Metaverse in Entertainment Market Analysis North America, Europe, APAC, South America, Middle East and Africa - US, Canada, China, UK, Germany - Size and Forecast 2024-2028

Published: Dec 2023 Pages: 171 SKU: IRTNTR73411

Metaverse in Entertainment Market Forecast 2024-2028 

The Metaverse in Entertainment Market size is forecast to increase by USD 31.76 billion at a CAGR of 8.2% between 2023 and 2028. The market's expansion is influenced by various factors, such as the increasing recognition of VR gaming, the widespread acceptance of virtual and augmented reality, and gaming among individuals, alongside the escalating consumer expenditure on virtual concerts, events, and other entertainment experiences. Additionally, the utilization of avatars enhances the immersive nature of live entertainment experiences.

Metaverse is a virtual platform focused on social interaction. It is a simulated digital platform that utilizes augmented reality (AR), virtual reality (VR), and blockchain technology and cryptocurrencies to create spaces for user interaction in the virtual world. The effectively combines interactive components of online gaming, social media, and video communication to produce an innovative experience that seamlessly blends several digital media experiences in a single virtual platform in real-time video streaming. It has the potential to improve the consumer experiences of entertainment industry content, and key companies are working hard to make this a reality.

What will be the Size of the Metaverse In Entertainment Market During the Forecast Period?

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Market Dynamic 

Market Driver

The growing adoption of virtual reality gaming by individuals is notably driving market growth. AR gaming can be referred to as the integration of game visual and audio content with the environment of the users in real time. In addition, users can play the games of their choice in any environment using AR technology. Furthermore, They can also augment gaming characters in places of their choice. 

Moreover, the adoption of AR devices such as smart glasses is likely to increase during the forecast period due to rising awareness about AR gaming. In addition, companies such as Sony, Microsoft, and Vuzix are developing smart glasses using cutting-edge 3D technologies for the gaming sector. Furthermore, the developers have also started developing AR games for HoloLens, which is powered by Microsoft. These factors will contribute to the rapidly growing population of gamers across the globe and will drive the growth of the global market during the forecast period.

Market Trends

The rising consumer adoption of online gaming is an emerging trend in the market. Games are a crucial element of human culture, but how they are played has evolved over time, from ancient board games to VR. In addition, the much-hyped refers to a shared, lasting digital place where people can gather, play games, and virtual reality social events. Furthermore, it provides an immersive visual experience that supports emerging technologies such as blockchain, IoT, and 3D visualization.

Moreover, due to factors such as the increasing use of advanced gaming technologies, changing consumer entertainment choices, and rising income levels, the online game industry is developing at a healthy rate. Furthermore, better internet connectivity has resulted in a fast increase in the number of players. Hence, such factors will drive the growth of the market during the forecast period.

Market Restrain

Privacy and security concerns is the major challenges impeding the market growth. Data privacy and security have been a significant concern for users of the metaverse even though companies and organizations keep revolutionizing their IT security systems. In addition, the metaverse collects and processes vast amounts of information about users and their environment.

Moreover, it can access the personal data of users and may pose a threat to their privacy. In addition, it can collect a lot of information from the user's social networking accounts. Furthermore, there are privacy-related concerns associated with smart gear used, such as smart glasses and VR headsets. In addition, these glasses automatically screen and process the user's environment, violating the privacy of the user and those around them. Therefore, such disadvantages may hamper the growth of the market during the forecast period.

Market Segmentation 

The report offers extensive research analysis on the Market, with a categorization based on End-user, including film production, music labels, OTT platforms, television broadcasters, and others. It further segments the market by Component, encompassing hardware, software, and services. Additionally, the report provides Region segmentation, covering APAC, Europe, North America, the Middle East and Africa, and South America. Market size, historical data (2018-2022), and future projections are presented in terms of value (in USD billion) for all the mentioned segments.

