In this extensive ten-year study, from 2021-2030, we track the multiple segments such as Component (Hardware and Software), Technology (Blockchain, VR & AR, Mixed Reality, and Others), End Users (Consumer and Enterprises), and Region; while providing reasons for each of these segments’ size and growth rate.
The market size and growth rate are calculated using a unique DB Forecasting Model. The model is a 360° bottom-up and top-down approach, validating it from data triangulation. In addition, the leading market players are listed and ranked based on their revenues, product/service offerings, partnerships, and other parameters. The market players captured are Meta Platforms, Inc., Microsoft, NetEase Games, Electronic Arts Inc., Take-Two Interactive company, Tencent, Nexon Co., Ltd., Epic Games, Inc., Unity Software Inc, Valve Corporation, Accenture, Adobe Inc., HPE, Deloitte, Ansys Inc., Autodesk Inc., Intel, Tech Mahindra, ByteDance, Nvidia Corporation, Activision Blizzard Inc., Samsung, among others.
The report contains relevant figures and tables in a ready-to-use format. Please fill out the form for a detailed ToC, Sample, and Executive Summary. Custom demand for exclusive sections/countries is available.
METAVERSE MARKET REPORT 2021-2030
GLOSSARY
- 1. Executive Summary
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2. Scope and Methodology
- 2.1 Research Methodology
- 2.2 Scope Definition & Research Design
- 2.3 Data Mining
- 2.4 Insight Extraction
- 2.5 DB Forecasting Model
- 2.6 Data Triangulation
- 2.7 Solutioning & Consulting
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3. Market Outlook
- 3.1 Covid-19 Impact Analysis
- 3.2 DROC (Drivers Restraints Opportunities Challenges)
- 3.3 Demand and Supply Side Analysis
- 3.4 Insights from Primary Research
- 3.5 Porter's Five forces (on custom demand)
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4. Market Trends
- 4.1 Technological Trends
- 4.2 Recent Innovations
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5. Market Size By Segments, 2021-2030
- 5.1 Component (Hardware, Software)
- 5.1.1 Component by Region 2021-2030
- 5.1.1.1 Hardware (AR Glasses, VR Headset/Gloves, MR Device, Other Displays) by Region 2021-2030
- 5.1.1.2 Software (XR Software, 3D Reconstruction, Financial Platforms, Others) by Region 2021-2030
- 5.2 Platform (Laptops, Mobiles, Consoles, and Wearables)
- 5.1.2 Component by Country 2021-2030
- 5.1.2.1 Hardware (AR Glasses, VR Headset/Gloves, MR Device, Other Displays) by Country 2021-2030
- 5.1.2.2 Software (XR Software, 3D Reconstruction, Financial Platforms, Others) by Country 2021-2030
- 5.2.1 Platform by Region 2021-2030
- 5.2.2 Platform by Country 2021-2030
- 5.3 End-User (Consumer, Enterprises)
- 5.3.1 End User by Region 2021-2030
- 5.3.1.1 Consumer (Gaming, Media & Entertainment) by Region 2021-2030
- 5.3.1.2 Enterprises (Retail and eCommerce, Education, Travel and Tourism, Real Estate, Industrial Manufacturing, Healthcare, Others) by Region 2021-2030
- 5.3.2 End User by Country 2021-2030
- 5.3.2.1 Consumer (Gaming, Media & Entertainment) by Country 2021-2030
- 5.3.2.2 Enterprises (Retail and eCommerce, Education, Travel and Tourism, Real Estate, Industrial Manufacturing, Healthcare, Others) by Country 2021-2030
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6. Investment Trends in the Market
- 6.1 Notable Investors
- 6.2 Top Companies by Funding
- 6.3 Notable Partnerships
- 6.4 Key Stakeholders
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7. Company Profiles
- 7.1 Company Information and Key Statistics
- 7.2 Products and Services
- 7.3 Key Clients
- 7.4 SWOT Analysis
- 7.5 Case Studies (if mentioned)
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8. Competitive Landscape
- 8.1 Top 5 Players Market Share Analysis
- 8.2 Benchmarking Analysis
- Appendix: Industry Definitions