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Metaverse Market Size, Share & COVID-19 Impact Analysis, By Component (Hardware, Software/Platform, and Services), By Device (Desktop, Mobile, Console, and Others), By Application (Online Shopping, Gaming, Social Media, Content Creation, Conferences, and Others), and Regional Forecast, 2022-2029

Region : Global | Format: PDF | Report ID: FBI106574

 

KEY MARKET INSIGHTS

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The global metaverse market size was valued at USD 63.83 billion in 2021. The market is projected to grow from USD 100.27 billion in 2022 to USD 1,527.55 billion by 2029, exhibiting a CAGR of 47.6% during the forecast period. The global COVID-19 pandemic has been unprecedented and staggering, with metaverse experiencing higher-than-anticipated demand across all regions compared to pre-pandemic levels. Based on our analysis, the global metaverse market exhibited a rise of 0.7% in 2020 as compared to 2019.


Metaverse is a simulated digital environment that is enabled with augmented reality (AR), virtual reality (VR), mixed reality, Blockchain, and others. These technologies are used to create areas for a rich user experience of the virtual space.


In the scope of work, we have included market services offered by companies, such as Tencent Holdings Ltd., NVIDIA Corporation, Meta (Facebook Inc.), Roblox Corporation and others. NVIDIA Corporation offers NVIDIA Omniverse software and virtual reality-based RTX GeForce 30 Series GPUs hardware. Also, these leading players are offering virtual reality (VR)-based services and 3D immersive experience platforms. Besides, Microsoft Corporation offers Microsoft Mesh Meta platforms.


The concept also uses blockchain technology to provide several services, such as digital governance & accessibility, secured transactions, easy accessibility, and others. The increase in the investments for virtual digital world services integrated with Blockchain is expected to drive the global market growth. For instance,



  • In January 2022: Space Falcon, a blockchain-based gaming company, raised USD 4 million to revolutionize traditional gaming with blockchain technology. The company also aimed to develop a metaverse space with Blockchain technology and premium NFTs.


Further, several e-commerce players are adopting digital world services to showcase the products in the virtual world to gain real-world experience. Also, leading players in the metaverse market are investing in these services. For instance,



  • In November 2021, Nike, Inc. retail apparel and shoe brand, collaborated with Roblox Corporation for creating a virtual world called Nikeland. Nikeland enables to dress up with respective avatars in Nike’s branded apparel and sneakers.


COVID-19 IMPACT


Rising Consumer’s Adoption of Online Gaming to Boost Demand for Services


The impact of COVID-19 has resulted in staggering demand for services during the forecast period. The more than average growth is primarily attributed to the significant acceleration of online video game services and video conferencing services. The metaverse market witnessed a growth rate of 3.3% in 2020 as compared to 2.6% in 2019. This growth is attributed to a surge in online video gaming adoption and rising consumers’ preference for online shopping of retail products. According to Newzoo Report, the global gaming audience for e-sports reached around 495 million in 2020, an increase by 11.7% and is projected to reach 646 million by 2023. Such an increase in the gaming audiences has created a massive demand for the services market.


Additionally, the pandemic has shifted the demand for online shopping and the digital virtual world for shopping for customers. The prevailing trend has driven several organizations to enter the online market. Several leading players have completed investment during the pandemic by adopting various business strategies, product launches, and partnerships. For instance,



  • In November 2021, Niantic, Inc., the virtual and augmented reality platform, raised USD 300 million from Coatue Pokémon GO gaming company. The company plans to build a real-time virtual world platform.

  • In April 2021, Epic Games Inc. received USD 1 billion in funding for supporting future opportunities in the metaverse market growth. The company’s funding round includes a USD 200 million strategic investment from the Sony Group Corporations.


Moreover, the revenue of the leading players has increased post-pandemic, which has resulted in the increasing demand for services.


