세계의 메타버스 시장 (2023~2030) : 인프라, 하드웨어, 소프트웨어, 서비스

■ 영문 제목 : Metaverse Market Size, Share & Trends Analysis Report By Product, By Platform, By Technology (Blockchain, Virtual Reality (VR) & Augmented Reality (AR), Mixed Reality (MR)), By Application, By End-use, By Region, And Segment Forecasts, 2023 - 2030

Grand View Research가 발행한 조사보고서이며, 코드는 GRV23MR118 입니다.■ 상품코드 : GRV23MR118
■ 조사/발행회사 : Grand View Research
■ 발행일 : 2023년 2월
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■ 보고서 형태 : PDF
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■ 조사대상 지역 : 세계
■ 산업 분야 : IT기술
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미국 Grand View Research (그랜드뷰리서치)의 본 조사 보고서는 세계의 메타버스 시장 규모가 2023년부터 2030년 사이에 CAGR 41.6% 증가하여, 2030년에는 9,366억 달러에 달할 것으로 예측하고 있습니다. 본 자료는 세계의 메타버스 시장을 조사대상으로 하여, 조사 방법 및 범위, 개요, 시장 변동/동향/범위, 제품별 (인프라, 하드웨어, 소프트웨어, 서비스) 분석, 플랫폼별 (데스크탑, 모바일, 헤드셋) 분석, 기술별 (블록체인, 가상 현실 (VR), 증강 현실 (AR), 혼합 현실 (MR), 기타)) 분석, 지역별 (북미, 유럽, 아시아 태평양, 남미, 중동 및 아프리카) 분석, 경쟁 분석, 경쟁 현황 등의 내용을 수록하고 있습니다. 또한 본 리포트는 Meta Platforms, Inc, Tencent Holdings Ltd., ByteDance, Ltd., NetEase, Inc, Nvidia Corporation, Epic Games, Inc, Roblox Corporation, Unity Technologies, Inc., Lilith Games, Nextech AR Solution Corp., The Sandbox, Active Theory, Decentraland, Microsoft Corporation 와 같은 기업 정보를 포함하고 있습니다.
・조사 방법 및 범위
・개요
・시장 변동/동향/범위
・세계의 메타버스 시장 규모 : 제품별
- 인프라의 시장 규모
- 하드웨어의 시장 규모
- 소프트웨어의 시장 규모
- 서비스의 시장 규모
・세계의 메타버스 시장 규모 : 플랫폼별
- 데스크탑형 메타버스의 시장 규모
- 모바일형 메타버스의 시장 규모
- 헤드셋형 메타버스의 시장 규모
・세계의 메타버스 시장 규모 : 기술별
- 블록체인 기술의 시장 규모
- 가상 현실 (VR)/증강 현실 (AR)의 기술의 시장 규모
- 혼합 현실 (MR) 기술의 시장 규모
- 기타 기술의 시장 규모
・세계의 메타버스 시장 규모 : 지역별
- 북미의 메타버스 시장 규모
- 유럽의 메타버스 시장 규모
- 아시아 태평양의 메타버스 시장 규모
- 남미의 메타버스 시장 규모
- 중동 및 아프리카의 메타버스 시장 규모
・경쟁 분석
・경쟁 현황
■ 보고서 개요

Metaverse Market Growth & Trends

The global metaverse market size is predicted to attain USD 936.6 billion by 2030, according to a new report by Grand View Research, Inc. The market is expected to witness a CAGR of 41.6% from 2023 to 2030, owing to increasing demand from end-use industries, which prominently include media and entertainment, education, and aerospace and defense is anticipated to propel the industry growth over the forecast period.

The market is also expected to witness growth due to the steady adoption of XR technologies to enhance user experience on various platforms. The growing demand for metaverse to purchase digital assets using cryptocurrencies is expected to drive the market significantly. The development and distribution of Augmented reality (AR), Virtual Reality (VR), and Mixed Reality (MR) devices are anticipated to spur market growth in years to come.

