Metaverse Market

Global Metaverse Market Size, Share & Trends Analysis Report by Component (Hardware and Software), by Platform (Desktop, Mobile, VR Headset) By Technology (Blockchain, VR & AR, Mixed Reality) By Application (Gaming, Online Shopping, Content Creation, Social Media, and Others) By End-User (BFSI, Retail, Manufacturing, Media & Entertainment, Education, Aerospace & Defence, and Others) Forecast Period (2022-2028)

Published: Feb 2022 | Report Code: OMR2025944 | Category : Communication and Connectivity Technology | Delivery Format: /

The global metaverse market is anticipated to grow at a significant CAGR of around 25% during the forecast period. People currently are engaging with each other digitally through websites and chatting apps on social media and the concept behind the adoption of the metaverse are gaining traction owing to the introduction of newer online environments. Where people can immerse more interactively with digital content instead of just viewing information. For instance, in December 2021, Facebook launched Horizon World,  the tech company's real-world avatars, to users 18 years and up in the US and Canada. A beta version of Horizon Worlds was launched in 2020. Furthmore, metaverse allows the interactions of multiple virtual communities where people can meet, play or work using virtual reality or augmented reality combined technology headsets, glasses, applications, or other devices. The growth in concerns about personal privacy, market competition, and misinformation are hampering the market to growth. Converging physical and digital worlds using the internet with the growing need for metaverse for purchasing digital assets and utilizing cryptocurrencies is offering opportunities in the market.

Impact of COVID-19 Pandemic on Global Metaverse Market

COVID-19 has positively impacted the global metaverse market owing to most of the people due to social distancing shifted their work from in the office to remote work and students shifted to attending classes virtually the demand and need for convenient approaches for online interaction more realistic has emerged. There was increased damnd of interactive platforms and also led the internet to the next stage of its evolution such as metaverse, here cyberspace becomes more of an interactive 3D space with business and networking together. Additionally, it has led to the emergence of platforms offering virtual shopping experiences, interactive gaming landscapes, and the deployment of blockchain technologies for digital trading assets. For instance, in May 2021, IMVU has launched its first virtual fashion show, to connect virtually with friends and to potentially make new ones it virtual store features 50 million items made by over 200,000 creators. Users can create personal avatars and online metaverse and social networking site IMVU grew by 44% during the COVID-19.

Segmental Outlook 

The global metaverse market is segmented based on the component, platform, technology, application,  and end-user. Based on the component, the market is segmented into hardware and software. Based on the platform, the market is sub-divided into desktop, mobile, VR headsets. On the basis of Technology, the market is sub-categorized into the blockchain, VR & AR, mixed reality. On basis of applications, the market is sub-segmented into the online shopping, content creation, social media, and others. Based on the end-user, the market is sub-classified into BFSI, retail, manufacturing, media & entertainment, education, aerospace & defence, and others.  Among the component segment, hardware sub-classified is dominating due to the increasing focus of companies to develop products that offer enhanced user experience and ensure more extended user immersion. Several companies are focusing on developing VR/AR headsets, sensors to enhance lifelike in the virtual world. 

Global Metaverse  Market Share by Platform, 2021 (%)

Global Metaverse Market Share by Platform

The Mobile Segment is Dominating in the Global Metaverse Market

Increasing various developments of applications to offer a better virtual environment for mobile video games is a factor that is driving the growth of the mobile sub-segment in the global metaverse market. For instance in September 2021, Aurora Mobile Limited launched its push notification service JPush into a self-developed demo game on the popular Roblox video game platform. A newly developed metaverse concept is that players in a game can send virtual messages to one another's mobile phones in the real world. Moreover, smartphone and mobiles networks have enabled unparalleled, near-constant accessibility to the metaverse, from uploading, downloading to sharing vast volumes of information in connected cyberspace is gaining traction. Additionally, users can share videos, photos in a metaverse environment and can engage themselves with others via video conferencing and communication apps in a virtual manner also the adoption of mobile phones has been increasing exponentially and it is the highest preferred mode to connect within demand metaverse.

