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Metaverse in Entertainment Market By Component (Hardware, Software, Service), By Technology (Blockchain, Virtual Reality and Augmented Reality, Mixed Reality, Others), By Application (Film Production, Music Labels, OTT Platforms, Television Broadcasters, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031
Published Date: November 2022
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Report Code: ALLI-Auto-0C618
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Metaverse in Entertainment Market By Component Hardware Software Service By Technology Blockchain Virtual Reality and Augmented Reality Mixed Reality Others By Application Film Production Music Labels OTT Platforms Television Broadcasters Others Global Opportunity Analysis and Industry Forecast 2022 2031
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Metaverse in Entertainment Market By Component (Hardware, Software, Service), By Technology (Blockchain, Virtual Reality and Augmented Reality, Mixed Reality, Others), By Application (Film Production, Music Labels, OTT Platforms, Television Broadcasters, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031

Code: ALLI-Auto-0C618
Report
November 2022
Pages:245
Allied Market Research
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Metaverse in Entertainment Market Size

According to a new report published by , titled, “Metaverse in Entertainment Market," The metaverse in entertainment market was valued at $13.8 billion in 2021, and is estimated to reach $221.7 billion by 2031, growing at a CAGR of 32.3% from 2022 to 2031.

Metaverse in Entertainment Market

Metaverse in Entertainment Market

The Metaverse in Entertainment Market is likely to experience a significant growth rate of 32.3% from 2022-2031 owing to increasing market demand from film production and gaming sector –
Metaverse platforms are a network of three-dimensional (3D) virtual environments centered on social interaction and communication. These are frequently portrayed in futuristic and science fiction as a potential iteration of the Internet as a single, worldwide virtual environment made possible by the usage of virtual reality and augmented reality headgear. Such advancements in metaverse technology are expected to contribute toward development of the metaverse industry in the coming years.
Key factors driving the growth of the Metaverse in entertainment market include rise in demand for work from home and remote working tools during the COVID-19 pandemic and growth in consumer spending across virtual concerts, events, and others.  The entertaining part of Metaverse is that users can experience a totally different world away from reality in an unfamiliar ecosystem. Metaverse platforms in theme parks as well as amusement parks will attract users from across the world without any additional cost. It is both cost-efficient and time efficient as tourists or visitors need not have to travel a very long distance to visit those places and have fun. Therefore, growing awareness regarding metaverse in entertainment propel demand for metaverse in entertainment.
The market also offers growth opportunities to the key players in the market.  Increasing consumer acceptance of online games is a trend in the market. Metaverse provides an immersive visual experience and supports emerging technologies such as the Internet of Things, blockchain, and 3D visualization. Increasing use of advanced gaming technology, increasing income levels, and changing consumer entertainment choices will drive market growth over the forecast period.
The metaverse in entertainment market is segmented on the basis of component, technology, application, and region. By component, it is segmented into hardware, software, and service. By technology, the market is divided into blockchain, virtual and augmented reality, mixed reality, and others. By application, it is bifurcated into film production, music labels, OTT platforms, television broadcasters, and others. Region wise, it is analyzed across North America (the U.S., and Canada), Europe (the UK, Germany, France, Italy, Spain, and rest of Europe), Asia-Pacific (China, India, Japan, Australia, South Korea and rest of Asia-Pacific), and LAMEA (Latin America, Middle East and Africa).
The key players profiled in the study include Epic Games, Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta, Niantic, Inc., Overactive Media Group, Qualcomm Technologies, Inc., QUEPPELIN, Roblox Corporation, Tencent, and Tetavi. The players in the market have been actively engaged in the adoption various strategies such as acquisition, product launch and expansion to remain competitive and gain advantage over the competitors in the market. For instance, in March 2022, American telecommunications giant Qualcomm announced a new cooperation deal with ByteDance, the Beijing-based parent company of TikTok, at Mobile World Congress (MWC) in Barcelona. Under this arrangement, the two sides cooperate in the development of hardware equipment, software platforms, and developer tools. Furthermore, the partnership mainly aimed at extended reality (XR) technology, with a goal of further developing the global XR ecosystem.
Key Market Insights
By component, the hardware segment was the highest revenue contributor to the market, and is estimated to reach $93344.81 million by 2031, with a CAGR of 28.5%. However, the software segment is estimated to be the fastest growing segment with the CAGR of 36.7% during the forecast period.
By application, the virtual reality and augmented reality segment dominated the global market, and is estimated to reach $80674.75 million by 2031, with a CAGR of 30.0%. However, the blockchain segment is expected to be the fastest growing segment during the Metaverse in entertainment Market Forecast.
Based on region, North America was the highest revenue contributor, accounting for $5317.96 million in 2021, and is estimated to reach $63574.26 million by 2031, with a CAGR of 28.5%.
 
