世界のゲーム用メタバース市場(~2028年):コンポーネントハードウェア別(AR装置、VR装置、MR装置、ディスプレイ)、ソフトウェア別(XRソフトウェア、ゲームエンジン、メタバースプラットフォーム、金融プラットフォーム)、ゲーム種類別、地域別

■ 英語タイトル:Metaverse in Gaming Market by Component Hardware (AR Devices, VR Devices, MR Devices, Displays), Software (Extended Reality Software, Gaming Engines, Metaverse Platforms, Financial Platforms), Game Genre and Region - Global Forecast to 2028

調査会社MarketsandMarkets社が発行したリサーチレポート(データ管理コード:TC8650-23)■ 発行会社/調査会社:MarketsandMarkets
■ 商品コード:TC8650-23
■ 発行日:2023年5月22日
■ 調査対象地域:グローバル
■ 産業分野:ゲーム
■ ページ数:247
■ レポート言語:英語
■ レポート形式:PDF
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★グローバルリサーチ資料[世界のゲーム用メタバース市場(~2028年):コンポーネントハードウェア別(AR装置、VR装置、MR装置、ディスプレイ)、ソフトウェア別(XRソフトウェア、ゲームエンジン、メタバースプラットフォーム、金融プラットフォーム)、ゲーム種類別、地域別]についてメールでお問い合わせはこちら
*** レポート概要(サマリー)***

MarketsandMarkets社の本調査レポートでは、世界のゲーム用メタバース市場規模が2023年の227億ドルから2028年までに1,192億ドルに拡大し、予測期間中に年平均39.3%で成長すると予想しています。本書では、ゲーム用メタバースの世界市場について調査し、イントロダクション、調査手法、エグゼクティブサマリー、プレミアムインサイト、市場概要・産業動向、コンポーネント別(ハードウェア、ソフトウェア、サービス)分析、ハードウェア別(AR装置、VR装置、MR装置、ディスプレイ)分析、ソフトウェア別(XRソフトウェア、ゲームエンジン、3Dマッピング/モデリング/再構成、メタバースプラットフォーム、金融プラットフォーム)分析、ゲーム種類別(アクション、アドベンチャー、ロールプレイング、シミュレーション、その他)分析、地域別(北米、ヨーロッパ、アジア太平洋、中東・アフリカ、中南米)分析、競争状況、企業情報、隣接・関連市場などの内容を掲載しています。また、参入企業情報として、Meta(US)、Microsoft(US)、NetEase(China)、Electronic Arts(US)、Take-Two(US)などが含まれています。
・イントロダクション
・調査手法
・エグゼクティブサマリー
・プレミアムインサイト
・市場概要・産業動向
・世界のゲーム用メタバース市場規模:コンポーネント別
- ハードウェアの市場規模
- ソフトウェアの市場規模
- サービスの市場規模
・世界のゲーム用メタバース市場規模:ハードウェア別
- AR装置の市場規模
- VR装置の市場規模
- MR装置の市場規模
- ディスプレイの市場規模
・世界のゲーム用メタバース市場規模:ソフトウェア別
- XRソフトウェアにおける市場規模
- ゲームエンジンにおける市場規模
- 3Dマッピング/モデリング/再構成における市場規模
- メタバースプラットフォームにおける市場規模
- 金融プラットフォームにおける市場規模
・世界のゲーム用メタバース市場規模:ゲーム種類別
- アクションの市場規模
- アドベンチャーの市場規模
- ロールプレイングの市場規模
- シミュレーションの市場規模
- その他ゲームの市場規模
・世界のゲーム用メタバース市場規模:地域別
- 北米のゲーム用メタバース市場規模
- ヨーロッパのゲーム用メタバース市場規模
- アジア太平洋のゲーム用メタバース市場規模
- 中東・アフリカのゲーム用メタバース市場規模
- 中南米のゲーム用メタバース市場規模
・競争状況
・企業情報
・隣接・関連市場

“ゲーム用メタバースの世界市場規模は2023年に227億米ドルと推定され、2028年には年平均成長率39.3%で1,192億米ドルに達すると予測”
ゲーム用メタバース市場の成長を促進すると予想される主な要因には、VR、AR、MRを含む拡張現実、ブロックチェーン技術、暗号通貨、仮想化、5G、モノのインターネット(IoT)などのゲーム用メタバース市場におけるゲーマーへの報酬のための金融モデルなど、隣接する技術市場における強固で変革的な成長状況が含まれます。さらに、従来のゲームからVRベースのゲームへのシフト、複合現実の出現、マルチプレイヤーゲームにおける分散化の需要は、この市場のベンダーに十分な機会を提供しています。

“予測期間中、ゲーム用メタバース開発分野ではサービス分野の成長が加速”
サービスは、あらゆるソリューションの展開ライフサイクルの重要な部分です。したがって、さまざまなベンダーがメタバースに関連するサービスを提供し、企業がメタバースベースのビジネス慣行や戦略を効果的に実装できるよう支援しています。メタバース・サービスには、アプリケーション開発、システム統合、戦略およびビジネス・コンサルティング・サービスが含まれます。これらのサービスは、販売前の要件評価から販売後の製品展開と実行まで、さまざまな段階で必要とされるため、お客様は最大限の投資収益率(ROI)を得ることができます。開発サービスは、機能を迅速にリリースでき、拡張性があり、楽しい顧客体験を提供する世界クラスのウェブおよびモバイルアプリケーションを提供するのに役立ちます。メタバース開発サービスには、メタバースゲーム開発、メタバースNFTマーケットプレイス開発、メタバース不動産プラットフォーム開発、メタバースアプリ開発、メタバースソーシャルメディアプラットフォーム開発、メタバース教育プラットフォーム開発、メタバースイベントプラットフォーム開発などが含まれます。サービス分野のコンポーネントには、ゲーム用メタバースマーケットプレイス、ゲームローンチパッド開発、NFTゲーム開発、プレイ・トゥ・イヤーモデルゲーム開発などが含まれます。