LATEST TRENDS


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Rising Consumer Spending across Virtual Concerts, Events, and Others Drives Market Growth


Rising consumer spending on virtual concerts across the media and entertainment to broadcast events aids the market growth. According to India Brand Equity Foundation Organization (IBEF), the media and entertainment sector reached around USD 19.00 billion in 2020 and is expected to reach USD 25.9 billion by 2023. Media & entertainment events and concerts are being carried out in the digital spaces that also use VR headsets and AR technologies gadgets.


Further, rising demand for virtual events and surge in the number of visitors for concerts and events could boost the metaverse market size. For instance, according to the Digital report by the Department for Culture, Digital, Media and Sport in the U.K., immersive technologies, such as AR and VR, are growing at a rapid pace and reached around USD 128.36 billion in 2020.


DRIVING FACTORS


Rising Adoption of Advanced VR Devices and Blockchain to Accelerate Growth


The rising demand for advanced VR devices globally from small medium-scale and large-scale organizations and individual consumers fosters the market growth. Further, the increasing adoption of emerging technologies, such as Artificial Intelligence (AI), blockchain, and Mixed Reality (MR), in various applications is driving the market growth. For instance,



  • In February 2022: Decentraland, metaverse with Ethereum Blockchain, raised USD 1.2 million with fungible tokens auction and marketplace. Further, Price Waterhouse Cooper Hong Kong also purchased LAND in Sandbox for USD 10,000.


Additionally, rising investment across retail and e-commerce and surge in the adoption of the platforms to showcase products in the virtual environment bolster the market growth. According to the United Nations Conference on Trade and Development (UNCTAD) report, the global e-commerce sale reached USD 26.7 trillion, increased from 16% to 19% in 2020. Such an increase in e-commerce sales around the globe has created a huge opportunity for the market’s growth during the forecast period.


RESTRAINING FACTORS


Lack of Awareness of Service and Security Options to Impede Growth


The metaverse market is subjected to several challenges, such as security concerns, lack of awareness, government rules & regulations and others. Also, major leading players have faced a loss of billions of dollars owing to cyber-attacks in the environment. An increase in cyber-attacks and high sensitivity issues environment may hinder the market growth.


SEGMENTATION


By Component Analysis


Rising Development of Advanced Software Aids Market Growth


The metaverse market is segmented into hardware, software/platform, and services based on component. The software/platform market is expected to grow with the highest CAGR, owing to the development of advanced software and platform by leading players. For instance,



  • In January 2022: NVIDIA Corporation launched advanced software for the artist. The company plans to distribute a free advanced version of Omniverse software to create virtual worlds for individual artists. The company planned to charge USD 9,000 annually for corporate and individual customers.


Further, the services segment is also growing at a moderate pace owing to the rising adoption of the services by e-commerce brands. For instance,



  • In May 2021, Roblox Corporation gaming platform provided service to the retail and e-commerce brand Gucci Garden for building its brand awareness among young consumers. Roblox Corporation created virtual recreation of Gucci brand’s apparel and shoes in real-world.


By Device Analysis


Rising Online Gaming Globally to Fuel Desktop Segmental Growth


Based on device, the metaverse market is divided into desktop, mobile, console, and others. Among this, the desktop segment captured largest metaverse market share in 2021, owing to rising adoption by online gaming. Increasing video game revenue and surge in the number of video gaming audience around the globe are driving the market growth. According to the WePC Report, in 2021, globally, there were more than 2.5 billion video gaming audiences. Such an increase in the video gaming audiences has created a massive demand for desktop devices for experiencing virtual reality gaming.


Further, mobile is expected to grow with the highest CAGR during the forecast period. This is primarily attributed to rising revenue generation from mobile gaming audiences.