 

Overview

The metaverse services have the potential to transfigure the fundamental nature of digital media consumption and social interactions for anyone with an internet connection. It combines elements of social media, online games, and video communication tools to devise a neoteric and immersive experience, one that fuses disparate digital media experiences into a single, borderless meta-universe with persistent events, spaces, objects, and economies, all in real-time.
Furthermore, with the extensive growth and expansion of virtual events and digital innovations in the metaverse, the media & entertainment industry has undergone various transformations. Moreover, the additive value that metaverse services can create for entertainment businesses preeminently boils down to three core functionalities: unlocking fan creativity, immersive storytelling, and world-building. The inclusion of these features augments audience engagement and complements franchise-building, fulfilling the requisites of any new-age entertainment brand.
Increase in consumer spending across virtual concerts, events, and others drives the market growth of metaverse in entertainment market. In addition, the ability of metaverse to cater to the desire of users to connect with a community fuels the growth of the metaverse in entertainment market. Since, the social media connections are made possible by metaverse development technologies. The basics of integrating metaverse in the entertainment sector introduce a 3D plane that is not restricted to viewing people on mobile devices or computers and hearing their voices. Together, augmented reality and virtual reality allow for the intense creation of realistic experiences that surpass the capabilities of the most recent social media features.
However, for instance, one of the features of the metaverse is multi-sensor fusion and the metaverse's supporting technologies make extensive use of sensors. These sensors are essential as they allow users to experience an immersive version of the metaverse and gather a huge amount of information about the user, including social, physiological, physical, and biometric data. As a result, the main obstacles restricting the spread of the metaverse in the entertainment market are privacy and security concerns. Contrarily, the initiatives for the advancements of digital transformation of a metaverse in the entertainment industry such as using blocking technology in metaverse can contribute a lot to digital transformation. In addition, the use of blockchain applications in metaverse is anticipated to enable users to emerge in an immersive digital space to experience complete autonomy and trust within the metaverse. Therefore, these factors are expected to provide numerous opportunities for the expansion of the metaverse in entertainment market during the forecast period.
The metaverse in entertainment market is segmented on the basis of component, technology, application, and region. By component, it is categorized into hardware, software, and service. By technology, the market is divided into blockchain, virtual & augmented reality, mixed reality, and others. By application, it is classified into film production, music labels, OTT platforms, television broadcasters, and others. By region, it is analyzed across North America, Europe, Asia Pacific, and LAMEA.
The report analyzes the profiles of key players operating in the metaverse in entertainment market such as Epic Games, Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta, Niantic, Inc., Overactive Media Group, Qualcomm Technologies, Inc., QUEPPELIN, Roblox Corporation, Tencent, and Tetavi. These players have adopted various strategies to increase their market penetration and strengthen their position in the metaverse in entertainment industry.

Key benefits for stakeholders

The study provides an in-depth analysis of the global metaverse in entertainment market along with the current trends and future estimations to elucidate imminent investment pockets.
Information about key drivers, restrains, and opportunities and their impact analysis on the market size is provided in the report.
The Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the industry.
The quantitative analysis of the global metaverse in entertainment market for the period 2021–2031 is provided to determine the market potential.
Key Market Segments
○ Hungama Digital Media Entertainment Pvt. Ltd

Scope of Metaverse in Entertainment Market Report

Report Metric Details
Report Name Metaverse in Entertainment Market
Accounted market size in 2021 $ 13.8 billion
Forecasted market size in 2031 $ 221.7 billion
CAGR 32.3%
Base Year 2021
Forecasted years 2024 - 2031
By Component ● Hardware
● Software
● Service
By Technology ● Blockchain
● Virtual Reality and Augmented Reality
● Mixed Reality
● Others
By Application ● Film Production
● Music Labels
● OTT Platforms
● Television Broadcasters
● Others
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

FAQ for this report

How fast is Metaverse in Entertainment Market growing?

