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Metaverse entertainment market size to grow by USD 28.92 billion, driven by rising consumer spending

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New York, November 11, 2022 /PRNewswire/—— Global virtual world for entertainment market Expected to grow in size $28.92 billion From 2021 to 2026. Moreover, the market’s growth momentum will accelerate at a CAGR of 8.55%. Market by end user (movie production, music labels, OTT platforms, TV broadcasters, etc.) and geography (North America, EuropeAsia-Pacific, South Americaand middle East and Africa). Get a comprehensive report summary describing market size and forecast along with research methodology.This Free sample report Available in PDF format

Technavio has announced its latest market research report titled

Technavio has announced its latest market research report titled “Global Metaverse in Entertainment Market 2022-2026”

Global Metaverse in the Entertainment Market: Drivers, Trends and Challenges

This Rising consumer spending on virtual concerts, events and more is driving market growth. Rising demand for virtual events, along with increased attendance at concerts and events, will further propel the industry. Immersive technologies such as AR and VR are developing rapidly. These factors will contribute to the growth of the market during the forecast period.

This Growing consumer adoption of online gaming is the trend of the market. Metaverse provides immersive visual experiences and supports emerging technologies such as IoT, blockchain, and 3D visualization. Growing use of advanced gaming technologies, rising income levels, and changing consumer entertainment choices will further support market growth over the forecast period.

Privacy and Security Concerns is challenging the growth of the market. Metaverse collects and processes a large amount of information about users and their environment. It can access users’ personal data, which can pose a threat to their privacy. Additionally, there are privacy-related concerns associated with smart devices, such as VR headsets and smart glasses, as they automatically filter and process the user’s environment. These factors are likely to hinder the market growth during the forecast period.

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Global Metaverse in the Entertainment Market: End Users

By end user, Film Production The segment will be a significant contributor to the market growth during the forecast period. Metaverse promises to revolutionize the film industry. It will change the way movies are shot by creating virtual and 3D settings. VR technology will be used to interact in this environment. Hence, Metaverse is gaining popularity in film production and will contribute to the market growth over the forecast period.

Global Metaverse in the Entertainment Market: Geographic Landscape

North America will account for 33% of the market growth during the forecast period. The growth was attributed to factors such as the rapid convergence of the entertainment industry and the traction of gaming culture, the integration of gaming services with the service offerings of major entertainment brands, and increased investments to create more immersive gaming and entertainment experiences. Furthermore, the market in this region will grow faster than the market in this region. South America and multilateral environmental agreements.United States and Canada is a key country for virtual worlds in the entertainment market North America.

Global Metaverse in the Entertainment Market: Companies Covered

The report provides a complete list of key suppliers, their strategies, and the latest
developments. Request a Free PDF Sample Now

Global Metaverse in the Entertainment Market: What Our Report Offers

  • Regional and country-level segment market share assessments

  • Strategic advice for new entrants

  • Market data covering 2021 to 2026

  • Market Trends (Investment Opportunities, Drivers, Opportunities, Threats, Challenges and Recommendations)

  • Strategic recommendations for key business areas based on market estimates

  • Competitive landscapes map key common trends

  • Company profile including detailed strategy, financials and recent developments

  • Supply chain trends map the latest technological advancements

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Metaverse in Entertainment Market 2022-2026: Key Highlights

  • CAGR of the market during the forecast period 2022-2026

  • Detailed information on factors that will contribute to the growth of the Metaverse Entertainment market over the next five years

  • Metaverse to estimate the size of the entertainment market and its contribution to the parent market

  • Predictions of upcoming trends and changes in consumer behavior

  • Growth of the Metaverse in the Entertainment Market

  • To analyze the market competition landscape and vendor details

  • Comprehensive details of the factors that will challenge the growth of the entertainment market provider Metaverse

Related reports

Metaverse Financial Market By Component and Geography – Forecast and Analysis 2023-2027: Innovative features and user interface have significantly boosted the financial growth of the Metaverse market. Banks are considering strategies to expand their presence in the virtual world and serve consumers better. For example, with VR glasses, customers will be able to handle all their banking and financial activities from anywhere.

Metaverse Real Estate Market By End User and Geography – Forecast and Analysis 2022-2026: The growing popularity of mixed reality and cryptocurrency is driving market growth. VR moves towards a more mixed reality, creating readability in virtual space by decoding labels and annotations. People accessing the Metaverse platform can buy real estate land, which they can sell or lease to others.

Metaverse within the entertainment market

Report Scope

detail

page number

120

base year

2021

forecast period

2022-2026

Growth Momentum and CAGR

Accelerating at a CAGR of 8.55%

Market Growth 2022-2026

$28.92 billion

market structure

concentrated

Year-on-year growth (%)

7.41

Regional Analysis

North America, Europe, Asia Pacific, South America, Middle East and Africa

Executive Market Contribution

North America 33%

major consuming countries

US, Canada, China, UK and Germany

Competitive Landscape

Leading Companies, Competitive Strategies, Scope of Consumer Engagement

Company Profile

Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp., Tencent Holdings Ltd. and Tetavi Ltd.

Market dynamics

Parent market analysis, market growth drivers and barriers, fast-growing and slow-growing segments analysis, COVID-19 impact and future consumer dynamics, and analysis of market conditions during the forecast period.

Custom permissions

If our reports do not contain the data you are looking for, you can contact our analysts and customize the segmentation.

browse information Technology market report

Table of contents

1.executive Summary

2 Market structure

3 Market size

4 Five Forces Analysis

5 Market Segmentation by End Users

6 Customer Landscape

7 Geographical Landscape

8 Drivers, challenges and trends

9 Supplier Landscape

10 Supplier Analysis

11 Appendix

about us
Technavio is the world’s leading technology research and consulting company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. Technavio’s report library has more than 500 professional analysts with more than 17,000 reports and counts covering 800 technologies and spanning 50 countries. Their customer base includes businesses of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research and actionable market insights to identify opportunities in existing and potential markets and assess their competitive position in changing market scenarios.

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Global Metaverse in Entertainment Market 2022-2026

Global Metaverse in Entertainment Market 2022-2026

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