The prefix “meta” is commonly used in Greek to denote “after” or “beyond.” The metaverse is a three-dimensional interactive and immersive environment where several people can interact through avatars. The usage of the metaverse to purchase digital assets using bitcoin is becoming more popular around the world. Gaming websites, messaging applications, and social media platforms such as Facebook are being used to communicate with one another online. The metaverse is the advent of new online environments in which people’s interactions are more multidimensional and they can engage more deeply with digital content rather than merely reading it.

The metaverse is widely used as a real-time virtual world to build and leverage vast opportunities for brand connection. It would also set the stage for the next phase of post-COVID-19 digital activity, namely the emergence of digital social experiences. On Metaverse platforms that allow blockchain technology to be utilized, users can create, own, and trade autonomous digital assets and virtual regions using cryptocurrencies like Bitcoin and Ethereum, as well as nonfungible tokens (NFTs).

During the forecast period, rising demand for blockchain-based metaverse networks and platforms for trading digital assets is expected to drive considerable market revenue growth. One of the major factors driving the future expansion of the metaverse business is the rise of the gaming industry.

Recent Developments

• In July 2022, The Spanish government declared that it would provide 3.8 million euros ($ 4.1 million) to independent contractors and small and medium-sized businesses (SMEs) with residences in European Union or Spain, engaged in research, development, and innovation initiatives involving Web3 and metaverse technologies. Additionally, the Spanish Ministry of Culture and Sports has opted to allocate 8 million euros ($8.5 million) for the creation of video games and story metaverse experiences.

• In November 2021, Roblox Corporation, an online gaming platform based in the U.S., created a $10 million fund to support the development of online education applications in its virtual world. Additionally, mobile service providers like AT&T Intellectual Property are working together to create instructional programs and platforms that take advantage of the metaverse.

• In November 2021, a virtual and augmented reality platform named Niantic, Inc., raised USD 300 million planning to build a real-time virtual world platform. The company raised this investment from the Pokémon GO gaming company, Coatue.

• In October 2021, Meta Platforms Inc. (Facebook), announced its plan to invest in the European Union by hiring 10,000 staff members to help with the creation of the metaverse. Moreover, to facilitate a metaverse competition to support new ideas and honors in the industry, Meta partnered with Colorintech, a non-profit organization with a U.K. base that works toward a more transparent and inclusive tech firm.

• In April 2021, Epic Games Inc. received funding of 1 billion USD for driving future growth prospects in the metaverse market. The company’s funding round is consisting of a 200 million USD planned investment from the Sony Group Corporations.In

• March 2021, The major mobile provider in Thailand, Advanced Info Services (AIS), created a metaverse retail mall to enable clients to continue their immersive shopping despite the pandemic. The metaverse retail center, known as V-Avenue, enables two million unique people to shop in more than 200 3D stores and engage in virtual reality interactions, replicating the mall experience online.

Metaverse Market Report Highlights

• The hardware sub-segment in the product segment accounted for the largest revenue share in 2022, owing to the increased adoption of AR, VR, and MR devices

• Displays captured the highest revenue share in the hardware sub-segment in 2022 whereas, programming engines dominated the software sub-segment with the largest revenue share

• Desktop and headsets dominated the market with 41.94% and 34.96% of the total revenue shares in 2022, respectively, and are projected to remain the highest revenue-generating segments during the forecast period

• The VR and AR technology sector held the largest revenue share in 2022 as multiple industries such as gaming, healthcare, education, and entertainment have increasingly incorporated VR and AR technology for numerous purposes. Human resource domains are also incorporating the use of VR and AR devices for employee training

• In terms of offerings, the virtual platform segment accounted for the largest market share in 2022 and is anticipated to exhibit significant growth, owing to the increased adoption of these platforms for multiple uses such as adverting, branding, and academics. Many key players have also realized that virtual platforms help reduce capital expenditures and operating expenses