Ans: The Metaverse in Entertainment Market witnessing a CAGR of 32.3% during the forecast period 2024-2031.

What is the Metaverse in Entertainment Market size in 2031?

Ans: The Metaverse in Entertainment Market size in 2031 will be $ 221.7 billion.

What are the Application segmentation covered in the Metaverse in Entertainment Market report?

Ans: The Applications covered in the Metaverse in Entertainment Market report are ● Film Production, ● Music Labels, ● OTT Platforms, ● Television Broadcasters, ● Others

CHAPTER 1:INTRODUCTION
1.1.Report description
1.2.Key market segments
1.3.Key benefits to the stakeholders
1.4.Research Methodology
1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools and models
CHAPTER 2:EXECUTIVE SUMMARY
2.1.Key findings of the study
2.2.CXO Perspective
CHAPTER 3:MARKET OVERVIEW
3.1.Market definition and scope
3.2.Key findings
3.2.1.Top investment pockets
3.3.Porter’s five forces analysis
3.4.Market dynamics
3.4.1.Drivers
3.4.2.Restraints
3.4.3.Opportunities
3.5.COVID-19 Impact Analysis on the market
CHAPTER 4: METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT
4.1 Overview
4.1.1 Market size and forecast
4.2. Hardware
4.2.1 Key market trends, growth factors and opportunities
4.2.2 Market size and forecast, by region
4.2.3 Market share analysis by country
4.3. Software
4.3.1 Key market trends, growth factors and opportunities
4.3.2 Market size and forecast, by region
4.3.3 Market share analysis by country
4.4. Service
4.4.1 Key market trends, growth factors and opportunities
4.4.2 Market size and forecast, by region
4.4.3 Market share analysis by country
CHAPTER 5: METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY
5.1 Overview
5.1.1 Market size and forecast
5.2. Blockchain
5.2.1 Key market trends, growth factors and opportunities
5.2.2 Market size and forecast, by region
5.2.3 Market share analysis by country
5.3. Virtual Reality and Augmented Reality
5.3.1 Key market trends, growth factors and opportunities
5.3.2 Market size and forecast, by region
5.3.3 Market share analysis by country
5.4. Mixed Reality
5.4.1 Key market trends, growth factors and opportunities
5.4.2 Market size and forecast, by region
5.4.3 Market share analysis by country
5.5. Others
5.5.1 Key market trends, growth factors and opportunities
5.5.2 Market size and forecast, by region
5.5.3 Market share analysis by country
CHAPTER 6: METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION
6.1 Overview
6.1.1 Market size and forecast
6.2. Film Production
6.2.1 Key market trends, growth factors and opportunities
6.2.2 Market size and forecast, by region
6.2.3 Market share analysis by country
6.3. Music Labels
6.3.1 Key market trends, growth factors and opportunities
6.3.2 Market size and forecast, by region
6.3.3 Market share analysis by country
6.4. OTT Platforms
6.4.1 Key market trends, growth factors and opportunities
6.4.2 Market size and forecast, by region
6.4.3 Market share analysis by country
6.5. Television Broadcasters
6.5.1 Key market trends, growth factors and opportunities
6.5.2 Market size and forecast, by region
6.5.3 Market share analysis by country
6.6. Others
6.6.1 Key market trends, growth factors and opportunities
6.6.2 Market size and forecast, by region
6.6.3 Market share analysis by country
CHAPTER 7: METAVERSE IN ENTERTAINMENT MARKET, BY REGION
7.1 Overview
7.1.1 Market size and forecast
7.2 North America
7.2.1 Key trends and opportunities
7.2.2 North America Market size and forecast, by Component
7.2.3 North America Market size and forecast, by Technology
7.2.4 North America Market size and forecast, by Application
7.2.5 North America Market size and forecast, by country
7.2.5.1 U.S.
7.2.5.1.1 Key market trends, growth factors and opportunities
7.2.5.1.2 Market size and forecast, by Component
7.2.5.1.3 Market size and forecast, by Technology
7.2.5.1.4 Market size and forecast, by Application
7.2.5.2 Canada
7.2.5.2.1 Key market trends, growth factors and opportunities