Regional Outlooks

The global Metaverse market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East &Africa, and Latin America). North America is dominating owing to the fast adoption of advanced technologies in various countries such as Mexico, Canada, and the US region being the most technologically advanced regions. 

Global Metaverse  Market Growth, by Region 2022-2028

Global Metaverse Market Growth by Region

The Asia-Pacific region is Fastest Growing in the Global Metaverse Market

Asia-Pacific region will admirably grow owing to the growing adoption of modern technologies, increase in SMEs, increasing focus on innovations obtained from technology and R&D. Moreover the presence of technologically advanced countries about income potential and investment, and increase in start-ups such as Bolly Heroes, OneRare, LOKA, Cope. Studio, Interality, Zippy, and NextMeet in India and China, such as Shenzhen Zhongqingbaowang Interaction Network Co., Ltd. are developing metaverse platforms.  In February 2022, Samsung launched Galaxy S22 in the Metaverse. The launch was streamed of Galaxy S22 on the Decentraland metaverse platform and it will let users socialize and even shop in a completely virtual world.

Market Players Outlook

The major companies serving the global metaverse market include ByteDance Ltd., Meta Platforms, Inc, NetEase, Inc, NVIDIA Corp., Roblox Corp., Shenzhen Zhongqingbao Interactive Network Co., Ltd., The Sandbo, Unity Technologies, and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers & acquisitions, collaborations, funding, and new product launches, to stay competitive in the market. For instance, In December 2021, DeFi Land and Audius partnered to erect an FM radio tower in the metaverse. While playing DeFi Land’s game users can stream any of the millions of songs in the Audius library. Audius building a radio station in the metaverse. 

The Report Covers

  • Market value data analysis of 2021 and forecast to 2028.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global metaverse market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying ‘who-stands-where’ in the market.