By End-user

The film production segment is estimated to witness significant growth during the forecast period. The set to revolutionize the film industry. Consumers will no longer be required to physically travel to a movie theatre with the emergence of the metaverse. By creating virtual and 3-D settings, it will also alter the way movies are shot.

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The film production segment was the largest segment and was valued at USD 15.18 billion in 2018. Moreover, in terms of the metaverse, there are significant implications for filmmaking. In addition, scenes shot in the actual world can be projected onto the metaverse or can be shot in a virtual world using avatars. Therefore, this will decrease the need for a live location, crew, and filmmaking equipment such as lights and sound. In the promotion methods and costs will differ. Hence, such factors are fuelling the growth of this segment which in turn drives the market growth during the forecast period.

By Component 

The increasing focus on user experience will fuel the hardware segment which will increase the market growth. The hardware segment is growing significantly due to a growing emphasis among companies on producing products that provide a better user experience and allow for more extended user immersion. In addition, companies are also attempting to develop more sophisticated equipment, such as VR/AR headsets, haptic devices, and sensors, in order to improve the realism of virtual reality technology worlds. For example, Meta Quest 2 is a standalone VR headset developed by Meta (formerly Facebook).In addition, it has gained popularity for its affordability, wireless capabilities, and growing library of VR content, contributing to the widespread adoption of VR hardware. Hence, such factors are fuelling the growth of this segment which in turn drives the market growth during the forecast period.

Regional Overview

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Europe is estimated to contribute 32% to the growth of the global market during the forecast period. Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period. 

Another region offering significant growth opportunities to companies is North America. Factors such as the fast-moving convergence of the entertainment sector and the burgeoning gaming culture, as well as the incorporation of gaming services into the service portfolios of major entertainment brands and increased investment in the development of more immersive gaming and entertainment experiences. are contributing to the market growth in North America. Moreover, the growth of interactive entertainment platforms and an increasing focus on exploiting metaverse platforms for more enriched experiences are enabling the co-creation of content in new ways. In addition, the increasing usage of interactive media platforms for big motion picture marketing campaigns, the growing collaboration between media and entertainment, and technology businesses to develop digital worlds for consumers, and rapid technological advancements in AR and VR devices are other factors are driving the growth market in North America during the forecast period.

Market Customer Landscape

The market report includes the adoption lifecycle of the market, covering from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on penetration. Furthermore, the report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.

Global Market Customer Landscape

Who are the Major Metaverse in Entertainment Market Companies?

Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.

BATTLE INFINITY: The company offers metaverse in entertainment such as Battle Staking, Battle Swap, and IBAT Premier League.

Decentraland Foundation: The company offers metaverse in entertainment such as decentralized metaverse, users can create and sell Wearables and Emotes, construct captivating scenes and interactive experiences, or set up a personal space in users own World.

Epic Games Inc: The company offers metaverse in entertainment such as Lego game metaverse, It reshapes how people meet, play, work, learn and interact in a virtual, 3D world. 

The research report also includes detailed analyses of the competitive landscape of the market and information about 20 market companies, including:

  • Gamefam Inc.
  • Hungama Digital Media Entertainment Pvt. Ltd.
  • HYTOPIA
  • Meta Platforms Inc.
  • Niantic Inc.
  • NVIDIA Corp.
  • OverActive Media Corp.
  • Qualcomm Inc.
  • Ristband, Inc.
  • Roblox Corp.
  • Scuti.AI LLC
  • Sky Mavis
  • SportsIcon Inc.
  • Tencent Holdings Ltd.
  • Zilliqa Research Pte. Ltd.
  • Animoca Brands Corp. Ltd.
  • Queppelin

Qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.

Market Analyst Overview

The entertainment industry is undergoing a profound digital transformation with the emergence of a digital universe where users interact and the audience engages with various experiences. Leveraging digital tools, cryptocurrencies, and 3D capabilities, media and entertainment applications are pushing the boundaries of traditional entertainment formats. In this borderless metaverse, users can immerse themselves in virtual environments, attend online events, and interact with 3D avatars. Technological innovations such as virtual reality, augmented reality, and mixed reality are revolutionizing entertainment experiences, offering immersive storytelling and gamified experiences.

