The global Metaverse Market size was valued USD 47.49 billion in 2023 and to rise to USD 400.5 billion by 2032 at a CAGR of 39.5%.
The global Metaverse Market accrued earnings worth approximately 47.49 (USD Billion) in 2021 and is predicted to gain revenue of about 400.5(USD Billion) by 2028, is set to record a CAGR of nearly 39.5% over the period from 2022 to 2028. The study provides assessment and analysis of the Metaverse Market on a global & regional level. It offers a comprehensive assessment of the market competition, constraints, revenue estimates, opportunities, evolving trends, and industry-validated data. The report provides historical data from 2018 to 2021 along with a forecast from 2022 to 2028 based on revenue (USD Billion).
Metaverse is termed as a graphically enhanced virtual space having some amount of verisimilitude where individuals can work, shop, play, and socialize. Furthermore, metaverse components focus on ‘presence’ concept. In addition to this, metaverse is a network of 3D virtual spaces focusing on social links. Reportedly, the term is also described as hypothecation by internet as a single & universal world enabled through utilization of virtual reality & augmented reality. Many kinds of metaverses have been developed for popular utilization. For instance, virtual world tools such as Second Life.
Furthermore, metaverse is one of the buzzords in domain of technology and this insight will bring a paradigm shift in internet era with whole ecosystem of firms making it a future reality. In addition to this, 5G networks, cloud computing, and edge computing will help metaverse concept a reality in near future.
Metaverse Market: Growth Drivers
Surge in expansion of metaverse industry over forecasting timeline is subject to rise in focus on integration of physical & digital worlds through use of internet. In addition to this, rise in popularity of augmented reality, virtual reality, and mixed reality has prompted expansion of metaverse market. Furthermore, metaverse tool has enhanced web experience through setting up of virtual world in which customers are engaged into different activities such as immersive gaming, socializing, carrying out business, purchasing & selling virtual real estate along with enjoying immersive entertainment. All these aforementioned aspects will drive expansion of metaverse industry over ensuing years.
Furthermore, rise in purchase of digital assets with use of cryptocurrencies will culminate into humungous demand for metaverse over years ahead. In addition to this, rise in business to business and business to consumer activities has opened new growth avenues for metaverse market. However, rise in cyber-terrorist activities can put brakes on expansion of metaverse industry.
Metaverse Market: Regional Insights
North American Metaverse Market To Account Lucratively Towards Regional Market Size By 2028
Growth of metaverse market in North America over forecasting years can be credited to rise in acceptance of new technology in countries such as the U.S. and Canada. Apart from this, rise in number of startup firms set up in sub-continent will further contribute towards regional market surge in ensuing years. In addition to this, huge presence of gaming as well as metaverse businesses in region including Epic Games, Inc., The Sandbox, and Nvidia Corporation will pave a way for expansion of metaverse industry in sub-continent. Rise in use of metaverse into gaming industry in countries such as the U.S. will proliferate size of metaverse industry in North America.
Report Attributes | Report Details |
---|---|
Report Name | Metaverse Market |
Market Size in 2021 | USD 47.49 Billion |
Market Forecast in 2028 | USD 400.5 Billion |
Compound Annual Growth Rate | CAGR of 39.5% |
Number of Pages | 199 |
Forecast Units | Value (USD Billion), and Volume (Units) |
Key Companies Covered | Meta Platforms, Inc., Nvidia Corporation, Tencent Holdings Ltd., Roblox Corporation, Unity Technologies, Inc., ByteDance Ltd., Nextech AR Solutions Corp., The Sandbox, Microsoft Corporation, NetEase, Inc., and Epic Games, Inc. |
Segments Covered | By Product Type, By Application, and By Region |
Regions Covered | North America, Europe, Asia Pacific (APAC), Latian America, Middle East and Africa (MEA) |
Countries Covered | North America: U.S and Canada Europe: Germany, Italy, Russia, U.K, Spain, France, Rest of Europe APAC: China, Australia, Japan, India, South Korea, South East Asia, Rest of Asia Pacific Latin America: Brazil, Argentina, Chile The Middle East And Africa: South Africa, GCC, Rest of MEA |
Base Year | 2021 |
Historical Year | 2018 to 2020 |
Forecast Year | 2022 - 2028 |
Customization Scope | Avail customized purchase options to meet your exact research needs. Request For Customization |
Metaverse Market: Competitive Landscape
Some of the major players have strongly leveraged growth of metaverse industry and is expected to do so even in foreseeable future. They include Meta Platforms, Inc., Nvidia Corporation, Tencent Holdings Ltd., Roblox Corporation, Unity Technologies, Inc., ByteDance Ltd., Nextech AR Solutions Corp., The Sandbox, Microsoft Corporation, NetEase, Inc., and Epic Games, Inc.
By Product
By Platform
By Technology
By Offering
By Application
By End Use
By Region
FrequentlyAsked Questions
Surge in expansion of metaverse industry over forecasting timeline is subject to rise in focus on integration of physical & digital worlds through use of internet.
According to Zion market research report, The global Metaverse Market accrued earnings worth approximately 47.49 (USD Billion) in 2021 and is predicted to gain revenue of about 400.5(USD Billion) by 2028, is set to record a CAGR of nearly 39.5% over the period from 2022 to 2028.
North America will contribute sizably towards the global market revenue over the projected timeline. A massive increase in Metaverse Market size in sub-continent in 2022-2028 can be due to rise in acceptance of new technology in countries such as the U.S. and Canada.
The key industry participants leveraging business space include Meta Platforms, Inc., Nvidia Corporation, Tencent Holdings Ltd., Roblox Corporation, Unity Technologies, Inc., ByteDance Ltd., Nextech AR Solutions Corp., The Sandbox, Microsoft Corporation, NetEase, Inc., and Epic Games, Inc.
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