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메타버스 (Metaverse) 시장조사 보고서

조사회사 : MarketsandMarkets (마켓츠앤마켓츠)   출판년월 : 2023년10월

Metaverse Market – Global Forecast to 2030

메타버스 (Metaverse) 시장 : 구성요소 [하드웨어(AR 디바이스, VR 디바이스, MR 디바이스), 소프트웨어, 전문 서비스], 수직(소비자, 상업, 산업 제조), 지역(북미, APAC, 유럽, MEA, 라틴 아메리카) – 2030 년까지의 세계 예측
Metaverse Market by Component (Hardware (AR Devices, VR Devices, MR Devices), Software, Professional Services), Vertical (Consumer, Commercial, Industrial Manufacturing), & Region(North America, APAC, Europe,MEA, Latin America) – Global Forecast to 2030

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구성 영문조사보고서
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    주문/문의    납기/라이센스안내

Report Overview

세계 메타버스 시장 규모는 2023년 동안 839억 달러, 2030년까지 1조 3,034억 달러에 이르며, 예측 기간 동안 연평균 성장률(CAGR) 48.0%로 성장할 것으로 예상됩니다.

주요 게재 내용

  • 시장 전망과 업계 동향
    • 시장역학
    • 사례 연구 분석
    • 공급망 분석
    • 생태계 분석
    • 기술 분석
    • 특허 분석
    • 파이브포스 분석
    • 가격 분석
    • 무역 분석
    • 법규제환경
    • 주요 이해관계자 및 구매 기준
    • 구매자에게 영향을 미치는 동향/디스럽션
    • 메타버스 시장: 비즈니스 모델 분석
    • 주요 회의 및 이벤트
  • 컴포넌트별 메타버스 시장
    • 하드웨어
      • 증강 현실(AR) 장치
      • 가상 현실(VR) 디바이스
      • 복합 현실(MR) 디바이스
      • 디스플레이
    • 소프트웨어
      • 익스텐디드 현실(XR) 소프트웨어
      • 게임 엔진
      • 3D 매핑, 3D 모델링, 3차원 재구성
      • 메타버스 플랫폼
      • 금융 플랫폼
      • 기타 소프트웨어
    • 전문 서비스
      • 앱 개발 및 시스템 통합
      • 전략 및 비즈니스 컨설팅 서비스
  • 수직별 메타버스 시장
    • 소비자
      • 게임 및 소셜 미디어
      • 라이브 엔터테인먼트 & 이벤트
    • 산업
      • 소매업 & 전자상거래
      • 교육 및 단체
      • 여행 및 관광
      • 부동산
    • 산업 생산
      • 디지털 공장(디지털 팩토리)
      • 디지털 트윈
      • 산업훈련
    • 건강 관리
  • 지역별 메타버스 시장
    • 북미
      • 미국
      • 캐나다
    • 유럽
      • 영국
      • 독일
      • 기타 유럽
    • 아시아 태평양 지역
      • 한국
      • 일본
      • 중국
      • 기타 아시아 태평양 지역
    • 중동 및 아프리카
    • 라틴 아메리카
  • 경쟁환경
    • 주요 플레이어 전략
    • 수익 분석
    • 주요 플레이어 시장 랭킹
    • 브랜드 비교/벤더 제품 상황
    • 세계 주요 시장 진출자의 스냅샷
    • 주요 플레이어의 기업 평가 매트릭스
    • 스타트업/중소기업의 기업평가 매트릭스
    • 경쟁 시나리오
  • 기업정보
  • 관련 시장
    • 게임의 메타버스 시장
    • 크로스 리얼리티(익텐티드 리얼리티/XR) 시장
  • 부록

Report Overview

The global metaverse market is expected to grow from 83.9 Billion in 2023 to USD 1,303.4 Billion by 2030 at a Compound Annual Growth Rate (CAGR) of 48.0% during the forecast period. The video game industry has played a significant role in developing the metaverse, as many online games and platforms offer immersive virtual worlds with user-generated content and economies. The metaverse has applications beyond entertainment, including education and collaboration. Virtual classrooms, conferences, and workspaces are becoming more prevalent.

메타버스 (Metaverse) 시장조사 보고서

“VR Devices segment to have largest market size during the forecast period.”

VR devices provide an environment with realistic images and sounds. Enterprises and consumers use VR devices for gaming, entertainment, and training applications in the enterprises and healthcare industries. This section explains different types of VR devices, including HMDs, projectors and display walls, and gesture-tracking devices, in detail. Some examples are Meta Quest 2, HTC Vive Cosmos, Oculus Rift S, HTC Vive Pro, and Varjo VR-3.

Use cases:
• Gaming and Entertainment: VR is well-known for its immersive gaming experiences, where users are fully engaged in virtual worlds, interact with objects, and participate in realistic gameplay.
• Training and Simulation: Businesses use VR for training simulations in aviation, medicine, military, and industrial sectors. Trainees can practice in safe and controlled virtual environments.
• Education and Learning: VR provides interactive educational experiences, from virtual field trips to complex scientific simulations, enhancing engagement and understanding.

“Consumer vertical to hold the largest market size during the forecast period.”

The consumer segment comprises gaming, social media, sports, live entertainment, concerts, and other events. Various entertainment applications include museums (archeology), theme parks, art galleries, and exhibitions. Metaverse and the extended reality technology offer remarkable visual effects when used in gaming and sports broadcasts. The gaming sector has been an early adopter of new 3D, VR, and MR technologies. These technologies can enhance players’ gaming experience by creating virtual objects and characters linked to defined locations in the real world. Players can easily interact with digital objects in the real world.

Metaverse is a concept that has gained significant attention and traction in recent years, especially in the consumer technology space. Here are some ways the metaverse is impacting consumers:
• AR and VR: Consumer adoption of VR and AR technologies is vital to the metaverse concept. VR headsets, like Oculus Rift and HTC Vive, and AR applications like Pokémon GO provide users with immersive experiences. These technologies can be used for gaming, social interactions, and even education, bridging the metaverse.
• Gaming and Entertainment: The gaming industry is at the forefront of metaverse development. Games like Fortnite, Roblox, and Minecraft are evolving into metaverse-like experiences where users can socialize, build, and engage in various activities within a shared virtual space. Users purchase virtual goods and assets; some even earn a living through in-game actions.
• Social Interaction: Social media platforms and communication tools are integrating metaverse elements. Facebook, for instance, rebranded itself as Meta, emphasizing its commitment to building the metaverse; this suggests that future social interactions may increasingly occur in virtual spaces, with avatars and digital environments.

“Metaverse market in Asia Pacific to grow at the highest CAGR during the forecast period.”

The metaverse market in the Asia Pacific will experience extensive growth opportunities due to high consumer spending, internet penetration, and the rising adoption of advanced technologies, such as XR, AI, and cloud. The presence of many display panel manufacturers in the region has increased demand for the latest display technologies, such as 3D and holographic displays.

Consumer electronics, retail, banking, financial services, and insurance (BFSI), healthcare, transportation, and sports and entertainment industries would contribute substantially to the market growth in the region. These industries offer significant growth potential for the market due to the increasing awareness among consumers and the rising adoption of new technologies in various sectors, especially in China, India, and South Korea. The expanding number of players in the region will drive the growth of the metaverse market in Asia Pacific. The thriving commercial and consumer demands are a key factor driving the development of the metaverse market in the region, as these markets are witnessing increased investments in countries such as Japan and China. The use of metaverse has increased in commercial and consumer markets in Asia Pacific owing to the region’s easy availability of metaverse technology. The low-priced VR headsets are readily available in countries of Asia Pacific; this, in turn, helps the market in the region to grow at a high pace.

Further, our team conducted in-depth interviews with the Chief Executive Officers (CEOs), Chief Marketing Officers (CMO), Chief Operating Officers (COOs), Chief Technology Officers (CTOs), Vice Presidents (VPs), Managing Directors (MDs), domain heads, technology and innovation directors, and related key executives from various prominent companies and organizations operating in the Metaverse market.