By Application Analysis


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Rising Adoption of Gaming and Live Video Streaming to Fuel Growth


Based on application, the metaverse market is divided into online shopping, gaming, social networks, content creation, conferences, and others. Among these, gaming application is expected to hold the largest share in the market owing to a surge in the adoption of gaming and live video streaming around the globe. According to the Newzoo Report in 2021, the global gaming market generated USD 175.8 billion revenue in 2021 and is expected to reach USD 200 billion by 2024. The gaming audiences are widely adopting advanced technologies, such as VR and AR gadgets and digital world services for experiencing a virtual world of gaming.


REGIONAL INSIGHTS


North America Metaverse Market Size, 2021 (USD Billion)

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The metaverse market is segmented into North America, Europe, and Rest of the World. The regions are further categorized into countries.


North America is expected to hold the largest share in the metaverse market owing to its rising investment in platforms by leading players such as Meta, Roblox Corporation, NVIDIA Corporation, and others. For instance,



  • In October 2021: Magic Leap, Inc. raised USD 500 million funding with a valuation of USD 2 billion. The investment focused on developing advanced Augmented Reality (AR) solutions.

  • In September 2021: Meta, the U.S.-based social media and technology company, invested USD 50 million in global research and development of the platform.


Europe is expected to grow with the highest CAGR during the forecast period. This is primarily attributed to the rising number of audiences across social media platforms and gaming segment. The Europe metaverse market is driven by the growing online gaming industry across major European countries such as France, Italy, the U.K., Germany, and others. According to MejoresApuestas.com, gaming audiences in Europe increased to 329.5 million in 2021 and are expected to reach 351.0 million by 2023. Also, the financial service providers are adopting meta platforms to collaborate efficiently.


Further, the Rest of the World, including Asia Pacific, the Middle East and Africa, and Latin America is growing at a moderate pace during the forecast period. This is primarily attributed to the rising development of the platforms and services in Asia Pacific countries, including China, Japan, and India. For instance,


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  • In January 2022, Tencent Holdings Ltd launched metaverse services to support Japanese companies. The company’s virtual world uses Tencent Holdings Ltd.’s cloud computing that offers virtual humans avatars with the Japanese language capability. The company’s service plays a major role as a shop staffer for Japan’s e-commerce websites and weather channels.


KEY INDUSTRY PLAYERS


Key Players Are Developing and Expanding Their Services Offerings Worldwide


Key companies are investing in advanced technologies, such as A.I., cloud, and machine learning, to improve the capabilities of their services. Also, the major players in the metaverse market are involved in adopting various strategies, such as mergers, acquisitions, collaborations, and partnerships, in expanding their market presence. For instance,



  • In January 2022: Alibaba Cloud launched Luoxi advanced Edge Cloud Collaboration Platform that combines metaverse in wearable devices. Foxconn Company is manufacturing this Wearable Device. Alibaba Cloud, Zhejiang University Higher Research Institute, DAMO Academy, and Shanghai AI Lab collaboratively launched the Luoxi Edge cloud collaboration platform. The platform consists of technology for model training, communication, and deployment capabilities.

  • In October 2021: Magic Leap and VMware collaborated to support VMWare’s Workspace ONE XR virtual reality Hub with the latest Magic Leap 2 version. This collaboration leverages Android-based Managed Device mode for supporting Magic Leap 2 VR devices for enterprise applications.

  • In November 2021: Tokens.com, a Canada-based company of decentralized finance (De-Fi), acquired part of the virtual land on Decentraland. Decentraland is a Blockchain technology-based metaverse environment that spends cryptocurrency on acquiring real estate asset marketplaces. The company received an investment of USD 2.4 million for customized avatars and interacting with other members in the space. The company has made the largest purchase for real estate digital assets using Blockchain technology.


List of the Key Companies Profiled:



  • Tencent Holdings Ltd. (China)

  • NVIDIA Corporation (U.S.)

  • Meta (Facebook Inc.) (U.S.)

  • Roblox Corporation (U.S.)

  • Microsoft Corporation (U.S.)

