2030 (USD Million) 14.2.4.4.3. Rest of Europe by Application, 2022 - 2030 (USD Million) 14.2.4.4.4. Rest of Europe by Technology, 2022 - 2030 (USD Million) 14.2.4.4.5. Rest of Europe by Offering, 2022 - 2030 (USD Million) 14.2.4.4.6. Rest of Europe by Platform, 2022 - 2030 (USD Million) 14.3. Asia Pacific 14.3.1. Asia Pacific By Components, 2022 - 2030 (USD Million) 14.3.2. Asia Pacific By Application, 2022 - 2030 (USD Million) 14.3.3. Asia Pacific by Platform, 2022 - 2030 (USD Million) 14.3.4.1. China 14.3.4.1.1. China By Components, 2022 - 2030 (USD Million) 14.3.4.1.2. China By Region, 2022 - 2030 (USD Million) 14.3.4.1.3. China by Application, 2022 - 2030 (USD Million) 14.3.4.1.4. China by Technology, 2022 - 2030 (USD Million) 14.3.4.1.5. China by Offering, 2022 - 2030 (USD Million) 14.3.4.1.6. China by End-Use, 2022 - 2030 (USD Million) 14.3.4.2. India 14.3.4.2.1. India By Technology, 2022 - 2030 (USD Million) 14.3.4.2.2. India By Region, 2022 - 2030 (USD Million) 14.3.4.2.3. India by Application, 2022 - 2030 (USD Million) 14.3.4.2.4. India by Offering, 2022 - 2030 (USD Million) 14.3.4.2.4. India by Components, 2022 - 2030 (USD Million) 14.3.4.3. Japan 14.3.4.3.1. Japan By Technology, 2022 - 2030 (USD Million) 14.3.4.3.2. Japan by Application, 2022 - 2030 (USD Million) 14.3.4.4. South Korea 14.3.4.4.1. South Korea By Offering, 2022 - 2030 (USD Million) 14.3.4.4.2. South Korea by Application, 2022 - 2030 (USD Million) 14.3.4.5. Rest of ASIA PACIFIC 14.3.4.5.1. Rest of ASIA PACIFIC By Components, 2022 - 2030 (USD Million) 14.3.4.5.2. Rest of ASIA PACIFIC by Platform, 2022 - 2030 (USD Million) 14.3.4.5.3. Rest of ASIA PACIFIC By Technology, 2022 - 2030 (USD Million) 14.3.4.5.4. Rest of ASIA PACIFIC By Offering, 2022 - 2030 (USD Million) 14.3.4.5.5. Rest of ASIA PACIFIC By Application, 2022 - 2030 (USD Million) 14.3.4.5.6. Rest of ASIA PACIFIC By End-Use, 2022 - 2030 (USD Million) 14.3.4.5.7. Rest of ASIA PACIFIC By Region, 2022 - 2030 (USD Million) 14.4. Latin America 14.4.1. Latin America By Components, 2022 - 2030 (USD Million) 14.4.2. Latin America by Application, 2022 - 2030 (USD Million) 14.4.3. Latin America by country, 2022 - 2030 (USD Million) 14.4.4.1. Brazil 14.4.4.1.1. Brazil By Components, 2022 - 2030 (USD Million) 14.4.4.1.2. Brazil by Application, 2022 - 2030 (USD Million) 14.4.4.2. Mexico 14.4.4.2.1. Mexico By Technology, 2022 - 2030 (USD Million) 14.4.4.2.2. Mexico by Application, 2022 - 2030 (USD Million) 14.4.4.3. Rest of Latin America 14.4.4.3.1. Rest of the Latin By Offering, 2022 - 2030 (USD Million) 14.4.4.3.2. Rest of the Latin by Application, 2022 - 2030 (USD Million) 15. Competitive Landscape 15.1 Tencent Holdings Ltd. 15.1.1. Company overview 15.1.2. Financial performance 15.1.3. Product Portfolio Analysis 15.1.4. Business Strategy & Recent Development 15.2. Meta, Inc. 15.2.1. Company overview 15.2.2. Financial performance 15.2.3. Product Portfolio Analysis 15.2.4. Business Strategy & Recent Development 15.3. Alphabet, Inc. 15.3.1. Company overview 15.3.2. Financial performance 15.3.3. Product Portfolio Analysis 15.3.4. Business Strategy & Recent Development 15.4. Nvidia Corporation. 15.4.1. Company overview 15.4.2. Financial performance 15.4.3. Product Portfolio Analysis 15.4.4. Business Strategy & Recent Development 15.5. Roblox Corporation 15.5.1. Company overview 15.5.2. Financial performance 15.5.3. Product Portfolio Analysis 15.5.4. Business Strategy & Recent Development 15.6. Microsoft Corporation. 15.6.1. Company overview 15.6.2. Financial performance 15.6.3. Product Portfolio Analysis 15.6.4. Business Strategy & Recent Development 15.7. Globant. 15.7.1. Company overview 15.7.2. Financial performance 15.7.3. Product Portfolio Analysis 15.7.4. Business Strategy & Recent Development 15.8. Queppelin. 