By Company – Tier 1–29%, Tier 2–45%, and Tier 3–26%
By Designation – C-Level Executives–30%, Director Level–25%, and Others–45%
By Region – North America–40%, Europe–30%, Asia Pacific–25%, RoW – 5%

Metaverse Market - Global Forecast to 2030 - region


The key players in the metaverse market are Microsoft (US), Sony (Japan), Meta (US), HTC (Taiwan), Google (US), Apple (US), Qualcomm (US), Samsung (South Korea), Activision Blizzard (US), NetEase (China), Electronic Arts (US), Take-Two (US), Tencent (China), Nexon (Japan), Epic Games (US), Unity (US), Valve (US), Accenture (Ireland), Adobe (US), HPE (US), Deloitte (UK), Tech Mahindra (India), Ansys (US), Autodesk (US), Intel (US), ByteDance (China), NVIDIA (US), Epson (Japan), Panasonic (Japan), EON Reality (US), Roblox (US), Lenovo (China), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (US), VR Chat (US), Decentraland (US), Sandbox VR (US), and Quidient (US). The study includes an in-depth competitive analysis of these key players in the Metaverse market with their company profiles, recent developments, and key market strategies.

Metaverse Market - Global Forecast to 2030 - ecosystem


Research Coverage

The research study covered inputs, insights, trends, and happenings from secondary sources, primary sources, stakeholders’ interviews, and surveys. Secondary sources include information from databases and repositories such as D&B Hoovers, Bloomberg, Factiva, and CoinDesk. We fetched primary data from supply-side industry experts who hold the chair of Chief Executive Officer (CEO), Chief Technological Officer (CTO), Chief Operating Officer (COO), Vice-President (VP) of IT, and Managing Director (MD), among others. A few of our critical primary respondents are Accenture, Cisco, and HCLTech, among others. We also reached out to a few startups during our primary interviews. Additionally, we have taken information and statistical and historical data from a few government associations, public sources, webinar and seminar transcripts, journals, conferences, and events.

Reasons to buy this report:

The report will help the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall metaverse market and the subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to position their businesses better and plan suitable go-to-market strategies. The report also helps stakeholders understand the market pulse and provides information on key market drivers, restraints, challenges, and opportunities. The report incorporates a critical section comprising the company profiles in the market, in which it has exhaustively evaluated the vendors in terms of product portfolio offerings and business strategies followed; this will give a holistic view of the current standing of the key players in the market and the ongoing developments encompassing partnerships, agreements, collaborations, mergers and acquisitions, joint ventures, new product or service launches, and business expansions. This evaluation will help the buyers understand how the major vendors are achieving service differentiation, and buyers can understand the need gap analysis for the existing services and new services needed to cater to these newly developed solutions for this market. The report can help the buyers understand significant benefits as well as driving factors that are becoming key growth drivers of the development of buyers in these services.

The report provides insights on the following pointers.

• Analysis of key drivers (increasing demand in the entertainment and gaming industry, virtualization in fashion, art, and retail sectors), restraints (high installation and maintenance costs of high-end metaverse components), opportunities (continuous development in 5G technology), and challenges (health and mental issues from excessive use) influencing the growth of the metaverse market
• Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the metaverse market
• Market Development: Comprehensive information about lucrative markets – the report analyses the metaverse market across varied regions.
• Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the metaverse market

Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players, like include Microsoft (US), Sony (Japan), Meta (US), HTC (Taiwan), Google (US), Apple (US), Qualcomm (US), Samsung (South Korea), Activision Blizzard (US), NetEase (China), Electronic Arts (US), Take-Two (US), Tencent (China), Nexon (Japan), Epic Games (US), Unity (US), Valve (US), Accenture (Ireland), Adobe (US), HPE (US), Deloitte (UK), Tech Mahindra (India), Ansys (US), Autodesk (US), Intel (US), ByteDance (China), NVIDIA (US), Epson (Japan), Panasonic (Japan), EON Reality (US), Roblox (US), Lenovo (China), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (US), VR Chat (US), Decentraland (US), Sandbox VR (US), and Quidient (US) in the metaverse market. The report also helps stakeholders understand the competitive analysis of these market players.

Table of Contents

1            INTRODUCTION            41

1.1         STUDY OBJECTIVES      41

1.2         MARKET DEFINITION   41

1.2.1      INCLUSIONS AND EXCLUSIONS 42

1.3         MARKET SCOPE             43

1.3.1      MARKET SEGMENTATION         43

1.3.2      REGIONS COVERED      44

1.4         YEARS CONSIDERED     44

1.5         CURRENCY CONSIDERED          45

TABLE 1             USD EXCHANGE RATES, 2018–2022         45

1.6         STAKEHOLDERS            45

1.7         SUMMARY OF CHANGES            46

2            RESEARCH METHODOLOGY     47

2.1         RESEARCH DATA           47

FIGURE 1           METAVERSE MARKET: RESEARCH DESIGN         48

2.1.1      SECONDARY DATA       48

TABLE 2             LIST OF KEY SECONDARY SOURCES      49

2.1.2      PRIMARY DATA 49

2.1.2.1   Breakup of primary profiles             50

2.1.2.2   Key industry insights          50

2.2         MARKET FORECAST: FACTOR IMPACT ANALYSIS           51

TABLE 3             FACTOR ANALYSIS        51

2.3         MARKET SIZE ESTIMATION       52

FIGURE 2           METAVERSE MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES   52

2.3.1      TOP-DOWN APPROACH             53

FIGURE 3           MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH       53

2.3.2      BOTTOM-UP APPROACH           53

FIGURE 4           MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH       54

FIGURE 5           METAVERSE MARKET: RESEARCH FLOW            54

2.3.3      MARKET ESTIMATION APPROACHES    54

2.3.3.1   Supply-side approach        54

FIGURE 6           MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS          55

FIGURE 7           SUPPLY-SIDE MARKET SIZE ESTIMATION: REVENUE OF VENDORS OFFERING METAVERSE HARDWARE, SOFTWARE, AND SERVICES              55

FIGURE 8           MARKET PROJECTIONS FROM SUPPLY SIDE      56

2.3.3.2   Demand-side approach      56

FIGURE 9           DEMAND-SIDE APPROACH: REVENUE GENERATED FROM DIFFERENT VERTICALS 56

FIGURE 10         MARKET PROJECTIONS FROM DEMAND-SIDE  57

2.4         DATA TRIANGULATION             57

FIGURE 11         METAVERSE MARKET: DATA TRIANGULATION 57

2.5         RECESSION IMPACT AND RESEARCH ASSUMPTIONS     58

2.5.1      RECESSION IMPACT      58

2.5.2      RESEARCH ASSUMPTIONS         59

2.6         LIMITATIONS AND RISK ASSESSMENT  60

3            EXECUTIVE SUMMARY 61

TABLE 4             METAVERSE MARKET SIZE AND GROWTH, 2018–2022 (USD MILLION, Y-O-Y)            62

TABLE 5             METAVERSE MARKET SIZE AND GROWTH, 2023–2030 (USD MILLION, Y-O-Y)            62

FIGURE 12         GLOBAL METAVERSE MARKET TO WITNESS SIGNIFICANT GROWTH          62

3.1         OVERVIEW OF IMPACT OF RECESSION ON METAVERSE MARKET              63

3.1.1      PRE-RECESSION SCENARIO       63

3.1.2      POST-RECESSION SCENARIO    63

FIGURE 13         NORTH AMERICA TO ACCOUNT FOR LARGEST SHARE IN 2023              64

FIGURE 14         FASTEST-GROWING SEGMENTS OF METAVERSE MARKET              65

4            PREMIUM INSIGHTS      67

4.1         ATTRACTIVE MARKET OPPORTUNITIES IN METAVERSE MARKET              67

FIGURE 15         XR-BASED TECHNOLOGICAL TRANSFORMATIONS IN SOCIAL NETWORKING, ONLINE VIDEO GAMING, AND LIVE ENTERTAINMENT TO DRIVE METAVERSE MARKET GROWTH 67