7.2.5.2.2 Market size and forecast, by Component
7.2.5.2.3 Market size and forecast, by Technology
7.2.5.2.4 Market size and forecast, by Application
7.3 Europe
7.3.1 Key trends and opportunities
7.3.2 Europe Market size and forecast, by Component
7.3.3 Europe Market size and forecast, by Technology
7.3.4 Europe Market size and forecast, by Application
7.3.5 Europe Market size and forecast, by country
7.3.5.1 UK
7.3.5.1.1 Key market trends, growth factors and opportunities
7.3.5.1.2 Market size and forecast, by Component
7.3.5.1.3 Market size and forecast, by Technology
7.3.5.1.4 Market size and forecast, by Application
7.3.5.2 Germany
7.3.5.2.1 Key market trends, growth factors and opportunities
7.3.5.2.2 Market size and forecast, by Component
7.3.5.2.3 Market size and forecast, by Technology
7.3.5.2.4 Market size and forecast, by Application
7.3.5.3 France
7.3.5.3.1 Key market trends, growth factors and opportunities
7.3.5.3.2 Market size and forecast, by Component
7.3.5.3.3 Market size and forecast, by Technology
7.3.5.3.4 Market size and forecast, by Application
7.3.5.4 Italy
7.3.5.4.1 Key market trends, growth factors and opportunities
7.3.5.4.2 Market size and forecast, by Component
7.3.5.4.3 Market size and forecast, by Technology
7.3.5.4.4 Market size and forecast, by Application
7.3.5.5 Spain
7.3.5.5.1 Key market trends, growth factors and opportunities
7.3.5.5.2 Market size and forecast, by Component
7.3.5.5.3 Market size and forecast, by Technology
7.3.5.5.4 Market size and forecast, by Application
7.3.5.6 Rest of Europe
7.3.5.6.1 Key market trends, growth factors and opportunities
7.3.5.6.2 Market size and forecast, by Component
7.3.5.6.3 Market size and forecast, by Technology
7.3.5.6.4 Market size and forecast, by Application
7.4 Asia-Pacific
7.4.1 Key trends and opportunities
7.4.2 Asia-Pacific Market size and forecast, by Component
7.4.3 Asia-Pacific Market size and forecast, by Technology
7.4.4 Asia-Pacific Market size and forecast, by Application
7.4.5 Asia-Pacific Market size and forecast, by country
7.4.5.1 China
7.4.5.1.1 Key market trends, growth factors and opportunities
7.4.5.1.2 Market size and forecast, by Component
7.4.5.1.3 Market size and forecast, by Technology
7.4.5.1.4 Market size and forecast, by Application
7.4.5.2 Japan
7.4.5.2.1 Key market trends, growth factors and opportunities
7.4.5.2.2 Market size and forecast, by Component
7.4.5.2.3 Market size and forecast, by Technology
7.4.5.2.4 Market size and forecast, by Application
7.4.5.3 India
7.4.5.3.1 Key market trends, growth factors and opportunities
7.4.5.3.2 Market size and forecast, by Component
7.4.5.3.3 Market size and forecast, by Technology
7.4.5.3.4 Market size and forecast, by Application
7.4.5.4 Australia
7.4.5.4.1 Key market trends, growth factors and opportunities
7.4.5.4.2 Market size and forecast, by Component
7.4.5.4.3 Market size and forecast, by Technology
7.4.5.4.4 Market size and forecast, by Application
7.4.5.5 South Korea
7.4.5.5.1 Key market trends, growth factors and opportunities
7.4.5.5.2 Market size and forecast, by Component
7.4.5.5.3 Market size and forecast, by Technology
7.4.5.5.4 Market size and forecast, by Application
7.4.5.6 Rest of Asia-Pacific
7.4.5.6.1 Key market trends, growth factors and opportunities
7.4.5.6.2 Market size and forecast, by Component
7.4.5.6.3 Market size and forecast, by Technology
7.4.5.6.4 Market size and forecast, by Application
7.5 LAMEA
7.5.1 Key trends and opportunities
7.5.2 LAMEA Market size and forecast, by Component
7.5.3 LAMEA Market size and forecast, by Technology
7.5.4 LAMEA Market size and forecast, by Application
7.5.5 LAMEA Market size and forecast, by country
7.5.5.1 Latin America
7.5.5.1.1 Key market trends, growth factors and opportunities
7.5.5.1.2 Market size and forecast, by Component
7.5.5.1.3 Market size and forecast, by Technology
7.5.5.1.4 Market size and forecast, by Application
7.5.5.2 Middle East