1. Report Summary

Current Industry Analysis and Growth Potential Outlook

Impact of COVID-19 on the Global Metaverse  Market

Recovery Scenario of Global Metaverse  Market

1.1. Research Methods and Tools

1.2. Market Breakdown

1.2.1. By Segments

1.2.2. BY Region

2. Market Overview and Insights

2.1. Scope of the Report

2.2. Analyst Insight & Current Market Trends

2.2.1. Key Findings

2.2.2. Recommendations

2.2.3. Conclusion

3. Competitive Landscape

3.1. ByteDance Ltd.

3.1.1. Overview

3.1.2. Financial Analysis 

3.1.3. SWOT Analysis

3.1.4. Recent Developments

3.2. Meta Platforms, Inc

3.2.1. Overview

3.2.2. Financial Analysis 

3.2.3. SWOT Analysis

3.2.4. Recent Developments

3.3. NetEase, Inc 

3.3.1. Overview

3.3.2. Financial Analysis 

3.3.3. SWOT Analysis

3.3.4. Recent Developments

3.4. NVIDIA Corp.

3.4.1. Overview

3.4.2. Financial Analysis 

3.4.3. SWOT Analysis

3.4.4. Recent Developments

3.5. Roblox Corp.

3.5.1. Overview

3.5.2. Financial Analysis 

3.5.3. SWOT Analysis

3.5.4. Recent Developments

3.6. Key Strategy Analysis

3.7. Impact of Covid-19 on Key Players

4. Market Segmentation

4.1. Global Metaverse  Market by Component

4.1.1. Hardware

4.1.2. Software

4.2. Global Metaverse  Market by Platform

4.2.1. Desktop

4.2.2. Mobile

4.2.3. VR Headset

4.3. Global Metaverse  Market by Technology

4.3.1. Blockchain

4.3.2. VR & AR

4.3.3. Mixed Reality

4.4. Global Metaverse  Market by Application

4.4.1. Gaming

4.4.2. Online Shopping

4.4.3. Content Creation

4.4.4. Social Media

4.4.5. Others

4.5. Global Metaverse  Market by End-User

4.5.1. BFSI 

4.5.2. Retail

4.5.3. Manufacturing

4.5.4. Media & Entertainment

4.5.5. Education

4.5.6. Aerospace & Defense 

4.5.7. Other

5. Regional Analysis

5.1. North America

5.1.1. US

5.1.2. Canada

5.2. Europe

5.2.1. UK

5.2.2. Germany

5.2.3. Italy

5.2.4. Spain

5.2.5. France

5.2.6. Rest of Europe 

5.3. Asia-Pacific

5.3.1. China

5.3.2. India

5.3.3. Japan

5.3.4. South Korea

5.3.5. Rest of Asia-Pacific 

5.4. Rest of the World

6. Company Profiles 

6.1. Apple Inc.

6.2. Binance

6.3. Cognosphere Pte. Ltd.

6.4. Decentraland 

6.5. Electronic Arts Inc 

6.6. GoMeta, Inc.

6.7. Hyperlink InfoSystem 

6.8. Lilith

6.9. Magic Leap, Inc.

6.10. Metaverse Group

6.11. Metaverse Game Studios, Inc.

6.12. Microsoft

6.13. Moonverse

6.14. Nextech AR Solutions Corp

6.15. Niantic, Inc.

6.16. Shenzhen Zhongqingbao Interactive Network Co., Ltd.

6.17. Somnium Space

6.18. Take-Two 

6.19. The Sandbox

6.20. Unity Technologies

6.21. Valve Corporation

6.22. Warner Music Inc.

1. GLOBAL METAVERSE  MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2021-2028 ($ MILLION)

2. GLOBAL METAVERSE  HARDWARE MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

3. GLOBAL METAVERSE  SOFTWARE MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

4. GLOBAL METAVERSE  MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2021-2028 ($ MILLION)

5. GLOBAL METAVERSE  FOR DESKTOP MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

6. GLOBAL METAVERSE  FOR MOBILE MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

7. GLOBAL METAVERSE  FOR VR HEADSET MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

8. GLOBAL METAVERSE MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2021-2028 ($ MILLION)

9. GLOBAL METAVERSE  FOR BLOCKCHAIN MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

10. GLOBAL METAVERSE  FOR VR & AR MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

11. GLOBAL METAVERSE  FOR MIXED REALITY PLATFROM MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

12. GLOBAL METAVERSE MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2021-2028 ($ MILLION)

13. GLOBAL METAVERSE  IN MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

14. GLOBAL METAVERSE IN MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

15. GLOBAL METAVERSE  IN MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

16. GLOBAL METAVERSE IN SOCIAL MEDIA MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

17. GLOBAL METAVERSE  FOR OTHERS MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

18. GLOBAL METAVERSE  MARKET RESEARCH AND ANALYSIS BY END-USER, 2021-2028 ($ MILLION)

19. GLOBAL METAVERSE FOR BFSI MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

20. GLOBAL METAVERSE FOR RETAIL MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

21. GLOBAL METAVERSE FOR MANUFACTURING MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

22. GLOBAL METAVERSE FOR MEDIA & ENTERTAINMENT TESTING MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

23. GLOBAL METAVERSE FOR EDUCATION MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

24. GLOBAL METAVERSE FOR AEROSPACE & DEFENSE TESTING MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

25. GLOBAL METAVERSE  FOR OTHER APPLICATIONS MARKET RESEARCH AND ANALYSIS BY REGION, 2021-2028 ($ MILLION)

26. GLOBAL METAVERSE MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY, 2021-2028 ($ MILLION)

27. NORTH AMERICAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)

28. NORTH AMERICAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2021-2028 ($ MILLION)

29. NORTH AMERICAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2021-2028 ($ MILLION)

30. NORTH AMERICAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2021-2028 ($ MILLION)