4.2         METAVERSE MARKET, BY COMPONENT             67

FIGURE 16         METAVERSE SOFTWARE TO BE DOMINANT MARKET IN 2023 AND 2030           67

4.2.1      METAVERSE HARDWARE MARKET, BY TYPE      68

FIGURE 17         VR DEVICES TO ACCOUNT FOR LARGEST METAVERSE HARDWARE MARKET SHARE IN 2023 AND 2030  68

4.2.2      METAVERSE SOFTWARE MARKET, BY TYPE       68

FIGURE 18         EXTENDED REALITY SOFTWARE TO BE LARGEST SOFTWARE MARKET IN 2023 AND 2030         68

4.3         METAVERSE MARKET, BY VERTICAL     68

FIGURE 19         CONSUMER VERTICAL TO ACCOUNT FOR LARGEST MARKET SHARE IN 2023 AND 2030            68

4.4         METAVERSE MARKET REGIONAL SCENARIO     69

FIGURE 20         ASIA PACIFIC TO EMERGE AS BEST MARKET FOR INVESTMENTS IN  NEXT SEVEN YEARS 69

5            MARKET OVERVIEW AND INDUSTRY TRENDS   70

5.1         INTRODUCTION            70

5.2         MARKET DYNAMICS     70

FIGURE 21         MARKET DYNAMICS: METAVERSE MARKET       70

5.2.1      DRIVERS            71

5.2.1.1   Increase in demand from entertainment and gaming industries  71

FIGURE 22         NUMBER OF MOBILEAR ACTIVE USER DEVICES WORLDWIDE  FROM 2019 TO 2024 (BILLION)  71

5.2.1.2   Emerging opportunities from adjacent markets            72

TABLE 6             MARKET SIZE AND GROWTH RATES OF ADJACENT MARKETS              72

FIGURE 23         EVOLUTION OF METAVERSE    72

5.2.1.3   Virtualization in fashion, art, and retail industries        72

5.2.1.4   Surge in deployment in education sector and industrial training 73

5.2.1.5   Increase in adoption of metaverse in healthcare sector 73

5.2.1.6   Availability of affordable hardware   74

5.2.1.7   Increase in ‘zoom fatigue’ resulting in rise in adoption of metaverse technologies              74

5.2.2      RESTRAINTS     75

5.2.2.1   High installation and maintenance costs of high-end metaverse components              75

5.2.2.2   Regulations pertaining to cybersecurity, privacy, and usage standards      76

5.2.3      OPPORTUNITIES           76

5.2.3.1   Incorporation of metaverse and adjacent technologies in aerospace & defense sector     76

5.2.3.2   Continuous developments in 5G technology  77

FIGURE 24         5G USERS SPEND MORE TIME IN METAVERSE (HOURS/WEEK)              77

5.2.3.3   Emergence of virtual experiences in corporate and hospitality sectors      77

5.2.4      CHALLENGES   78

5.2.4.1   Local government restrictions coupled with environmental impact           78

5.2.4.2   Health and mental issues from excessive use  78

5.3         CASE STUDY ANALYSIS 79

5.3.1      REZZIL DEPLOYED RIGOROUS TRAINING ASSISTANCE FOR PROFESSIONAL ATHLETES TO PARTICIPATE IN WITHOUT PHYSICAL STRAIN              79

5.3.2      SAMSUNG CREATED VIRTUAL STORE IN NEW YORK VIA DECENTRALAND           79

5.3.3      UNITY HELPED HYUNDAI WITH META-FACTORY SETUP           80

5.3.4      H&M LAUNCHED VIRTUAL STORE, ENTERING FASHION SPACE OF METAVERSE     80

5.3.5      TANISHQ ENTERED JEWELRY RETAIL SPACE OF METAVERSE    81

5.3.6      TECH MAHINDRA AIMED TO LEVERAGE METAVERSE CAPABILITIES FOR AUTOMOTIVE INDUSTRY  81

5.3.7      STANFORD ENTERED METAVERSE TO MAKE VIRTUAL INTERACTION ENGAGING       81

5.3.8      GUANAJUATO INTERNATIONAL FILM FESTIVAL WENT VIRTUAL DURING PANDEMIC      82

5.3.9      VIRTUAL 3D RETAIL CPG STORE INTRODUCED              82

5.3.10    KALEIDOSCOPE INNOVATION PLATFORMED VIRTUAL ENVIRONMENT OF CANON MEDICAL   82

5.3.11    AWS AIMED TO HELP VOLKSWAGEN GROUP SPEED UP PREPARING 3D DATA AND REMOTE RENDERING PROCESS       83

5.3.12    MICROSOFT OFFERED TIME-EFFICIENT AIRPLANE WIRING APPROACH TO BOEING             83

5.3.13    AMD USED MAP BUILDING TO ELEVATE FORTNITE GAMING EXPERIENCE     84

5.3.14    ZEPETO CREATED SEAMLESS INTEGRATION OF VIRTUAL EXPERIENCES AND FASHION USING METAVERSE           84

5.4         SUPPLY CHAIN ANALYSIS          84

FIGURE 25         METAVERSE MARKET: SUPPLY CHAIN  86

5.5         ECOSYSTEM ANALYSIS 86

FIGURE 26         METAVERSE MARKET: ECOSYSTEM       87

TABLE 7             METAVERSE MARKET: COMPANIES AND THEIR ROLE IN ECOSYSTEM     87

5.6         TECHNOLOGICAL ANALYSIS    89

5.6.1      TECHNOLOGY STACK  89

FIGURE 27         METAVERSE MARKET: TECHNOLOGIES 89

5.6.2      INFRASTRUCTURE LEVEL          89

5.6.2.1   5G network          89

5.6.2.2   Internet of things 90

5.6.2.3   Cloud and edge computing 90

5.6.3      DESIGN AND DEVELOPMENT LEVEL     90

5.6.3.1   Blockchain           90

5.6.3.2   3D modeling and real-time rendering            91

5.6.3.3   Artificial intelligence, natural language processing, and computer vision  91

5.6.4      HUMAN INTERACTION LEVEL  91

5.6.4.1   Virtual reality      91

5.6.4.2   Augmented reality             92

5.6.4.2.1 Mobile augmented reality  92

TABLE 8             USE CASES OF MOBILEAR          92

5.6.4.2.2 Monitor-based AR technology         93

5.6.4.2.3 Near-eye-based AR technology        93

5.6.4.2.4 WebAR  94

TABLE 9             USE CASES OF WEBAR   94

5.6.4.3   Mixed reality       94

5.7         PATENT ANALYSIS        95

FIGURE 28         NUMBER OF PATENTS GRANTED, 2012–2022      95

FIGURE 29         TOP FIVE GLOBAL PATENT OWNERS    95

TABLE 10           US: TOP TEN PATENT OWNERS 95

TABLE 11           KEY PATENTS IN METAVERSE MARKET 96

5.8         PORTER’S FIVE FORCES MODEL             98

FIGURE 30         METAVERSE MARKET: PORTER’S FIVE FORCES ANALYSIS              98

TABLE 12           METAVERSE MARKET: PORTER’S FIVE FORCES ANALYSIS              98

5.8.1      THREAT FROM NEW ENTRANTS             99

5.8.2      THREAT FROM SUBSTITUTES   99

5.8.3      BARGAINING POWER OF SUPPLIERS     99

5.8.4      BARGAINING POWER OF BUYERS           100

5.8.5      INTENSITY OF COMPETITIVE RIVALRY 100

5.9         PRICING ANALYSIS        100

5.9.1      AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY HARDWARE              100

TABLE 13           AVERAGE SELLING PRICE OF METAVERSE HEADSETS OFFERED BY KEY PLAYERS        101

FIGURE 31         AVERAGE SELLING PRICE OF METAVERSE MR HEADSETS OFFERED  BY KEY PLAYERS (USD)        101

5.9.2      AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY SOFTWARE              102

TABLE 14           AVERAGE SELLING PRICE TREND OF SDKS OFFERED BY KEY PLAYERS           102

TABLE 15           AVERAGE SELLING PRICE TREND OF METAVERSE SOFTWARE OFFERED BY KEY PLAYERS        103

5.9.3      AVERAGE SELLING PRICE TREND OF HARDWARE, BY REGION  104

FIGURE 32         AVERAGE SELLING PRICE TREND OF MR DEVICES, BY REGION              104

5.10       TRADE ANALYSIS          104

5.10.1    IMPORT SCENARIO       104

TABLE 16           IMPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)              105

5.10.2    EXPORT SCENARIO       105

TABLE 17           EXPORT DATA, BY COUNTRY, 2017–2021 (USD MILLION)              105

5.11       REGULATORY LANDSCAPE       106

5.11.1    REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS          106

TABLE 18           NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS         106

TABLE 19           EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS         107

TABLE 20           ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS         109

TABLE 21           ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND  OTHER ORGANIZATIONS      110

5.11.2    REGULATORY IMPLICATIONS AND INDUSTRY STANDARDS      111

5.12       KEY STAKEHOLDERS AND BUYING CRITERIA    113

5.12.1    KEY STAKEHOLDERS IN BUYING PROCESS         113

FIGURE 33         INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR  END-USE VERTICALS  113

