0
U.S. (TOLL FREE)
+1 (315) 215-3225
Automative

0
U.S. (TOLL FREE)
+1 (315) 215-3225
Global Metaverse in Media and Entertainment Market Research Report 2025
Published Date: March 2025
|
Report Code: QYRE-Auto-5J14909
Home | Market Reports | Online Communities| Virtual Worlds
Global Metaverse in Media and Entertainment Market Insights Forecast to 2029
BUY CHAPTERS

Global Metaverse in Media and Entertainment Market Research Report 2025

Code: QYRE-Auto-5J14909
Report
March 2025
Pages:81
QYResearch
Buy Now with 15% Discount
DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Metaverse in Media and Entertainment Market Size

The global market for Metaverse in Media and Entertainment was valued at US$ 268120 million in the year 2024 and is projected to reach a revised size of US$ 608430 million by 2031, growing at a CAGR of 12.6% during the forecast period.

Metaverse in Media and Entertainment Market

Metaverse in Media and Entertainment Market

North American market for Metaverse in Media and Entertainment is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Metaverse in Media and Entertainment is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The global market for Metaverse in Media and Entertainment in Film Production Companies is estimated to increase from $ million in 2024 to $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global companies of Metaverse in Media and Entertainment include Hungama Digital Media, Qualcomm, OverActive Media, Zilliqa, Gameon, Tetavi, Scuti, AdQuire Media, Atom Universe, Aomen City, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Metaverse in Media and Entertainment, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Metaverse in Media and Entertainment.
The Metaverse in Media and Entertainment market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Metaverse in Media and Entertainment market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Metaverse in Media and Entertainment companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation

Scope of Metaverse in Media and Entertainment Market Report

Report Metric Details
Report Name Metaverse in Media and Entertainment Market
Accounted market size in year US$ 268120 million
Forecasted market size in 2031 US$ 608430 million
CAGR 12.6%
Base Year year
Forecasted years 2025 - 2031
Segment by Type
Segment by Application
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)
By Company Hungama Digital Media, Qualcomm, OverActive Media, Zilliqa, Gameon, Tetavi, Scuti, AdQuire Media, Atom Universe, Aomen City, Gamefarm, Roblox
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
  • Chapter 3: Detailed analysis of Metaverse in Media and Entertainment company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
  • Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
  • Chapter 12: The main points and conclusions of the report.

FAQ for this report

How fast is Metaverse in Media and Entertainment Market growing?

Ans: The Metaverse in Media and Entertainment Market witnessing a CAGR of 12.6% during the forecast period 2025-2031.

What is the Metaverse in Media and Entertainment Market size in 2031?

Ans: The Metaverse in Media and Entertainment Market size in 2031 will be US$ 608430 million.

Who are the main players in the Metaverse in Media and Entertainment Market report?

Ans: The main players in the Metaverse in Media and Entertainment Market are Hungama Digital Media, Qualcomm, OverActive Media, Zilliqa, Gameon, Tetavi, Scuti, AdQuire Media, Atom Universe, Aomen City, Gamefarm, Roblox

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

Ans: The Applications covered in the Metaverse in Media and Entertainment Market report are Film Production Companies, OTT Platforms, Television Broadcasters, Others

What are the Type segmentation covered in the Metaverse in Media and Entertainment Market report?

Ans: The Types covered in the Metaverse in Media and Entertainment Market report are Cryptocurrency, Digital Asset, Non-Fungible Token(NFT)

