Global Metaverse In Gaming Market

 

The Metaverse is a digital platform that combines virtual reality with the real world. Individuals and game development companies will eventually be linked together by a technology known as blockchain. The use of blockchain to assist a large platform in the development of the gaming world is gaining a lot of traction. Furthermore, metaverse is a well-known virtual reality open world that provides a variety of options to the online gaming platform in the development of VR and AR-related games.

 

Drivers: Online gaming concepts such as play to earn are boosting the metaverse gaming industry.

 

The metaverse gaming industry is benefiting from the profit of earning NFT (Non-Fungible Tokens), which is changing people's perceptions of online gaming. With the introduction of blockchain technology, the current online gaming scenario has completely changed, allowing players to invest and profit by leveraging huge profits. Because of the release of new gaming platforms and opportunities to profit from them, interest in playing online games is shifting in a new direction.

 

 

Metaverse In Gaming Market

 

 

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Restraints: Concerns about digital privacy and data harvesting are limiting market growth.

 

The emergence of a metaverse in gaming, as well as its associated technologies, is raising concerns about certain aspects of digital privacy. The privacy concern, according to the Electronic Frontier Foundation (EFF), is related to an individual's location tracking, where the data collected by the AR glasses is expected to reveal the user's location.

 

 

Impact of Covid-19

 

Prior to Covid-19, it is estimated that the gaming market generated USD 120 billion in revenue from video games alone, not including hardware. Covid-19, on the other hand, has caused a surge in internet traffic during that time, according to Verizon. Digital video traffic, for example, increased by 12% while web traffic increased by 20%. Moreover, during the same time period, the video gaming platform saw a 20% increase. Furthermore, with the release of Half Life: Alyx on March 23, 2020, a large number of gamers have been attracted. As a result, the impact of Covid-19 on the gaming industry was lower than previously thought.

 

Segmentation By Component: The Global Metaverse In Gaming Market is classified on the basis of Component into Hardware and Software.

 

Segmentation By Device Type: The Global Metaverse In Gaming Market is classified on the basis of Device Type into PCs, Mobile, and VR Headset.

 

Segmentation By Technology: The Global Metaverse In Gaming Market is classified on the basis of Technology into Blockchain, NFT, Virtual Reality, Augmented Reality, Mixed Reality, and Extended Reality.

 

Segmentation By Age-Group: The Global Metaverse In Gaming Market is classified on the basis of Age-Group into Below 10 years, 11-19 Years, 20-35 Years, and Above 35 Years.

 

Segmentation By Region: The Global Metaverse In Gaming Market is classified on the basis of Region into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.

 

Competitive Landscape: The key players of Global Metaverse In Gaming Market are Roblox Corporation, Facebook, Inc, Tencent Holdings Ltd, Epic Games, Inc, and Lilith Games.

 

Industrial Development

 

  • Tencent established F1 studio, a subsidiary of TiMi Studio Group, in October 2021 to focus on metaverse development.

 

  • Epic Games announced in June 2021 that it had raised $1 billion in a new round of funding for its quest to create the metaverse, a realm of interconnected virtual worlds similar to those depicted in novels such as Snow Crash and Ready Player One.

 

  • Nextech AR Solutions Corp. announced the completion of its acquisition of Arway Ltd., a spatial computing company based in the United Kingdom, in August 2021. This acquisition provides Nextech AR with a spatial mapping platform that is critical for the development of mini-metaverses, which the company is pursuing with zeal.

 

  • Nike and Roblox collaborated on Nikeland, a free-to-play virtual world with games like dodgeball and floor-is-lava, in November 2021. Players will be able to dress their characters in digital Nike products such as Air Max sneakers.

 

Market Taxonomy

 

By Component

 

  • Hardware
  • Software

 

By Device Type

 

  • PCs
  • Mobile
  • VR Headset

 

By Technology

 

  • Blockchain
  • NFT
  • Virtual Reality
  • Augmented Reality
  • Mixed Reality
  • Extended Reality

 

By Age Group

 

  • Below 10 years
  • 11-19 Years
  • 20-35 Years
  • Above 35 Years

 

By Region

 

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East & Africa

 

Key Questions Addressed by the Report

 

  • What are the Key Opportunities in Global Metaverse In Gaming Market?
  • What will be the growth rate from 2020 to 2027?
  • Which segment/region will have highest growth?
  • What are the factors that will impact/drive the Market?
  • What is the competitive Landscape in the Industry?
  • What is the role of key players in the value chain?

Global Metaverse in Gaming Market TOC

 

1 Introduction       


1.1 Objective of the Study
1.2 Market definition
1.3 Market Scope

 

2 Research Methodology

 

2.1 Data Mining
2.2 Validation
2.3 Primary Interviews
2.4 List of Data Sources

 

3 Executive Summary


4 Global Metaverse in Gaming  Market Outlook


4.1 Overview
4.2 Market Dynamics
4.2.1 Drivers
4.2.2 Restraints
4.2.3 Opportunities
4.3 Porters Five Force Model
4.4 Value Chain Analysis

 

5. Global Metaverse in Gaming Market, By Component


5.1 Y-o-Y Growth Comparison, By Component
5.2 Metaverse in Gaming Market Share Analysis, By Component
5.3 Metaverse in Gaming Market Size and Forecast, By Component
5.3.1 Software
5.3.2 Hardware


6. Global Metaverse in Gaming Market, By Device Type

 

6.1 Y-o-Y Growth Comparison, By Device Type

6.2 Metaverse in Gaming Market Share Analysis, By Device Type

6.3 Metaverse in Gaming Market Size and Forecast, By Device Type

6.3.1 PCs

6.3.2 Mobile

6.3.3 VR Headset

 