TABLE 22           INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR MAJOR END-USE  VERTICALS  113

5.12.2    BUYING CRITERIA         114

FIGURE 34         KEY BUYING CRITERIA FOR MAJOR END-USE VERTICALS              114

TABLE 23           KEY BUYING CRITERIA FOR MAJOR END-USE VERTICALS              114

5.13       TRENDS/DISRUPTIONS IMPACTING BUYERS    114

FIGURE 35         METAVERSE MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS              114

5.14       METAVERSE MARKET: BUSINESS MODEL ANALYSIS       115

FIGURE 36         METAVERSE MARKET: BUSINESS MODELS         115

5.14.1    BUSINESS MODEL FOR HARDWARE VENDORS  116

5.14.2    BUSINESS MODEL FOR SOFTWARE VENDORS   116

5.14.3    BUSINESS MODEL FOR SERVICE VENDORS        116

5.14.4    REVENUE GENERATION MODELS          117

5.14.5    PARTNERSHIPS & ECOSYSTEM 117

5.15       KEY CONFERENCES AND EVENTS          117

TABLE 24           METAVERSE MARKET: DETAILED LIST OF CONFERENCES AND EVENTS, 2023–2024        117

5.16       POTENTIAL OUTLOOK OF METAVERSE INDUSTRY BEYOND 2030              119

TABLE 25           METAVERSE MARKET SCENARIO           119

TABLE 26           METAVERSE TECHNOLOGY FUTURE ROADMAP            120

FIGURE 37         NUMBER OF GAMERS IN METAVERSE, 2020–2030 (BILLION)              121

TABLE 27           IMPACT OF WEB 2.0 AND 3.0      121

6            METAVERSE MARKET, BY COMPONENT             123

6.1         INTRODUCTION            124

FIGURE 38         SOFTWARE SEGMENT TO ACCOUNT FOR LARGEST MARKET SIZE DURING FORECAST PERIOD           124

TABLE 28           METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)          124

TABLE 29           METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION)          125

6.2         HARDWARE      125

6.2.1      HARDWARE INNOVATION TO BE SIGNIFICANT IN SHAPING HOW PEOPLE ENGAGE WITH VIRTUAL WORLDS AND DIGITAL CONTENT     125

6.2.2      HARDWARE: METAVERSE MARKET DRIVERS     126

FIGURE 39         VR DEVICES TO BE LARGEST HARDWARE MARKET FOR METAVERSE DURING FORECAST PERIOD          126

TABLE 30           METAVERSE HARDWARE MARKET, BY REGION, 2018–2022 (USD MILLION)          127

TABLE 31           METAVERSE HARDWARE MARKET, BY REGION, 2023–2030 (USD MILLION)          127

TABLE 32           METAVERSE HARDWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)          127

TABLE 33           METAVERSE HARDWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)          128

6.2.3      AR DEVICES      128

TABLE 34           AR DEVICES IN METAVERSE MARKET, BY REGION, 2018–2022 (USD MILLION) 129

TABLE 35           AR DEVICES IN METAVERSE MARKET, BY REGION, 2023–2030 (USD MILLION) 129

6.2.3.1   AR Head-Mounted Displays (HMD)             129

6.2.3.1.1 AR smart glasses  130

6.2.3.1.2 Smart helmets      130

6.2.3.2   AR Head-up Displays (HUD)          131

6.2.4      VR DEVICES      131

TABLE 36           VR DEVICES IN METAVERSE MARKET, BY REGION, 2018–2022 (USD MILLION) 132

TABLE 37           VR DEVICES IN METAVERSE MARKET, BY REGION, 2023–2030 (USD MILLION) 132

6.2.4.1   VR Head-mounted Display (HMD) 133

6.2.4.2   Gesture-tracking devices & haptics  133

6.2.4.2.1 Data gloves/haptics           134

6.2.4.2.2 Other gesture-tracking devices        134

6.2.5      MR DEVICES     134

TABLE 38           MR DEVICES IN METAVERSE MARKET, BY REGION, 2018–2022 (USD MILLION) 135

TABLE 39           MR DEVICES IN METAVERSE MARKET, BY REGION, 2023–2030 (USD MILLION) 135

6.2.6      DISPLAYS          136

TABLE 40           DISPLAYS IN METAVERSE MARKET, BY REGION, 2018–2022 (USD MILLION) 136

TABLE 41           DISPLAYS IN METAVERSE MARKET, BY REGION, 2023–2030 (USD MILLION) 136

6.2.6.1   3D displays          136

6.2.6.2   Holographic displays         136

6.2.6.3   Virtual mirrors     137

6.3         SOFTWARE       137

6.3.1      TOOLS TO DESIGN, CREATE, AND TEST AR, VR, AND MR EXPERIENCES              137

6.3.2      SOFTWARE: METAVERSE MARKET DRIVERS      138

FIGURE 40         EXTENDED REALITY SOFTWARE TO BE LARGEST SOFTWARE MARKET DURING FORECAST PERIOD   138

TABLE 42           METAVERSE SOFTWARE MARKET, BY REGION, 2018–2022 (USD MILLION)          139

TABLE 43           METAVERSE SOFTWARE MARKET, BY REGION, 2023–2030 (USD MILLION)          139

TABLE 44           METAVERSE SOFTWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)          139

TABLE 45           METAVERSE SOFTWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)          140

6.3.3      EXTENDED REALITY SOFTWARE            140

TABLE 46           EXTENDED REALITY SOFTWARE IN METAVERSE MARKET, BY REGION,  2018–2022 (USD MILLION)     140

TABLE 47           EXTENDED REALITY SOFTWARE IN METAVERSE MARKET, BY REGION,  2023–2030 (USD MILLION)     141

6.3.3.1   Software Development Kits             141

6.3.3.1.1 Case study: TendAR used ARcore SDK for behavioral data reading         141

6.3.3.2   Cloud-based Services         142

6.3.3.2.1 Case study: VR Group boosted cloud application performance and reduced costs              142

6.3.4      GAMING ENGINES         143

TABLE 48           GAMING ENGINES IN METAVERSE MARKET, BY REGION, 2018–2022 (USD MILLION)     143

TABLE 49           GAMING ENGINES IN METAVERSE MARKET, BY REGION, 2023–2030 (USD MILLION)     143

6.3.5      3D MAPPING, MODELING, AND RECONSTRUCTION      144

TABLE 50           3D MAPPING, MODELING, AND RECONSTRUCTION IN METAVERSE MARKET,  BY REGION, 2018–2022 (USD MILLION) 144

TABLE 51           3D MAPPING, MODELING, AND RECONSTRUCTION IN METAVERSE MARKET,  BY REGION, 2023–2030 (USD MILLION) 144

6.3.5.1   Volumetric video 144

6.3.6      METAVERSE PLATFORMS          145

TABLE 52           METAVERSE PLATFORMS MARKET, BY REGION, 2018–2022 (USD MILLION) 146

TABLE 53           METAVERSE PLATFORMS MARKET, BY REGION, 2023–2030 (USD MILLION) 146

6.3.6.1   Centralized metaverse platforms      146

6.3.6.2   Decentralized metaverse platforms  146

6.3.7      FINANCIAL PLATFORMS            147

TABLE 54           FINANCIAL PLATFORMS IN METAVERSE MARKET, BY REGION, 2018–2022 (USD MILLION)          148

TABLE 55           FINANCIAL PLATFORMS IN METAVERSE MARKET, BY REGION, 2023–2030 (USD MILLION)          148

6.3.7.1   Traditional finance in metaverse      148

6.3.7.1.1 Digital payment gateways  148

6.3.7.1.2 Central bank digital currency (CBDC)           148

6.3.7.2   Decentralized finance in metaverse 149

6.3.7.2.1 Cryptocurrency   149

6.3.7.2.2 In-game tokens    149

6.3.7.2.3 Non-fungible tokens          149

6.3.8      OTHER SOFTWARE       150

TABLE 56           OTHER METAVERSE SOFTWARE MARKET, BY REGION, 2018–2022 (USD MILLION)     150

TABLE 57           OTHER METAVERSE SOFTWARE MARKET, BY REGION, 2023–2030 (USD MILLION)     150

6.4         PROFESSIONAL SERVICES          151

6.4.1      DELIVERING VARIOUS SPECIALIZED EXPERTISE AND SOLUTIONS WITHIN VIRTUAL ENVIRONMENTS       151

6.4.2      PROFESSIONAL SERVICES: METAVERSE MARKET DRIVERS         151

FIGURE 41         STRATEGY & BUSINESS CONSULTING SERVICES TO BE LARGER PROFESSIONAL SERVICES SEGMENT DURING FORECAST PERIOD              151