However, the presents legal challenges and concerns around virtual assets management and user-generated content. Despite these challenges, the adoption of virtual reality and interest in blockchain technology continues to drive growth in live entertainment within the metaverse. As social distancing norms persist and the world embraces a digital-first economy, the metaverse offers a glimpse into the future of entertainment, where contactless and virtual experiences are seamlessly integrated into our daily lives. With high-speed Internet connectivity and a growing array of revenue streams, the market is poised to shape the future of entertainment for years to come.

Segment Overview

The market report forecasts market growth by revenue at global, regional & country levels and provides an analysis of the latest trends and growth opportunities from 2018 to 2028.

  • End-user Outlook
    • Film production
    • Music labels
    • OTT platforms
    • Television broadcasters
    • Others
  • Component Outlook
    • Hardware
    • Software
    • Services
  • Geography Outlook
    • North America
      • The U.S.
      • Canada
    • Europe
      • The U.K.
      • Germany
      • France
      • Rest of Europe
    • APAC
      • China
      • India
    • South America
      • Chile
      • Argentina
      • Brazil
    • Middle East & Africa
      • Saudi Arabia
      • South Africa
      • Rest of the Middle East & Africa

Metaverse In Entertainment Market Scope

Report Coverage

Details

Page number

171

Base year

2023

Historic period

2018-2022

Forecast period

2024-2028

Growth momentum & CAGR

Accelerate at a CAGR of 8.2%

Market Growth 2024-2028

USD 31.76 billion

Market structure

Fragmented

YoY growth 2023-2024(%)

5.97

Regional analysis

North America, Europe, APAC, South America, and Middle East and Africa

Performing market contribution

Europe at 32%

Key countries

US, Canada, China, UK, and Germany

Competitive landscape

Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks

Key companies profiled

BATTLE INFINITY, Decentraland Foundation, Epic Games Inc., Gamefam Inc., Hungama Digital Media Entertainment Pvt. Ltd., HYTOPIA, Meta Platforms Inc., Niantic Inc., NVIDIA Corp., OverActive Media Corp., Qualcomm Inc., Ristband, Inc., Roblox Corp., Scuti.AI LLC, Sky Mavis, SportsIcon Inc., Tencent Holdings Ltd., Zilliqa Research Pte. Ltd., Animoca Brands Corp. Ltd., and Queppelin

Market dynamics

Parent market analysis, Market Forecasting,Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and Market condition analysis for the forecast period.

Customization purview

If our market growth analysis report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

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What are the Key Data Covered in this Market Research and Growth Report?

  • CAGR of the market during the forecast period
  • Detailed information on factors that will drive the market growth and forecasting between 2024 and 2028
  • Precise estimation of the market size and its contribution to the market in focus on the parent market
  • Accurate predictions about upcoming trends and changes in consumer behavior
  • Growth of the market across North America, Europe, APAC, South America, and Middle East and Africa
  • A thorough analysis of the market’s competitive landscape and detailed information about companies
  • Comprehensive analysis of factors that will challenge the growth of market companies 

We can help! Our analysts can customize this market research report to meet your requirements. 

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1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by End-user
    • Exhibit 06: Executive Summary – Chart on Market Segmentation by Component
    • Exhibit 07: Executive Summary – Chart on Incremental Growth
    • Exhibit 08: Executive Summary – Data Table on Incremental Growth
    • Exhibit 09: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 10: Parent market
    • Exhibit 11: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 12: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 13: Market segments
  • 3.3 Market size 2023
    • 3.4 Market outlook: Forecast for 2023-2028
      • Exhibit 14: Chart on Global - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 15: Data Table on Global - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 16: Chart on Global Market: Year-over-year growth 2023-2028 (%)
      • Exhibit 17: Data Table on Global Market: Year-over-year growth 2023-2028 (%)