7. Global Metaverse in Gaming Market, By Technology

 

7.1 Y-o-Y Growth Comparison, By Technology

7.2 Metaverse in Gaming Market Share Analysis, By Technology

7.3 Metaverse in Gaming Market Size and Forecast, By Technology

7.3.1 Blockchain

7.3.2 NFT

7.3.3 Virtual Reality

7.3.4 Augmented Reality

7.3.5 Mixed Reality

7.3.6 Extended Reality.

 

8. Global Metaverse in Gaming Market, By Age-Group

 

8.1 Y-o-Y Growth Comparison, By Age-Group

8. Metaverse in Gaming Market Share Analysis, By Age-Group

8.3 Metaverse in Gaming Market Size and Forecast, By Age-Group

8.3.1 Below 10 years

8.3.2 11-19 Years

8.3.3 20-35 Years

8.3.4 Above 35 Years

 

9. Global Metaverse in Gaming Market, By Region

 

9.1 Metaverse in Gaming Market Share Analysis, By Region

9.2 Metaverse in Gaming Market Size and Forecast, By Region

9.3 Metaverse in Gaming Market Size and Forecast, By Region

 

10. North America Metaverse in Gaming  nalysis and Forecast (2021-2027)

 

10.1 Introduction

10.2 North America Metaverse in Gaming Market Share Analysis, By Component

10.3 North America Metaverse in Gaming Market Size and Forecast, By Device Type

10.4 North America Metaverse in Gaming Market Size and Forecast, By Technology

10.5 North America Metaverse in Gaming Market Size and Forecast, By Age-Group

10.6 North America Metaverse in Gaming Market Size and Forecast, By Geography Type

10.6.1 US

10.6.2 Canada

 

11. Europe Metaverse in Gaming Market Analysis and Forecast (2021-2027)

 

11.1 Introduction

11.2 Europe Metaverse in Gaming Market Share Analysis, By Component

11.3 Europe Metaverse in Gaming Market Size and Forecast, By Device Type

11.4 Europe Metaverse in Gaming Market Size and Forecast, By Technology

11.5 Europe Metaverse in Gaming Market Size and Forecast, By Age-Group

11.6 Europe Metaverse in Gaming Market Size and Forecast, By Country

11.6.1 UK

11.6.2 Germany

11.6.3 France

11.6.4 Italy

11.6.5 Spain

11.6.6 Netherland

 

12. Asia Pacific Metaverse in Gaming Market Analysis and Forecast (2021-2027)

 

12.1 Introduction

12.2 Asia Pacific Metaverse in Gaming Market Share Analysis, By Component

12.3 Asia Pacific Metaverse in Gaming Market Size and Forecast, By Device Type

12.4 Asia Pacific Metaverse in Gaming Market Size and Forecast, By Technology

12.5 Asia Pacific Metaverse in Gaming Market Size and Forecast, By Age-Group

12.6 Asia Pacific Metaverse in Gaming Market Size and Forecast, By Country

12.6.1 China

12.6.2 Japan

12.6.3 India

12.6.4 Australia

 

13. Latin America Metaverse in Gaming Market Analysis and Forecast (2021-2027)

 

13.1 Introduction

13.2 Latin America Metaverse in Gaming Market Share Analysis, By Component

13.3 Latin America Metaverse in Gaming Market Size and Forecast, By Device Type

13.4 Latin America Metaverse in Gaming Market Size and Forecast, By Technology

13.5 Latin America Metaverse in Gaming Market Size and Forecast, By Age-Group

13.6 Latin America Metaverse in Gaming Market Size and Forecast, By Country

13.6.1 Brazil

13.6.2 Rest of Latin America

 

14 Middle East Metaverse in Gaming Market Analysis and Forecast (2021-2027)


14.1 Introduction

14.2 Middle East Metaverse in Gaming Market Share Analysis, By Component

14.3 Middle East Metaverse in Gaming Market Size and Forecast, By Device Type

14.4 Middle East Metaverse in Gaming Market Size and Forecast, By Technology

14.5 Middle East Metaverse in Gaming Market Size and Forecast, By Age-Group

14.6 Middle East Metaverse in Gaming Market Size and Forecast, By Country

14.6.1 Saudi Arabia

14.6.2 UAE

14.6.3. Egypt

14.6.4. Kuwait

14.6.5. South Africa

 

15 Competitive Analysis

 

15.1 Competition Dashboard

15.2 Market share Analysis of Top Vendors

15.3 Key Development Strategies

 

16. Company Profiles

 

16.1 Roblox Corporation

 

16.1.1 Overview

16.1.2 Offerings

16.1.3 Key Financials

16.1.4 Business Segment & Geographic Overview

16.1.5 Key Market Developments

16.1.6 Key Strategies

 

16.2 Facebook, Inc

 

16.2.1 Overview

16.2.2 Offerings

16.2.3 Key Financials

16.2.4 Business Segment & Geographic Overview

16.2.5 Key Market Developments

16.2.6 Key Strategies

 

16.3 Tencent Holdings Ltd

 

16.3.1 Overview

16.3.2 Offerings

16.3.3 Key Financials

16.3.4 Business Segment & Geographic Overview

16.3.5 Key Market Developments

16.3.6 Key Strategies

 

16.4 Epic Games, Inc

 

16.4.1 Overview

16.4.2 Offerings

16.4.3 Key Financials

16.4.4 Business Segment & Geographic Overview

16.4.5 Key Market Developments

16.4.6 Key Strategies

 

16.5 Lilith Games

 

16.5.1 Overview

16.5.2 Offerings

16.5.3 Key Financials

16.5.4 Business Segment & Geographic Overview

16.5.5 Key Market Developments

16.5.6 Key Strategies