TABLE 58           METAVERSE PROFESSIONAL SERVICES MARKET, BY REGION, 2018–2022 (USD MILLION)          151

TABLE 59           METAVERSE PROFESSIONAL SERVICES MARKET, BY REGION, 2023–2030 (USD MILLION)          152

TABLE 60           METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2018–2022 (USD MILLION)          152

TABLE 61           METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)          152

6.4.3      APPLICATION DEVELOPMENT & SYSTEM INTEGRATION           152

TABLE 62           APPLICATION DEVELOPMENT & SYSTEM INTEGRATION IN METAVERSE MARKET,  BY REGION, 2018–2022 (USD MILLION) 153

TABLE 63           APPLICATION DEVELOPMENT & SYSTEM INTEGRATION IN METAVERSE MARKET,  BY REGION, 2023–2030 (USD MILLION) 153

6.4.4      STRATEGY & BUSINESS CONSULTING SERVICES             153

TABLE 64           STRATEGY & BUSINESS CONSULTING SERVICES IN METAVERSE MARKET, BY REGION, 2018–2022 (USD MILLION)    154

TABLE 65           STRATEGY & BUSINESS CONSULTING SERVICES IN METAVERSE MARKET, BY REGION, 2023–2030 (USD MILLION)    154

7            METAVERSE MARKET, BY VERTICAL     155

7.1         INTRODUCTION            156

FIGURE 42         CONSUMER VERTICAL TO BE DOMINANT DURING FORECAST PERIOD              156

TABLE 66           METAVERSE MARKET, BY VERTICAL, 2018–2022 (USD MILLION)              156

TABLE 67           METAVERSE MARKET, BY VERTICAL, 2023–2030 (USD MILLION)              157

7.2         CONSUMER       157

7.2.1      GAMERS: EARLY ADOPTERS OF METAVERSE TECHNOLOGIES WITH NEW DIMENSIONS OF GAMEPLAY, SOCIAL INTERACTION, AND EXPLORATION              157

7.2.2      CONSUMER VERTICAL: METAVERSE MARKET DRIVERS 157

TABLE 68           METAVERSE MARKET IN CONSUMER VERTICAL, BY REGION, 2018–2022 (USD MILLION)          158

TABLE 69           METAVERSE MARKET IN CONSUMER VERTICAL, BY REGION, 2023–2030 (USD MILLION)          158

TABLE 70           METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)        158

TABLE 71           METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)        159

7.2.3      GAMING & SOCIAL MEDIA         159

TABLE 72           METAVERSE MARKET IN GAMING & SOCIAL MEDIA, BY REGION,  2018–2022 (USD MILLION)     159

TABLE 73           METAVERSE MARKET IN GAMING & SOCIAL MEDIA, BY REGION,  2023–2030 (USD MILLION)     159

7.2.3.1   Gaming 160

7.2.3.1.1 Gaming: Metaverse use cases           160

TABLE 74           GAMING: METAVERSE USE CASES          160

7.2.3.2   Social media        161

7.2.4      LIVE ENTERTAINMENT & EVENTS         161

TABLE 75           METAVERSE MARKET IN LIVE ENTERTAINMENT & EVENTS, BY REGION,  2018–2022 (USD MILLION)     162

TABLE 76           METAVERSE MARKET IN LIVE ENTERTAINMENT & EVENTS, BY REGION,  2023–2030 (USD MILLION)     162

7.2.4.1   Sports    162

7.2.4.2   Music concerts     163

7.2.4.3   Other events & conferences             163

7.2.4.4   Live entertainment & events: Metaverse use cases       164

TABLE 77           LIVE ENTERTAINMENT & EVENTS: METAVERSE USE CASES              164

7.3         COMMERCIAL  165

7.3.1      COMMERCIAL INTERESTS INSTRUMENTAL IN ADVANCING METAVERSE’S DEVELOPMENT 165

7.3.2      COMMERCIAL VERTICAL: METAVERSE MARKET DRIVERS          165

TABLE 78           METAVERSE MARKET IN COMMERCIAL VERTICAL, BY REGION,  2018–2022 (USD MILLION)          166

TABLE 79           METAVERSE MARKET IN COMMERCIAL VERTICAL, BY REGION,  2023–2030 (USD MILLION)          166

TABLE 80           METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)        166

TABLE 81           METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)        167

7.3.3      RETAIL & ECOMMERCE 167

TABLE 82           METAVERSE MARKET IN RETAIL & ECOMMERCE VERTICAL, BY REGION,  2018–2022 (USD MILLION)     168

TABLE 83           METAVERSE MARKET IN RETAIL & ECOMMERCE VERTICAL, BY REGION,  2023–2030 (USD MILLION)     168

7.3.3.1   Jewelry & luxury goods       168

7.3.3.2   Beauty and cosmetics         169

7.3.3.3   Apparel fitting     169

7.3.3.4   Home furnishing  169

7.3.3.5   Virtual shopping  169

7.3.3.6   Retail & eCommerce: Metaverse use cases     170

TABLE 84           RETAIL & ECOMMERCE: METAVERSE USE CASES            170

7.3.4      EDUCATION & CORPORATE      170

TABLE 85           METAVERSE MARKET IN EDUCATION & CORPORATE VERTICAL, BY REGION,  2018–2022 (USD MILLION)       171

TABLE 86           METAVERSE MARKET IN EDUCATION & CORPORATE VERTICAL, BY REGION,  2023–2030 (USD MILLION)       171

7.3.4.1   Education & corporate: Metaverse use cases  172

TABLE 87           EDUCATION & CORPORATE: METAVERSE USE CASES    172

7.3.5      TRAVEL & TOURISM      172

TABLE 88           METAVERSE MARKET IN TRAVEL & TOURISM VERTICAL, BY REGION,  2018–2022 (USD MILLION)     173

TABLE 89           METAVERSE MARKET IN TRAVEL & TOURISM VERTICAL, BY REGION,  2023–2030 (USD MILLION)     173

7.3.5.1   Virtual hotel tours              173

7.3.5.2   Virtual theme parks           174

7.3.5.3   Museums, zoos, and aquariums        174

7.3.5.4   Travel & tourism: Metaverse use cases           174

TABLE 90           TRAVEL & TOURISM: METAVERSE USE CASES   174

7.3.6      REAL ESTATE   175

TABLE 91           METAVERSE MARKET IN REAL ESTATE VERTICAL, BY REGION, 2018–2022 (USD MILLION)          175

TABLE 92           METAVERSE MARKET IN REAL ESTATE VERTICAL, BY REGION, 2023–2030 (USD MILLION)          175

7.3.6.1   Virtual property & real estate           176

7.3.6.2   Real estate: Metaverse use cases       176

TABLE 93           REAL ESTATE: METAVERSE USE CASES 176

7.4         INDUSTRIAL MANUFACTURING             176

7.4.1      ENGINEERS AND DESIGNERS IN VIRTUAL ENVIRONMENTS CREATE AND OPTIMIZE PRODUCT DESIGNS      176

TABLE 94           METAVERSE MARKET IN INDUSTRIAL MANUFACTURING VERTICAL, BY REGION,  2018–2022 (USD MILLION)       177

TABLE 95           METAVERSE MARKET IN INDUSTRIAL MANUFACTURING VERTICAL, BY REGION,  2023–2030 (USD MILLION)       177

7.4.2      DIGITAL FACTORY        177

7.4.3      DIGITAL TWINS             178

7.4.4      INDUSTRIAL TRAINING 178

7.4.5      INDUSTRIAL MANUFACTURING: METAVERSE USE CASES           178

TABLE 96           INDUSTRIAL MANUFACTURING: METAVERSE USE CASES              178

7.5         HEALTHCARE  179

7.5.1      INCREASE IN DEMAND FOR VIRTUAL THERAPY AND MENTAL HEALTH SERVICES WITH SAFETY AND PRIVACY ENSURED           179