    4 Historic Market Size

    • 4.1 Global metaverse in entertainment market 2018 - 2022
      • Exhibit 18: Historic Market Size – Data Table on global metaverse in entertainment market 2018 - 2022 ($ billion)
    • 4.2 End-user Segment Analysis 2018 - 2022
      • Exhibit 19: Historic Market Size – End-user Segment 2018 - 2022 ($ billion)
    • 4.3 Component Segment Analysis 2018 - 2022
      • Exhibit 20: Historic Market Size – Component Segment 2018 - 2022 ($ billion)
    • 4.4 Geography Segment Analysis 2018 - 2022
      • Exhibit 21: Historic Market Size – Geography Segment 2018 - 2022 ($ billion)
    • 4.5 Country Segment Analysis 2018 - 2022
      • Exhibit 22: Historic Market Size – Country Segment 2018 - 2022 ($ billion)

    5 Five Forces Analysis

    • 5.1 Five forces summary
      • Exhibit 23: Five forces analysis - Comparison between 2023 and 2028
    • 5.2 Bargaining power of buyers
      • Exhibit 24: Chart on Bargaining power of buyers – Impact of key factors 2023 and 2028
    • 5.3 Bargaining power of suppliers
      • Exhibit 25: Bargaining power of suppliers – Impact of key factors in 2023 and 2028
    • 5.4 Threat of new entrants
      • Exhibit 26: Threat of new entrants – Impact of key factors in 2023 and 2028
    • 5.5 Threat of substitutes
      • Exhibit 27: Threat of substitutes – Impact of key factors in 2023 and 2028
    • 5.6 Threat of rivalry
      • Exhibit 28: Threat of rivalry – Impact of key factors in 2023 and 2028
    • 5.7 Market condition
      • Exhibit 29: Chart on Market condition - Five forces 2023 and 2028

    6 Market Segmentation by End-user

    • 6.1 Market segments
      • Exhibit 30: Chart on End-user - Market share 2023-2028 (%)
      • Exhibit 31: Data Table on End-user - Market share 2023-2028 (%)
    • 6.2 Comparison by End-user
      • Exhibit 32: Chart on Comparison by End-user
      • Exhibit 33: Data Table on Comparison by End-user
    • 6.3 Film production - Market size and forecast 2023-2028
      • Exhibit 34: Chart on Film production - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 35: Data Table on Film production - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 36: Chart on Film production - Year-over-year growth 2023-2028 (%)
      • Exhibit 37: Data Table on Film production - Year-over-year growth 2023-2028 (%)
    • 6.4 Music labels - Market size and forecast 2023-2028
      • Exhibit 38: Chart on Music labels - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 39: Data Table on Music labels - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 40: Chart on Music labels - Year-over-year growth 2023-2028 (%)
      • Exhibit 41: Data Table on Music labels - Year-over-year growth 2023-2028 (%)
    • 6.5 OTT platforms - Market size and forecast 2023-2028
      • Exhibit 42: Chart on OTT platforms - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 43: Data Table on OTT platforms - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 44: Chart on OTT platforms - Year-over-year growth 2023-2028 (%)
      • Exhibit 45: Data Table on OTT platforms - Year-over-year growth 2023-2028 (%)
    • 6.6 Television broadcasters - Market size and forecast 2023-2028
      • Exhibit 46: Chart on Television broadcasters - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 47: Data Table on Television broadcasters - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 48: Chart on Television broadcasters - Year-over-year growth 2023-2028 (%)
      • Exhibit 49: Data Table on Television broadcasters - Year-over-year growth 2023-2028 (%)
    • 6.7 Others - Market size and forecast 2023-2028
      • Exhibit 50: Chart on Others - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 51: Data Table on Others - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 52: Chart on Others - Year-over-year growth 2023-2028 (%)
      • Exhibit 53: Data Table on Others - Year-over-year growth 2023-2028 (%)
    • 6.8 Market opportunity by End-user
      • Exhibit 54: Market opportunity by End-user ($ billion)
      • Exhibit 55: Data Table on Market opportunity by End-user ($ billion)