15.8.1. Company overview 15.8.2. Financial performance 15.8.3. Product Portfolio Analysis 15.8.4. Business Strategy & Recent Development 15.9. Alibaba Cloud. 15.9.1. Company overview 15.9.2. Financial performance 15.9.3. Product Portfolio Analysis 15.9.4. Business Strategy & Recent Development 15.10. Netease, Inc. 15.10.1. Company overview 15.10.2. Financial performance 15.10.3. Product Portfolio Analysis 15.10.4. Business Strategy & Recent Development 15.11. Magic Leap, Inc 15.11.1. Company overview 15.11.2. Financial performance 15.11.3. Product Portfolio Analysis 15.11.4. Business Strategy & Recent Development List of Tables (81 Tables) TABLE 1. By Offerings Type, 2022-2030 (USD Million) TABLE 2. FOR Metaverse in Virtual Platforms, BY REGION, 2022-2030 (USD Million) TABLE 3. FOR Metaverse in Asset Marketplaces, BY REGION, 2022-2030 (USD Million) TABLE 4. FOR Metaverse in Avatars, BY REGION, 2022-2030 (USD Million) TABLE 5. FOR Metaverse in Financial Services, BY REGION, 2022-2030 (USD Million) TABLE 6. By Technology, 2022-2030 (USD Million) TABLE 7. FOR Metaverse in Blockchain, BY REGION, 2022-2030 (USD Million) TABLE 8. FOR Metaverse in Virtual Reality (VR) and Augmented Reality (AR), BY REGION, 2022-2030 (USD Million) TABLE 9. FOR Fusion Deposition Modeling (FDM), BY REGION, 2022-2030 (USD Million) TABLE 10. FOR Metaverse in Mixed Reality (MR), BY REGION, 2022-2030 (USD Million) TABLE 11. FOR Metaverse in Internet of Things (IoT), BY REGION, 2022-2030 (USD Million) TABLE 12. FOR Others, BY REGION, 2022-2030 (USD Million) TABLE 13. By Platform Type, 2022-2030 (USD Million) TABLE 14. FOR Desktop, BY REGION, 2022-2030 (USD Million) TABLE 15. FOR Mobile, BY REGION, 2022-2030 (USD Million) TABLE 16. FOR Headsets, BY REGION, 2022-2030 (USD Million) TABLE 17. By End-user Type, 2022-2030 (USD Million) TABLE 18. FOR Metaverse in Healthcare, BY REGION, 2022-2030 (USD Million) TABLE 19. FOR Metaverse in Real Estate, BY REGION, 2022-2030 (USD Million) TABLE 20. FOR Metaverse in Customer Experience, BY REGION, 2022-2030 (USD Million) TABLE 21. FOR Metaverse in Media and Entertainment, BY REGION, 2022-2030 (USD Million) TABLE 22. FOR Metaverse in Manufacturing, BY REGION, 2022-2030 (USD Million) TABLE 23. FOR Metaverse in Education, BY REGION, 2022-2030 (USD Million) TABLE 24. FOR Metaverse in Military, BY REGION, 2022-2030 (USD Million) TABLE 25. FOR Metaverse in Technology, BY REGION, 2022-2030 (USD Million) TABLE 26. FOR Metaverse in Fashion, BY REGION, 2022-2030 (USD Million) TABLE 27. BY APPLICATION, 2022-2030 (USD Million) TABLE 28. FOR Metaverse in Gaming, BY REGION, 2022-2030 (USD Million) TABLE 29. FOR Metaverse in Online Education, BY REGION, 2022-2030 (USD Million) TABLE 30. FOR Metaverse in Advertising, BY REGION, 2022-2030 (USD Million) TABLE 31. FOR Metaverse in Virtual Goods, BY REGION, 2022-2030 (USD Million) TABLE 32. FOR Metaverse in edge computing, BY REGION, 2022-2030 (USD Million) TABLE 33. FOR Metaverse in Online Shopping, BY REGION, 2022-2030 (USD Million) TABLE 34. FOR Metaverse in social media, BY REGION, 2022-2030 (USD Million) TABLE 35. FOR Metaverse in Conferences, BY REGION, 2022-2030 (USD Million) TABLE 36. FOR Metaverse in Content Creation, BY REGION, 2022-2030 (USD Million) TABLE 37. FOR Metaverse in Digital Twin Operations, BY REGION, 2022-2030 (USD Million) TABLE 38. FOR Metaverse in Blockchain Applications, BY REGION, 2022-2030 (USD Million) TABLE 39. FOR Metaverse in Virtualisation Tools, BY REGION, 2022-2030 (USD Million) TABLE 40. FOR Metaverse in NFT, BY REGION, 2022-2030 (USD Million) TABLE 41. FOR Metaverse in Payments, BY REGION, 2022-2030 (USD Million) TABLE 42. BY Components, 2022-2030 (USD Million) TABLE 43. FOR Hardware, BY REGION, 2022-2030 (USD Million) TABLE 44. FOR Software, BY REGION, 2022-2030 (USD Million) TABLE 45. FOR Services, BY REGION, 2022-2030 (USD Million) TABLE 46. BY REGION, 2022-2030 (USD Million) TABLE 47. NORTH AMERICA BY COUNTRY, 2022-2030 (USD Million) TABLE 48. NORTH AMERICA BY Components, 2022-2030 (USD Million) TABLE 49. NORTH AMERICA By Platform, 2022-2030 (USD Million) TABLE 50. NORTH AMERICA BY APPLICATION, 2022-2030 (USD Million) TABLE 51. EUROPE BY COUNTRY, 2022-2030 (USD Million) TABLE 52. EUROPE By Platform, 2022-2030 (USD Million) TABLE 53. EUROPE BY End-Use, 2022-2030 (USD Million) TABLE 54. ASIA-PACIFIC BY COUNTRY, 2022-2030 (USD Million) TABLE 55. ASIA-PACIFIC By Offering, 2022-2030 (USD Million) TABLE 56. ASIA-PACIFIC BY Technology, 2022-2030 (USD Million) TABLE 57. LAMEA BY COUNTRY, 2022-2030 (USD Million) TABLE 58. LAMEA By Technology, 2022-2030 (USD Million) TABLE 59. LAMEA BY Platform, 2022-2030 (USD Million) TABLE 60. Tencent Holdings Ltd: COMPANY SNAPSHOT TABLE 61. Tencent Holdings Ltd: OPERATING SEGMENTS TABLE 62. Meta, Inc: COMPANY SNAPSHOT TABLE 63. Meta, Inc: OPERATING SEGMENTS TABLE 64. Alphabet, Inc: COMPANY SNAPSHOT TABLE 65. Alphabet, Inc: OPERATING SEGMENTS TABLE 66. Nvidia Corporation: COMPANY SNAPSHOT TABLE 67. Nvidia Corporation: OPERATING SEGMENTS TABLE 68. Roblox Corporation: COMPANY SNAPSHOT TABLE 69. Roblox Corporation: OPERATING SEGMENTS TABLE 70. Microsoft Corporation: COMPANY SNAPSHOT TABLE 71. Microsoft Corporation: OPERATING SEGMENTS TABLE 72. Globant: COMPANY SNAPSHOT TABLE 73. Globant: OPERATING SEGMENTS TABLE 74. Queppelin: COMPANY SNAPSHOT TABLE 75. Queppelin: OPERATING SEGMENTS TABLE 76. Alibaba Cloud: COMPANY SNAPSHOT TABLE 77. Alibaba Cloud: OPERATING SEGMENTS TABLE 78. Netease, Inc: COMPANY SNAPSHOT TABLE 79. Netease, Inc: OPERATING SEGMENTS TABLE 80. Magic Leap, Inc: COMPANY SNAPSHOT TABLE 81. Magic Leap, Inc: OPERATING SEGMENTS List of Figures (28 Figures) Figure 1 Research Methodology Steps Figure 2 Research Design Figure 3 Breakdown of Primaries: Metaverse Market Figure 4 Research Methodology: Hypothesis Building Figure 5 Application-Based Estimation Figure 6 Top 11 Companies with Highest No. Of Patent in Last 9 Years Figure 7 No. Of Patents Granted Per Year, 2019–2020 Figure 8 Import Data from Metaverse, By Country, 2016–2020 (USD Thousand) Figure 9 Export Data from Metaverse, By Country, 2016–2020 (USD Thousand) Figure 10 Data Triangulation Methodology Figure 11 By Offerings, 2019 vs. 2025 (USD Million) Figure 12 By Technology, 2019 vs. 2025 (USD Million) Figure 13 By Platform, 2019 vs. 2025 (USD Million) Figure 14 By End-user, 2019 vs. 2025 (USD Million) Figure 15 By Application Type, 2019 vs. 2025 Figure 16 By Components, 2019 vs. 2025 Figure 17 Geographical Snapshot of the Metaverse Market Figure 18 Hardware to Witness Higher CAGR for Components Segment during Forecast Period. Figure 19 Metaverse in Asset Marketplaces to Witness Higher CAGR for Offerings Segment during Forecast Period. Figure 20 Metaverse in Virtual Reality (VR) and Augmented Reality (AR) to Witness Higher CAGR for Technology Segment during Forecast Period. Figure 21 Desktop to Witness Higher CAGR in Metaverse Market for Platform Segment during Forecast Period. Figure 22 Media and Entertainment to Witness Higher CAGR End-Use Segment during Forecast Period. Figure 23 Metaverse in Gaming to Witness Higher CAGR Application Segment during Forecast Period. Figure 24 North America Accounted for the Largest Share of the By Regional Basis, in 2019 Figure 25 Drivers, Restraints, Opportunities, and Challenges Figure 26 North America: Snapshot Figure 27 Asia Pacific: Snapshot Figure 28 Vendor Dive: Evaluation Overview