“予測期間中、欧州が2番目に高いCAGRを記録”
英国、ドイツ、フランスは、新技術の開発に多額の投資を行っている西ヨーロッパの数カ国です。ロシアとスペインは、さまざまな用途で使用するための新しいディスプレイ技術を採用することで、徐々に人気を集めています。ヨーロッパにおける仮想世界没入型インタラクティブゲーム産業の大幅な成長は、この地域のゲーム用メタバース市場の重要な推進力です。AR/VR/MR技術は、同地域のエンターテインメント(ゲーム用メタバース)セクターから大きな需要が見込まれています。

この地域のEuropean Association for Virtual Reality and Augmented Reality (EuroVR)は、さまざまなアプリケーションで使用される拡張現実に関連する新しい開発をもたらすのに役立ちます。これは、この地域におけるゲーム用メタバース市場の成長に貢献すると予測されています。欧州連合はAugmented HeritageやInternational Augmented Med (I AM)などのプロジェクトを立ち上げており、これらは市場の成長に貢献すると予想されています。International Augmented Medプロジェクトは、拡張現実技術を利用した地中海地域の観光促進に各国が参加するものです。スペイン、ポルトガル、マルタ、キプロス、フランス、ギリシャ、イタリアがこのプロジェクトに参加しています。スウェーデンでは拡張現実に関連する新興企業の数が増加しており、その結果、ゲーム用メタバースは、2026年までにヨーロッパでより高い成長を遂げると予想されています。

広範な二次調査を通じて収集/把握したいくつかのセグメントとサブセグメントについて、市場規模を評価、検証、確認する過程で、ゲーム用メタバース市場で事業を展開する様々なベンダー企業や組織の最高経営責任者(CEO)、最高マーケティング責任者(CMO)、副社長(VP)、常務取締役(MD)、最高技術責任者(CTO)、技術・イノベーション責任者、関連する主要幹部との一次インタビューを実施しました。
– 企業タイプ別 ティア1:30%、ティア2:45%、ティア3:25%
– 役職別 Cレベルエグゼクティブ – 40%、ディレクターレベル – 25%、その他 – 35%
– 地域別 北米:45%、欧州:30%、アジア太平洋地域:20%、その他の地域(RoW):5%
注:その他には、セールスマネージャー、マーケティングマネージャー、プロダクトマネージャーが含まれます。
注:その他の地域には、中東・アフリカおよび中南米を含みます。
注:ティア1企業の売上高は1億米ドル以上、ティア2企業の売上高は1,000万米ドルから1億米ドル、ティア3企業の売上高は1,000万米ドル未満。
出典 二次文献、専門家へのインタビュー、MarketsandMarkets分析

本レポートでは以下の主要ベンダーを紹介しています:
• Meta (US)
• Microsoft (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)
• Ansys (US)
• Autodesk (US)
• Intel (US)
• Tech Mahindra (India)
• ByteDance (China)
• Nvidia (US)
• Activision Blizzard (US)
• Samsung (South Korea)
• Google (US)
• Sony (Japan)
• HTC (Taiwan)
• Seiko Epson (Japan)
• Apple (US)
• Qualcomm (US)
• Panasonic (Japan)
• Eon Reality (US)
• Roblox (US)
• Lenovo (Hong Kong)
• Razer (US)
• Nextech AR Solutions (Canada)
• ZQGame (China)
• Talecraft (Marshall islands)
• VR Chat (US)
• Decentraland (Argentina)
• Somnium Space (UK)
• Sandbox VR (US)

調査範囲
ゲーム用メタバース市場をコンポーネント、ハードウェア、ソフトウェア、ゲームジャンル、地域別に分類しています。主要な業界プレイヤーを詳細に分析し、事業概要、ソリューションとサービス、主要戦略、新製品の発表と製品強化、パートナーシップ、買収、提携、契約と事業拡大、市場内の競合状況などの洞察を提供しています。

レポート購入の主な利点
本レポートは、市場リーダーや新規参入者にとって以下のような点で役立ちます:
– 本レポートは、ゲーム用メタバース市場を包括的かつ網羅的にセグメント化し、市場全体および各地域のサブセグメントについて、最も近似した収益数を提供します。
– 本レポートでは、世界のトップベンダーにおける市場後退の影響を、概算値、推定値、予測値とともに提供しています。
– 市場の主要な促進要因、阻害要因、課題、機会について分析した情報を提供しているため、利害関係者が市場動向を理解するのに役立ちます。
– 関係者が市場ダイナミクスをより良く理解し、競合他社をより良く理解し、市場での地位を向上させるためのより多くの洞察を得るのに役立ちます。競争環境のセクションでは、競合他社のエコシステム、新製品の発売、製品の強化、パートナーシップ、契約、統合、コラボレーション、買収などの市場の多様化パラメータが含まれています。
– ゲーム用メタバース市場象限は、読者が市場プレイヤーの分類とそのパフォーマンスを理解するのに役立つ図として正確に組み込まれています。
– ゲーム用メタバース戦略の主要プレイヤーの市場シェア、成長戦略、サービス提供に関して徹底的に評価しています。
– また、競合ベンチマーキング、ヒートマップを通じて、市場プレイヤーの競合分析を理解するのに役立ちます。