TABLE 97           METAVERSE MARKET IN HEALTHCARE VERTICAL, BY REGION, 2018–2022 (USD MILLION)          180

TABLE 98           METAVERSE MARKET IN HEALTHCARE VERTICAL, BY REGION, 2023–2030 (USD MILLION)          180

7.5.2      DIAGNOSTICS & TREATMENT  180

7.5.3      AR/VR BASED TRAINING            181

7.5.4      HEALTHCARE: METAVERSE USE CASES 181

TABLE 99           HEALTHCARE: METAVERSE USE CASES 181

7.6         OTHER VERTICALS       182

TABLE 100         METAVERSE MARKET IN OTHER VERTICALS, BY REGION, 2018–2022 (USD MILLION)     182

TABLE 101         METAVERSE MARKET IN OTHER VERTICALS, BY REGION, 2023–2030 (USD MILLION)     183

7.6.1      OTHER VERTICALS: METAVERSE USE CASES     183

TABLE 102         OTHER VERTICALS: METAVERSE USE CASES     183

8            METAVERSE MARKET, BY REGION         184

8.1         INTRODUCTION            185

FIGURE 43         ASIA PACIFIC TO GROW AT HIGHEST GROWTH RATE DURING  FORECAST PERIOD       185

TABLE 103         METAVERSE MARKET, BY REGION, 2018–2022 (USD MILLION)              185

TABLE 104         METAVERSE MARKET, BY REGION, 2023–2030 (USD MILLION)              186

8.2         NORTH AMERICA          186

8.2.1      NORTH AMERICA: METAVERSE MARKET DRIVERS         186

8.2.2      NORTH AMERICA: RECESSION IMPACT 187

8.2.3      NORTH AMERICA: REGULATIONS          188

TABLE 105         NORTH AMERICA: REGULATIONS          188

FIGURE 44         NORTH AMERICA: MARKET SNAPSHOT 188

TABLE 106         NORTH AMERICA: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)          189

TABLE 107         NORTH AMERICA: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION)          189

TABLE 108         NORTH AMERICA: METAVERSE HARDWARE MARKET, BY TYPE,  2018–2022 (USD MILLION)          189

TABLE 109         NORTH AMERICA: METAVERSE HARDWARE MARKET, BY TYPE,  2023–2030 (USD MILLION)          189

TABLE 110         NORTH AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)          190

TABLE 111         NORTH AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)          190

TABLE 112         NORTH AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE,  2018–2022 (USD MILLION) 190

TABLE 113         NORTH AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)    191

TABLE 114         NORTH AMERICA: METAVERSE MARKET, BY VERTICAL, 2018–2022 (USD MILLION)     191

TABLE 115         NORTH AMERICA: METAVERSE MARKET, BY VERTICAL, 2023–2030 (USD MILLION)     191

TABLE 116         NORTH AMERICA: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)          191

TABLE 117         NORTH AMERICA: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)          192

TABLE 118         NORTH AMERICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)          192

TABLE 119         NORTH AMERICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)          192

TABLE 120         NORTH AMERICA: METAVERSE MARKET, BY COUNTRY, 2018–2022 (USD MILLION)     192

TABLE 121         NORTH AMERICA: METAVERSE MARKET, BY COUNTRY, 2023–2030 (USD MILLION)     193

8.2.4      US         193

8.2.4.1   Home to leading technology companies focusing on VR, AR, and other metaverse-related technologies           193

TABLE 122         US: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)          193

TABLE 123         US: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION)          194

8.2.5      CANADA            194

8.2.5.1   Investments in pioneering technologies and expansion programs             194

TABLE 124         CANADA: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION) 194

TABLE 125         CANADA: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION) 195

8.3         EUROPE             195

8.3.1      EUROPE: METAVERSE MARKET DRIVERS           196

8.3.2      EUROPE: RECESSION IMPACT   196

8.3.3      EUROPE: REGULATIONS            196

TABLE 126         EUROPE: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION) 197

TABLE 127         EUROPE: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION) 197

TABLE 128         EUROPE: METAVERSE HARDWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)     197

TABLE 129         EUROPE: METAVERSE HARDWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)     197

TABLE 130         EUROPE: METAVERSE SOFTWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)     198

TABLE 131         EUROPE: METAVERSE SOFTWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)     198

TABLE 132         EUROPE: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE,  2018–2022 (USD MILLION)          198

TABLE 133         EUROPE: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)             199

TABLE 134         EUROPE: METAVERSE MARKET, BY VERTICAL, 2018–2022 (USD MILLION)          199

TABLE 135         EUROPE: METAVERSE MARKET, BY VERTICAL, 2023–2030 (USD MILLION)          199

TABLE 136         EUROPE: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)        199

TABLE 137         EUROPE: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)        200

TABLE 138         EUROPE: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)  200

TABLE 139         EUROPE: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)  200

TABLE 140         EUROPE: METAVERSE MARKET, BY COUNTRY, 2018–2022 (USD MILLION)          200

TABLE 141         EUROPE: METAVERSE MARKET, BY COUNTRY, 2023–2030 (USD MILLION)          201

8.3.4      UK         201

8.3.4.1   Increase in focus on digitization       201

TABLE 142         UK: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)          201

TABLE 143         UK: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION)          201

8.3.5      GERMANY         202

8.3.5.1   Surge in adoption of new technologies in manufacturing sector  202

TABLE 144         GERMANY: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION) 202

TABLE 145         GERMANY: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION) 203

8.3.6      REST OF EUROPE           203

TABLE 146         REST OF EUROPE: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)          203

TABLE 147         REST OF EUROPE: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION)          204

8.4         ASIA PACIFIC    204

8.4.1      ASIA PACIFIC: METAVERSE MARKET DRIVERS   205

8.4.2      ASIA PACIFIC: RECESSION IMPACT        205

8.4.3      REGULATIONS 205

FIGURE 45         ASIA PACIFIC: REGIONAL SNAPSHOT    206

TABLE 148         ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)     207

TABLE 149         ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION)     207

TABLE 150         ASIA PACIFIC: METAVERSE HARDWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)          207

TABLE 151         ASIA PACIFIC: METAVERSE HARDWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)          207

TABLE 152         ASIA PACIFIC: METAVERSE SOFTWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)          208

TABLE 153         ASIA PACIFIC: METAVERSE SOFTWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)          208

TABLE 154         ASIA PACIFIC: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE,  2018–2022 (USD MILLION)    208

TABLE 155         ASIA PACIFIC: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)       209

TABLE 156         ASIA PACIFIC: METAVERSE MARKET, BY VERTICAL, 2018–2022 (USD MILLION) 209

TABLE 157         ASIA PACIFIC: METAVERSE MARKET, BY VERTICAL, 2023–2030 (USD MILLION) 209

TABLE 158         ASIA PACIFIC: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)  209

TABLE 159         ASIA PACIFIC: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)  210

TABLE 160         ASIA PACIFIC: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)          210

TABLE 161         ASIA PACIFIC: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)          210

TABLE 162         ASIA PACIFIC: METAVERSE MARKET, BY COUNTRY, 2018–2022 (USD MILLION) 210

TABLE 163         ASIA PACIFIC: METAVERSE MARKET, BY COUNTRY, 2023–2030 (USD MILLION) 211

8.4.4      CHINA  211

8.4.4.1   Rise in number of local players producing metaverse devices     211

TABLE 164         CHINA: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION) 212

TABLE 165         CHINA: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION) 212

8.4.5      JAPAN  212

8.4.5.1   Technology innovations and growing gaming market   212

TABLE 166         JAPAN: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION) 213

TABLE 167         JAPAN: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION) 213

8.4.6      SOUTH KOREA 213

8.4.6.1   Presence of tech giants, gaming industry, and government support          213

TABLE 168         SOUTH KOREA: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)     214

TABLE 169         SOUTH KOREA: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION)     214

8.4.7      REST OF ASIA PACIFIC  214

TABLE 170        REST OF ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT,  2018–2022 (USD MILLION)          215

TABLE 171        REST OF ASIA PACIFIC: METAVERSE MARKET, BY COMPONENT,  2023–2030 (USD MILLION)          215

8.5         MIDDLE EAST & AFRICA             215

8.5.1      MIDDLE EAST & AFRICA: METAVERSE MARKET DRIVERS            216

8.5.2      MIDDLE EAST & AFRICA: RECESSION IMPACT   216

8.5.3      REGULATIONS 217

TABLE 172         MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMPONENT,  2018–2022 (USD MILLION)         217

