Metaverse in Entertainment Market – 33% of Growth to Originate from North America| Evolving Opportunities with Aomen City & Epic Games Inc.| Technavio

By May 14, 2022Metaverse
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NEW YORK, May 13, 2022 /PRNewswire/ -- Metaverse in Entertainment Market Facts at a Glance-

Technavio has announced its latest market research report titled Metaverse in Entertainment Market by End-user and Geography - Forecast and Analysis 2022-2026
Technavio has announced its latest market research report titled Metaverse in Entertainment Market by End-user and Geography - Forecast and Analysis 2022-2026
  • Total Pages: 120
  • Companies: 10+ – Including 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. among others.
  • Coverage: Key drivers, trends, and challenges; Product insights & news; Value chain analysis; Parent market analysis; Vendor landscape; COVID impact & recovery analysis
  • Segments: Film production, music labels, OTT platforms, television broadcasters, and others
  • Geographies: North America, Europe, APAC, South America, and the Middle East and Africa

To understand more about Market Dynamics. Download our sample report

The Metaverse in Entertainment Market size is expected to increase by USD 28.92 billion from 2021 to 2026, with an accelerated CAGR of 8.55% as per the latest market report by Technavio. 33% of the market's growth will originate from North America during the forecast period. US and Canada are the key markets for metaverse in entertainment in North America. Market growth in this region will be faster than the growth of the market in South America and MEA. The rapid convergence of the entertainment industry and traction of the gaming culture, as well as integration of gaming services into the service offerings of major entertainment brands and increased investment to create more immersive gaming and entertainment experiences, will facilitate the metaverse in entertainment market growth in North America over the forecast period.

Download Sample: for more additional information about the key countries in North America

Vendor Insights-

The Metaverse in Entertainment Market is Concentrated, and the vendors are deploying growth strategies such as focusing on product delivery through multiple distribution channels to compete in the market.

  • Aomen City - The company offers entertainment through metaverse with Aomen City Ecosystem.

Find additional highlights on the vendors and their product offerings. Download Sample Report

Latest Drivers & Trends Driving the Market-

Metaverse in Entertainment Market Driver:

  • The key factor driving the global metaverse in entertainment market growth is the rising consumer spending across virtual concerts, events, and others.
  • The media and entertainment business in India reached USD 19 billion in 2020, according to the India Brand Equity Foundation Organization (IBEF), and is predicted to reach USD 25.9 billion by 2023.
  • The significant increase in demand for virtual events as well as an increase in the number of people attending concerts and events will further propel the industry forward.
  • Immersive technologies such as AR and VR, for example, are evolving at a rapid pace and reached around USD 128.36 billion in 2020, according to the Department for Culture, Digital, Media, and Sport in the UK.
  • Such factors will contribute to the growth of the market focus during the forecast period.

Metaverse in Entertainment Market Trend:

  • Rising consumer adoption of online gaming is one of the key metaverses in entertainment market trends that is expected to impact the industry positively in the forecast period.
  • Metaverse provides an immersive visual experience that supports emerging technologies such as blockchain, IoT, and 3D visualization.
  • According to KPMG research, online gaming will reach 510 million people by the end of 2022, up from 360 million in 2020.
  • People are drawn to the metaverse as the game continues to exist after the gamers have completed their session.
  • The increasing use of advanced gaming technologies, changing consumer entertainment choices, and rising income levels will further support the market growth in the coming years.

Find additional information about various other market Drivers & Trends - Download a sample report.

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Metaverse In Entertainment Market Scope

Report Coverage

Details

Page number

120

Base year

2021

Forecast period

2022-2026

Growth momentum & CAGR

Accelerate at a CAGR of 8.55%

Market growth 2022-2026

USD 28.92 billion

Market structure

Concentrated

YoY growth (%)

7.41

Performing market contribution

North America at 33%

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

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 inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for forecast period.

