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New York, September 27, 2022 /PRNewswire/—— Metaverse in the entertainment market Expected to grow in size $28.92 billion According to Technavio, during 2021-2026, the CAGR will be 8.55% during the forecast period. The market is concentrated, and the concentration will accelerate during the forecast period. 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. are some of the major market players.
Growing consumer spending on virtual concerts, events and others, the advent of VR gaming in virtual worlds, and improvements in the 3D and 4D cinema experience will provide significant growth opportunities.
However, privacy and security concerns over virtual worlds, legal challenges related to rights to digital collectibles, and high cost of AR and VR devices will challenge the growth of market players. Request a free sample report.
To take full advantage of these opportunities, market vendors should focus more on growth prospects in fast-growing segments, while maintaining their position in slower-growing segments.
Metaverse in Entertainment Market Segmentation
Metaverse within the entertainment market
Technavio presents a detailed picture of the market by researching, synthesizing and aggregating data from multiple sources. Our entertainment market reports cover the following areas:
The Metaverse of the Entertainment Market Size
Metaverse in entertainment market trends
Metaverse in Entertainment Market Industry Analysis
This study determined Growing popularity of online gaming among consumers as one of the main reasons driving the growth of the entertainment market in the coming years. Purchase a sample report.
Metaverse in Entertainment Market Vendor Analysis
We have conducted a detailed analysis of about 25 vendors operating in the entertainment market metaverse, including some such as Vendors. Backed by competitive intelligence and benchmarking, our research reports on the entertainment market metaverse are designed to provide access support, client profile M&A, and go-to-market strategy support.
Find more highlights on the growth strategies adopted by suppliers and their products, Download a free sample report.
Metaverse Key Highlights in the Entertainment Market
CAGR of the market during the forecast period
Detailed information on factors that will aid 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
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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. |
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
Demand for Infrastructure-as-a-Service (IaaS): The continued migration from on-premises infrastructure to cloud-based services is impacting server original equipment manufacturers (OEMs) revenues, albeit less negatively for them than for storage The impact is slightly milder. The advent of IaaS has had a strong impact on the IT hardware market. The biggest advantage of IaaS is that it allows businesses to scale operations or introduce innovations into their workflows without having to invest heavily in storage and servers for traditional on-premises hardware environments. Meanwhile, cloud-focused infrastructure spending is expected to increase in servers, disk storage and networking hardware.
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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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