*** レポート目次(コンテンツ)***

1 INTRODUCTION 22
1.1 STUDY OBJECTIVES 22
1.2 MARKET DEFINITION 22
1.2.1 INCLUSIONS AND EXCLUSIONS 23
1.3 MARKET SCOPE 24
1.3.1 MARKET SEGMENTATION 24
1.3.2 REGIONS COVERED 24
1.3.3 YEARS CONSIDERED 25
1.4 CURRENCY CONSIDERED 25
TABLE 1 USD EXCHANGE RATES, 2019–2022 26
1.5 STAKEHOLDERS 26
2 RESEARCH METHODOLOGY 27
2.1 RESEARCH DATA 27
FIGURE 1 METAVERSE IN GAMING MARKET: RESEARCH DESIGN 27
2.1.1 SECONDARY DATA 28
TABLE 2 LIST OF KEY SECONDARY SOURCES 28
2.1.2 PRIMARY DATA 28
2.1.2.1 Breakup of primaries 29
2.1.2.2 Primary respondents 29
TABLE 3 PRIMARY RESPONDENTS: METAVERSE IN GAMING MARKET 29
2.1.2.3 Key industry insights 30
2.2 DATA TRIANGULATION 30
2.3 MARKET SIZE ESTIMATION 31
FIGURE 2 METAVERSE IN GAMING MARKET: TOP-DOWN AND BOTTOM-UP APPROACH 31
2.3.1 SUPPLY-SIDE APPROACH 31
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 1 (SUPPLY SIDE): REVENUE OF METAVERSE IN GAMING FROM VENDORS 32
FIGURE 4 BOTTOM-UP APPROACH (SUPPLY SIDE): COLLECTIVE REVENUE OF METAVERSE IN GAMING VENDORS 33
FIGURE 5 MARKET PROJECTIONS FROM SUPPLY SIDE 34
2.3.2 DEMAND-SIDE APPROACH 34
FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY ̶ APPROACH 2 (DEMAND SIDE): REVENUE OF VENDORS FROM VARIOUS GAME PLAYERS 35
FIGURE 7 MARKET PROJECTIONS FROM DEMAND SIDE 35
2.4 MARKET FORECAST 36
TABLE 4 FACTOR ANALYSIS 36
2.4.1 RECESSION IMPACT ANALYSIS 37

2.5 RESEARCH ASSUMPTIONS 37
TABLE 5 ASSUMPTIONS 37
2.6 LIMITATIONS 38
3 EXECUTIVE SUMMARY 39
FIGURE 8 GLOBAL METAVERSE IN GAMING MARKET, 2020–2028 (USD MILLION) 40
FIGURE 9 FASTEST-GROWING SEGMENTS IN METAVERSE IN GAMING MARKET, 2023–2028 40
FIGURE 10 HARDWARE SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 41
FIGURE 11 AR DEVICES SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 42
FIGURE 12 FINANCIAL PLATFORMS SEGMENT TO GROW AT HIGHEST CAGR BY 2028 43
FIGURE 13 STRATEGY SEGMENT TO GROW AT HIGHEST CAGR TILL 2028 44
FIGURE 14 METAVERSE IN GAMING MARKET: REGIONAL SNAPSHOT 45
4 PREMIUM INSIGHTS 46
4.1 ATTRACTIVE OPPORTUNITIES FOR COMPANIES IN METAVERSE IN GAMING MARKET 46
FIGURE 15 STRONG VR, MR LIVESTREAMING, AND INTERACTIVE GAMING INTEREST AMONG YOUTH TO DRIVE MARKET 46
4.2 METAVERSE IN GAMING MARKET, BY COMPONENT, 2023 VS. 2028 46
FIGURE 16 SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD 46
4.3 METAVERSE IN GAMING MARKET, BY HARDWARE, 2023 VS. 2028 47
FIGURE 17 AR DEVICES SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD 47
4.4 METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023 VS. 2028 47
FIGURE 18 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD 47
4.5 METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023 VS. 2028 48
FIGURE 19 ADVENTURE SEGMENT TO HOLD LARGEST MARKET SHARE DURING FORECAST PERIOD 48
4.6 METAVERSE IN GAMING MARKET: REGIONAL SCENARIO, 2023–2028 48
FIGURE 20 ASIA PACIFIC TO EMERGE AS BEST MARKET FOR INVESTMENTS IN NEXT FIVE YEARS 48
FIGURE 21 METAVERSE IN GAMING MARKET IN SOUTH KOREA TO GROW AT HIGHEST RATE DURING FORECAST PERIOD 49
5 MARKET OVERVIEW AND INDUSTRY TRENDS 50
5.1 INTRODUCTION 50
5.2 MARKET DYNAMICS 50
FIGURE 22 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES: METAVERSE IN GAMING MARKET 50
5.2.1 DRIVERS 51
5.2.1.1 Increasing demand in entertainment and gaming industries 51
5.2.1.2 VR gaming becoming more immersive, interactive, and real 51
5.2.1.3 Emerging opportunities from adjacent markets 51
TABLE 6 MARKET SIZE AND GROWTH RATES OF ADJACENT MARKETS 51
5.2.1.4 Brand promotions using gamification and virtual world simulators 52
5.2.1.5 Availability of affordable hardware 52
5.2.2 RESTRAINTS 52
5.2.2.1 High installation and maintenance costs of high-end metaverse in gaming components 52
5.2.2.2 Health and mental issues from excessive use 53
5.2.2.3 Regulating metaverse in gaming with respect to cybersecurity, privacy, and usage standards 53
5.2.3 OPPORTUNITIES 53
5.2.3.1 Easier hosting of events and better engagement 53
5.2.3.2 Significant growth opportunities despite possible economic slowdown 54
5.2.4 CHALLENGES 54
5.2.4.1 Regional government regulations, coupled with environmental impact 54
5.3 CASE STUDY ANALYSIS 55
5.3.1 CASE STUDY 1: UNITY ENGINE LEVERAGED LAUNCH OF MULTIPLATFORM GAMING SERVICE 55
5.3.2 CASE STUDY 2: TENCENT CLOUD AMPLIFIED MILDOM’S LIVESTREAMING USER EXPERIENCE 55
5.4 ECOSYSTEM 56
FIGURE 23 METAVERSE IN GAMING MARKET: ECOSYSTEM 56
TABLE 7 METAVERSE IN GAMING MARKET: COMPANIES AND THEIR ROLE IN ECOSYSTEM 57
5.5 VALUE CHAIN ANALYSIS 59
FIGURE 24 VALUE CHAIN ANALYSIS: METAVERSE IN GAMING MARKET 59
5.5.1 SUPPLIERS 59
5.5.2 HARDWARE MANUFACTURERS 60
5.5.3 SOFTWARE VENDORS 60
5.5.4 END USERS 60
5.6 END-USER PREFERENCES AND TREND ANALYSIS, BY AGE GROUP 60
5.6.1 11 TO 19 YEARS 60
5.6.2 20 TO 35 YEARS 61
5.6.3 36 YEARS & ABOVE 61
5.7 TECHNOLOGY ANALYSIS 61
5.7.1 TECHNOLOGY STACK 61
FIGURE 25 METAVERSE IN GAMING MARKET: TECHNOLOGIES 61
5.7.2 INFRASTRUCTURE LEVEL 61
5.7.2.1 5G network 61
5.7.2.2 Internet of things 62
5.7.2.3 Cloud and edge computing 62

