Historical market sales data for 2021, estimates for 2022 and 2023 and CAGR forecasts to 2027

DUBLIN, January 25, 2023 /PRNewswire/ — Added the Metaverse: Global Market Size, Trends and Forecast (2022-2027) report Offer.

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This report provides an overview and analysis of the global Metaverse market. Using 2021 as the base year, the report provides estimated market data for the forecast period 2022 to 2027.

This report also provides insights into drivers, restraints, and opportunities for the market collected through primary and secondary research. It also covers various market factors including the impact of COVID-19, Porter’s five forces, use case analysis and the regulatory landscape.

The Metaverse is an ongoing and persistent multi-user environment that combines physical reality with digital virtuality. It is the post-reality world based on the convergence of technologies such as VR and AR, enabling multimodal interactions with digital objects, virtual environments and people. As a result, the Metaverse is a permanent multi-user platform connecting a network of socially interactive and networked immersive worlds.

Younger, digitally native generations are changing cultural expectations of the internet; increasing demand in the media, entertainment and gaming industries; Augmented, Virtual and Mixed Reality (MR) technologies expanding Metaverse capabilities are some of the key factors driving the growth of the current Metaverse market. However, the costly installation and maintenance of Metaverse components and privacy and security concerns are hampering market growth.

This report has been prepared in a simple, easy to understand format with some tables and charts/figures. The scope of the report includes a detailed study of the global and regional markets for components, platforms, offerings, applications and end users. The report contains the qualitative and quantitative data of all segments. The report examines each segment, determines its current market size and estimates its future market sizes at compound annual growth rates (CAGRs).

The report also includes detailed profiles of the major Metaverse players and their strategies for improving their presence in the market. The report also includes a competitive landscape chapter that discusses the market ecosystem of the leading metaverse solution providers in 2021.

report includes

  • 71 data tables and 37 supplementary tables

  • A brief high-level overview and up-to-date analysis of the global Metaverse Technologies market

  • Analysis of the global market trends with historical market sales data for 2021, estimates for 2022 and 2023 and projections of compound annual growth rates (CAGRs) up to 2027

  • Discussing the technologies and platforms surrounding the Metaverse environment, opportunities and growth drivers, and areas of focus to forecast this innovation-driven market across various segments and sub-segments

  • Estimation of actual market size and revenue forecast for the global Metaverse Market in million US dollars and related market share analysis by component, platform, offering, application, end-use and geographic region

  • Covering the technological, economic and business considerations of the Metaverse market with analysis, trends and growth forecast up to 2027

  • In-depth information (facts and figures) on key market dynamics, challenges and restraints, technological advancements, industry value chain and competitive landscape of leading market players

  • Identifying the companies best positioned to meet demand, due to or in connection with their proprietary technologies, product launches, mergers and acquisitions and other market strategic advantages

  • A relevant patent analysis with significant allocations of Metaverse technology patent data in each major category

  • Profile descriptions of leading Metaverse companies including Epic Games Inc., Meta Platforms Inc. (Facebook), Microsoft Corp., Inworld AI, NetEase Inc., Nvidia Corp. and Roblox Corp.

Main topics covered:

Chapter 1 Introduction

Chapter 2 Summary and Highlights

Chapter 3 Market Overview
3.1 Introduction
3.2 History and Development of the Metaverse
3.3 Future Expectations
3.3.1 Stage 1: Emergence
3.3.2 Stage 2: Advanced
3.3.3 Phase 3: Mature
3.4 Analysis of the value chain
3.4.1 Level 1: Experience (games, social, theatre, e-sports, shopping)
3.4.2 Level 2: Discovery (Social Curation, Ad Networks, Ratings, Stores, Agents)
3.4.3 Layer 3: Creator Economy (Asset Markets, Workflow, Trading, Design Tools)
3.4.4 Layer 4: Spatial Computing (Vr/Ar/Xr, Multitasking UI, 3D Engines, Geomapping)
3.4.5 Layer 5: Decentralization (AI Agents, Edge Computing, Microservices, Blockchain)
3.4.6 Layer 6: Human Interface (Smart Glasses, Wearables, Mobile, Haptic, Gestures, Neural, Voice)
3.4.7 Layer 7: Infrastructure (Wifi6, 5G, Cloud, Mems Gpus Materials)
3.5 Macro Analysis
3.5.1 Impact of Covid-19 on the market
3.5.2 Metaverse in the post-pandemic world
3.5.3 Effects of the Russia-Ukraine war on the market
3.6 Porter’s Five Forces Analysis
3.7 Regulatory Analysis
3.7.1 Copyright Laws
3.7.2 Intellectual Property Laws
3.7.3 Contract Law
3.7.4 Tort Law
3.7.5 Defamation Act
3.7.6 Regulation of Nfts and Taxes
3.8 Upcoming Regulatory Plans
3.8.1 European Union
3.8.2 United States
3.8.3 China
3.8.4 Japan
3.8.5 South Korea
3.9 Current and upcoming major Metaverse-related conferences

