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Metaverse in Entertainment Market by End-user and Geography - Forecast and Analysis 2022-2026

  • Published: May 2022
  • Pages: 120
  • SKU: IRTNTR73411
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The metaverse in entertainment market share is expected to increase to USD 28.92 billion by 2026 at an accelerating CAGR of 8.55%. The metaverse in entertainment market report also offers information on several market vendors, including Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp, Tencent Holdings Ltd., and Tetavi Ltd. among others. Furthermore, this research report provides valuable insights on the post-COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, the metaverse in entertainment market report extensively covers market segmentation by the following:

  • End-user - Film production, music labels, OTT platforms, television broadcasters, and others 
  • Geography - North America, Europe, APAC, South America, and Middle East and Africa

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

Metaverse in Entertainment Market Size

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Metaverse in Entertainment Market: Key Drivers, Trends, and Challenges

The rising consumer spending across virtual concerts, events, and others is notably driving the metaverse in entertainment market growth, although factors such as privacy and security concerns over the metaverse may impede the market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the metaverse in the entertainment industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key Metaverse in Entertainment Market Driver

  • One of the key factors driving the global metaverse in entertainment market growth is the rising consumer spending across virtual concerts, events, and others.
  • The media and entertainment business in India reached USD 19 billion in 2020, according to the India Brand Equity Foundation Organization (IBEF), and is predicted to reach USD 25.9 billion by 2023.
  • The significant increase in demand for virtual events as well as an increase in the number of people attending concerts and events will further propel the industry forward.
  • Immersive technologies such as AR and VR, for example, are evolving at a rapid pace and reached around USD 128.36 billion in 2020, according to the Department for Culture, Digital, Media, and Sport in the UK.
  • Such factors will contribute to the growth of the market in focus during the forecast period.

Key Metaverse in Entertainment Market Trend

  • Rising consumer adoption of online gaming is one of the key metaverse in entertainment market trends that is expected to impact the industry positively in the forecast period.
  • Metaverse provides an immersive visual experience that supports emerging technologies such as blockchain, IoT, and 3D visualization.
  • According to KPMG research, online gaming will reach 510 million people by the end of 2022, up from 360 million in 2020.
  • People are drawn to the metaverse as the game continues to exist after the gamers have completed their session.
  • The increasing use of advanced gaming technologies, changing consumer entertainment choices, and rising income levels will further support market growth in the coming years.

Key Metaverse in Entertainment Market Challenge

  • One of the key challenges to the global metaverse in entertainment market growth is the privacy and security concerns over the metaverse.
  • The metaverse collects and processes vast amounts of information about users and their environment.
  • Metaverse can access the personal data of users and may pose a threat to their privacy.
  • User privacy can also be threatened if hackers gain access to the user's device.
  • There are also privacy-related concerns associated with smart gears used in the metaverse, such as smart glass, VR headsets, etc, as these glasses automatically screen and process the user's environment, violating the privacy of the user and those around them, which may challenge the market growth during the forecast period.

This metaverse in the entertainment market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2022-2026.

Parent Market Analysis

Technavio categorizes the global metaverse in the entertainment market as a part of the global technology hardware, storage, and peripherals market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the entertainment in the metaverse market during the forecast period.

Who are the Major Metaverse in Entertainment Market Vendors?

The report analyzes the market's competitive landscape and offers information on several market vendors, including:

 

  • Aomen City
  • Epic Games Inc.
  • Hungama Digital Media Entertainment Pvt. Ltd.
  • Meta Platforms Inc.
  • Niantic Inc.
  • OverActive Media Corp.
  • Qualcomm Inc.
  • Queppelin
  • Roblox Corp
  • Tencent Holdings Ltd.
  • Tetavi Ltd.

 

This statistical study of the metaverse in the entertainment market encompasses successful business strategies deployed by the key vendors. The metaverse in the entertainment market is concentrated and the vendors are deploying growth strategies such as technological innovation to compete in the market.

Product Insights and News

  • Aomen City - The company offers entertainment through the metaverse with Aomen City Ecosystem.
  • Aomen City - The unified segment focuses on providing a platform in the metaverse that will provide various entertainment options and investment opportunities for users to explore and experience.

To make the most of the opportunities and recover from the post-COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The metaverse in entertainment market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Metaverse in Entertainment Market Value Chain Analysis

Our report provides extensive information on the value chain analysis for the metaverse in the entertainment market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chain is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

Which are the Key Regions for Metaverse in Entertainment Market?