Recommended Reports

Metaverse Ecosystem

Media & Entertainment

Metaverse Applications

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Metaverse in Media and Entertainment Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Cryptocurrency
1.2.3 Digital Asset
1.2.4 Non-Fungible Token(NFT)
1.3 Market by Application
1.3.1 Global Metaverse in Media and Entertainment Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Film Production Companies
1.3.3 OTT Platforms
1.3.4 Television Broadcasters
1.3.5 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Metaverse in Media and Entertainment Market Perspective (2020-2031)
2.2 Global Metaverse in Media and Entertainment Growth Trends by Region
2.2.1 Global Metaverse in Media and Entertainment Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Metaverse in Media and Entertainment Historic Market Size by Region (2020-2025)
2.2.3 Metaverse in Media and Entertainment Forecasted Market Size by Region (2026-2031)
2.3 Metaverse in Media and Entertainment Market Dynamics
2.3.1 Metaverse in Media and Entertainment Industry Trends
2.3.2 Metaverse in Media and Entertainment Market Drivers
2.3.3 Metaverse in Media and Entertainment Market Challenges
2.3.4 Metaverse in Media and Entertainment Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Metaverse in Media and Entertainment Players by Revenue
3.1.1 Global Top Metaverse in Media and Entertainment Players by Revenue (2020-2025)
3.1.2 Global Metaverse in Media and Entertainment Revenue Market Share by Players (2020-2025)
3.2 Global Metaverse in Media and Entertainment Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Metaverse in Media and Entertainment Revenue
3.4 Global Metaverse in Media and Entertainment Market Concentration Ratio
3.4.1 Global Metaverse in Media and Entertainment Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Metaverse in Media and Entertainment Revenue in 2024
3.5 Global Key Players of Metaverse in Media and Entertainment Head office and Area Served
3.6 Global Key Players of Metaverse in Media and Entertainment, Product and Application
3.7 Global Key Players of Metaverse in Media and Entertainment, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Metaverse in Media and Entertainment Breakdown Data by Type
4.1 Global Metaverse in Media and Entertainment Historic Market Size by Type (2020-2025)
4.2 Global Metaverse in Media and Entertainment Forecasted Market Size by Type (2026-2031)
5 Metaverse in Media and Entertainment Breakdown Data by Application
5.1 Global Metaverse in Media and Entertainment Historic Market Size by Application (2020-2025)
5.2 Global Metaverse in Media and Entertainment Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Metaverse in Media and Entertainment Market Size (2020-2031)
6.2 North America Metaverse in Media and Entertainment Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Metaverse in Media and Entertainment Market Size by Country (2020-2025)
6.4 North America Metaverse in Media and Entertainment Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Metaverse in Media and Entertainment Market Size (2020-2031)
7.2 Europe Metaverse in Media and Entertainment Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Metaverse in Media and Entertainment Market Size by Country (2020-2025)
7.4 Europe Metaverse in Media and Entertainment Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Metaverse in Media and Entertainment Market Size (2020-2031)
8.2 Asia-Pacific Metaverse in Media and Entertainment Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Metaverse in Media and Entertainment Market Size by Region (2020-2025)
8.4 Asia-Pacific Metaverse in Media and Entertainment Market Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Metaverse in Media and Entertainment Market Size (2020-2031)
9.2 Latin America Metaverse in Media and Entertainment Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Metaverse in Media and Entertainment Market Size by Country (2020-2025)
9.4 Latin America Metaverse in Media and Entertainment Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Metaverse in Media and Entertainment Market Size (2020-2031)
10.2 Middle East & Africa Metaverse in Media and Entertainment Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Metaverse in Media and Entertainment Market Size by Country (2020-2025)
10.4 Middle East & Africa Metaverse in Media and Entertainment Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Hungama Digital Media
11.1.1 Hungama Digital Media Company Details
11.1.2 Hungama Digital Media Business Overview
11.1.3 Hungama Digital Media Metaverse in Media and Entertainment Introduction
11.1.4 Hungama Digital Media Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.1.5 Hungama Digital Media Recent Development
11.2 Qualcomm
11.2.1 Qualcomm Company Details
11.2.2 Qualcomm Business Overview
11.2.3 Qualcomm Metaverse in Media and Entertainment Introduction
11.2.4 Qualcomm Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.2.5 Qualcomm Recent Development
11.3 OverActive Media
11.3.1 OverActive Media Company Details
11.3.2 OverActive Media Business Overview
11.3.3 OverActive Media Metaverse in Media and Entertainment Introduction
11.3.4 OverActive Media Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.3.5 OverActive Media Recent Development
11.4 Zilliqa
11.4.1 Zilliqa Company Details
11.4.2 Zilliqa Business Overview
11.4.3 Zilliqa Metaverse in Media and Entertainment Introduction
11.4.4 Zilliqa Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.4.5 Zilliqa Recent Development
11.5 Gameon
11.5.1 Gameon Company Details
11.5.2 Gameon Business Overview
11.5.3 Gameon Metaverse in Media and Entertainment Introduction
11.5.4 Gameon Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.5.5 Gameon Recent Development
11.6 Tetavi
11.6.1 Tetavi Company Details
11.6.2 Tetavi Business Overview
11.6.3 Tetavi Metaverse in Media and Entertainment Introduction
11.6.4 Tetavi Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.6.5 Tetavi Recent Development
11.7 Scuti
11.7.1 Scuti Company Details
11.7.2 Scuti Business Overview
11.7.3 Scuti Metaverse in Media and Entertainment Introduction
11.7.4 Scuti Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.7.5 Scuti Recent Development
11.8 AdQuire Media
11.8.1 AdQuire Media Company Details
11.8.2 AdQuire Media Business Overview
11.8.3 AdQuire Media Metaverse in Media and Entertainment Introduction
11.8.4 AdQuire Media Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.8.5 AdQuire Media Recent Development
11.9 Atom Universe
11.9.1 Atom Universe Company Details
11.9.2 Atom Universe Business Overview
11.9.3 Atom Universe Metaverse in Media and Entertainment Introduction
11.9.4 Atom Universe Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.9.5 Atom Universe Recent Development
11.10 Aomen City
11.10.1 Aomen City Company Details
11.10.2 Aomen City Business Overview
11.10.3 Aomen City Metaverse in Media and Entertainment Introduction
11.10.4 Aomen City Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.10.5 Aomen City Recent Development
11.11 Gamefarm
11.11.1 Gamefarm Company Details
11.11.2 Gamefarm Business Overview
11.11.3 Gamefarm Metaverse in Media and Entertainment Introduction
11.11.4 Gamefarm Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.11.5 Gamefarm Recent Development
11.12 Roblox
11.12.1 Roblox Company Details
11.12.2 Roblox Business Overview
11.12.3 Roblox Metaverse in Media and Entertainment Introduction
11.12.4 Roblox Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.12.5 Roblox Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
List of Tables
 Table 1. Global Metaverse in Media and Entertainment Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
