This report describes the global market size of Metaverse Market from 2018 to 2021 and its CAGR from 2018 to 2021, and also forecasts its market size to the end of 2030 and its expected to grow with a CAGR of 42.5% from 2023 to 2030.
People engage with one another across various platforms in a 3D, immersive virtual world called the metaverse. Augmented reality and virtual reality are utilised to make the experience immersive. In the metaverse, which simulates the actual world, users can communicate with others and make virtual purchases using avatars.
Due to the COVID-19 pandemic and Russia-Ukraine War Influence, the global market for Metaverse Market estimated at US $ million in the year 2022, is projected to reach a revised size of US$ million by
2030, growing at a CAGR of 42.5% during the forecast period 2023-2030. North American market for Metaverse Market is estimated to increase from $million in 2022 to reach $ million by 2030, at a CAGR of
% during the forecast period of 2023 through 2030.
For geography segment, regional supply, demand, major players, price is presented from 2018 to 2030. This report cover following regions:
North America
Asia-Pacific
Europe
Middle East and Africa
South America
The key countries for each regions are also included such as United States, China, Japan, India, Korea, ASEAN, Germany, France, UK, Italy, Spain, CIS, and Brazil etc.
For competitor segment, the report include global key players of Metaverse Market as well as some small players. The information for each competitor include:
Company Profile
Main Business Information
SWOT Analysis
Sales Volume, Revenue, Price and Gross Margin
Market Share
By Product
Infrastructure
Chips & Processors
Network Capabilities
Cloud & Edge Infrastructure
Cybersecurity
Hardware
Holographic Displays
eXtended Reality (XR) Hardware
Haptic Sensors & Devices
Smart Glasses
Omni Treadmills
AR/VR Devices
Others
Software
Asset Creation Tools
Programming Engines
Virtual Platforms
Avatar Development
Services
User Experiences (Events, Gaming, etc.)
Asset Marketplaces
Financial Services
The hardware segment, which is further sub-segmented into displays, eXtended Reality (XR) components, and AR/VR headsets, accounted for USD 14.92 billion in 2022. Due to a growing focus among companies on creating products that provide a better user experience and enable more extended user immersion, the hardware segment is expected to account for the largest revenue share during the projected period.
Over the projection period, the software segment is expected to have significant growth as well. Virtual platforms are the construction and administration of integrated, often three-dimensional simulations, settings, and environments where people and enterprises can discover, create, socialise, and participate in a wide range of activities while still operating a business.
By Platform
Desktop
Mobile
Headsets
Platform-wise, the PC sector had the highest revenue share in 2022. Prior to the invention of smartphones and wireless networks, computers served as the main gateway to the metaverse. With the HTC Vive, Oculus Rift / Rift S, WMR headsets, and Valve Index, users can use the computer in virtual reality thanks to the virtual desktop programme. Users can play games, browse the web, and watch Netflix movies on a sizable virtual screen.
Virtual desktops are becoming more popular for usage with VR equipment. Access to the metaverse is now unmatched and almost constant thanks to smartphones and mobile networks.
By Technology
Blockchain
Virtual Reality (VR) & Augmented Reality (AR)
Mixed Reality (MR)
Others
Based on technology, the world market can be classified into three categories: blockchain, virtual reality and augmented reality, mixed reality, and others. In the other section, you'll find things like artificial intelligence (AI), IoT, 5G, 3D reconstruction, brain-computer interfaces, etc.
When humans may engage with the metaverse directly in a physical space, that situation is called mixed reality. Users can interact with the metaverse without a virtual reality headset. Users were simply able to utilise a keyboard to communicate with the metaverse, regardless of their level of immersion.
By Application
Gaming
Online Shopping
Content Creation & Social Media
Events & Conference
Digital Marketing (Advertising)
Testing and Inspection
Others
Due to major continuous innovations and advances by developers, as well as a growing focus on improving immersion and making games more realistic, the gaming segment had the top revenue share of 26.8% in 2022. Additionally, the growing emphasis placed by businesses on using games to enhance their brand is anticipated to spur revenue development.
Gaming, online shopping, content production & social media, events & conferences, content creation, digital marketing (advertising), testing & inspection, and others are the different application segments of the market.
By End Use
Aerospace & Defense
Education
Healthcare
Tourism and Hospitality
BFSI
Retail
Media & Entertainment
Automotive
Others
According to end-use, the BFSI sector is predicted to generate the most amount of revenue in 2022. Businesses are putting more of an emphasis on hosting virtual music concerts, and as more companies adopt this idea, it's likely to help this market's revenue growth.
Additionally, the digital twin technology is upending the entire product lifecycle management (PLM) in the industrial and automotive sectors, from designing to engineering to operations and servicing. Digital twins offer a big commercial opportunity by forecasting the future rather than analysing the manufacturing process's history.
By Region
North America
APAC
Europe
South America
Middle East & Africa
Due to the consumers and users who are adopting the new and more complex technology in the region, North America is likely to account for the greatest revenue share of 44.6% in 2022. Another factor anticipated to boost the regional market's revenue growth is the rising number of start-ups concentrating on the creation of metaverse platforms for commercialization.
Over the course of the projected period, the Asia Pacific area is anticipated to post a very significant CAGR. The expansion of the regional market is anticipated to be driven by an increasing number of start-ups and organisations, including The Sandbox (Hong Kong), Bolly Heroes (India), Axie Infinity (Singapore), NextMeet (India), GuildFi (Thailand), Shenzhen Zhongqingbaowang Interaction Network Co., Ltd. (ZQGame Global), and miHoYo Co., Ltd. in China. Users can engage in real-time, concurrent activities powered by their preferred third-party apps on these virtual metaverse markets and gaming platforms, which provide an immersive experience.
By Company
Meta Platforms, Inc.
Tencent Holdings Ltd.
ByteDance Ltd.
NetEase, Inc.
Nvidia Corporation
Epic Games, Inc.
Roblox Corporation
Unity Technologies, Inc.
Lilith Games
Nextech AR Solutions Corp.
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Base Year: 2022
Historical Data: from 2018 to 2021
Forecast Data: from 2023 to 2030
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