Metaverse in Entertainment Market Market segmentation by region

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33% of the market's growth will originate from North America during the forecast period. US and Canada are the key markets for metaverse in entertainment in North America. Market growth in this region will be faster than the growth of the market in South America and MEA.

The rapid convergence of the entertainment industry and traction of the gaming culture, as well as integration of gaming services into the service offerings of major entertainment brands and increased investment to create more immersive gaming and entertainment experiences, will facilitate the metaverse in entertainment market growth in North America over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

The rapid spread of COVID-19 negatively impacted the economy of North America, especially the US, in 2020. The lockdowns in the region compelled people to work from home to mitigate the threat of COVID-19. In 2020, time spent on digital media increased by 15% in the US when compared to that in 2019. Therefore, this further increased the demand for VR/AR platforms, which accelerated the demand for metaverse in the region. Thus, during the forecast period, the rapid adoption of the metaverse from the entertainment industry is expected to foster growth in the regional market.

What are the Revenue-generating End-user Segments in the Metaverse in Entertainment Market?

Metaverse in Entertainment Market Segmentation

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The metaverse in the entertainment market share growth by the film production segment will be significant during the forecast period. Physical barriers to film production will be removed, and access will be unrestricted in the metaverse. Pooja Entertainment, an Indian production company, has stated that it has purchased virtual land in the metaverse for its future productions, named Poojaverse. The trailer for a recently released film Radhe Shyam was uploaded in the metaverse and received positive feedback. Such factors will drive market growth through this segment.

This report provides an accurate prediction of the contribution of all the segments to the growth of the metaverse in entertainment market size and actionable market insights on the post-COVID-19 impact on each segment.

 

Metaverse in Entertainment Market Scope

Report Coverage

Details

Page number

120

Base year

2021

Forecast period

2022-2026

Growth momentum & CAGR

Accelerate at a CAGR of 8.55%

Market growth 2022-2026

$ 28.92 billion

Market structure

Concentrated

YoY growth (%)

7.41

Regional analysis

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

Performing market contribution

North America at 33%

Key consumer countries

US, Canada, China, UK, and Germany

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp, Tencent Holdings Ltd., and Tetavi Ltd.

Market dynamics

Parent market analysis, 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.

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What are the Key Data Covered in this Metaverse in Entertainment Market Report?

  • CAGR of the market during the forecast period 2022-2026
  • Detailed information on factors that will drive metaverse in entertainment market growth during the next five years
  • Precise estimation of the metaverse in entertainment market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the metaverse in the entertainment industry across North America, Europe, APAC, South America, and Middle East and Africa
  • A thorough analysis of the market's competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of metaverse in entertainment market vendors

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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 Incremental Growth
    • Exhibit 07: Executive Summary – Data Table on Incremental Growth
    • Exhibit 08: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 09: Parent market
    • Exhibit 10: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 11: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 12: Market segments
  • 3.3 Market size 2021
    • 3.4 Market outlook: Forecast for 2021-2026
      • Exhibit 13: Chart on Global - Market size and forecast 2021-2026 ($ million)
      • Exhibit 14: Data Table on Global - Market size and forecast 2021-2026 ($ million)
      • Exhibit 15: Chart on Global Market: Year-over-year growth 2021-2026 (%)
      • Exhibit 16: Data Table on Global Market: Year-over-year growth 2021-2026 (%)

    4 Five Forces Analysis

    • 4.1 Five forces summary
      • Exhibit 17: Five forces analysis - Comparison between 2021 and 2026
    • 4.2 Bargaining power of buyers
      • Exhibit 18: Chart on Bargaining power of buyers – Impact of key factors 2021 and 2026
    • 4.3 Bargaining power of suppliers
      • Exhibit 19: Bargaining power of suppliers – Impact of key factors in 2021 and 2026
    • 4.4 Threat of new entrants
      • Exhibit 20: Threat of new entrants – Impact of key factors in 2021 and 2026
    • 4.5 Threat of substitutes
      • Exhibit 21: Threat of substitutes – Impact of key factors in 2021 and 2026
    • 4.6 Threat of rivalry
      • Exhibit 22: Threat of rivalry – Impact of key factors in 2021 and 2026
    • 4.7 Market condition
      • Exhibit 23: Chart on Market condition - Five forces 2021 and 2026