7.5.5.2.1 Key market trends, growth factors and opportunities
7.5.5.2.2 Market size and forecast, by Component
7.5.5.2.3 Market size and forecast, by Technology
7.5.5.2.4 Market size and forecast, by Application
7.5.5.3 Africa
7.5.5.3.1 Key market trends, growth factors and opportunities
7.5.5.3.2 Market size and forecast, by Component
7.5.5.3.3 Market size and forecast, by Technology
7.5.5.3.4 Market size and forecast, by Application
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product Mapping of Top 10 Player
8.4. Competitive Dashboard
8.5. Competitive Heatmap
8.6. Top player positioning, 2021
CHAPTER 9: COMPANY PROFILES
9.1 QUEPPELIN
9.1.1 Company overview
9.1.2 Key Executives
9.1.3 Company snapshot
9.1.4 Operating business segments
9.1.5 Product portfolio
9.1.6 Business performance
9.1.7 Key strategic moves and developments
9.2 Meta
9.2.1 Company overview
9.2.2 Key Executives
9.2.3 Company snapshot
9.2.4 Operating business segments
9.2.5 Product portfolio
9.2.6 Business performance
9.2.7 Key strategic moves and developments
9.3 Epic Games, Inc.
9.3.1 Company overview
9.3.2 Key Executives
9.3.3 Company snapshot
9.3.4 Operating business segments
9.3.5 Product portfolio
9.3.6 Business performance
9.3.7 Key strategic moves and developments
9.4 Roblox Corporation
9.4.1 Company overview
9.4.2 Key Executives
9.4.3 Company snapshot
9.4.4 Operating business segments
9.4.5 Product portfolio
9.4.6 Business performance
9.4.7 Key strategic moves and developments
9.5 Qualcomm Technologies, Inc.
9.5.1 Company overview
9.5.2 Key Executives
9.5.3 Company snapshot
9.5.4 Operating business segments
9.5.5 Product portfolio
9.5.6 Business performance
9.5.7 Key strategic moves and developments
9.6 Niantic, Inc.
9.6.1 Company overview
9.6.2 Key Executives
9.6.3 Company snapshot
9.6.4 Operating business segments
9.6.5 Product portfolio
9.6.6 Business performance
9.6.7 Key strategic moves and developments
9.7 Overactive Media Group
9.7.1 Company overview
9.7.2 Key Executives
9.7.3 Company snapshot
9.7.4 Operating business segments
9.7.5 Product portfolio
9.7.6 Business performance
9.7.7 Key strategic moves and developments
9.8 Tencent
9.8.1 Company overview
9.8.2 Key Executives
9.8.3 Company snapshot
9.8.4 Operating business segments
9.8.5 Product portfolio
9.8.6 Business performance
9.8.7 Key strategic moves and developments
9.9 Tetavi
9.9.1 Company overview
9.9.2 Key Executives
9.9.3 Company snapshot
9.9.4 Operating business segments
9.9.5 Product portfolio
9.9.6 Business performance
9.9.7 Key strategic moves and developments
9.10 Hungama Digital Media Entertainment Pvt. Ltd.
9.10.1 Company overview
9.10.2 Key Executives
9.10.3 Company snapshot
9.10.4 Operating business segments
9.10.5 Product portfolio
9.10.6 Business performance
9.10.7 Key strategic moves and development
LIST OF TABLES
TABLE 1. GLOBAL METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 2. METAVERSE IN ENTERTAINMENT MARKET FOR HARDWARE, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 3. METAVERSE IN ENTERTAINMENT MARKET FOR SOFTWARE, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 4. METAVERSE IN ENTERTAINMENT MARKET FOR SERVICE, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 5. GLOBAL METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 6. METAVERSE IN ENTERTAINMENT MARKET FOR BLOCKCHAIN, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 7. METAVERSE IN ENTERTAINMENT MARKET FOR VIRTUAL REALITY AND AUGMENTED REALITY, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 8. METAVERSE IN ENTERTAINMENT MARKET FOR MIXED REALITY, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 9. METAVERSE IN ENTERTAINMENT MARKET FOR OTHERS, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 10. GLOBAL METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 11. METAVERSE IN ENTERTAINMENT MARKET FOR FILM PRODUCTION, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 12. METAVERSE IN ENTERTAINMENT MARKET FOR