The Global Metaverse Market is Segmented by Type (VR Headsets, Smart Glasses, Software), by Application (Content Creation, Game, Social, Conference, Education, Industrial): Opportunity Analysis and Industry Forecast, 2022–2028. It is published in Valuates Reports under the Virtual Words Category.
The global Metaverse market size is projected to reach 510 billion USD by 2028, from 28 US$ million in 2022, at a CAGR of 95% during 2022-2028.
Major factors driving the growth of the metaverse market are:
The metaverse market is expected to grow due to diverse applications in gaming, content creation, learning, social interaction, training, and virtual shopping.
Metaverse provides workplace and educational institutions with communication innovations, new branding opportunities, and assistance in developing and promoting a virtual economy. These factors are expected to fuel the metaverse market’s expansion even further.
Trends influencing the global Metaverse market
The pandemic has accelerated the internet’s evolution, resulting in the ‘Metaverse,’ where cyberspace becomes more of an interactive 3D space with business and networking, as well as content that corresponds to the worlds in popular games like Roblox. The current global crisis has accelerated the development of virtual platforms such as the metaverse, as well as some of the cultural trends and behaviors that are required for the creation of a metaverse. Pandemic has also accelerated the rise of virtual communities, such as interactive gaming worlds and mixed reality activations, as a key lifestyle space for incarcerated consumers. This factor is expected to drive the metaverse market growth.
The recent covid -19 pandemic has made educational institutions recognize the value of remote or distance learning. The advantages of the metaverse for improving communication can provide all users with engaging and interactive experiences. Participants could discover opportunities for dynamic and engaging interactions among participants thanks to the graphically-rich 3D virtual environments and immersive experiences. Participants can also use virtual offices or classrooms instead of interacting with others via a computer screen, microphone, and speakers. Users will be able to interact with life-like digital avatars of other participants while exploring virtual workspaces or learning spaces in a 360-degree view. This factor is expected to drive the growth of metaverse market growth.
Enterprises are beginning to use the three-dimensional platform of e-commerce to function with life-like virtualized ecosystems for an immersive experience as the Metaverse becomes more widely implemented. E-commerce businesses can interact with their customers and merchants in a virtual ecosystem to regulate their trade by performing product inspections, closing deals, and negotiating, among other things. Through interactive and realistic marketing tactics, e-commerce businesses can improve their terms with customers. This in turn is expected to drive the growth of metaverse market growth.
Expansion of metaverse on social media platforms is expected to further drive the growth of the metaverse market. People on social media can have an immersive experience thanks to a platform based on Metaverse. Together, virtual reality and augmented reality provide a more intensely realistic experience than current social media features. The Metaverse’s social media content is graphically rich, with users acting as real-time interoperable content creators.
Metaverse market share
Based on application, the game segment is expected to be the most lucrative segment. Metaverse games are a result of the gaming industry’s recent evolution. Players are venturing into the real world of Metaverse in order to partake in next-generation gaming. While Metaverse can be centralized or decentralized, gaming companies are concentrating their efforts on decentralized projects because the future is decentralized.
Based on type, the desktop segment is expected to be the most lucrative. The market is growing due to rising video game revenue and an increase in the number of video gaming audiences around the world. As the number of people who play video games grows, there is a huge demand for desktop devices that can be used to play virtual reality games.
Based on region, North America is expected to be the most lucrative, due to a variety of factors, including increased emphasis on developing metaverse platforms for the education industry, increased focus on converging digital and physical worlds through the internet, and more.