    7 Market Segmentation by Component

    • 7.1 Market segments
      • Exhibit 56: Chart on Component - Market share 2023-2028 (%)
      • Exhibit 57: Data Table on Component - Market share 2023-2028 (%)
    • 7.2 Comparison by Component
      • Exhibit 58: Chart on Comparison by Component
      • Exhibit 59: Data Table on Comparison by Component
    • 7.3 Hardware - Market size and forecast 2023-2028
      • Exhibit 60: Chart on Hardware - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 61: Data Table on Hardware - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 62: Chart on Hardware - Year-over-year growth 2023-2028 (%)
      • Exhibit 63: Data Table on Hardware - Year-over-year growth 2023-2028 (%)
    • 7.4 Software - Market size and forecast 2023-2028
      • Exhibit 64: Chart on Software - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 65: Data Table on Software - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 66: Chart on Software - Year-over-year growth 2023-2028 (%)
      • Exhibit 67: Data Table on Software - Year-over-year growth 2023-2028 (%)
    • 7.5 Services - Market size and forecast 2023-2028
      • Exhibit 68: Chart on Services - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 69: Data Table on Services - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 70: Chart on Services - Year-over-year growth 2023-2028 (%)
      • Exhibit 71: Data Table on Services - Year-over-year growth 2023-2028 (%)
    • 7.6 Market opportunity by Component
      • Exhibit 72: Market opportunity by Component ($ billion)
      • Exhibit 73: Data Table on Market opportunity by Component ($ billion)

    8 Customer Landscape

    • 8.1 Customer landscape overview
      • Exhibit 74: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    9 Geographic Landscape

    • 9.1 Geographic segmentation
      • Exhibit 75: Chart on Market share by geography 2023-2028 (%)
      • Exhibit 76: Data Table on Market share by geography 2023-2028 (%)
    • 9.2 Geographic comparison
      • Exhibit 77: Chart on Geographic comparison
      • Exhibit 78: Data Table on Geographic comparison
    • 9.3 North America - Market size and forecast 2023-2028
      • Exhibit 79: Chart on North America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 80: Data Table on North America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 81: Chart on North America - Year-over-year growth 2023-2028 (%)
      • Exhibit 82: Data Table on North America - Year-over-year growth 2023-2028 (%)
    • 9.4 Europe - Market size and forecast 2023-2028
      • Exhibit 83: Chart on Europe - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 84: Data Table on Europe - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 85: Chart on Europe - Year-over-year growth 2023-2028 (%)
      • Exhibit 86: Data Table on Europe - Year-over-year growth 2023-2028 (%)
    • 9.5 APAC - Market size and forecast 2023-2028
      • Exhibit 87: Chart on APAC - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 88: Data Table on APAC - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 89: Chart on APAC - Year-over-year growth 2023-2028 (%)
      • Exhibit 90: Data Table on APAC - Year-over-year growth 2023-2028 (%)
    • 9.6 South America - Market size and forecast 2023-2028
      • Exhibit 91: Chart on South America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 92: Data Table on South America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 93: Chart on South America - Year-over-year growth 2023-2028 (%)
      • Exhibit 94: Data Table on South America - Year-over-year growth 2023-2028 (%)
    • 9.7 Middle East and Africa - Market size and forecast 2023-2028
      • Exhibit 95: Chart on Middle East and Africa - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 96: Data Table on Middle East and Africa - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 97: Chart on Middle East and Africa - Year-over-year growth 2023-2028 (%)
      • Exhibit 98: Data Table on Middle East and Africa - Year-over-year growth 2023-2028 (%)
    • 9.8 US - Market size and forecast 2023-2028
      • Exhibit 99: Chart on US - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 100: Data Table on US - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 101: Chart on US - Year-over-year growth 2023-2028 (%)
      • Exhibit 102: Data Table on US - Year-over-year growth 2023-2028 (%)
    • 9.9 UK - Market size and forecast 2023-2028
      • Exhibit 103: Chart on UK - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 104: Data Table on UK - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 105: Chart on UK - Year-over-year growth 2023-2028 (%)
      • Exhibit 106: Data Table on UK - Year-over-year growth 2023-2028 (%)
    • 9.10 China - Market size and forecast 2023-2028
      • Exhibit 107: Chart on China - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 108: Data Table on China - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 109: Chart on China - Year-over-year growth 2023-2028 (%)
      • Exhibit 110: Data Table on China - Year-over-year growth 2023-2028 (%)
    • 9.11 Canada - Market size and forecast 2023-2028
      • Exhibit 111: Chart on Canada - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 112: Data Table on Canada - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 113: Chart on Canada - Year-over-year growth 2023-2028 (%)
      • Exhibit 114: Data Table on Canada - Year-over-year growth 2023-2028 (%)
    • 9.12 Germany - Market size and forecast 2023-2028
      • Exhibit 115: Chart on Germany - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 116: Data Table on Germany - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 117: Chart on Germany - Year-over-year growth 2023-2028 (%)
      • Exhibit 118: Data Table on Germany - Year-over-year growth 2023-2028 (%)
    • 9.13 Market opportunity by geography
      • Exhibit 119: Market opportunity by geography ($ billion)
      • Exhibit 120: Data Tables on Market opportunity by geography ($ billion)