MUSIC LABELS, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 13. METAVERSE IN ENTERTAINMENT MARKET FOR OTT PLATFORMS, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 14. METAVERSE IN ENTERTAINMENT MARKET FOR TELEVISION BROADCASTERS, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 15. METAVERSE IN ENTERTAINMENT MARKET FOR OTHERS, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 16. METAVERSE IN ENTERTAINMENT MARKET, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 17. NORTH AMERICA METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 18. NORTH AMERICA METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 19. NORTH AMERICA METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 20. NORTH AMERICA METAVERSE IN ENTERTAINMENT MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 21. U.S. METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 22. U.S. METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 23. U.S. METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 24. CANADA METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 25. CANADA METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 26. CANADA METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 27. EUROPE METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 28. EUROPE METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 29. EUROPE METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 30. EUROPE METAVERSE IN ENTERTAINMENT MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 31. UK METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 32. UK METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 33. UK METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 34. GERMANY METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 35. GERMANY METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 36. GERMANY METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 37. FRANCE METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 38. FRANCE METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 39. FRANCE METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 40. ITALY METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 41. ITALY METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 42. ITALY METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 43. SPAIN METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 44. SPAIN METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 45. SPAIN METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 46. REST OF EUROPE METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 47. REST OF EUROPE METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 48. REST OF EUROPE METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 49. ASIA-PACIFIC METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 50. ASIA-PACIFIC METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 51. ASIA-PACIFIC METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 52. ASIA-PACIFIC METAVERSE IN ENTERTAINMENT MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 53. CHINA METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 54. CHINA METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 55. CHINA METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 56. JAPAN METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 57. JAPAN METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 58. JAPAN METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 59. INDIA METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 60. INDIA METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 61. INDIA METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 62. AUSTRALIA METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 63. AUSTRALIA METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 64. AUSTRALIA METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 65. SOUTH KOREA METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 