 Table 2. Key Players of Cryptocurrency
 Table 3. Key Players of Digital Asset
 Table 4. Key Players of Non-Fungible Token(NFT)
 Table 5. Global Metaverse in Media and Entertainment Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
 Table 6. Global Metaverse in Media and Entertainment Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 7. Global Metaverse in Media and Entertainment Market Size by Region (2020-2025) & (US$ Million)
 Table 8. Global Metaverse in Media and Entertainment Market Share by Region (2020-2025)
 Table 9. Global Metaverse in Media and Entertainment Forecasted Market Size by Region (2026-2031) & (US$ Million)
 Table 10. Global Metaverse in Media and Entertainment Market Share by Region (2026-2031)
 Table 11. Metaverse in Media and Entertainment Market Trends
 Table 12. Metaverse in Media and Entertainment Market Drivers
 Table 13. Metaverse in Media and Entertainment Market Challenges
 Table 14. Metaverse in Media and Entertainment Market Restraints
 Table 15. Global Metaverse in Media and Entertainment Revenue by Players (2020-2025) & (US$ Million)
 Table 16. Global Metaverse in Media and Entertainment Market Share by Players (2020-2025)
 Table 17. Global Top Metaverse in Media and Entertainment Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Metaverse in Media and Entertainment as of 2024)
 Table 18. Ranking of Global Top Metaverse in Media and Entertainment Companies by Revenue (US$ Million) in 2024
 Table 19. Global 5 Largest Players Market Share by Metaverse in Media and Entertainment Revenue (CR5 and HHI) & (2020-2025)
 Table 20. Global Key Players of Metaverse in Media and Entertainment, Headquarters and Area Served
 Table 21. Global Key Players of Metaverse in Media and Entertainment, Product and Application
 Table 22. Global Key Players of Metaverse in Media and Entertainment, Date of Enter into This Industry
 Table 23. Mergers & Acquisitions, Expansion Plans
 Table 24. Global Metaverse in Media and Entertainment Market Size by Type (2020-2025) & (US$ Million)
 Table 25. Global Metaverse in Media and Entertainment Revenue Market Share by Type (2020-2025)
 Table 26. Global Metaverse in Media and Entertainment Forecasted Market Size by Type (2026-2031) & (US$ Million)
 Table 27. Global Metaverse in Media and Entertainment Revenue Market Share by Type (2026-2031)
 Table 28. Global Metaverse in Media and Entertainment Market Size by Application (2020-2025) & (US$ Million)
 Table 29. Global Metaverse in Media and Entertainment Revenue Market Share by Application (2020-2025)
 Table 30. Global Metaverse in Media and Entertainment Forecasted Market Size by Application (2026-2031) & (US$ Million)
 Table 31. Global Metaverse in Media and Entertainment Revenue Market Share by Application (2026-2031)
 Table 32. North America Metaverse in Media and Entertainment Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 33. North America Metaverse in Media and Entertainment Market Size by Country (2020-2025) & (US$ Million)
 Table 34. North America Metaverse in Media and Entertainment Market Size by Country (2026-2031) & (US$ Million)
 Table 35. Europe Metaverse in Media and Entertainment Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 36. Europe Metaverse in Media and Entertainment Market Size by Country (2020-2025) & (US$ Million)
 Table 37. Europe Metaverse in Media and Entertainment Market Size by Country (2026-2031) & (US$ Million)
 Table 38. Asia-Pacific Metaverse in Media and Entertainment Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 39. Asia-Pacific Metaverse in Media and Entertainment Market Size by Region (2020-2025) & (US$ Million)
 Table 40. Asia-Pacific Metaverse in Media and Entertainment Market Size by Region (2026-2031) & (US$ Million)
 Table 41. Latin America Metaverse in Media and Entertainment Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 42. Latin America Metaverse in Media and Entertainment Market Size by Country (2020-2025) & (US$ Million)
 Table 43. Latin America Metaverse in Media and Entertainment Market Size by Country (2026-2031) & (US$ Million)
 Table 44. Middle East & Africa Metaverse in Media and Entertainment Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 45. Middle East & Africa Metaverse in Media and Entertainment Market Size by Country (2020-2025) & (US$ Million)
 Table 46. Middle East & Africa Metaverse in Media and Entertainment Market Size by Country (2026-2031) & (US$ Million)
 Table 47. Hungama Digital Media Company Details
 Table 48. Hungama Digital Media Business Overview
 Table 49. Hungama Digital Media Metaverse in Media and Entertainment Product
 Table 50. Hungama Digital Media Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 51. Hungama Digital Media Recent Development
 Table 52. Qualcomm Company Details
 Table 53. Qualcomm Business Overview
 Table 54. Qualcomm Metaverse in Media and Entertainment Product
 Table 55. Qualcomm Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 56. Qualcomm Recent Development
 Table 57. OverActive Media Company Details
 Table 58. OverActive Media Business Overview
 Table 59. OverActive Media Metaverse in Media and Entertainment Product
 Table 60. OverActive Media Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 61. OverActive Media Recent Development
 Table 62. Zilliqa Company Details
 Table 63. Zilliqa Business Overview
 Table 64. Zilliqa Metaverse in Media and Entertainment Product
 Table 65. Zilliqa Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 66. Zilliqa Recent Development
 Table 67. Gameon Company Details
 Table 68. Gameon Business Overview
 Table 69. Gameon Metaverse in Media and Entertainment Product
 Table 70. Gameon Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 71. Gameon Recent Development
 Table 72. Tetavi Company Details
 Table 73. Tetavi Business Overview
 Table 74. Tetavi Metaverse in Media and Entertainment Product
 Table 75. Tetavi Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 76. Tetavi Recent Development
 Table 77. Scuti Company Details
 Table 78. Scuti Business Overview
 Table 79. Scuti Metaverse in Media and Entertainment Product
 Table 80. Scuti Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 81. Scuti Recent Development
 Table 82. AdQuire Media Company Details
 Table 83. AdQuire Media Business Overview
 Table 84. AdQuire Media Metaverse in Media and Entertainment Product
 Table 85. AdQuire Media Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 86. AdQuire Media Recent Development
 Table 87. Atom Universe Company Details
 Table 88. Atom Universe Business Overview
 Table 89. Atom Universe Metaverse in Media and Entertainment Product
 Table 90. Atom Universe Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 91. Atom Universe Recent Development
 Table 92. Aomen City Company Details
 Table 93. Aomen City Business Overview
 Table 94. Aomen City Metaverse in Media and Entertainment Product
 Table 95. Aomen City Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 96. Aomen City Recent Development
 Table 97. Gamefarm Company Details
 Table 98. Gamefarm Business Overview
 Table 99. Gamefarm Metaverse in Media and Entertainment Product
 Table 100. Gamefarm Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 101. Gamefarm Recent Development
 Table 102. Roblox Company Details
 Table 103. Roblox Business Overview
 Table 104. Roblox Metaverse in Media and Entertainment Product
 Table 105. Roblox Revenue in Metaverse in Media and Entertainment Business (2020-2025) & (US$ Million)
 Table 106. Roblox Recent Development
 Table 107. Research Programs/Design for This Report
 Table 108. Key Data Information from Secondary Sources
 Table 109. Key Data Information from Primary Sources
 Table 110. Authors List of This Report