    5 Market Segmentation by End-user

    • 5.1 Market segments
      • Exhibit 24: Chart on End-user - Market share 2021-2026 (%)
      • Exhibit 25: Data Table on End-user - Market share 2021-2026 (%)
    • 5.2 Comparison by End-user
      • Exhibit 26: Chart on Comparison by End-user
      • Exhibit 27: Data Table on Comparison by End-user
    • 5.3 Film production - Market size and forecast 2021-2026
      • Exhibit 28: Chart on Film production - Market size and forecast 2021-2026 ($ million)
      • Exhibit 29: Data Table on Film production - Market size and forecast 2021-2026 ($ million)
      • Exhibit 30: Chart on Film production - Year-over-year growth 2021-2026 (%)
      • Exhibit 31: Data Table on Film production - Year-over-year growth 2021-2026 (%)
    • 5.4 Music labels - Market size and forecast 2021-2026
      • Exhibit 32: Chart on Music labels - Market size and forecast 2021-2026 ($ million)
      • Exhibit 33: Data Table on Music labels - Market size and forecast 2021-2026 ($ million)
      • Exhibit 34: Chart on Music labels - Year-over-year growth 2021-2026 (%)
      • Exhibit 35: Data Table on Music labels - Year-over-year growth 2021-2026 (%)
    • 5.5 OTT platforms - Market size and forecast 2021-2026
      • Exhibit 36: Chart on OTT platforms - Market size and forecast 2021-2026 ($ million)
      • Exhibit 37: Data Table on OTT platforms - Market size and forecast 2021-2026 ($ million)
      • Exhibit 38: Chart on OTT platforms - Year-over-year growth 2021-2026 (%)
      • Exhibit 39: Data Table on OTT platforms - Year-over-year growth 2021-2026 (%)
    • 5.6 Television broadcasters - Market size and forecast 2021-2026
      • Exhibit 40: Chart on Television broadcasters - Market size and forecast 2021-2026 ($ million)
      • Exhibit 41: Data Table on Television broadcasters - Market size and forecast 2021-2026 ($ million)
      • Exhibit 42: Chart on Television broadcasters - Year-over-year growth 2021-2026 (%)
      • Exhibit 43: Data Table on Television broadcasters - Year-over-year growth 2021-2026 (%)
    • 5.7 Others - Market size and forecast 2021-2026
      • Exhibit 44: Chart on Others - Market size and forecast 2021-2026 ($ million)
      • Exhibit 45: Data Table on Others - Market size and forecast 2021-2026 ($ million)
      • Exhibit 46: Chart on Others - Year-over-year growth 2021-2026 (%)
      • Exhibit 47: Data Table on Others - Year-over-year growth 2021-2026 (%)
    • 5.8 Market opportunity by End-user
      • Exhibit 48: Market opportunity by End-user ($ million)

    6 Customer Landscape

    • 6.1 Customer landscape overview
      • Exhibit 49: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    7 Geographic Landscape