31. NORTH AMERICAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2021-2028 ($ MILLION)

32. NORTH AMERICAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY, END-USER 2021-2028 ($ MILLION)

33. EUROPEAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)

34. EUROPEAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2021-2028 ($ MILLION)

35. EUROPEAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2021-2028 ($ MILLION)

36. EUROPEAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2021-2028 ($ MILLION)

37. EUROPEAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2021-2028 ($ MILLION)

38. EUROPEAN METAVERSE  MARKET RESEARCH AND ANALYSIS BY END-USER, 2021-2028 ($ MILLION)

39. ASIA-PACIFIC METAVERSE  MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)

40. ASIA-PACIFIC METAVERSE  MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2021-2028 ($ MILLION)

41. ASIA-PACIFIC METAVERSE  MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2021-2028 ($ MILLION)

42. ASIA-PACIFIC METAVERSE  MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2021-2028 ($ MILLION)

43. ASIA-PACIFIC METAVERSE  MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2021-2028 ($ MILLION)

44. ASIA-PACIFIC METAVERSE  MARKET RESEARCH AND ANALYSIS BY END-USER, 2021-2028 ($ MILLION)

45. REST OF THE WORLD METAVERSE  MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2021-2028 ($ MILLION)

46. REST OF THE WORLD METAVERSE  MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2021-2028 ($ MILLION)

47. REST OF THE WORLD METAVERSE  MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2021-2028 ($ MILLION)

48. REST OF THE WORLD METAVERSE  MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2021-2028 ($ MILLION)

49. REST OF THE WORLD METAVERSE  MARKET RESEARCH AND ANALYSIS BY APPLICATION,2021-2028 ($ MILLION)

50. REST OF THE WORLD METAVERSE  MARKET RESEARCH AND ANALYSIS BY END-USER,2021-2028 ($ MILLION)

1. IMPACT OF COVID-19 ON GLOBAL METAVERSE  MARKET, 2021-2028 ($ MILLION)

2. IMPACT OF COVID-19 ON GLOBAL METAVERSE  MARKET BY SEGMENT, 2021-2028 ($ MILLION)

3. RECOVERY OF GLOBAL METAVERSE  MARKET, 2021-2028 (%)

4. GLOBAL METAVERSE  MARKET SHARE BY COMPONENT, 2021 VS 2028 (%)

5. GLOBAL METAVERSE  HARDWARE MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

6. GLOBAL METAVERSE  SOFTWARE  MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

7. GLOBAL METAVERSE  MARKET SHARE BY PLATFORM, 2021 VS 2028 (%)

8. GLOBAL METAVERSE  FOR DESKTOP MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

9. GLOBAL METAVERSE  FOR MOBILE MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

10. GLOBAL METAVERSE  FOR VR HEADSET  MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

11. GLOBAL METAVERSE  MARKET SHARE BY TECHNOLOGY, 2021 VS 2028 (%)

12. GLOBAL METAVERSE  FOR BLOCKCHAIN  MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

13. GLOBAL METAVERSE  FOR VR & AR  MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

14. GLOBAL METAVERSE  FOR MIXED REALITY  MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

15. GLOBAL METAVERSE  MARKET SHARE BY APPLICATION, 2021 VS 2028 (%)

16. GLOBAL METAVERSE  FOR GAMING MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

17. GLOBAL METAVERSE  FOR ONLINE SHOPPING MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

18. GLOBAL METAVERSE  FOR CONTENT CREATION MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

19. GLOBAL METAVERSE  FOR SOCIAL MEDIA MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

20. GLOBAL METAVERSE  FOR OTHERS MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

21. GLOBAL METAVERSE  MARKET SHARE BY END-USER, 2021 VS 2028 (%)

22. GLOBAL METAVERSE  FOR BFSI  MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

23. GLOBAL METAVERSE  FOR RETAIL MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

24. GLOBAL METAVERSE  FOR MANUFACTURING MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

25. GLOBAL METAVERSE FOR MEDIA & ENTERTAINMENT MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

26. GLOBAL METAVERSE FOR EDUCATION  MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

27. GLOBAL METAVERSE FOR AEROSPACE & DEFENSE  MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

28. GLOBAL METAVERSE FOR  OTHERS MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

29. GLOBAL METAVERSE  MARKET SHARE BY GEOGRAPHY, 2021 VS 2028 (%)

30. US METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

31. CANADA METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

32. UK METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

33. FRANCE METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

34. GERMANY METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

35. ITALY METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

36. SPAIN METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

37. REST OF EUROPE METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

38. INDIA METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

39. CHINA METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

40. JAPAN METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

41. SOUTH KOREA METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

42. REST OF ASIA-PACIFIC METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)

43. REST OF THE WORLD METAVERSE  MARKET SIZE, 2021-2028 ($ MILLION)