5.7.3 DESIGN AND DEVELOPMENT LEVEL 62
5.7.3.1 Blockchain 62
5.7.3.2 3D modeling and real-time rendering 63
5.7.3.3 Artificial intelligence, natural language processing, and computer vision 63
5.7.4 HUMAN INTERACTION LEVEL 63
5.7.4.1 Virtual reality 63
5.7.4.2 Augmented reality 64
5.7.4.2.1 Mobile augmented reality 64
5.7.4.2.2 Monitor-based AR technology 64
5.7.4.2.3 Near-eye-based AR technology 65
5.7.4.2.4 Web AR 65
5.7.4.3 Mixed reality 66
5.8 PRICING ANALYSIS 66
5.8.1 AVERAGE SELLING PRICE TREND 66
5.9 PATENT ANALYSIS 67
FIGURE 26 NUMBER OF PATENTS PUBLISHED, 2012–2022 67
FIGURE 27 TOP FIVE PATENT OWNERS (GLOBAL) 67
TABLE 8 TOP TEN PATENT OWNERS (US) 68
TABLE 9 KEY PATENTS IN METAVERSE IN GAMING MARKET 68
5.10 PORTER’S FIVE FORCES MODEL 70
FIGURE 28 METAVERSE IN GAMING MARKET: PORTER’S FIVE FORCES ANALYSIS 70
TABLE 10 METAVERSE IN GAMING MARKET: PORTER’S FIVE FORCES ANALYSIS 70
5.10.1 INTENSITY OF COMPETITIVE RIVALRY 71
5.10.2 BARGAINING POWER OF SUPPLIERS 71
5.10.3 BARGAINING POWER OF BUYERS 71
5.10.4 THREAT OF NEW ENTRANTS 72
5.10.5 THREAT OF SUBSTITUTES 72
5.11 KEY STAKEHOLDERS AND BUYING CRITERIA 73
5.11.1 KEY STAKEHOLDERS IN BUYING PROCESS 73
FIGURE 29 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP END USERS 73
TABLE 11 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP END USERS (%) 73
5.11.2 BUYING CRITERIA 74
FIGURE 30 KEY BUYING CRITERIA FOR TOP END USERS 74
TABLE 12 KEY BUYING CRITERIA FOR TOP END USERS 74
5.12 REGULATORY LANDSCAPE 75
5.12.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 75
TABLE 13 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 75
TABLE 14 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 76
TABLE 15 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 77
TABLE 16 REST OF THE WORLD: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 79
5.12.2 REGULATORY IMPLICATIONS AND INDUSTRY STANDARDS 80
5.13 KEY CONFERENCES AND EVENTS IN 2023–2024 80
TABLE 17 METAVERSE IN GAMING MARKET: DETAILED LIST OF CONFERENCES AND EVENTS 80
5.14 TRENDS/DISRUPTIONS IMPACTING BUYERS 81
FIGURE 31 METAVERSE IN GAMING MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS 81
6 METAVERSE IN GAMING MARKET, BY COMPONENT 82
6.1 INTRODUCTION 83
6.1.1 COMPONENT: METAVERSE IN GAMING MARKET DRIVERS 83
FIGURE 32 SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD 83
TABLE 18 METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 84
TABLE 19 METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 84
6.2 HARDWARE 84
6.2.1 RISING YOUTH INTEREST TO FUEL DEMAND FOR GAMING HARDWARE DEVICES 84
TABLE 20 HARDWARE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 85
TABLE 21 HARDWARE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 85
6.3 SOFTWARE 85
6.3.1 REQUIREMENT OF GAMING ENGINE AND RT3D SOFTWARE AMONG GAMERS TO FUEL MARKET GROWTH 85
TABLE 22 SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 86
TABLE 23 SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 86
6.4 SERVICES 86
6.4.1 INTEGRATION OF ONLINE GAMING, SOCIAL NETWORKING, AR, AND VR TECHNOLOGIES TO BOOST MARKET GROWTH 86
TABLE 24 SERVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 87
TABLE 25 SERVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 87

