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Global Metaverse in Entertainment Market 2023-2027
Global Metaverse in Entertainment Market 2023-2027
Global Metaverse in Entertainment Market 2023-2027
Technavio has been monitoring the metaverse in entertainment market and is forecast to grow by $33323.31 mn during 2022-2027, accelerating at a CAGR of 9.07% during the forecast period. Our report on the metaverse in entertainment market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by growing awareness of VR gaming, growing adoption of AR VR gaming by individuals, and rising consumer spending across virtual concerts, events, and others.
Technavio's metaverse in entertainment market is segmented as below:
By End-userFilm productionMusic labelsOTT platformsTelevision broadcastersOthersBy ComponentHardwareSoftwareServicesBy GeographyNorth AmericaEuropeAPACSouth AmericaMiddle East and AfricaThis study identifies the growing number of acquisitions and partnerships as one of the prime reasons driving the metaverse in entertainment market growth during the next few years. Also, virtual theme park gaining traction and rising consumer adoption of online gaming will lead to sizable demand in the market.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on the metaverse in entertainment market covers the following areas:Metaverse in entertainment market sizingMetaverse in entertainment market forecastMetaverse in entertainment market industry analysisTechnavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading metaverse in entertainment market vendors that include Animoca Brands Corp. Ltd., BATTLE INFINITY, Decentraland, Epic Games Inc., Gamefam Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., NFT Worlds, Niantic Inc., Nolan Consulting Ltd., NVIDIA Corp., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp., Scuti.AI LLC, Sky Mavis, SportsIcon Inc., Tencent Holdings Ltd., and Zilliqa Research Pte. Ltd. Also, the metaverse in entertainment market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.