66. SOUTH KOREA METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 67. SOUTH KOREA METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 68. REST OF ASIA-PACIFIC METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 69. REST OF ASIA-PACIFIC METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 70. REST OF ASIA-PACIFIC METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 71. LAMEA METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 72. LAMEA METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 73. LAMEA METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 74. LAMEA METAVERSE IN ENTERTAINMENT MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 75. LATIN AMERICA METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 76. LATIN AMERICA METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 77. LATIN AMERICA METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 78. MIDDLE EAST METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 79. MIDDLE EAST METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 80. MIDDLE EAST METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 81. AFRICA METAVERSE IN ENTERTAINMENT MARKET, BY COMPONENT, 2021-2031 (REVENUE, $MILLION)
TABLE 82. AFRICA METAVERSE IN ENTERTAINMENT MARKET, BY TECHNOLOGY, 2021-2031 (REVENUE, $MILLION)
TABLE 83. AFRICA METAVERSE IN ENTERTAINMENT MARKET, BY APPLICATION, 2021-2031 (REVENUE, $MILLION)
TABLE 84. QUEPPELIN: KEY EXECUTIVES
TABLE 85. QUEPPELIN: COMPANY SNAPSHOT
TABLE 86. QUEPPELIN: OPERATING SEGMENTS
TABLE 87. QUEPPELIN: PRODUCT PORTFOLIO
TABLE 88. QUEPPELIN: NET SALES
TABLE 89. QUEPPELIN: KEY STRATERGIES
TABLE 90. META: KEY EXECUTIVES
TABLE 91. META: COMPANY SNAPSHOT
TABLE 92. META: OPERATING SEGMENTS
TABLE 93. META: PRODUCT PORTFOLIO
TABLE 94. META: NET SALES
TABLE 95. META: KEY STRATERGIES
TABLE 96. EPIC GAMES, INC.: KEY EXECUTIVES
TABLE 97. EPIC GAMES, INC.: COMPANY SNAPSHOT
TABLE 98. EPIC GAMES, INC.: OPERATING SEGMENTS
TABLE 99. EPIC GAMES, INC.: PRODUCT PORTFOLIO
TABLE 100. EPIC GAMES, INC.: NET SALES
TABLE 101. EPIC GAMES, INC.: KEY STRATERGIES
TABLE 102. ROBLOX CORPORATION: KEY EXECUTIVES
TABLE 103. ROBLOX CORPORATION: COMPANY SNAPSHOT
TABLE 104. ROBLOX CORPORATION: OPERATING SEGMENTS
TABLE 105. ROBLOX CORPORATION: PRODUCT PORTFOLIO
TABLE 106. ROBLOX CORPORATION: NET SALES
TABLE 107. ROBLOX CORPORATION: KEY STRATERGIES
TABLE 108. QUALCOMM TECHNOLOGIES, INC. : KEY EXECUTIVES
TABLE 109. QUALCOMM TECHNOLOGIES, INC. : COMPANY SNAPSHOT
TABLE 110. QUALCOMM TECHNOLOGIES, INC. : OPERATING SEGMENTS
TABLE 111. QUALCOMM TECHNOLOGIES, INC. : PRODUCT PORTFOLIO
TABLE 112. QUALCOMM TECHNOLOGIES, INC. : NET SALES
TABLE 113. QUALCOMM TECHNOLOGIES, INC. : KEY STRATERGIES
TABLE 114. NIANTIC, INC.: KEY EXECUTIVES
TABLE 115. NIANTIC, INC.: COMPANY SNAPSHOT
TABLE 116. NIANTIC, INC.: OPERATING SEGMENTS
TABLE 117. NIANTIC, INC.: PRODUCT PORTFOLIO
TABLE 118. NIANTIC, INC.: NET SALES
TABLE 119. NIANTIC, INC.: KEY STRATERGIES
TABLE 120. OVERACTIVE MEDIA GROUP: KEY EXECUTIVES
TABLE 121. OVERACTIVE MEDIA GROUP: COMPANY SNAPSHOT
TABLE 122. OVERACTIVE MEDIA GROUP: OPERATING SEGMENTS
TABLE 123. OVERACTIVE MEDIA GROUP: PRODUCT PORTFOLIO
TABLE 124. OVERACTIVE MEDIA GROUP: NET SALES
TABLE 125. OVERACTIVE MEDIA GROUP: KEY STRATERGIES
TABLE 126. TENCENT: KEY EXECUTIVES
TABLE 127. TENCENT: COMPANY SNAPSHOT
TABLE 128. TENCENT: OPERATING SEGMENTS
TABLE 129. TENCENT: PRODUCT PORTFOLIO
TABLE 130. TENCENT: NET SALES
TABLE 131. TENCENT: KEY STRATERGIES
TABLE 132. TETAVI: KEY EXECUTIVES
TABLE 133. TETAVI: COMPANY SNAPSHOT
TABLE 134. TETAVI: OPERATING SEGMENTS
TABLE 135. TETAVI: PRODUCT PORTFOLIO
TABLE 136. TETAVI: NET SALES
TABLE 137. TETAVI: KEY STRATERGIES
TABLE 138. HUNGAMA DIGITAL MEDIA ENTERTAINMENT PVT. LTD.: KEY EXECUTIVES
TABLE 139. HUNGAMA DIGITAL MEDIA ENTERTAINMENT PVT. LTD.: COMPANY SNAPSHOT
TABLE 140. HUNGAMA DIGITAL MEDIA ENTERTAINMENT PVT. LTD.: OPERATING SEGMENTS