  • Globant (Luxembourg)

  • Queppelin (India)

  • Alibaba Cloud (U.S.)

  • Netease Inc. (China)

  • Magic Leap, Inc. (U.S.)


KEY INDUSTRY DEVELOPMENTS:



  • January 2022: Microsoft Corporation acquired Activision Blizzard, Inc., an interactive entertainment and game development company. This acquisition accelerated the growth of Microsoft Corporation’s gaming business in PC, mobile, console, and cloud environments. The acquisition also planned to expand the technology.

  • November 2021: Microsoft Corporation launched Metaverse Mesh for Microsoft Teams. It combines mixed and virtual reality capabilities to allow people to come together from different physical locations. It provides a shared and collaborative holographic experience for Microsoft Teams app, where people can join virtual meetings, send chats, and collaborate for sharing documents and more.


REPORT COVERAGE


An Infographic Representation of Metaverse Market

To get information on various segments, share your queries with us



The metaverse market report highlights leading regions to offer a better understanding of the user. Furthermore, the report provides insights into the latest industry, share, growth, trends, research, overview, and metaverse market trends and analyzes technologies deployed at a rapid pace at the global level. It further highlights some of the growth-stimulating factors and restraints, helping the reader gain in-depth knowledge about the market. The report also includes overview and industry analysis.


REPORT SCOPE & SEGMENTATION






















































  ATTRIBUTE



  DETAILS



Study Period



2018-2029



Base Year



2021



Estimated Year



2022



Forecast Period



2022-2029



Historical Period



2018-2020



Unit



Value (USD billion)



Segmentation



By Component, Device, Application, and Region



By Component




  • Hardware

  • Software/Platform

  • Services



By Device




  • Desktop

  • Mobile

  • Console

  • Others



By Application




  • Online Shopping

  • Gaming

  • Social Media

  • Content Creation

  • Conferences

  • Others



By Region




  • North America (By Component, Device, Application, Country)

    • U.S. (By Application)

    • Canada (By Application)

    • Mexico (By Application)





  • Europe (By Component, Device, Application, Country)

    • U.K. (By Application)

    • Germany (By Application)

    • France (By Application)

    • Italy (By Application)

    • Spain (By Application)

    • Russia (By Application)

    • Benelux (By Application)

    • Nordics (By Application)

    • Rest of Europe





  • Rest of the World

    • Middle East & Africa

    • Asia Pacific

    • South America





Frequently Asked Questions

The market is projected to reach USD 1,527.55 billion by 2029.

In 2021, the market was valued at USD 63.83 billion.

The software/platform held the largest market share in 2021 and is growing at the highest CAGR during the forecast period.

North America is expected to hold the highest market share.

Europe is expected to grow with the highest CAGR.

North America is expected to hold a significant market share. The market in this region was valued at USD 45.97 billion in 2021.

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Below is the list of companies that are studied in order to estimate the market size and/or understanding the market ecosystem 

This list does not necessarily mean that all the below companies are profiled in the report. The report includes profiles of only the top 10 players based on revenue/market share. 

Metaverse Market

  1. Meta (Facebook Inc.) (Profiled in the report)
  2. Decentraland
  3. Alibaba Cloud (Profiled in the report)
  4. Globant (Profiled in the report)
  5. Animoca Brands Corporation Limited
  6. Hyperlink InfoSystem
  7. NVIDIA Corporation (Profiled in the report)
  8. Queppelin (Profiled in the report)
  9. Shamlatech
  10. Magic Leap, Inc. (Profiled in the report)
  11. LeewayHertz
  12. Tencent Holdings Ltd (Profiled in the report)
  13. Oyelabs
  14. Appinventiv
  15. Microsoft Corporation (Profiled in the report)
  16. Roblox Corporation (Profiled in the report)
  17. PixelPlex
  18. Netease Inc. (Profiled in the report)
  • Apr, 2022
  • 2021
  • 2018-2020
  • 140

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