7 METAVERSE IN GAMING MARKET, BY HARDWARE 88
7.1 INTRODUCTION 89
7.1.1 HARDWARE: METAVERSE IN GAMING MARKET DRIVERS 89
FIGURE 33 AR DEVICES SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD 89
TABLE 26 METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 90
TABLE 27 METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 90
7.2 AR DEVICES 90
7.2.1 LIVESTREAM GAMING AND ENTERTAINMENT TO FUEL DEMAND FOR AR DEVICE PRODUCTION AND TECHNOLOGY ADVANCEMENTS 90
TABLE 28 AR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 91
TABLE 29 AR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 91
7.3 VR DEVICES 91
7.3.1 SIGNIFICANT IMPROVEMENTS VIS-A-VIS MASS, COST, VOLUME, SIMPLICITY, AND OPTICAL PERFORMANCE TO FUEL VR DEVICE ADOPTION 91
TABLE 30 VR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 92
TABLE 31 VR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 92
7.4 MR DEVICES 92
7.4.1 RISE IN BODY GESTURE SENSING IN GAMING METAVERSE TO SUPPORT GROWING ADOPTION OF MR DEVICES 92
TABLE 32 MR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 93
TABLE 33 MR DEVICES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 93
7.5 DISPLAYS 93
7.5.1 ENHANCED SCREEN RESOLUTION, REAL-TIME AMBIENCE EXPERIENCE, AND HIGHER QUALITY VIDEO TO PUSH VENDORS TO MANUFACTURE STATE-OF-THE-ART DISPLAYS 93
TABLE 34 DISPLAYS: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 94
TABLE 35 DISPLAYS: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 94
8 METAVERSE IN GAMING MARKET, BY SOFTWARE 95
8.1 INTRODUCTION 96
8.1.1 SOFTWARE: METAVERSE IN GAMING MARKET DRIVERS 96
FIGURE 34 EXTENDED REALITY SOFTWARE SEGMENT TO HOLD LARGEST SHARE DURING FORECAST PERIOD 97
TABLE 36 METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 97
TABLE 37 METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 98
8.1.2 EXTENDED REALITY SOFTWARE 98
8.1.2.1 SDK development to become need of hour 98
TABLE 38 EXTENDED REALITY SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 98
TABLE 39 EXTENDED REALITY SOFTWARE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 99
8.1.3 GAMING ENGINES 99
8.1.3.1 Transforming gamers’ ecosystem to fuel demand for innovation and R&D for gaming engine vendors 99
TABLE 40 GAMING ENGINES: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 99
TABLE 41 GAMING ENGINES: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 100
8.1.4 3D MAPPING, MODELING, AND RECONSTRUCTION 100
8.1.4.1 Emerging use of 3D software for expressive avatar creation and 3D world design to drive market 100
TABLE 42 3D MAPPING, MODELING, AND RECONSTRUCTION: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 100
TABLE 43 3D MAPPING, MODELING, AND RECONSTRUCTION: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 101
8.1.5 FINANCIAL PLATFORMS 101
8.1.5.1 NFT and cryptocurrency rewards, along with tokenization model, to attract gamers in metaverse 101
TABLE 44 FINANCIAL PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 101
TABLE 45 FINANCIAL PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 102
8.1.6 METAVERSE PLATFORMS 102
8.1.6.1 Building effective and desired avatars to create interest among gamers in RT3D ecosystem 102
TABLE 46 METAVERSE PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 102
TABLE 47 METAVERSE PLATFORMS: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 103
9 METAVERSE IN GAMING MARKET, BY GAME GENRE 104
9.1 INTRODUCTION 105
9.1.1 GAME GENRE: METAVERSE IN GAMING MARKET DRIVERS 105
FIGURE 35 STRATEGY SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 106
TABLE 48 METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 106
TABLE 49 METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 107

