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Metaverse’s entertainment market size will grow by $33.32 billion, with film production set to be the largest revenue-generating end-user segment

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New York, February 13, 2023 /PRNewswire/ – According to Technavio, The Global Metaverse in the Entertainment Marketplace Estimated growth in size $33,323.31 million From 2022 to 2027.The market is expected to grow at a CAGR 9.07% during the forecast period. In addition, growth momentum will accelerate. North America Will account for 33% of the market growth. The report also includes historical market data from 2017 to 2021. In 2017, the Metaverse of the entertainment market was valued at $45,299.73 million. The report offers a comprehensive analysis of growth opportunities at a regional level, new product launches, latest trends, and post-pandemic recovery in the global market. For more market information, Request a sample report.

Technavio has published its latest market research report titled

Technavio has published its latest market research report titled “Global Metaverse in Entertainment Market 2023-2027”

The Metaverse of the Entertainment Market——Five Forces

The global metaverse of the entertainment market is Fragmentedthe five forces analysis covers——

  • bargaining power of buyers

  • Threat of new entrants

  • competitive threat

  • Bargaining Power of Suppliers

  • threat of substitutes

  • Explanation of Porter’s Five Forces Model – Buy the report!

Metaverse in the Entertainment Market——Customer Structure

The report includes the adoption lifecycle of the market, from the innovator stage to the laggard stage. It focuses on the adoption rate in different regions based on the penetration rate. Additionally, the report includes drivers of key procurement criteria and price sensitivity to help companies evaluate and formulate their growth strategies.

Metaverse in the Entertainment Market – Segmentation Evaluation

Market Segment Overview

Technavio segments the market by end user (film production, record labels, OTT platforms, TV broadcasters, etc.) and component (hardware, software, and services).

  • this Film Production This segment will account for a significant portion of the market growth during the forecast period. The Metaverse promises to revolutionize the film industry. It will also change the movie watching experience as VR technology will be used to interact in this environment. Scenes shot in the real world will be projected into the virtual world using avatars, which will reduce the need for on-set locations, crews and filmmaking equipment. In turn, these factors will contribute to the growth of the segment during the forecast period.

geographical overview

On the basis of geography, the Global Metaverse of Entertainment Market is segmented into North America, EuropeAsia-Pacific, South Americaand middle East and AfricaThe report offers actionable insights and estimates the contribution of all regions to the growth of the Global Entertainment Market Virtual Universe.

  • North America It is expected to account for 33% of the global market growth during the forecast period. The growth of the region is attributed to factors such as growth in the entertainment and gaming industry. Major entertainment brands are expected to incorporate gaming services into their service portfolios and invest in developing immersive gaming and entertainment experiences. The growth of interactive entertainment platforms and the growing focus on metaverse platforms will provide new ways to create content. These factors will drive the growth of the market in this region during the forecast period.

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The Metaverse of the Entertainment Market – Market Dynamics

Key Factors Driving Market Growth

  • this Individuals are increasingly adopting AR/VR games is driving the market growth.

  • AR games enable users to play games in any environment. It provides a simulated environment through hardware products and software programs, giving users a virtual experience.

  • The use of augmented reality devices such as smart glasses is expected to increase over the forecast period due to rising awareness about augmented reality games.

  • For example, companies such as Sony, Microsoft, and Vuzix are developing smart glasses that use 3D technology for gaming.

  • These factors will drive the growth of the global market over the forecast period.

Key trends affecting the market

  • this Increasing adoption of online gaming is the main trend of the market.

  • With the help of blockchain, Internet of Things, 3D visualization and other emerging technologies, Metaverse provides an immersive visual experience.

  • The growing popularity of advanced gaming technologies, changing entertainment options for consumers, and rising income levels are driving the online gaming industry.

  • Additionally, improved internet connections have increased the number of players worldwide.

  • These factors will support the growth of the market during the forecast period.

Key challenges hindering the growth of the market

  • Privacy and Security Concerns is challenging market growth.

  • Virtual worlds collect and process large amounts of data about users and their environments, which raises privacy concerns.

  • Additionally, hackers may be able to gain access to users’ devices.

  • Smart devices used in the metaverse, such as smart glasses, VR headsets, etc., can automatically filter and process the environment in which the user is located.

  • These disadvantages are likely to hamper the growth of the market during the forecast period.

Drivers, trends, and challenges can have an impact on market dynamics, which in turn impact businesses. Find out more insights in the sample reports!

What are the key figures covered in this Metaverse of Entertainment Market report?

  • CAGR of the market during the forecast period

  • Detailed information on the factors that will drive the growth of the virtual universe entertainment market between 2023 and 2027

  • Accurately estimate the size of the virtual universe in the entertainment market and its contribution to the parent market

  • Accurately predict upcoming trends and changes in consumer behavior

  • The Growth of the Metaverse in the Entertainment Market North America, EuropeAsia-Pacific, South Americaand middle East and Africa

  • Comprehensive analysis of the market competitive landscape and detailed information about the vendors

  • A comprehensive analysis of the factors that challenge the growth of the metaverse from entertainment market manufacturers

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Related reports:

this virtual market It is expected to grow at a CAGR of 40.06% from 2022 to 2027.The market size is expected to increase $1,152.35 billion. The report broadly covers market segmentation by device (VR or AR device and computing device), component (hardware, software and services) and geography (North America, EuropeAsia-Pacific, South Americaand middle East and Africa).

the size of 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 components (hardware and software), end-users (brokerage firms, investment banks, commercial banks, etc.) and geography (Asia Pacific, North America, Europe, middle East and Africaand South America).

Metaverse within the entertainment market

Coverage

detail

page number

164

base year

2022

historical period

2017-2021

forecast period

2023-2027

Growth Momentum and CAGR

Accelerating growth at a CAGR of 9.07%

Market Growth 2023-2027

$33,323.31 million

market structure

fragmented

Year-on-year growth in 2022-2023 (%)

7.99

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 manufacturers, market positioning of manufacturers, competitive strategies, industry risks

Main company profile

Animoca Brands Corp. Ltd., BATTLE INFINITY, Decentraland, Epic Games Inc., Gamefam Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., NFT Worlds, Niantic Inc., Nolan Consulting Ltd., NVIDIA Corp. , OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp., Scuti.AI LLC, Sky Mavis, SportsIcon Inc., Tencent Holdings Limited and Zilliqa Research Pte. Limited

Market Dynamics

Parent market analysis, market growth drivers and barriers, fast-growing and slow-growing segments analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and market status analysis 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 market segments.

Browse Technavio’s IT market Report

Table of contents

1.executive Summary

2 Market Structure

3 Market Size

4 Historical Market Size

5 Five Forces Analysis

6 Market Segmentation by End Users

7 Market Segmentation by Component

8 Customer Profile

9 geographical landscape

Top 10 drivers, challenges and trends

11 Supplier Profile

12 Supplier Analysis

13 Appendix

about Us

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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website: www.technavio.com/

The Global Metaverse in the Entertainment Market 2023-2027

The Global Metaverse in the Entertainment Market 2023-2027

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