TABLE 141. HUNGAMA DIGITAL MEDIA ENTERTAINMENT PVT. LTD.: PRODUCT PORTFOLIO
TABLE 142. HUNGAMA DIGITAL MEDIA ENTERTAINMENT PVT. LTD.: NET SALES
TABLE 143. HUNGAMA DIGITAL MEDIA ENTERTAINMENT PVT. LTD.: KEY STRATERGIES LIST OF FIGURES
FIGURE 1. SEGMENTATION OF METAVERSE IN ENTERTAINMENT MARKET,2021-2031
FIGURE 2. METAVERSE IN ENTERTAINMENT MARKET,2021-2031
FIGURE 3. TOP INVESTMENT POCKETS, BY REGION
FIGURE 4. PORTER FIVE-1
FIGURE 5. PORTER FIVE-2
FIGURE 6. PORTER FIVE-3
FIGURE 7. PORTER FIVE-4
FIGURE 8. PORTER FIVE-5
FIGURE 9. METAVERSE IN ENTERTAINMENT MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
FIGURE 10. METAVERSE IN ENTERTAINMENT MARKET,BY COMPONENT,2021(%)
FIGURE 11. COMPARATIVE SHARE ANALYSIS OF HARDWARE METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF SOFTWARE METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 13. COMPARATIVE SHARE ANALYSIS OF SERVICE METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 14. METAVERSE IN ENTERTAINMENT MARKET,BY TECHNOLOGY,2021(%)
FIGURE 15. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF VIRTUAL REALITY AND AUGMENTED REALITY METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF MIXED REALITY METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF OTHERS METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 19. METAVERSE IN ENTERTAINMENT MARKET,BY APPLICATION,2021(%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF FILM PRODUCTION METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF MUSIC LABELS METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF OTT PLATFORMS METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 23. COMPARATIVE SHARE ANALYSIS OF TELEVISION BROADCASTERS METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF OTHERS METAVERSE IN ENTERTAINMENT MARKET, 2021 AND 2031(%)
FIGURE 25. METAVERSE IN ENTERTAINMENT MARKET BY REGION,2021
FIGURE 26. U.S. METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 27. CANADA METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 28. UK METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 29. GERMANY METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 30. FRANCE METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 31. ITALY METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 32. SPAIN METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 33. REST OF EUROPE METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 34. CHINA METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 35. JAPAN METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 36. INDIA METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 37. AUSTRALIA METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 38. SOUTH KOREA METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 39. REST OF ASIA-PACIFIC METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 40. LATIN AMERICA METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 41. MIDDLE EAST METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 42. AFRICA METAVERSE IN ENTERTAINMENT MARKET,2021-2031($MILLION)
FIGURE 43. TOP WINNING STRATEGIES, BY YEAR
FIGURE 44. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 45. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 46. PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 47. COMPETITIVE DASHBOARD
FIGURE 48. COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
FIGURE 49. TOP PLAYER POSITIONING, 2021
FIGURE 50. QUEPPELIN.: NET SALES ($MILLION)
FIGURE 51. META.: NET SALES ($MILLION)
FIGURE 52. EPIC GAMES, INC..: NET SALES ($MILLION)
FIGURE 53. ROBLOX CORPORATION.: NET SALES ($MILLION)
FIGURE 54. QUALCOMM TECHNOLOGIES, INC. .: NET SALES ($MILLION)
FIGURE 55. NIANTIC, INC..: NET SALES ($MILLION)
FIGURE 56. OVERACTIVE MEDIA GROUP.: NET SALES ($MILLION)
FIGURE 57. TENCENT.: NET SALES ($MILLION)
FIGURE 58. TETAVI.: NET SALES ($MILLION)
FIGURE 59. HUNGAMA DIGITAL MEDIA ENTERTAINMENT PVT. LTD..: NET SALES ($MILLION
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