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Market Overview
The global Metaverse market growth for the metaverse market was calculated at USD 63.83 billion in 2021. The market is expected to grow from USD 100.270 billion in 2022 to USD 1,527.55 billion by 2030, manifesting a compound annual growth rate of 47.60% during the anticipated period. The global covid-19 outbreak has been unparalleled and staggering, with the metaverse encountering higher-than-forecasted ultimatum scroll all areas compared to before pandemic levels.
On the basis of research analysis, the global metaverse market showed an increase of 0.7% in 2020 as compared to 2019. The metaverse is a replicated digital environment that is authorized with augmented reality which is shortly known as AR, virtual reality (VR), mixed reality, blockchain, and others. These technologies are used to create areas for a luxury user experience of virtual reality.
In the expanse of work, the research has included market services provided by companies like Tencent Holdings Ltd, NVIDIA Corporation, Meta, Roblox Corporation, and others. These leading companies are providing virtual reality-based services and 3D immersive experience platforms. However, Microsoft Corporation offers Microsoft Mesh Meta platforms.
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The concepts also apply blockchain technology to offer various services, such as digital governance and accessibility, secured transaction, easy accessibility, and others, however, the rise in the investment in virtual digital world services desegregated with blockchain is projected to build up the global metaverse market growth.
Further, various e-commerce players are embracing digital world services to show the products in the virtual world to get real-world experience.
Segmentation
The market for metaverse has been categorized by component analysis, device analysis, and application analysis. However, the component market is divided into hardware platforms and software platforms. On the basis of device analysis, the market is divided into desktop, mobile, tablets, and others, whereas based on the application the market is segmented into gaming, conferences, content creation, social media, and others.
Among all the applications of the metaverse, the gaming application carries the widest part of the market due to a rush in the adoption of gaming and live streaming across the globe.
The metaverse market can be segmented according to geography, technology, user demographics, and content.
Geography: The metaverse market can be segmented according to geographical regions, such as North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa.
Technology: The metaverse market can be segmented according to the various technologies used to power the metaverse, such as augmented and virtual reality, artificial intelligence, cloud computing, and 3D rendering engines.
User Demographics: The metaverse market can be segmented according to the user demographics, such as gender, age, income level, occupation, and location.
Regional classification
The market for metaverse has been classified into three primary regions, such as North America, Europe, and the rest of the world, and the regions are again classified into countries. North America is calculated to hold the largest share in the market due to its increasing investment in platforms by leading companies, like NVIDIA Corporation, Roblox Corporation, and others. However, Europe is projected to rise with the highest compound annual growth rate during the anticipated period and this is majorly ascribed to the increasing number of customers all over social media and gaming platforms.
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Industry news
The global market for metaverse observed a growth rate of 3.30% in2020 as compared to 2.60% in 2019. However, the gaming audience for e-sports reached around 495.0 million by 2020, a rise of 11.7%, and is expected to reach 646.0 million by 2024, whereas the entertainment sector is projected to reach USD 25.90 billion by 2023.
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