List of Figures
 Figure 1. Metaverse in Media and Entertainment Picture
 Figure 2. Global Metaverse in Media and Entertainment Market Size Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Metaverse in Media and Entertainment Market Share by Type: 2024 VS 2031
 Figure 4. Cryptocurrency Features
 Figure 5. Digital Asset Features
 Figure 6. Non-Fungible Token(NFT) Features
 Figure 7. Global Metaverse in Media and Entertainment Market Size by Application (2020-2031) & (US$ Million)
 Figure 8. Global Metaverse in Media and Entertainment Market Share by Application: 2024 VS 2031
 Figure 9. Film Production Companies Case Studies
 Figure 10. OTT Platforms Case Studies
 Figure 11. Television Broadcasters Case Studies
 Figure 12. Others Case Studies
 Figure 13. Metaverse in Media and Entertainment Report Years Considered
 Figure 14. Global Metaverse in Media and Entertainment Market Size (US$ Million), Year-over-Year: 2020-2031
 Figure 15. Global Metaverse in Media and Entertainment Market Size, (US$ Million), 2020 VS 2024 VS 2031
 Figure 16. Global Metaverse in Media and Entertainment Market Share by Region: 2024 VS 2031
 Figure 17. Global Metaverse in Media and Entertainment Market Share by Players in 2024
 Figure 18. Global Top Metaverse in Media and Entertainment Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Metaverse in Media and Entertainment as of 2024)
 Figure 19. The Top 10 and 5 Players Market Share by Metaverse in Media and Entertainment Revenue in 2024
 Figure 20. North America Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 21. North America Metaverse in Media and Entertainment Market Share by Country (2020-2031)
 Figure 22. United States Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 23. Canada Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 24. Europe Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 25. Europe Metaverse in Media and Entertainment Market Share by Country (2020-2031)
 Figure 26. Germany Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 27. France Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 28. U.K. Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 29. Italy Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 30. Russia Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 31. Nordic Countries Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 32. Asia-Pacific Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 33. Asia-Pacific Metaverse in Media and Entertainment Market Share by Region (2020-2031)
 Figure 34. China Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 35. Japan Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 36. South Korea Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 37. Southeast Asia Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 38. India Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 39. Australia Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 40. Latin America Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 41. Latin America Metaverse in Media and Entertainment Market Share by Country (2020-2031)
 Figure 42. Mexico Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 43. Brazil Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 44. Middle East & Africa Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 45. Middle East & Africa Metaverse in Media and Entertainment Market Share by Country (2020-2031)
 Figure 46. Turkey Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 47. Saudi Arabia Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 48. UAE Metaverse in Media and Entertainment Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 49. Hungama Digital Media Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 50. Qualcomm Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 51. OverActive Media Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 52. Zilliqa Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 53. Gameon Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 54. Tetavi Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 55. Scuti Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 56. AdQuire Media Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 57. Atom Universe Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 58. Aomen City Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 59. Gamefarm Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 60. Roblox Revenue Growth Rate in Metaverse in Media and Entertainment Business (2020-2025)
 Figure 61. Bottom-up and Top-down Approaches for This Report
 Figure 62. Data Triangulation
 Figure 63. Key Executives Interviewed
SELECT A FORMAT
Added to Cart
Electronic (PDF)