TABLE 173         MIDDLE EAST & AFRICA: METAVERSE MARKET, BY COMPONENT,  2023–2030 (USD MILLION)         217

TABLE 174         MIDDLE EAST & AFRICA: METAVERSE HARDWARE MARKET, BY TYPE,  2018–2022 (USD MILLION)          217

TABLE 175         MIDDLE EAST & AFRICA: METAVERSE HARDWARE MARKET, BY TYPE,  2023–2030 (USD MILLION)          218

TABLE 176         MIDDLE EAST & AFRICA: METAVERSE SOFTWARE MARKET, BY TYPE,  2018–2022 (USD MILLION)          218

TABLE 177         MIDDLE EAST & AFRICA: METAVERSE SOFTWARE MARKET, BY TYPE,  2023–2030 (USD MILLION)          218

TABLE 178         MIDDLE EAST & AFRICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE,  2018–2022 (USD MILLION)           219

TABLE 179         MIDDLE EAST & AFRICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION) 219

TABLE 180         MIDDLE EAST & AFRICA: METAVERSE MARKET, BY VERTICAL, 2018–2022 (USD MILLION)          219

TABLE 181         MIDDLE EAST & AFRICA: METAVERSE MARKET, BY VERTICAL, 2023–2030 (USD MILLION)          219

TABLE 182         MIDDLE EAST & AFRICA: METAVERSE MARKET IN CONSUMER VERTICAL,  BY SUBVERTICAL, 2018–2022 (USD MILLION)          220

TABLE 183         MIDDLE EAST & AFRICA: METAVERSE MARKET IN CONSUMER VERTICAL,  BY SUBVERTICAL, 2023–2030 (USD MILLION)          220

TABLE 184         MIDDLE EAST & AFRICA: METAVERSE MARKET IN COMMERCIAL VERTICAL,  BY SUBVERTICAL, 2018–2022 (USD MILLION)              220

TABLE 185         MIDDLE EAST & AFRICA: METAVERSE MARKET IN COMMERCIAL VERTICAL,  BY SUBVERTICAL, 2023–2030 (USD MILLION)              220

8.6         LATIN AMERICA             221

8.6.1      LATIN AMERICA: METAVERSE MARKET DRIVERS           221

8.6.2      LATIN AMERICA: RECESSION IMPACT   222

8.6.3      REGULATIONS 222

TABLE 186         LATIN AMERICA: METAVERSE MARKET, BY COMPONENT, 2018–2022 (USD MILLION)          222

TABLE 187         LATIN AMERICA: METAVERSE MARKET, BY COMPONENT, 2023–2030 (USD MILLION)          223

TABLE 188         LATIN AMERICA: METAVERSE HARDWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)          223

TABLE 189         LATIN AMERICA: METAVERSE HARDWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)          223

TABLE 190         LATIN AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2018–2022 (USD MILLION)          223

TABLE 191         LATIN AMERICA: METAVERSE SOFTWARE MARKET, BY TYPE, 2023–2030 (USD MILLION)          224

TABLE 192         LATIN AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE,  2018–2022 (USD MILLION) 224

TABLE 193         LATIN AMERICA: METAVERSE PROFESSIONAL SERVICES MARKET, BY TYPE, 2023–2030 (USD MILLION)    224

TABLE 194         LATIN AMERICA: METAVERSE MARKET, BY VERTICAL, 2018–2022 (USD MILLION)     225

TABLE 195         LATIN AMERICA: METAVERSE MARKET, BY VERTICAL, 2023–2030 (USD MILLION)     225

TABLE 196         LATIN AMERICA: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)          225

TABLE 197         LATIN AMERICA: METAVERSE MARKET IN CONSUMER VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)          225

TABLE 198         LATIN AMERICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2018–2022 (USD MILLION)          226

TABLE 199         LATIN AMERICA: METAVERSE MARKET IN COMMERCIAL VERTICAL, BY SUBVERTICAL,  2023–2030 (USD MILLION)          226

9            COMPETITIVE LANDSCAPE       227

9.1         OVERVIEW        227

9.2         STRATEGIES ADOPTED BY KEY PLAYERS           227

TABLE 200         STRATEGIES ADOPTED BY KEY METAVERSE MARKET VENDORS          227

9.2.1      PRODUCT PORTFOLIO 228

9.2.2      REGIONAL FOCUS         228

9.2.3      MANUFACTURING FOOTPRINT             228

9.2.4      ORGANIC/INORGANIC STRATEGIES      228

9.3         REVENUE ANALYSIS      229

FIGURE 46         HISTORICAL FIVE-YEAR SEGMENTAL REVENUE ANALYSIS OF KEY METAVERSE PROVIDERS, 2018–2022 (USD MILLION)            229

TABLE 201         MAJOR AR COMPANIES 230

TABLE 202         MAJOR VR COMPANIES 231

TABLE 203         MAJOR MR COMPANIES              231

9.4         MARKET RANKING OF KEY PLAYERS     232

FIGURE 47         MARKET RANKING OF KEY METAVERSE PLAYERS, 2022 232

9.5         BRAND COMPARISON/VENDOR PRODUCT LANDSCAPE             233

TABLE 204         BRAND COMPARISON/VENDOR PRODUCT LANDSCAPE              233

9.6         GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS   235

FIGURE 48         GLOBAL SNAPSHOT OF KEY METAVERSE MARKET PARTICIPANTS 235

9.7         COMPANY EVALUATION MATRIX FOR KEY PLAYERS     235

FIGURE 49         COMPANY EVALUATION MATRIX FOR KEY PLAYERS: CRITERIA WEIGHTAGE     236

9.7.1      STARS  236

9.7.2      EMERGING LEADERS    236

9.7.3      PERVASIVE PLAYERS     236

9.7.4      PARTICIPANTS 237

FIGURE 50         COMPANY EVALUATION MATRIX FOR KEY PLAYERS, 2022              237

9.7.5      KEY COMPANY FOOTPRINT      238

TABLE 205         KEY COMPANY REGIONAL FOOTPRINT 238

TABLE 206         KEY COMPANY COMPONENT FOOTPRINT        239

TABLE 207         OVERALL KEY COMPANY FOOTPRINT  240

9.8         COMPANY EVALUATION MATRIX FOR STARTUPS/SMES             242

FIGURE 51         COMPANY EVALUATION MATRIX FOR SMES/STARTUPS: CRITERIA WEIGHTAGE 242

9.8.1      COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 242

TABLE 208         DETAILED LIST OF KEY STARTUPS/SMES           242

TABLE 209         COMPANY FOOTPRINT FOR STARTUPS/SMES, BY REGION              243

9.9         VALUATION AND FINANCIAL METRICS OF METAVERSE VENDORS              243

FIGURE 52         VALUATION AND FINANCIAL METRICS OF METAVERSE VENDORS          243

9.10       COMPETITIVE SCENARIO          243

9.10.1    PRODUCT LAUNCHES AND PRODUCT ENHANCEMENTS            243

TABLE 210         METAVERSE MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, FEBRUARY 2020–AUGUST 2023           243

9.10.2    DEALS  253

TABLE 211         METAVERSE MARKET: DEALS, JANUARY 2020–SEPTEMBER 2023              254

10          COMPANY PROFILES    262

10.1       INTRODUCTION            262

10.2       KEY PLAYERS   262

Business overview, Products offered, Recent developments, Product launches, Deals, MnM view, Key strengths, Strategic choices, and Weaknesses & Competitive threats

