Table of Contents
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2028 (USD Billion)
1.2.1. Metaverse Market, by Region, 2020-2028 (USD Billion)
1.2.2. Metaverse Market, by Product, 2020-2028 (USD Billion)
1.2.3. Metaverse Market, by Platform, 2020-2028 (USD Billion)
1.2.4. Metaverse Market, by Technology, 2020-2028 (USD Billion)
1.2.5. Metaverse Market, by Offering, 2020-2028 (USD Billion)
1.2.6. Metaverse Market, by Application, 2020-2028 (USD Billion)
1.2.7. Metaverse Market, by End-use, 2020-2028 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Metaverse Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Metaverse Market Dynamics
3.1. Metaverse Market Impact Analysis (2020-2028)
3.1.1. Market Drivers
3.1.1.1. Growing focus on integrating digital and physical worlds using the Internet
3.1.1.2. Increasing momentum and popularity of Mixed Reality (MR), Augmented Reality (AR) and Virtual Reality (VR),
3.1.2. Market Challenges
3.1.2.1. The threat of cyber-based attacks targeting the metaverse is a primary concern
3.1.3. Market Opportunities
3.1.3.1. Growing demand for metaverse to purchase digital assets using cryptocurrencies
3.1.3.2. Expanded opportunities for Business-to-Consumer (B2C) and Business-to-Business (B2B) enterprises
Chapter 4. Global Metaverse Market Industry Analysis
4.1. Porter's 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter's 5 Force Model (2018-2028)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
4.5. Top investment opportunity
4.6. Top winning strategies
Chapter 5. Risk Assessment: COVID-19 Impact
5.1.1. Assessment of the overall impact of COVID-19 on the industry
5.1.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Metaverse Market, by Product
6.1. Market Snapshot
6.2. Global Metaverse Market by Product, Performance - Potential Analysis
6.3. Global Metaverse Market Estimates & Forecasts by Product 2018-2028 (USD Billion)
6.4. Metaverse Market, Sub Segment Analysis
6.4.1. Hardware
6.4.2. Software
Chapter 7. Global Metaverse Market, by Platform
7.1. Market Snapshot
7.2. Global Metaverse Market by Platform, Performance - Potential Analysis
7.3. Global Metaverse Market Estimates & Forecasts by Platform 2018-2028 (USD Billion)
7.4. Metaverse Market, Sub Segment Analysis
7.4.1. Desktop
7.4.2. Mobile
7.4.3. Headsets
Chapter 8. Global Metaverse Market, by Technology
8.1. Market Snapshot
8.2. Global Metaverse Market by Technology, Performance - Potential Analysis
8.3. Global Metaverse Market Estimates & Forecasts by Technology 2018-2028 (USD Billion)
8.4. Metaverse Market, Sub Segment Analysis
8.4.1. Blockchain
8.4.2. Virtual Reality (VR) & Augmented Reality (AR)
8.4.3. Mixed Reality (MR)
8.4.4. Others
Chapter 9. Global Metaverse Market, by Offering
9.1. Market Snapshot
9.2. Global Metaverse Market by Offering, Performance - Potential Analysis
9.3. Global Metaverse Market Estimates & Forecasts by Offering 2018-2028 (USD Billion)
9.4. Metaverse Market, Sub Segment Analysis
9.4.1. Virtual Platforms
9.4.2. Asset Marketplaces
9.4.3. Avatars
9.4.4. Financial Services
Chapter 10. Global Metaverse Market, by Application
10.1. Market Snapshot
10.2. Global Metaverse Market by Application, Performance - Potential Analysis
10.3. Global Metaverse Market Estimates & Forecasts by Application 2018-2028 (USD Billion)
10.4. Metaverse Market, Sub Segment Analysis
10.4.1. Gaming
10.4.2. Online Shopping
10.4.3. Content Creation & Social Media
10.4.4. Events & Conference
10.4.5. Digital Marketing (Advertising)
10.4.6. Testing and Inspection
10.4.7. Others
Chapter 11. Global Metaverse Market, by End-use
11.1. Market Snapshot
11.2. Global Metaverse Market by End-use, Performance - Potential Analysis
11.3. Global Metaverse Market Estimates & Forecasts by End-use 2018-2028 (USD Billion)
11.4. Metaverse Market, Sub Segment Analysis
11.4.1. BFSI
11.4.2. Retail
11.4.3. Media & Entertainment
11.4.4. Education
11.4.5. Aerospace and Defence
11.4.6. Automotive
11.4.7. Others
Chapter 12. Global Metaverse Market, Regional Analysis
12.1. Metaverse Market, Regional Market Snapshot
12.2. North America Metaverse Market
12.2.1. U.S. Metaverse Market
12.2.1.1. Product breakdown estimates & forecasts, 2018-2028
12.2.1.2. Platform breakdown estimates & forecasts, 2018-2028
12.2.1.3. Technology breakdown estimates & forecasts, 2018-2028
12.2.1.4. Offering breakdown estimates & forecasts, 2018-2028
12.2.1.5. Application breakdown estimates & forecasts, 2018-2028
12.2.1.6. End-use breakdown estimates & forecasts, 2018-2028
12.2.2. Canada Metaverse Market
12.3. Europe Metaverse Market Snapshot
12.3.1. U.K. Metaverse Market
12.3.2. Germany Metaverse Market
12.3.3. France Metaverse Market
12.3.4. Spain Metaverse Market
12.3.5. Italy Metaverse Market
12.3.6. Rest of Europe Metaverse Market
12.4. Asia-Pacific Metaverse Market Snapshot
12.4.1. China Metaverse Market
12.4.2. India Metaverse Market
12.4.3. Japan Metaverse Market
12.4.4. Australia Metaverse Market
12.4.5. South Korea Metaverse Market
12.4.6. Rest of Asia Pacific Metaverse Market
12.5. Latin America Metaverse Market Snapshot
12.5.1. Brazil Metaverse Market
12.5.2. Mexico Metaverse Market
12.6. Rest of The World Metaverse Market
Chapter 13. Competitive Intelligence
13.1. Top Market Strategies
13.2. Company Profiles
13.2.1. Meta Platforms, Inc.
13.2.1.1. Key Information
13.2.1.2. Overview
13.2.1.3. Financial (Subject to Data Availability)
13.2.1.4. Platform Summary
13.2.1.5. Recent Developments
13.2.2. Tencent Holdings Ltd.
13.2.3. ByteDance Ltd.
13.2.4. NetEase, Inc.
13.2.5. Nvidia Corporation
13.2.6. Epic Games, Inc.
13.2.7. Roblox Corporation
13.2.8. Unity Technologies, Inc.
13.2.9. Lilith Games
13.2.10. Nextech AR Solutions Corp.
Chapter 14. Research Process
14.1. Research Process
14.1.1. Data Mining
14.1.2. Analysis
14.1.3. Market Estimation
14.1.4. Validation
14.1.5. Publishing
14.2. Research Attributes
14.3. Research Assumption