Consumer Entertainment Leads the Way: Metaverse's Remarkable Impact on Gaming, Live Entertainment, and Social Networking


Dublin, Oct. 23, 2023 (GLOBE NEWSWIRE) -- The "Metaverse Market by Component (Hardware (AR Devices, VR Devices, MR Devices), Software, Professional Services), Vertical (Consumer, Commercial, Industrial Manufacturing), & Region(North America, APAC, Europe, MEA, Latin America) - Global Forecast to 2030" report has been added to ResearchAndMarkets.com's offering.

The global metaverse market is on a trajectory of unprecedented growth, with expectations to surge from USD 83.9 Billion in 2023 to an astounding USD 1,303.4 Billion by 2030. This remarkable expansion is projected to occur at a Compound Annual Growth Rate (CAGR) of 48.0% during the forecast period from 2023 to 2030.

The video game industry has played a pivotal role in shaping the metaverse, as numerous online games and platforms now offer immersive virtual worlds complete with user-generated content and virtual economies. Beyond entertainment, the metaverse is finding applications in education and collaboration, with virtual classrooms, conferences, and workspaces becoming increasingly prevalent.

The VR Devices segment is poised to dominate the market, holding the largest market size during the forecast period. VR devices offer realistic images and sounds, catering to both enterprise and consumer applications in gaming, entertainment, and training across various industries. Prominent examples of VR devices include Meta Quest 2, HTC Vive Cosmos, Oculus Rift S, HTC Vive Pro, and Varjo VR-3.

The Consumer vertical is expected to command the largest market size during the forecast period. This vertical encompasses a wide range of consumer-centric applications, including gaming, social media, sports, live entertainment, concerts, museums, theme parks, art galleries, and exhibitions. The metaverse and extended reality technologies bring remarkable visual effects to gaming and sports broadcasts, enhancing the overall user experience.

Key Insights:

  1. XR-based Technological Transformations in Social Networking, Online Video Gaming, and Live Entertainment to Drive Market Growth.
  2. Metaverse Software to be the Dominant Market in 2023 and 2030.
  3. VR Devices to Account for the Largest Metaverse Hardware Market Share in 2023 and 2030.
  4. Extended Reality Software to be the Largest Software Market in 2023 and 2030.
  5. Consumer Vertical to Account for the Largest Market Share in 2023 and 2030.
  6. Asia-Pacific to Emerge as the Best Market for Investments in the Next Seven Years.

Market Dynamics:

Drivers:

  1. Increase in Demand from Entertainment and Gaming Industries.
  2. Emerging Opportunities from Adjacent Markets.
  3. Virtualization in Fashion, Art, and Retail Industries.
  4. Surge in Deployment in the Education Sector and Industrial Training.
  5. Increase in Adoption of Metaverse in the Healthcare Sector.
  6. Availability of Affordable Hardware.
  7. Increase in 'Zoom Fatigue' Resulting in Rise in Adoption of Metaverse Technologies.

Restraints:

  1. High Installation and Maintenance Costs of High-End Metaverse Components.
  2. Regulations Pertaining to Cybersecurity, Privacy, and Usage Standards.

Opportunities:

  1. Incorporation of Metaverse and Adjacent Technologies in the Aerospace & Defense Sector.
  2. Continuous Developments in 5G Technology.
  3. Emergence of Virtual Experiences in Corporate and Hospitality Sectors.

Challenges:

  1. Local Government Restrictions Coupled with Environmental Impact.
  2. Health and Mental Issues from Excessive Use.

Case Study Analysis:

  1. Rezzil: Deployed Rigorous Training Assistance for Professional Athletes to Participate Without Physical Strain.
  2. Samsung: Created Virtual Store in New York Via Decentraland.
  3. Unity: Helped Hyundai with Meta-Factory Setup.
  4. H&M: Launched Virtual Store, Entering Fashion Space of Metaverse.
  5. Tanishq: Entered Jewelry Retail Space of Metaverse.
  6. Tech Mahindra: Aimed to Leverage Metaverse Capabilities for the Automotive Industry.
  7. Stanford: Entered Metaverse to Make Virtual Interaction Engaging.
  8. Guanajuato International Film Festival: Went Virtual During Pandemic.
  9. Virtual 3D Retail CPG Store: Introduced.
  10. Kaleidoscope Innovation: Platformed Virtual Environment of Canon Medical.
  11. AWS: Aimed to Help Volkswagen Group Speed Up Preparing 3D Data and Remote Rendering Process.
  12. Microsoft: Offered Time-Efficient Airplane Wiring Approach to Boeing.
  13. AMD: Used Map Building to Elevate Fortnite Gaming Experience.
  14. Zepeto: Created Seamless Integration of Virtual Experiences and Fashion Using Metaverse.

Companies Mentioned:

  • Accenture
  • Activision Blizzard
  • Adobe
  • Ansys
  • Apple
  • Autodesk
  • Bytedance
  • Decentraland
  • Deloitte
  • Electronic Arts
  • Eon Reality
  • Epic Games
  • Google
  • HPE (Hewlett Packard Enterprise)
  • HTC
  • Intel
  • Lenovo
  • Meta (formerly known as Facebook)
  • Microsoft
  • Netease
  • Nexon
  • Nextech AR Solutions
  • Nvidia
  • Panasonic
  • Qualcomm
  • Quidient
  • Razer
  • Roblox
  • Samsung
  • Sandbox VR
  • Seiko Epson
  • Sony
  • Take-Two
  • Talecraft
  • Tech Mahindra
  • Tencent
  • Unity
  • Valve
  • VR Chat
  • ZQGame

Key Attributes:

Report AttributeDetails
No. of Pages350
Forecast Period2023 - 2030
Estimated Market Value (USD) in 2023$83.9 Billion
Forecasted Market Value (USD) by 2030$1303.4 Billion
Compound Annual Growth Rate48.0%
Regions CoveredGlobal

For more information about this report visit https://www.researchandmarkets.com/r/jbgl45

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Global Metaverse Market

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