9.2 ACTION 107
9.2.1 POPULARITY OF LIVESTREAMING AND ESPORTS GAME TOURNAMENTS TO FUEL DEMAND FOR THIS GENRE 107
TABLE 50 ACTION: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 107
TABLE 51 ACTION: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 108
9.3 ADVENTURE 108
9.3.1 METAVERSE TO PROVIDE ENHANCEMENTS IN COMBAT, EXPLORATION, AND SURVIVAL GAMES 108
TABLE 52 ADVENTURE: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 108
TABLE 53 ADVENTURE: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 109
9.4 CASUAL 109
9.4.1 INCREASING USE OF VR IN COLLABORATIVE FAMILY AND CHILDREN GAMES TO DRIVE MARKET 109
TABLE 54 CASUAL: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 109
TABLE 55 CASUAL: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 109
9.5 ROLE-PLAYING 110
9.5.1 METAVERSE TO PROVIDE HIGHLY DETAILED AND VISUALLY STUNNING EXPERIENCE IN ROLE-PLAYING GAMES 110
TABLE 56 ROLE-PLAYING: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 110
TABLE 57 ROLE-PLAYING: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 110
9.6 SIMULATION 111
9.6.1 EMERGING USE OF EXTENDED REALITY IN FLIGHT AND TRUCK SIMULATION GAMES TO DRIVE MARKET 111
TABLE 58 SIMULATION: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 111
TABLE 59 SIMULATION: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 111
9.7 SPORTS & RACING 112
9.7.1 RISING POPULARITY OF METAVERSE IN MULTIPLAYER SPORTS & RACING GAMES TO DRIVE MARKET 112
TABLE 60 SPORTS & RACING: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 112
TABLE 61 SPORTS & RACING: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 112
9.8 STRATEGY 113
9.8.1 INCREASING POPULARITY OF USER-GENERATED CONTENT IN MULTIPLAYER STRATEGY GAMES TO DRIVE MARKET 113
TABLE 62 STRATEGY: METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 113
TABLE 63 STRATEGY: METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 113
10 METAVERSE IN GAMING MARKET, BY REGION 114
10.1 INTRODUCTION 115
FIGURE 36 ASIA PACIFIC TO GROW AT HIGHEST RATE DURING FORECAST PERIOD 115
TABLE 64 METAVERSE IN GAMING MARKET, BY REGION, 2019–2022 (USD MILLION) 115
TABLE 65 METAVERSE IN GAMING MARKET, BY REGION, 2023–2028 (USD MILLION) 116
10.2 NORTH AMERICA 116
10.2.1 NORTH AMERICA: METAVERSE IN GAMING MARKET DRIVERS 116
10.2.2 NORTH AMERICA: RECESSION IMPACT 117
FIGURE 37 NORTH AMERICA: MARKET SNAPSHOT 118
TABLE 66 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 118
TABLE 67 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 119
TABLE 68 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 119
TABLE 69 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 119
TABLE 70 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 120
TABLE 71 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 120
TABLE 72 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 120
TABLE 73 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 121
TABLE 74 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 121
TABLE 75 NORTH AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 122
10.2.3 US 122
TABLE 76 US: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 122
TABLE 77 US: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 123
10.2.4 CANADA 123
TABLE 78 CANADA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 123
TABLE 79 CANADA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 123
10.3 EUROPE 124
10.3.1 EUROPE: METAVERSE IN GAMING MARKET DRIVERS 124
10.3.2 EUROPE: RECESSION IMPACT 124
TABLE 80 EUROPE: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 125
TABLE 81 EUROPE: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 125
TABLE 82 EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 125
TABLE 83 EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 125
TABLE 84 EUROPE: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 126
TABLE 85 EUROPE: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 126
TABLE 86 EUROPE: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 126
TABLE 87 EUROPE: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 127
TABLE 88 EUROPE: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 127
TABLE 89 EUROPE: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 127
10.3.3 UK 128
TABLE 90 UK: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 128
TABLE 91 UK: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 128
10.3.4 GERMANY 128
TABLE 92 GERMANY: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 129
TABLE 93 GERMANY: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 129
10.3.5 FRANCE 129
TABLE 94 FRANCE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 129
TABLE 95 FRANCE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 130
10.3.6 REST OF EUROPE 130
TABLE 96 REST OF EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 130
TABLE 97 REST OF EUROPE: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 130
10.4 ASIA PACIFIC 131
10.4.1 ASIA PACIFIC: METAVERSE IN GAMING MARKET DRIVERS 131
10.4.2 ASIA PACIFIC: RECESSION IMPACT 131
FIGURE 38 ASIA PACIFIC: REGIONAL SNAPSHOT 132
TABLE 98 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 133
TABLE 99 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 133
TABLE 100 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 133
TABLE 101 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 134
TABLE 102 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 134
TABLE 103 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 134
TABLE 104 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 135
TABLE 105 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 135
TABLE 106 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 135
TABLE 107 ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 136
10.4.3 CHINA 136
TABLE 108 CHINA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 136
TABLE 109 CHINA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 137
10.4.4 JAPAN 137
TABLE 110 JAPAN: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 137
TABLE 111 JAPAN: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 137
10.4.5 SOUTH KOREA 138
TABLE 112 SOUTH KOREA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 138
TABLE 113 SOUTH KOREA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 138
10.4.6 REST OF ASIA PACIFIC 138
TABLE 114 REST OF ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 139
TABLE 115 REST OF ASIA PACIFIC: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 139
10.5 MIDDLE EAST & AFRICA 139
10.5.1 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET DRIVERS 139
10.5.2 MIDDLE EAST & AFRICA: RECESSION IMPACT 140
TABLE 116 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 140
TABLE 117 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 140
TABLE 118 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 141
TABLE 119 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 141
TABLE 120 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 141
TABLE 121 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 142
TABLE 122 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 142
TABLE 123 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 142
TABLE 124 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 143
TABLE 125 MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 143
10.5.3 KINGDOM OF SAUDI ARABIA 143
TABLE 126 KINGDOM OF SAUDI ARABIA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 144
TABLE 127 KINGDOM OF SAUDI ARABIA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 144
10.5.4 REST OF MIDDLE EAST & AFRICA 144
TABLE 128 REST OF MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 144
TABLE 129 REST OF MIDDLE EAST & AFRICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 145
10.6 LATIN AMERICA 145
10.6.1 LATIN AMERICA: METAVERSE IN GAMING MARKET DRIVERS 145
10.6.2 LATIN AMERICA: RECESSION IMPACT 146
TABLE 130 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 146
TABLE 131 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 146
TABLE 132 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 147
TABLE 133 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 147
TABLE 134 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2019–2022 (USD MILLION) 147
TABLE 135 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY HARDWARE, 2023–2028 (USD MILLION) 148
TABLE 136 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2019–2022 (USD MILLION) 148
TABLE 137 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY SOFTWARE, 2023–2028 (USD MILLION) 148
TABLE 138 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2019–2022 (USD MILLION) 149
TABLE 139 LATIN AMERICA: METAVERSE IN GAMING MARKET, BY GAME GENRE, 2023–2028 (USD MILLION) 149
10.6.3 BRAZIL 149
TABLE 140 BRAZIL: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 150
TABLE 141 BRAZIL: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 150
10.6.4 REST OF LATIN AMERICA 150
TABLE 142 REST OF LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 150
TABLE 143 REST OF LATIN AMERICA: METAVERSE IN GAMING MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 151
11 COMPETITIVE LANDSCAPE 152
11.1 INTRODUCTION 152
11.2 MARKET SHARE OF TOP VENDORS 152
TABLE 144 INTENSITY OF COMPETITIVE RIVALRY 152
FIGURE 39 MARKET SHARE ANALYSIS, 2022 153
11.3 REVENUE ANALYSIS OF TOP FIVE VENDORS 154
FIGURE 40 REVENUE ANALYSIS OF TOP FIVE VENDORS, 2018–2022 (USD BILLION) 154
11.4 COMPANY EVALUATION QUADRANT, 2022 154
11.4.1 DEFINITIONS AND METHODOLOGY 154
FIGURE 41 KEY PLAYER EVALUATION QUADRANT: CRITERIA WEIGHTAGE 155
11.4.2 STARS 155
11.4.3 EMERGING LEADERS 155
11.4.4 PERVASIVE PLAYERS 156
11.4.5 PARTICIPANTS 156
FIGURE 42 COMPANY EVALUATION QUADRANT, 2022 157
TABLE 145 COMPANY FOOTPRINT (TOP 10 PLAYERS) 158
11.5 COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES, 2022 159
11.5.1 DEFINITION AND METHODOLOGY 159
FIGURE 43 COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES: CRITERIA WEIGHTAGE 159
11.5.2 PROGRESSIVE COMPANIES 159
11.5.3 RESPONSIVE COMPANIES 160
11.5.4 DYNAMIC COMPANIES 160
11.5.5 STARTING BLOCKS 160
FIGURE 44 COMPANY EVALUATION QUADRANT FOR STARTUPS/SMES, 2022 160
11.6 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 161
TABLE 146 COMPETITIVE BENCHMARKING FOR STARTUPS/SMES 161
TABLE 147 ANALYSIS OF KEY STARTUPS/SMES 162
11.7 COMPANY FINANCIAL METRICS 162
FIGURE 45 COMPANY FINANCIAL METRICS, 2022 162
11.8 GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS 163
FIGURE 46 METAVERSE IN GAMING: GLOBAL SNAPSHOT OF KEY MARKET PARTICIPANTS, 2022 163