$2900

This license allows only one user to access the PDF.
Electronic (PDF)

$4350

This license allows 1 - 5 user to access the PDF, license is suitable for small groups of 5 users working together
Electronic (PDF)

$5800

This license allows users/teams in a same Enterprise to use this report, various departments within an enterpise can use this report
Add to Cart
Buy Now (15% Discount)

OUR CUSTOMER

Seventh Sense AI

RELATED REPORTS

Global Metaverse Realistic Image Generation Platform Market Research Report 2025

120 Pages
Type: Report
Code: QYRE-Auto-24V19452
Fri Sep 05 00:00:00 UTC 2025

Add to Cart

Global Metaverse Interactive Experience Sales Market Report, Competitive Analysis and Regional Opportunities 2025-2031

120 Pages
Type: Report
Code: QYRE-Auto-26C14924
Fri Sep 05 00:00:00 UTC 2025

Add to Cart

Global Metaverse Rental Space Services Market Research Report 2025

120 Pages
Type: Report
Code: QYRE-Auto-18I19654
Thu Aug 07 00:00:00 UTC 2025

Add to Cart

Global Mirror Metaverse Platform Market Research Report 2025

120 Pages
Type: Report
Code: QYRE-Auto-31X19493
Tue Jul 08 00:00:00 UTC 2025

Add to Cart