[Redding, California] – According to a comprehensive report by Meticulous Research®, the global metaverse market is forecasted to reach an astounding $815.8 billion by 2030, expanding at a compound annual growth rate (CAGR) of 47.2% from 2023 to 2030. Key drivers of this growth include the escalating demand for metaverse applications in the entertainment and gaming sectors, increased government initiatives and investments, and the rising adoption of the metaverse to enhance customer experiences.
Market Drivers and Opportunities
The burgeoning metaverse market is fueled by various factors:
- Entertainment and Gaming: The industry is witnessing an unprecedented demand for metaverse technologies, driven by the need for more immersive and interactive experiences.
- Government Initiatives: Increased governmental support and investment in metaverse development are significantly contributing to market growth.
- Corporate and Hospitality Sectors: The adoption of virtual experiences is growing, enhancing customer interactions and operational efficiencies.
- Education and Training: The metaverse offers innovative solutions for virtual learning and professional training, presenting significant growth opportunities.
However, challenges such as high installation and maintenance costs and potential health issues from excessive use may hinder market expansion.
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Market Segmentation
The metaverse market is categorized based on offering, medium, application, and end-use industry.
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By Offering: The market is divided into hardware and platforms. In 2023, the hardware segment is expected to dominate due to advancements in VR/AR headsets, haptic devices, and sensors aimed at improving user immersion. Notably, Meta Platforms, Inc. introduced a next-generation mixed-reality headset in June 2023, featuring a sleeker design and enhanced capabilities. Conversely, the platforms segment is anticipated to grow at the highest CAGR during the forecast period.
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By Medium: The market is segmented into hololense, desktops, smartphones, and headsets. The desktop segment is projected to hold the largest market share in 2023, attributed to the robust performance capabilities of PCs and laptops. However, the mobile segment is expected to experience the highest growth rate, driven by the increasing accessibility of metaverse platforms via smartphones.
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By Application: The market covers virtual learning, entertainment in VR, virtual work settings, virtual/enhanced gaming, virtual socialization, and digital health resources. In 2023, the virtual/enhanced gaming segment is poised to lead, driven by ongoing innovations and a focus on creating more realistic gaming experiences. The virtual learning segment is projected to achieve the highest CAGR.
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By End-Use Industry: Segments include gaming, IT & telecom, education, finance, marketing & advertising, healthcare, travel & hospitality, construction, transportation, manufacturing, retail & ecommerce, among others. The gaming segment is expected to dominate in 2023, propelled by the integration of immersive technologies. For instance, Sony’s release of VR2 and VR2 Sense Controllers for the PlayStation 5 in February 2022 exemplifies the trend. The marketing & advertising segment is projected to grow the fastest.
Regional Insights
Geographically, North America is anticipated to lead the market in 2023, owing to its technological advancements and substantial investment in digital solutions. The region's strong presence of gaming and metaverse companies further bolsters market growth.
Recent Developments
- In January 2022, Microsoft Corporation acquired Activision Blizzard, Inc., enhancing its gaming business across multiple platforms.
- In January 2023, the World Economic Forum (WEF), in collaboration with Microsoft and Accenture, launched the Global Collaboration Village, a metaverse platform designed to foster virtual multi-stakeholder cooperation.
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Key Market Players
Prominent players in the metaverse market include Meta Platforms, Inc. (U.S.), Microsoft Corporation (U.S.), Google LLC (U.S.), Unity Software Inc. (U.S.), Accenture PLC (Ireland), Adobe Inc. (U.S.), Hewlett Packard Enterprise Company (U.S.), Infosys Ltd. (India), TCS (India), Qualcomm Technologies, Inc. (U.S.), Ansys (U.S.), Autodesk (U.S.), Intel Corporation (U.S.), Tech Mahindra (India), Samsung (South Korea), NetEase, Inc. (China), Electronic Arts Inc. (U.S.), Epic Games (U.S.), Take-Two Interactive Software, Inc. (U.S.), and Valve Corporation (U.S.).
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