11.9 COMPETITIVE SCENARIO 164
11.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS 164
TABLE 148 METAVERSE IN GAMING MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, JANUARY 2020–APRIL 2023 164
11.9.2 DEALS 166
TABLE 149 METAVERSE IN GAMING MARKET: DEALS, JANUARY 2020–APRIL 2023 166
12 COMPANY PROFILES 168
12.1 INTRODUCTION 168
12.2 KEY PLAYERS 168
(Business Overview, Products/Solutions/Services offered, Recent Developments, MnM View)*
12.2.1 META (FORMERLY FACEBOOK) 168
TABLE 150 META: BUSINESS OVERVIEW 168
FIGURE 47 META: COMPANY SNAPSHOT 169
TABLE 151 META: SOLUTIONS/SERVICES/PLATFORMS OFFERED 169
TABLE 152 META: PRODUCT LAUNCHES AND ENHANCEMENTS 170
TABLE 153 META: DEALS 171
12.2.2 ACTIVISION BLIZZARD 173
TABLE 154 ACTIVISION BLIZZARD: BUSINESS OVERVIEW 173
FIGURE 48 ACTIVISION BLIZZARD: COMPANY SNAPSHOT 174
TABLE 155 ACTIVISION BLIZZARD: SOLUTIONS/SERVICES/PLATFORMS OFFERED 174
TABLE 156 ACTIVISION BLIZZARD: PRODUCT LAUNCHES AND ENHANCEMENTS 176
TABLE 157 ACTIVISION BLIZZARD: DEALS 177
12.2.3 NETEASE 179
TABLE 158 NETEASE: BUSINESS OVERVIEW 179
FIGURE 49 NETEASE: COMPANY SNAPSHOT 179
TABLE 159 NETEASE: SOLUTIONS/SERVICES/PLATFORMS OFFERED 180
TABLE 160 NETEASE: PRODUCT LAUNCHES AND ENHANCEMENTS 180
TABLE 161 NETEASE: DEALS 181
TABLE 162 NETEASE: OTHERS 182
12.2.4 ELECTRONIC ARTS 183
TABLE 163 ELECTRONIC ARTS: BUSINESS OVERVIEW 183
FIGURE 50 ELECTRONIC ARTS: COMPANY SNAPSHOT 184
TABLE 164 ELECTRONIC ARTS: SOLUTIONS/SERVICES/PLATFORMS OFFERED 184
TABLE 165 ELECTRONIC ARTS: PRODUCT LAUNCHES AND ENHANCEMENTS 185
TABLE 166 ELECTRONIC ARTS: DEALS 186
12.2.5 TAKE-TWO 189
TABLE 167 TAKE-TWO: BUSINESS OVERVIEW 189
FIGURE 51 TAKE-TWO: COMPANY SNAPSHOT 189
TABLE 168 TAKE-TWO: SOLUTIONS/SERVICES/PLATFORMS OFFERED 190
TABLE 169 TAKE-TWO: DEALS 190