Chapter 4 Technology Analysis
4.1 Network and Computer Technology
4.1.1 5G/6G Technology
4.1.2 Internet of Things
4.1.3 Cloud Computing
4.1.4 Edge Computing
4.2 Design, development and content production level
4.2.1 Blockchain
4.2.2 Real Time Rendering and 3D Modeling/Reconstruction
4.2.3 Artificial Intelligence (AI)
4.2.4 Computer vision
4.2.5 Smart Voice
4.2.6 Digital Twin
4.2.7 Gaming Engines
4.3 Interactive Human/Simulation Level
4.3.1 Virtual Reality
4.3.2 Augmented Reality
4.3.3 Mixed Reality (Mr.)

Chapter 5 Market Dynamics
5.1 Market Drivers, Limitations/Challenges and Opportunities
5.1.1 Market Drivers
5.1.1 Market Constraints/Challenges
5.1.1 Market Opportunities
5.2 Analysis of the impact of market dynamics

Chapter 6 Market Breakdown by Components
6.1 Overview
6.2 Hardware
6.2.1 VR Devices
6.2.2 Ar Devices
6.2.3 Mr Devices
6.3 Software
6.3.1 3D mapping, modeling and reconstruction
6.3.2 Gaming Engines
6.3.3 Miscellaneous
6.4 Services

Chapter 7 Market Breakdown by Platform
7.1 Overview
7.2 Desktop
7.3 Mobile
7.4 Headphones

Chapter 8 Market Breakdown by Supply
8.1 Overview
8.2 Virtual Platforms
8.2.1 Decentralized
8.2.2 Sandbox
8.2.3 Illuvium
8.2.4 Roblox
8.2.5 Roblox
8.2.6 Axis Infinity
8.3 Asset Marketplaces
8.4 Avatars
8.4.1 2D Avatar
8.4.2 3D Avatar
8.4.3 Legless Avatar
8.4.4 VR Avatar
8.4.5 Full Body Avatar
8.5 Financial Services

Chapter 9 Market Breakdown by Application
9.1 Overview
9.2 Gambling
9.3 Social Media
9.4 Content Creation
9.5 Online Shopping
9.6 Events and Conferences
9.7 Other Applications

Chapter 10 Market Breakdown by End-Use Industry
10.1 Overview
10.2 Retail
10.2.1 Various Uses of the Metaverse in Retail
10.3 Banks, financial services and insurance (Bfsi)
10.3.1 Various advantages of the metaverse in banking
10.3.1 Use of the metaverse in banking
10.4 Media and Entertainment
10.4.1 Use of the Metaverse in the Entertainment Industry
10.5 Education
10.5.1 Various advantages of the metaverse in education
10.5.2 Metaverse Application and Use Cases in Education
10.6 Aerospace and Defense
10.6.1 Recruitment
10.6.2 Education
10.6.3 Command and Control
10.6.4 Sourcing and Supply Chain
10.7 Automobile
10.7.1 Advantages of the Metaverse in the automotive industry
10.7.2 Use of the Metaverse in the automotive industry
10.8 Miscellaneous

Chapter 11 Market Split by Regions
11.1 Overview
11.2 North America
11.3 Europe
11.4 Asia Pacific
11.5 Rest of the world (line)

Chapter 12 Competitive Landscape
12.1 Metaverse Company: Regional Number
12.2 Metaverse Venture Capital Scenario
12.3 Metaverse Investors
12.4 Top Companies/Metaverse Ecosystem
12.5 Notable key developments in the market

Chapter 13 Patent Analysis
13.1 Patent Analysis
13.1.1 Key Market Patents

Chapter 14 Company Profiles
14.1 Key Players

14.2 Startups/Emerging Players

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