• The gaming segment is projected to dominate the application segment over the forecast period. The content and social media segment is anticipated to witness considerable growth over the forecast period owing to the increased demand for social media applications

• The North America region accounted for the largest market share in 2022, owing to the high adoption of metaverse platforms

• The Asia Pacific region is likely to witness a robust CAGR over the forecast period, owing to factors such as demand for a better viewing experience, an increasing number of start-ups like OneRare, LOKA, and Bolly Heroes

■ 보고서 목차

Table of Contents

Chapter 1. Methodology and Scope
1.1. Market Segmentation & Scope
1.2. Market Definitions
1.3. Information Procurement
1.3.1. Purchased Database
1.3.2. GVR’s Internal Database
1.3.3. Secondary Sources & Third-Party Perspectives
1.3.4. Primary Research
1.4. Information Analysis
1.4.1. Data Analysis Models
1.5. Market Formulation & Data Visualization
1.6. Data Validation & Publishing
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segmental Outlook
Chapter 3. Market Variable, Trends & Scope
3.1. Metaverse Market Dynamics
3.1.1. Market Driver Analysis
3.1.2. Market Opportunity Analysis
3.1.3. Market Challenge Analysis
3.2. Penetration & Growth Prospect Mapping
3.3. Metaverse Market – Value Chain Analysis
3.4. Metaverse Market Industry Analysis – Porter’s
3.4.1. Supplier Power
3.4.2. Buyer Power
3.4.3. Substitution Threat
3.4.4. Threat of New Entrants
3.4.5. Competitive Rivalry
3.5. Metaverse Market Industry Analysis – PEST
3.5.1. Political & Legal Landscape
3.5.2. Environmental Landscape
3.5.3. Social Landscape
3.5.4. Technology Landscape
3.6. Major Deals & Strategic Alliances Analysis
3.6.1. Joint Ventures
3.6.2. Mergers & Acquisitions
3.6.3. Licensing & Partnership
3.6.4. Technology Collaborations
3.7. Key Market Trends
Chapter 4. Metaverse Market: Product Estimates & Trend Analysis
4.1. Metaverse Market: Product Analysis
4.1.1. Infrastructure
4.1.1.1. Chips & Processors
4.1.1.2. Network Capabilities
4.1.1.3. Cloud & Edge Infrastructure
4.1.1.4. Cybersecurity
4.1.2. Hardware
4.1.2.1. Holographic Displays
4.1.2.2. eXtended reality (XR) hardware
4.1.2.2.1. Haptic Sensors & devices
4.1.2.2.2. Omni Treadmills
4.1.2.2.3. Smart Glasses
4.1.2.3. AR/VR Devices
4.1.3. Software
4.1.3.1. Asset Creation Tool
4.1.3.2. Programming Engines
4.1.3.3. Virtual Platforms
4.1.3.4. Avatar Development
4.1.4. Services
4.1.4.1. User Experiences (Events, Gaming, etc.)
4.1.4.2. Asset Marketplaces
4.1.4.3. Financial Services
Chapter 5. Metaverse Market: Platform Estimates & Trend Analysis
5.1. Metaverse Market: Platform Analysis
5.1.1. Desktop
5.1.2. Mobile
5.1.3. Headsets
Chapter 6. Metaverse Market: Technology Estimates & Trend Analysis
6.1. Metaverse Market: Technology Analysis
6.1.1. Blockchain
6.1.2. Virtual Reality (VR) & Augmented Reality (AR)
6.1.3. Mixed Reality (MR)
6.1.4. Others
Chapter 7. Metaverse Market: Application Estimates & Trend Analysis
7.1. Metaverse Market: Application Analysis
7.1.1. Gaming
7.1.2. Online Shopping
7.1.3. Content Creation & Social Media