12.2.6 TENCENT 193
TABLE 170 TENCENT: BUSINESS OVERVIEW 193
FIGURE 52 TENCENT: COMPANY SNAPSHOT 193
TABLE 171 TENCENT: SOLUTIONS/SERVICES/PLATFORMS OFFERED 194
TABLE 172 TENCENT: DEALS 194
12.2.7 NEXON 195
TABLE 173 NEXON: BUSINESS OVERVIEW 195
FIGURE 53 NEXON: COMPANY SNAPSHOT 195
TABLE 174 NEXON: SOLUTIONS/SERVICES/PLATFORMS OFFERED 196
TABLE 175 NEXON: PRODUCT LAUNCHES AND ENHANCEMENTS 196
TABLE 176 NEXON: DEALS 197
12.2.8 EPIC GAMES 198
TABLE 177 EPIC GAMES: BUSINESS OVERVIEW 198
TABLE 178 EPIC GAMES: SOLUTIONS/SERVICES/PLATFORMS OFFERED 198
TABLE 179 EPIC GAMES: PRODUCT LAUNCHES AND ENHANCEMENTS 199
TABLE 180 EPIC GAMES: DEALS 200
12.2.9 UNITY 201
TABLE 181 UNITY: BUSINESS OVERVIEW 201
FIGURE 54 UNITY: COMPANY SNAPSHOT 201
TABLE 182 UNITY: SOLUTIONS/SERVICES/PLATFORMS OFFERED 202
TABLE 183 UNITY: PRODUCT LAUNCHES AND ENHANCEMENTS 202
TABLE 184 UNITY: DEALS 203
12.2.10 VALVE 204
TABLE 185 VALVE: BUSINESS OVERVIEW 204
TABLE 186 VALVE: SOLUTIONS/SERVICES/PLATFORMS OFFERED 204
*Details on Business Overview, Products/Solutions/Services offered, Recent Developments, MnM View might not be captured in case of unlisted companies.
12.3 OTHER COMPANIES 205
12.3.1 ACCENTURE 205
12.3.2 ADOBE 206
12.3.3 HPE 207
12.3.4 DELOITTE 207
12.3.5 ANSYS 208
12.3.6 AUTODESK INC. 209
12.3.7 INTEL 210
12.3.8 TECH MAHINDRA 211
12.3.9 BYTEDANCE 211
12.3.10 NVIDIA 212
12.3.11 MICROSOFT 213
12.3.12 SAMSUNG 214
12.3.13 GOOGLE 215
12.3.14 SONY 216
12.3.15 HTC 217
12.3.16 SEIKO EPSON 218
12.3.17 APPLE 219
12.3.18 QUALCOMM 220
12.3.19 PANASONIC 221
12.3.20 EON REALITY 222
12.3.21 ROBLOX 223
12.3.22 LENOVO 224
12.3.23 RAZER 225
12.3.24 NEXTECH AR SOLUTIONS 226
12.3.25 ZQGAME 227
12.3.26 TALECRAFT 227
12.3.27 VR CHAT 228
12.3.28 DECENTRALAND 228
12.3.29 SOMNIUM SPACE 229
12.3.30 SANDBOX VR 229
13 ADJACENT & RELATED MARKETS 230
13.1 INTRODUCTION 230
13.1.1 RELATED MARKETS 230
TABLE 187 RELATED MARKETS 230
13.2 LIMITATIONS 230
13.3 METAVERSE MARKET 230
13.3.1 INTRODUCTION 230
13.3.2 METAVERSE MARKET, BY COMPONENT 230
TABLE 188 METAVERSE MARKET, BY COMPONENT, 2018–2021 (USD BILLION) 231
TABLE 189 METAVERSE MARKET, BY COMPONENT, 2022–2027 (USD BILLION) 231
13.3.3 METAVERSE MARKET, BY VERTICAL 231
TABLE 190 METAVERSE MARKET, BY VERTICAL, 2018–2021 (USD BILLION) 231
TABLE 191 METAVERSE MARKET, BY VERTICAL, 2022–2027 (USD BILLION) 232
13.3.4 METAVERSE MARKET, BY REGION 232
TABLE 192 METAVERSE MARKET, BY REGION, 2018–2021 (USD BILLION) 232
TABLE 193 METAVERSE MARKET, BY REGION, 2022–2027 (USD BILLION) 233
13.4 AUGMENTED REALITY MARKET 233
13.4.1 INTRODUCTION 233
13.4.2 AUGMENTED REALITY MARKET, BY DEVICE TYPE 233
TABLE 194 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2021–2026 (USD MILLION) 233
13.4.3 AUGMENTED REALITY MARKET, BY OFFERING 234
TABLE 195 AUGMENTED REALITY MARKET, BY OFFERING, 2021–2026 (USD MILLION) 234
13.4.4 AUGMENTED REALITY MARKET, BY REGION 234
TABLE 196 AUGMENTED REALITY MARKET, BY REGION, 2021–2026 (USD MILLION) 234
13.5 VIRTUAL REALITY MARKET 235
13.5.1 INTRODUCTION 235
13.5.2 VIRTUAL REALITY MARKET, BY OFFERING 235
TABLE 197 VR MARKET, BY OFFERING, 2016–2019 (USD MILLION) 235
TABLE 198 VR MARKET, BY OFFERING, 2020–2025 (USD MILLION) 235
13.5.3 VIRTUAL REALITY MARKET, BY REGION 236
TABLE 199 VR MARKET, BY REGION, 2016–2019 (USD MILLION) 236
TABLE 200 VR MARKET, BY REGION, 2020–2025 (USD MILLION) 236
14 APPENDIX 237
14.1 DISCUSSION GUIDE 237
14.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 242
14.3 CUSTOMIZATION OPTIONS 244
14.4 RELATED REPORTS 244
14.5 AUTHOR DETAILS 245



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