    • 7.1 Geographic segmentation
      • Exhibit 50: Chart on Market share by geography 2021-2026 (%)
      • Exhibit 51: Data Table on Market share by geography 2021-2026 (%)
    • 7.2 Geographic comparison
      • Exhibit 52: Chart on Geographic comparison
      • Exhibit 53: Data Table on Geographic comparison
    • 7.3 North America - Market size and forecast 2021-2026
      • Exhibit 54: Chart on North America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 55: Data Table on North America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 56: Chart on North America - Year-over-year growth 2021-2026 (%)
      • Exhibit 57: Data Table on North America - Year-over-year growth 2021-2026 (%)
    • 7.4 Europe - Market size and forecast 2021-2026
      • Exhibit 58: Chart on Europe - Market size and forecast 2021-2026 ($ million)
      • Exhibit 59: Data Table on Europe - Market size and forecast 2021-2026 ($ million)
      • Exhibit 60: Chart on Europe - Year-over-year growth 2021-2026 (%)
      • Exhibit 61: Data Table on Europe - Year-over-year growth 2021-2026 (%)
    • 7.5 APAC - Market size and forecast 2021-2026
      • Exhibit 62: Chart on APAC - Market size and forecast 2021-2026 ($ million)
      • Exhibit 63: Data Table on APAC - Market size and forecast 2021-2026 ($ million)
      • Exhibit 64: Chart on APAC - Year-over-year growth 2021-2026 (%)
      • Exhibit 65: Data Table on APAC - Year-over-year growth 2021-2026 (%)
    • 7.6 South America - Market size and forecast 2021-2026
      • Exhibit 66: Chart on South America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 67: Data Table on South America - Market size and forecast 2021-2026 ($ million)
      • Exhibit 68: Chart on South America - Year-over-year growth 2021-2026 (%)
      • Exhibit 69: Data Table on South America - Year-over-year growth 2021-2026 (%)
    • 7.7 Middle East and Africa - Market size and forecast 2021-2026
      • Exhibit 70: Chart on Middle East and Africa - Market size and forecast 2021-2026 ($ million)
      • Exhibit 71: Data Table on Middle East and Africa - Market size and forecast 2021-2026 ($ million)
      • Exhibit 72: Chart on Middle East and Africa - Year-over-year growth 2021-2026 (%)
      • Exhibit 73: Data Table on Middle East and Africa - Year-over-year growth 2021-2026 (%)
    • 7.8 US - Market size and forecast 2021-2026
      • Exhibit 74: Chart on US - Market size and forecast 2021-2026 ($ million)
      • Exhibit 75: Data Table on US - Market size and forecast 2021-2026 ($ million)
      • Exhibit 76: Chart on US - Year-over-year growth 2021-2026 (%)
      • Exhibit 77: Data Table on US - Year-over-year growth 2021-2026 (%)
    • 7.9 UK - Market size and forecast 2021-2026
      • Exhibit 78: Chart on UK - Market size and forecast 2021-2026 ($ million)
      • Exhibit 79: Data Table on UK - Market size and forecast 2021-2026 ($ million)
      • Exhibit 80: Chart on UK - Year-over-year growth 2021-2026 (%)
      • Exhibit 81: Data Table on UK - Year-over-year growth 2021-2026 (%)
    • 7.10 China - Market size and forecast 2021-2026
      • Exhibit 82: Chart on China - Market size and forecast 2021-2026 ($ million)
      • Exhibit 83: Data Table on China - Market size and forecast 2021-2026 ($ million)
      • Exhibit 84: Chart on China - Year-over-year growth 2021-2026 (%)
      • Exhibit 85: Data Table on China - Year-over-year growth 2021-2026 (%)
    • 7.11 Canada - Market size and forecast 2021-2026
      • Exhibit 86: Chart on Canada - Market size and forecast 2021-2026 ($ million)
      • Exhibit 87: Data Table on Canada - Market size and forecast 2021-2026 ($ million)
      • Exhibit 88: Chart on Canada - Year-over-year growth 2021-2026 (%)
      • Exhibit 89: Data Table on Canada - Year-over-year growth 2021-2026 (%)
    • 7.12 Germany - Market size and forecast 2021-2026
      • Exhibit 90: Chart on Germany - Market size and forecast 2021-2026 ($ million)
      • Exhibit 91: Data Table on Germany - Market size and forecast 2021-2026 ($ million)
      • Exhibit 92: Chart on Germany - Year-over-year growth 2021-2026 (%)
      • Exhibit 93: Data Table on Germany - Year-over-year growth 2021-2026 (%)
    • 7.13 Market opportunity by geography
      • Exhibit 94: Market opportunity by geography ($ million)

    8 Drivers, Challenges, and Trends

    • 8.1 Market drivers
      • 8.2 Market challenges
        • 8.3 Impact of drivers and challenges
          • Exhibit 95: Impact of drivers and challenges in 2021 and 2026
        • 8.4 Market trends

          9 Vendor Landscape

          • 9.1 Overview
            • 9.2 Vendor landscape
              • Exhibit 96: Overview on Criticality of inputs and Factors of differentiation
            • 9.3 Landscape disruption
              • Exhibit 97: Overview on factors of disruption
            • 9.4 Industry risks
              • Exhibit 98: Impact of key risks on business