7.1.4. Events & Conference
7.1.5. Digital Marketing (Advertising)
7.1.6. Testing and Inspection
7.1.7. Others
Chapter 8. Metaverse Market: End-Use Estimates & Trend Analysis
8.1. Metaverse Market: End-User Analysis
8.1.1. Aerospace & Defense
8.1.2. Education
8.1.3. Healthcare
8.1.4. Tourism & Hospitality
8.1.5. BFSI
8.1.6. Retail
8.1.7. Media & Entertainment
8.1.8. Automotive
8.1.9. Others (Manufacturing)
Chapter 9. Metaverse Market: Regional Estimates & Trend Analysis
9.1. Metaverse Market Share By Region, 2022 & 2030
9.2. North America
9.2.1. US.
9.2.2. Canada
9.2.3. Mexico
9.3. Europe
9.3.1. UK.
9.3.2. Germany
9.3.3. France
9.4. Asia Pacific
9.4.1. China
9.4.2. India
9.4.3. Japan
9.4.4. South Korea
9.5. South America
9.5.1. Brazil
9.5.2. Mexico
9.6. Middle East & Africa
Chapter 10. Competitive Analysis
10.1. Recent Developments & Impact Analysis, by Key Market Participants
10.2. Company/ Competition Categorization (Key Innovators, Market Leaders, Emerging Players)
10.3. Vendor Landscape
10.3.1. Key Company Analysis, 2022
10.4. Company Analysis
10.4.1. Company Market Position Analysis
10.4.2. Competitive Dashboard Analysis
Chapter 11. Competitive Landscape
11.1. Meta Platforms, Inc
11.1.1. Company Overview
11.1.2. Financial Performance
11.1.3. Product Benchmarking
11.1.4. Recent Developments
11.2. Tencent Holdings Ltd.
11.2.1. Company Overview
11.2.2. Financial Performance
11.2.3. Product Benchmarking
11.2.4. Recent Developments
11.3. ByteDance, Ltd.
11.3.1. Company Overview
11.3.2. Financial Performance
11.3.3. Product Benchmarking
11.3.4. Recent Developments
11.4. NetEase, Inc
11.4.1. Company Overview
11.4.2. Financial Performance
11.4.3. Product Benchmarking
11.4.4. Recent Developments
11.5. Nvidia Corporation
11.5.1. Company Overview
11.5.2. Financial Performance
11.5.3. Product Benchmarking
11.5.4. Recent Developments
11.6. Epic Games, Inc
11.6.1. Company Overview
11.6.2. Financial Performance
11.6.3. Product Benchmarking
11.6.4. Recent Developments
11.7. Roblox Corporation
11.7.1. Company Overview
11.7.2. Financial Performance
11.7.3. Product Benchmarking
11.7.4. Recent Developments
11.8. Unity Technologies, Inc.
11.8.1. Company Overview
11.8.2. Financial Performance
11.8.3. Product Benchmarking
11.8.4. Recent Developments
11.9. Lilith Games
11.9.1. Company Overview
11.9.2. Financial Performance
11.9.3. Product Benchmarking
11.9.4. Recent Developments
11.10. Nextech AR Solution Corp.
11.10.1. Company Overview
11.10.2. Financial Performance
11.10.3. Product Benchmarking
11.10.4. Recent Developments
11.11. The Sandbox
11.11.1. Company Overview
11.11.2. Financial Performance
11.11.3. Product Benchmarking
11.11.4. Recent Developments
11.12. Active Theory
11.12.1. Company Overview
11.12.2. Financial Performance
11.12.3. Product Benchmarking
11.12.4. Recent Developments
11.13. Decentraland
11.13.1. Company Overview
11.13.2. Financial Performance
11.13.3. Product Benchmarking
11.13.4. Recent Developments
11.14. Microsoft Corporation
11.14.1. Company Overview
11.14.2. Financial Performance
11.14.3. Product Benchmarking
11.14.4. Recent Developments

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