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Table of Contents:

1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by End-user
    • Exhibit 06: Executive Summary – Chart on Incremental Growth
    • Exhibit 07: Executive Summary – Data Table on Incremental Growth
    • Exhibit 08: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 09: Parent market
    • Exhibit 10: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 11: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 12: Market segments
  • 3.3 Market size 2021
  • 3.4 Market outlook: Forecast for 2021-2026
    • Exhibit 13: Chart on Global - Market size and forecast 2021-2026 ($ million)
    • Exhibit 14: Data Table on Global - Market size and forecast 2021-2026 ($ million)
    • Exhibit 15: Chart on Global Market: Year-over-year growth 2021-2026 (%)
    • Exhibit 16: Data Table on Global Market: Year-over-year growth 2021-2026 (%)

4 Five Forces Analysis

  • 4.1 Five forces summary
    • Exhibit 17: Five forces analysis - Comparison between 2021 and 2026
  • 4.2 Bargaining power of buyers
    • Exhibit 18: Chart on Bargaining power of buyers – Impact of key factors 2021 and 2026
  • 4.3 Bargaining power of suppliers
    • Exhibit 19: Bargaining power of suppliers – Impact of key factors in 2021 and 2026
  • 4.4 Threat of new entrants
    • Exhibit 20: Threat of new entrants – Impact of key factors in 2021 and 2026
  • 4.5 Threat of substitutes
    • Exhibit 21: Threat of substitutes – Impact of key factors in 2021 and 2026
  • 4.6 Threat of rivalry
    • Exhibit 22: Threat of rivalry – Impact of key factors in 2021 and 2026
  • 4.7 Market condition
    • Exhibit 23: Chart on Market condition - Five forces 2021 and 2026

5 Market Segmentation by End-user

  • 5.1 Market segments
    • Exhibit 24: Chart on End-user - Market share 2021-2026 (%)
    • Exhibit 25: Data Table on End-user - Market share 2021-2026 (%)
  • 5.2 Comparison by End-user
    • Exhibit 26: Chart on Comparison by End-user
    • Exhibit 27: Data Table on Comparison by End-user
  • 5.3 Film production - Market size and forecast 2021-2026
    • Exhibit 28: Chart on Film production - Market size and forecast 2021-2026 ($ million)
    • Exhibit 29: Data Table on Film production - Market size and forecast 2021-2026 ($ million)
    • Exhibit 30: Chart on Film production - Year-over-year growth 2021-2026 (%)
    • Exhibit 31: Data Table on Film production - Year-over-year growth 2021-2026 (%)
  • 5.4 Music labels - Market size and forecast 2021-2026
    • Exhibit 32: Chart on Music labels - Market size and forecast 2021-2026 ($ million)
    • Exhibit 33: Data Table on Music labels - Market size and forecast 2021-2026 ($ million)
    • Exhibit 34: Chart on Music labels - Year-over-year growth 2021-2026 (%)
    • Exhibit 35: Data Table on Music labels - Year-over-year growth 2021-2026 (%)
  • 5.5 OTT platforms - Market size and forecast 2021-2026
    • Exhibit 36: Chart on OTT platforms - Market size and forecast 2021-2026 ($ million)
    • Exhibit 37: Data Table on OTT platforms - Market size and forecast 2021-2026 ($ million)
    • Exhibit 38: Chart on OTT platforms - Year-over-year growth 2021-2026 (%)
    • Exhibit 39: Data Table on OTT platforms - Year-over-year growth 2021-2026 (%)
  • 5.6 Television broadcasters - Market size and forecast 2021-2026
    • Exhibit 40: Chart on Television broadcasters - Market size and forecast 2021-2026 ($ million)
    • Exhibit 41: Data Table on Television broadcasters - Market size and forecast 2021-2026 ($ million)
    • Exhibit 42: Chart on Television broadcasters - Year-over-year growth 2021-2026 (%)
    • Exhibit 43: Data Table on Television broadcasters - Year-over-year growth 2021-2026 (%)
  • 5.7 Others - Market size and forecast 2021-2026
    • Exhibit 44: Chart on Others - Market size and forecast 2021-2026 ($ million)
    • Exhibit 45: Data Table on Others - Market size and forecast 2021-2026 ($ million)
    • Exhibit 46: Chart on Others - Year-over-year growth 2021-2026 (%)
    • Exhibit 47: Data Table on Others - Year-over-year growth 2021-2026 (%)
  • 5.8 Market opportunity by End-user
    • Exhibit 48: Market opportunity by End-user ($ million)

6 Customer Landscape

  • 6.1 Customer landscape overview
    • Exhibit 49: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