    10 Drivers, Challenges, and Trends

    • 10.1 Market drivers
      • 10.2 Market challenges
        • 10.3 Impact of drivers and challenges
          • Exhibit 121: Impact of drivers and challenges in 2023 and 2028
        • 10.4 Market trends

          11 Vendor Landscape

          • 11.1 Overview
            • 11.2 Vendor landscape
              • Exhibit 122: Overview on Criticality of inputs and Factors of differentiation
            • 11.3 Landscape disruption
              • Exhibit 123: Overview on factors of disruption
            • 11.4 Industry risks
              • Exhibit 124: Impact of key risks on business

            12 Vendor Analysis

            • 12.1 Vendors covered
              • Exhibit 125: Vendors covered
            • 12.2 Market positioning of vendors
              • Exhibit 126: Matrix on vendor position and classification
            • 12.3 Animoca Brands Corp. Ltd.
              • Exhibit 127: Animoca Brands Corp. Ltd. - Overview
              • Exhibit 128: Animoca Brands Corp. Ltd. - Product / Service
              • Exhibit 129: Animoca Brands Corp. Ltd. - Key offerings
            • 12.4 BATTLE INFINITY
              • Exhibit 130: BATTLE INFINITY - Overview
              • Exhibit 131: BATTLE INFINITY - Product / Service
              • Exhibit 132: BATTLE INFINITY - Key offerings
            • 12.5 Decentraland Foundation
              • Exhibit 133: Decentraland Foundation - Overview
              • Exhibit 134: Decentraland Foundation - Product / Service
              • Exhibit 135: Decentraland Foundation - Key offerings
            • 12.6 Epic Games Inc.
              • Exhibit 136: Epic Games Inc. - Overview
              • Exhibit 137: Epic Games Inc. - Product / Service
              • Exhibit 138: Epic Games Inc. - Key offerings
            • 12.7 Gamefam Inc.
              • Exhibit 139: Gamefam Inc. - Overview
              • Exhibit 140: Gamefam Inc. - Product / Service
              • Exhibit 141: Gamefam Inc. - Key offerings
            • 12.8 Hungama Digital Media Entertainment Pvt. Ltd.
              • Exhibit 142: Hungama Digital Media Entertainment Pvt. Ltd. - Overview
              • Exhibit 143: Hungama Digital Media Entertainment Pvt. Ltd. - Product / Service
              • Exhibit 144: Hungama Digital Media Entertainment Pvt. Ltd. - Key offerings
            • 12.9 HYTOPIA
              • Exhibit 145: HYTOPIA - Overview
              • Exhibit 146: HYTOPIA - Product / Service
              • Exhibit 147: HYTOPIA - Key offerings
            • 12.10 Meta Platforms Inc.
              • Exhibit 148: Meta Platforms Inc. - Overview
              • Exhibit 149: Meta Platforms Inc. - Business segments
              • Exhibit 150: Meta Platforms Inc. - Key offerings
              • Exhibit 151: Meta Platforms Inc. - Segment focus
            • 12.11 Niantic Inc.
              • Exhibit 152: Niantic Inc. - Overview
              • Exhibit 153: Niantic Inc. - Product / Service
              • Exhibit 154: Niantic Inc. - Key offerings
            • 12.12 NVIDIA Corp.
              • Exhibit 155: NVIDIA Corp. - Overview
              • Exhibit 156: NVIDIA Corp. - Business segments
              • Exhibit 157: NVIDIA Corp. - Key news
              • Exhibit 158: NVIDIA Corp. - Key offerings
