Report

Global Metaverse in Entertainment Market Size study & Forecast, by Component, by Technology, by Application and Regional Analysis, 2022-2029

  • Publish Date: Feb,2023
  • Report ID: 3-6-1625
  • Page : 200
  • Report Type : PDF (Email)
Table of Contents
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
1.2.1. Metaverse in Entertainment Market, by Region, 2019-2029 (USD Billion)
1.2.2. Metaverse in Entertainment Market, by Component, 2019-2029 (USD Billion)
1.2.3. Metaverse in Entertainment Market, by Technology, 2019-2029 (USD Billion)
1.2.4. Metaverse in Entertainment Market, by Application, 2019-2029 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Metaverse in Entertainment 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 in Entertainment Market Dynamics
3.1. Metaverse in Entertainment Market Impact Analysis (2019-2029)
3.1.1. Market Drivers
3.1.1.1. Increasing expansion of games & entertainment industry
3.1.1.2. Growing popularity of digital currencies & NFTs
3.1.2. Market Challenges
3.1.2.1. High Cost associated with AR and VR devices
3.1.3. Market Opportunities
3.1.3.1. Increasing popularity of virtual concerts, events
3.1.3.2. Rising expansion of extended reality technologies
Chapter 4. Global Metaverse in Entertainment 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
4.2. Futuristic Approach to Porter's 5 Force Model (2019-2029)
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. Industry Experts Prospective
4.7. Analyst Recommendation & Conclusion
Chapter 5. Risk Assessment: COVID-19 Impact
5.1. Assessment of the overall impact of COVID-19 on the industry
5.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Metaverse in Entertainment Market, by Component
6.1. Market Snapshot
6.2. Global Metaverse in Entertainment Market by Component, Performance - Potential Analysis
6.3. Global Metaverse in Entertainment Market Estimates & Forecasts by Component 2019-2029 (USD Billion)
6.4. Metaverse in Entertainment Market, Sub Segment Analysis
6.4.1. Hardware
6.4.2. Software
6.4.3. Service
Chapter 7. Global Metaverse in Entertainment Market, by Technology
7.1. Market Snapshot
7.2. Global Metaverse in Entertainment Market by Technology, Performance - Potential Analysis
7.3. Global Metaverse in Entertainment Market Estimates & Forecasts by Technology 2019-2029 (USD Billion)
7.4. Metaverse in Entertainment Market, Sub Segment Analysis
7.4.1. Blockchain
7.4.2. Virtual Reality and Augmented Reality
7.4.3. Mixed Reality
7.4.4. Others
Chapter 8. Global Metaverse in Entertainment Market, by Application
8.1. Market Snapshot
8.2. Global Metaverse in Entertainment Market by Application, Performance - Potential Analysis
8.3. Global Metaverse in Entertainment Market Estimates & Forecasts by Application 2019-2029 (USD Billion)
8.4. Metaverse in Entertainment Market, Sub Segment Analysis
8.4.1. Film Production
8.4.2. Music Labels
8.4.3. OTT Platforms
8.4.4. Television Broadcasters
8.4.5. Others
Chapter 9. Global Metaverse in Entertainment Market, Regional Analysis
9.1. Metaverse in Entertainment Market, Regional Market Snapshot
9.2. North America Metaverse in Entertainment Market
9.2.1. U.S. Metaverse in Entertainment Market
9.2.1.1. Component breakdown estimates & forecasts, 2019-2029
9.2.1.2. Technology breakdown estimates & forecasts, 2019-2029
9.2.1.3. Application breakdown estimates & forecasts, 2019-2029
9.2.2. Canada Metaverse in Entertainment Market
9.3. Europe Metaverse in Entertainment Market Snapshot
9.3.1. U.K. Metaverse in Entertainment Market
9.3.2. Germany Metaverse in Entertainment Market
9.3.3. France Metaverse in Entertainment Market
9.3.4. Spain Metaverse in Entertainment Market
9.3.5. Italy Metaverse in Entertainment Market
9.3.6. Rest of Europe Metaverse in Entertainment Market
9.4. Asia-Pacific Metaverse in Entertainment Market Snapshot
9.4.1. China Metaverse in Entertainment Market
9.4.2. India Metaverse in Entertainment Market
9.4.3. Japan Metaverse in Entertainment Market
9.4.4. Australia Metaverse in Entertainment Market
9.4.5. South Korea Metaverse in Entertainment Market
9.4.6. Rest of Asia Pacific Metaverse in Entertainment Market
9.5. Latin America Metaverse in Entertainment Market Snapshot
9.5.1. Brazil Metaverse in Entertainment Market
9.5.2. Mexico Metaverse in Entertainment Market
9.5.3. Rest of Latin America Metaverse in Entertainment Market
9.6. Rest of The World Metaverse in Entertainment Market
Chapter 10. Competitive Intelligence
10.1. Top Market Strategies
10.2. Company Profiles
10.2.1. Epic Games Inc.
10.2.1.1. Key Information
10.2.1.2. Overview
10.2.1.3. Financial (Subject to Data Availability)
10.2.1.4. Product Summary
10.2.1.5. Recent Developments
10.2.2. Meta Inc
10.2.3. Niantic, Inc.
10.2.4. Overactive Media Group
10.2.5. Qualcomm Technologies, Inc.
10.2.6. QUEPPELIN Inc
10.2.7. Roblox Corporation
10.2.8. Tencent Holdings Limited
10.2.9. Tetavi (Yoom)
10.2.10. Hungama Digital Media Entertainment Pvt. Ltd.
Chapter 11. Research Process
11.1. Research Process
11.1.1. Data Mining
11.1.2. Analysis
11.1.3. Market Estimation
11.1.4. Validation
11.1.5. Publishing
11.2. Research Attributes
11.3. Research Assumption