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Metaverse Entertainment Market Size to Grow by USD 28.92 Billion, Insights into Key Drivers and Trends

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New York, November 30, 2022 /PRNewswire/ — The Metaverse of Entertainment Market Size Expected to Grow $28.92 billion, progress in CAGR of 8.55% From 2021 to 2026. On the basis of region, the global metaverse of entertainment market is segmented into North America, South America, EuropeAsia Pacific and Middle East and Africa. North America It is expected to contribute 33% to the global market growth during the forecast period. The rapid integration of the entertainment industry, the traction of game culture, the integration of game services into the service products of major entertainment brands, and the increased investment in creating immersive games and entertainment experiences will promote the growth of the metaverse entertainment market in China. North America in the forecast period.

Technavio has published its latest market research report titled

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

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The Metaverse in Entertainment: Rising Consumer Spending on Virtual Concerts, Events and More Drives Growth

  • Rising consumer spending on virtual concerts, events, and others is driving market growth. For example, in Indiathe media and entertainment business reached $19 billion In 2020, a record is expected $25.9 billion by 2023. Significant growth in demand for virtual events and rising attendance at concerts and events will drive the industry further. In addition, immersive technologies such as AR and VR are developing rapidly. These factors will contribute to the growth of key markets during the forecast period.

Metaverse in the entertainment market: Consumer acceptance of online games is the main trend

  • Rising consumer adoption of online gaming is a major trend in the market. With the help of blockchain, Internet of Things, 3D visualization and other emerging technologies, Metaverse provides an immersive visual experience. According to KPMG, the number of people gaming online will reach 510 million by the end of 2022. In addition, increasing adoption of advanced gaming technologies, changing entertainment choices among consumers, and rising income levels will further support market growth in the coming years.

Download our exclusive report on the Entertainment Market Metaverse, covering market challenges, vendor analysis and growth opportunities

Metaverse in the Entertainment Market: Segment Analysis

This market research report segments Metaverse in the entertainment market By End User (Movie Production, Record Labels, OTT Platforms, TV Broadcasters, etc.) and Geography (North America, EuropeAsia-Pacific, South Americaand middle East and Africa).

The competitive scenario classifies companies based on various performance indicators. Some of the factors considered include the company’s financial performance over the past few years, growth strategy, product innovation, new product launches, investments and market share gains, among others. Buy the report!

Some of the key topics covered in the report include:

market drivers

market challenge

market trend

Supplier profile

Technavio’s library includes more than 17,000 reports covering more than 2,000 emerging technologies. Just subscribe to our “Basic Plan” $5,000 And lifetime access to Technavio Insights

Related reports:

This The Metaverse in the E-Commerce Marketplace From 2021 to 2026, the size is expected to grow by USD 60.47 billion at a CAGR of 36.47%. The growing adoption of AR technology is significantly driving the growth of virtual worlds in the e-commerce market, although factors such as privacy and security concerns in virtual worlds may hamper the market growth.

This Metaverse Markets in Finance It is expected to grow at a CAGR of 21.33% from 2022 to 2027.The market size is expected to increase $107.06 billion. The report broadly covers by Component (Hardware and Software), End User (Brokerage Firms, Investment Banks, Commercial Banks, etc.) and Geography (APAC, North America, Europemiddle east and Africaand South America).

Metaverse in the context of the entertainment market

Coverage

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, and Middle East and Africa

Execute Market Contribution

North America 33%

Key countries

US, Canada, China, UK and Germany

competitive landscape

Leading suppliers, market positioning of suppliers, competitive strategies and industry risks

Main company profile

City of Macau, 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 Company Market Analysis; Market Growth Incentives and Barriers; Dynamic Fast-Growing and Slow-Growing Segment Market Analysis for the Forecast Period, Market Status Analysis for the Forecast Period

Custom permissions

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

Browse Technavio’s 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 Profile

10 Supplier Analysis

11 Appendix

About Technavio

Technavio is a leading global technology research and consulting company. Their research and analysis focus on emerging market trends and provide actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market position.

Technavio’s report library of over 500 professional analysts includes over 17,000 reports and counts covering 800 technologies and spanning 50 countries. Their client 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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Jesse Maida
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United Kingdom: +44 203 893 3200
e-mail: media@technavio.com
website: www.technavio.com/

The Global Metaverse in the Entertainment Market 2022-2026

The Global Metaverse in the Entertainment Market 2022-2026

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