              • Exhibit 159: NVIDIA Corp. - Segment focus
            • 12.13 OverActive Media Corp.
              • Exhibit 160: OverActive Media Corp. - Overview
              • Exhibit 161: OverActive Media Corp. - Business segments
              • Exhibit 162: OverActive Media Corp. - Key offerings
              • Exhibit 163: OverActive Media Corp. - Segment focus
            • 12.14 Qualcomm Inc.
              • Exhibit 164: Qualcomm Inc. - Overview
              • Exhibit 165: Qualcomm Inc. - Business segments
              • Exhibit 166: Qualcomm Inc. - Key news
              • Exhibit 167: Qualcomm Inc. - Key offerings
              • Exhibit 168: Qualcomm Inc. - Segment focus
            • 12.15 Queppelin
              • Exhibit 169: Queppelin - Overview
              • Exhibit 170: Queppelin - Product / Service
              • Exhibit 171: Queppelin - Key offerings
            • 12.16 Roblox Corp.
              • Exhibit 172: Roblox Corp. - Overview
              • Exhibit 173: Roblox Corp. - Product / Service
              • Exhibit 174: Roblox Corp. - Key offerings
            • 12.17 Scuti.AI LLC
              • Exhibit 175: Scuti.AI LLC - Overview
              • Exhibit 176: Scuti.AI LLC - Product / Service
              • Exhibit 177: Scuti.AI LLC - Key offerings

            13 Appendix

            • 13.1 Scope of the report
              • 13.2 Inclusions and exclusions checklist
                • Exhibit 178: Inclusions checklist
                • Exhibit 179: Exclusions checklist
              • 13.3 Currency conversion rates for US$
                • Exhibit 180: Currency conversion rates for US$
              • 13.4 Research methodology
                • Exhibit 181: Research methodology
                • Exhibit 182: Validation techniques employed for market sizing
                • Exhibit 183: Information sources
              • 13.5 List of abbreviations
                • Exhibit 184: List of abbreviations

              Research Framework

              Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

              INFORMATION SOURCES

              Primary sources

              • Manufacturers and suppliers
              • Channel partners
              • Industry experts
              • Strategic decision makers

              Secondary sources

              • Industry journals and periodicals
              • Government data
              • Financial reports of key industry players
              • Historical data
              • Press releases

              DATA ANALYSIS

              Data Synthesis

              • Collation of data
              • Estimation of key figures
              • Analysis of derived insights

              Data Validation

              • Triangulation with data models
              • Reference against proprietary databases
              • Corroboration with industry experts

              REPORT WRITING

              Qualitative

              • Market drivers
              • Market challenges
              • Market trends
              • Five forces analysis

              Quantitative

              • Market size and forecast
              • Market segmentation
              • Geographical insights
              • Competitive landscape

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