10.2.1    GOOGLE           262

TABLE 212         GOOGLE: BUSINESS OVERVIEW 263

FIGURE 53         GOOGLE: COMPANY SNAPSHOT            263

TABLE 213         GOOGLE: SOLUTIONS/SERVICES/PLATFORMS OFFERED              264

TABLE 214         GOOGLE: PRODUCT LAUNCHES            266

TABLE 215         GOOGLE: DEALS            266

10.2.2    APPLE  268

TABLE 216         APPLE: BUSINESS OVERVIEW    268

FIGURE 54         APPLE: COMPANY SNAPSHOT  269

TABLE 217         APPLE: SOLUTIONS/SERVICES/PLATFORMS OFFERED  269

TABLE 218         APPLE: PRODUCT LAUNCHES  271

TABLE 219         APPLE: DEALS  272

10.2.3    META   273

TABLE 220         META: BUSINESS OVERVIEW     273

FIGURE 55         META: COMPANY SNAPSHOT   274

TABLE 221         META: SOLUTIONS/SERVICES/PLATFORMS OFFERED   274

TABLE 222         META: PRODUCT LAUNCHES   275

TABLE 223         META: DEALS   277

10.2.4    MICROSOFT      279

TABLE 224         MICROSOFT: BUSINESS OVERVIEW       279

FIGURE 56         MICROSOFT: COMPANY SNAPSHOT      280

TABLE 225         MICROSOFT: SOLUTIONS/SERVICES/PLATFORMS OFFERED              280

TABLE 226         MICROSOFT: PRODUCT LAUNCHES      281

TABLE 227         MICROSOFT: DEALS      282

10.2.5    SAMSUNG         284

TABLE 228         SAMSUNG: BUSINESS OVERVIEW           284

FIGURE 57         SAMSUNG: COMPANY SNAPSHOT          285

TABLE 229         SAMSUNG: SOLUTIONS/SERVICES/PLATFORMS OFFERED              285

TABLE 230         SAMSUNG: PRODUCT LAUNCHES          286

TABLE 231         SAMSUNG: DEALS         286

10.2.6    SONY    288

TABLE 232         SONY: BUSINESS OVERVIEW      288

FIGURE 58         SONY: COMPANY SNAPSHOT    289

TABLE 233         SONY: SOLUTIONS/SERVICES/PLATFORMS OFFERED   289

TABLE 234         SONY: PRODUCT LAUNCHES    290

TABLE 235         SONY: DEALS    291

10.2.7    HTC      292

TABLE 236         HTC: BUSINESS OVERVIEW        292

FIGURE 59         HTC: COMPANY SNAPSHOT      293

TABLE 237         HTC: SOLUTIONS/SERVICES/PLATFORMS OFFERED     293

TABLE 238         HTC: PRODUCT LAUNCHES      294

TABLE 239         HTC: DEALS      296

10.2.8    ACTIVISION BLIZZARD 297

TABLE 240         ACTIVISION BLIZZARD: BUSINESS OVERVIEW   297

FIGURE 60         ACTIVISION BLIZZARD: COMPANY SNAPSHOT 298

TABLE 241         ACTIVISION BLIZZARD: SOLUTIONS/SERVICES/PLATFORMS OFFERED          298

TABLE 242         ACTIVISION BLIZZARD: PRODUCT LAUNCHES 299

TABLE 243         ACTIVISION BLIZZARD: DEALS 300

10.2.9    QUALCOMM     301

TABLE 244         QUALCOMM: BUSINESS OVERVIEW       301

FIGURE 61         QUALCOMM: COMPANY SNAPSHOT     302

TABLE 245         QUALCOMM: SOLUTIONS/SERVICES/PLATFORMS OFFERED              302

TABLE 246         QUALCOMM: PRODUCT LAUNCHES     303

TABLE 247         QUALCOMM: DEALS     304

TABLE 248         QUALCOMM: OTHERS  305

10.2.10  NETEASE           306

TABLE 249         NETEASE: BUSINESS OVERVIEW             306

FIGURE 62         NETEASE: COMPANY SNAPSHOT           307

TABLE 250         NETEASE: SOLUTIONS/SERVICES/PLATFORMS OFFERED              307

TABLE 251         NETEASE: PRODUCT LAUNCHES            307

TABLE 252         NETEASE: DEALS           308

10.2.11  ELECTRONIC ARTS       309

TABLE 253         ELECTRONIC ARTS: BUSINESS OVERVIEW         309

FIGURE 63         ELECTRONIC ARTS: COMPANY SNAPSHOT        310

TABLE 254         ELECTRONIC ARTS: SOLUTIONS/SERVICES/PLATFORMS OFFERED          310

TABLE 255         ELECTRONIC ARTS: PRODUCT LAUNCHES        311

TABLE 256         ELECTRONIC ARTS: DEALS        312

10.2.12  TAKE-TWO       313

TABLE 257         TAKE-TWO: BUSINESS OVERVIEW         313

FIGURE 64         TAKE-TWO: COMPANY SNAPSHOT        313

TABLE 258         TAKE-TWO: SOLUTIONS/SERVICES/PLATFORMS OFFERED              314

TABLE 259         TAKE-TWO: PRODUCT LAUNCHES        314

TABLE 260         TAKE-TWO: DEALS        314

10.2.13  TENCENT          316

TABLE 261         TENCENT: BUSINESS OVERVIEW            316

FIGURE 65         TENCENT: COMPANY SNAPSHOT          316

TABLE 262         TENCENT: SOLUTIONS/SERVICES/PLATFORMS OFFERED              317

TABLE 263         TENCENT: DEALS          317

10.2.14  NEXON 318

TABLE 264         NEXON: BUSINESS OVERVIEW  318

FIGURE 66         NEXON: COMPANY SNAPSHOT 318

TABLE 265         NEXON: SOLUTIONS/SERVICES/PLATFORMS OFFERED 319

TABLE 266         NEXON: PRODUCT LAUNCHES 319

10.2.15  EPIC GAMES     320

TABLE 267         EPIC GAMES: BUSINESS OVERVIEW       320

TABLE 268         EPIC GAMES: SOLUTIONS/SERVICES/PLATFORMS OFFERED              320

TABLE 269         EPIC GAMES: PRODUCT LAUNCHES      321

TABLE 270         EPIC GAMES: DEALS     322

10.2.16  UNITY  323

TABLE 271         UNITY: BUSINESS OVERVIEW    323

FIGURE 67         UNITY: COMPANY SNAPSHOT  324

TABLE 272         UNITY: SOLUTIONS/SERVICES/PLATFORMS OFFERED  324

TABLE 273         UNITY: PRODUCT LAUNCHES  325

TABLE 274         UNITY: DEALS  326

10.2.17  VALVE 329

TABLE 275         VALVE: BUSINESS OVERVIEW    329

TABLE 276         VALVE: SOLUTIONS/SERVICES/PLATFORMS OFFERED 329

10.3       OTHER COMPANIES      330

10.3.1    ACCENTURE     330

10.3.2    ADOBE 331

10.3.3    HPE      332

10.3.4    DELOITTE        332

10.3.5    ANSYS  333

10.3.6    AUTODESK       334

10.3.7    INTEL   335

10.3.8    TECH MAHINDRA          336

10.3.9    BYTEDANCE     336

10.3.10  NVIDIA 337

10.3.11  SEIKO EPSON    338

10.3.12  PANASONIC      339

10.3.13  EON REALITY   339

10.3.14  ROBLOX            340

10.3.15  LENOVO            340

10.3.16  RAZER  341

10.3.17  NEXTECH AR SOLUTIONS          341

10.3.18  ZQGAME           342

10.3.19  TALECRAFT      342

10.3.20  VR CHAT           343

10.3.21  DECENTRALAND           343

10.3.22  SANDBOX VR    344

10.3.23  QUIDIENT         344

TABLE 277         QUIDIENT: PRODUCT LAUNCHES         345

*Details on Business overview, Products offered, Recent developments, Product launches, Deals, MnM view, Key strengths, Strategic choices, and Weaknesses & Competitive threats might not be captured in case of unlisted companies.

11          ADJACENT AND RELATED MARKETS     346

11.1       INTRODUCTION            346

11.1.1    RELATED MARKETS      346

11.2       METAVERSE IN GAMING MARKET         346

TABLE 278         METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 347

TABLE 279         METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 347

TABLE 280         METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 347

TABLE 281         METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 347

TABLE 282         METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 348

TABLE 283         METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 348

TABLE 284         METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 348

TABLE 285         METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 349

11.3       EXTENDED REALITY MARKET  349

TABLE 286         EXTENDED REALITY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION) 349

TABLE 287         EXTENDED REALITY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION) 350

TABLE 288         EXTENDED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)          350

TABLE 289         EXTENDED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)          350

TABLE 290         EXTENDED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 350

TABLE 291         EXTENDED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 351

12          APPENDIX         352

12.1       DISCUSSION GUIDE      352

12.2       KNOWLEDGESTORE: MARKETSANDMARKETS’  SUBSCRIPTION PORTAL             356

12.3       CUSTOMIZATION OPTIONS      358

12.4       RELATED REPORTS       358

12.5       AUTHOR DETAILS         359


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