            10 Vendor Analysis

            • 10.1 Vendors covered
              • Exhibit 99: Vendors covered
            • 10.2 Market positioning of vendors
              • Exhibit 100: Matrix on vendor position and classification
            • 10.3 Aomen City
              • Exhibit 101: Aomen City - Overview
              • Exhibit 102: Aomen City - Product / Service
              • Exhibit 103: Aomen City - Key offerings
            • 10.4 Epic Games Inc.
              • Exhibit 104: Epic Games Inc. - Overview
              • Exhibit 105: Epic Games Inc. - Product / Service
              • Exhibit 106: Epic Games Inc. - Key offerings
            • 10.5 Hungama Digital Media Entertainment Pvt. Ltd.
              • Exhibit 107: Hungama Digital Media Entertainment Pvt. Ltd. - Overview
              • Exhibit 108: Hungama Digital Media Entertainment Pvt. Ltd. - Product / Service
              • Exhibit 109: Hungama Digital Media Entertainment Pvt. Ltd. - Key offerings
            • 10.6 Meta Platforms Inc.
              • Exhibit 110: Meta Platforms Inc. - Overview
              • Exhibit 111: Meta Platforms Inc. - Business segments
              • Exhibit 112: Meta Platforms Inc. - Key news
              • Exhibit 113: Meta Platforms Inc. - Key offerings
              • Exhibit 114: Meta Platforms Inc. - Segment focus
            • 10.7 Niantic Inc.
              • Exhibit 115: Niantic Inc. - Overview
              • Exhibit 116: Niantic Inc. - Product / Service
              • Exhibit 117: Niantic Inc. - Key offerings
            • 10.8 OverActive Media Corp.
              • Exhibit 118: OverActive Media Corp. - Overview
              • Exhibit 119: OverActive Media Corp. - Business segments
              • Exhibit 120: OverActive Media Corp. - Key offerings
              • Exhibit 121: OverActive Media Corp. - Segment focus
            • 10.9 Qualcomm Inc.
              • Exhibit 122: Qualcomm Inc. - Overview
              • Exhibit 123: Qualcomm Inc. - Business segments
              • Exhibit 124: Qualcomm Inc. - Key news
              • Exhibit 125: Qualcomm Inc. - Key offerings
              • Exhibit 126: Qualcomm Inc. - Segment focus
            • 10.10 Queppelin
              • Exhibit 127: Queppelin - Overview
              • Exhibit 128: Queppelin - Product / Service
              • Exhibit 129: Queppelin - Key offerings
            • 10.11 Roblox Corp
              • Exhibit 130: Roblox Corp - Overview
              • Exhibit 131: Roblox Corp - Product / Service
              • Exhibit 132: Roblox Corp - Key offerings
            • 10.12 Tetavi Ltd.
              • Exhibit 133: Tetavi Ltd. - Overview
              • Exhibit 134: Tetavi Ltd. - Product / Service
              • Exhibit 135: Tetavi Ltd. - Key offerings

            11 Appendix

            • 11.1 Scope of the report
              • 11.2 Inclusions and exclusions checklist
                • Exhibit 136: Inclusions checklist
                • Exhibit 137: Exclusions checklist
              • 11.3 Currency conversion rates for US$
                • Exhibit 138: Currency conversion rates for US$
              • 11.4 Research methodology
                • Exhibit 139: Research methodology
                • Exhibit 140: Validation techniques employed for market sizing
                • Exhibit 141: Information sources
              • 11.5 List of abbreviations
                • Exhibit 142: List of abbreviations
              • demand for infrastructure-as-a-service (IaaS): The ongoing migration from on-premise infrastructure to cloud-based services is having an impact on the revenues of original equipment manufacturers (OEMs) of servers, albeit the adverse impact on them is slightly milder than the effect on storage equipment. The emergence of IaaS has had a strong impact on the IT hardware market. The biggest advantage of IaaS is that it allows enterprises to scale operations or introduce innovations in the workflow without the need to make substantial investments in storage and servers for the traditional on-premise hardware environment. At the same time, cloud-focused infrastructure spending is expected to increase in terms of server, disk storage, and networking hardware.

                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.

                TechnavioINFORMATION 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
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                TechnavioDATA 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
                Technavio

                TechnavioREPORT 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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                Metaverse in Entertainment market growth will increase by $28926.9 million during 2022-2026.
                The metaverse in entertainment market is expected to grow at a CAGR of 8.55% during 2022-2026.
                Technavio has segmented the metaverse in entertainment market by end-user (Film production, Music labels, OTT platforms, and Television broadcasters) and geographic (North America, Europe, APAC, South America, and Middle East and Africa).
                Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp, Tencent Holdings Ltd., Tetavi Ltd. are a few of the key vendors in the metaverse in entertainment market.
                North America will register the highest growth rate of 33.18% among the other regions. Therefore, the metaverse in entertainment market in North America is expected to garner significant business opportunities for the vendors during the forecast period.
                The key factors driving the metaverse in entertainment market growth are:
                • Rising consumer spending across virtual concerts, events, and others
                • Rising consumer adoption of online gaming
                The metaverse in entertainment market vendors should focus on grabbing business opportunities from the film production segment as it accounted for the largest market share in the base year.
                • What are the key global market and the regional market share?
                • What are the revenue-generating key market segments?
                • What are the key factors driving and challenging this market’s growth?
                • Who are the key market vendors and their growth strategies?
                • What are the latest trends influencing the growth of this market?
                • What are the variables influencing the market growth in the primary regions?
                • What are the factors influencing the growth of the parent market?
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