7 Geographic Landscape

  • 7.1 Geographic segmentation
    • Exhibit 50: Chart on Market share by geography 2021-2026 (%)
    • Exhibit 51: Data Table on Market share by geography 2021-2026 (%)
  • 7.2 Geographic comparison
    • Exhibit 52: Chart on Geographic comparison
    • Exhibit 53: Data Table on Geographic comparison
  • 7.3 North America - Market size and forecast 2021-2026
    • Exhibit 54: Chart on North America - Market size and forecast 2021-2026 ($ million)
    • Exhibit 55: Data Table on North America - Market size and forecast 2021-2026 ($ million)
    • Exhibit 56: Chart on North America - Year-over-year growth 2021-2026 (%)
    • Exhibit 57: Data Table on North America - Year-over-year growth 2021-2026 (%)
  • 7.4 Europe - Market size and forecast 2021-2026
    • Exhibit 58: Chart on Europe - Market size and forecast 2021-2026 ($ million)
    • Exhibit 59: Data Table on Europe - Market size and forecast 2021-2026 ($ million)
    • Exhibit 60: Chart on Europe - Year-over-year growth 2021-2026 (%)
    • Exhibit 61: Data Table on Europe - Year-over-year growth 2021-2026 (%)
  • 7.5 APAC - Market size and forecast 2021-2026
    • Exhibit 62: Chart on APAC - Market size and forecast 2021-2026 ($ million)
    • Exhibit 63: Data Table on APAC - Market size and forecast 2021-2026 ($ million)
    • Exhibit 64: Chart on APAC - Year-over-year growth 2021-2026 (%)
    • Exhibit 65: Data Table on APAC - Year-over-year growth 2021-2026 (%)
  • 7.6 South America - Market size and forecast 2021-2026
    • Exhibit 66: Chart on South America - Market size and forecast 2021-2026 ($ million)
    • Exhibit 67: Data Table on South America - Market size and forecast 2021-2026 ($ million)
    • Exhibit 68: Chart on South America - Year-over-year growth 2021-2026 (%)
    • Exhibit 69: Data Table on South America - Year-over-year growth 2021-2026 (%)
  • 7.7 Middle East and Africa - Market size and forecast 2021-2026
    • Exhibit 70: Chart on Middle East and Africa - Market size and forecast 2021-2026 ($ million)
    • Exhibit 71: Data Table on Middle East and Africa - Market size and forecast 2021-2026 ($ million)
    • Exhibit 72: Chart on Middle East and Africa - Year-over-year growth 2021-2026 (%)
    • Exhibit 73: Data Table on Middle East and Africa - Year-over-year growth 2021-2026 (%)
  • 7.8 US - Market size and forecast 2021-2026
    • Exhibit 74: Chart on US - Market size and forecast 2021-2026 ($ million)
    • Exhibit 75: Data Table on US - Market size and forecast 2021-2026 ($ million)
    • Exhibit 76: Chart on US - Year-over-year growth 2021-2026 (%)
    • Exhibit 77: Data Table on US - Year-over-year growth 2021-2026 (%)
  • 7.9 UK - Market size and forecast 2021-2026
    • Exhibit 78: Chart on UK - Market size and forecast 2021-2026 ($ million)
    • Exhibit 79: Data Table on UK - Market size and forecast 2021-2026 ($ million)
    • Exhibit 80: Chart on UK - Year-over-year growth 2021-2026 (%)
    • Exhibit 81: Data Table on UK - Year-over-year growth 2021-2026 (%)
  • 7.10 China - Market size and forecast 2021-2026
    • Exhibit 82: Chart on China - Market size and forecast 2021-2026 ($ million)
    • Exhibit 83: Data Table on China - Market size and forecast 2021-2026 ($ million)
    • Exhibit 84: Chart on China - Year-over-year growth 2021-2026 (%)
    • Exhibit 85: Data Table on China - Year-over-year growth 2021-2026 (%)
  • 7.11 Canada - Market size and forecast 2021-2026
    • Exhibit 86: Chart on Canada - Market size and forecast 2021-2026 ($ million)
    • Exhibit 87: Data Table on Canada - Market size and forecast 2021-2026 ($ million)
    • Exhibit 88: Chart on Canada - Year-over-year growth 2021-2026 (%)
    • Exhibit 89: Data Table on Canada - Year-over-year growth 2021-2026 (%)
  • 7.12 Germany - Market size and forecast 2021-2026
    • Exhibit 90: Chart on Germany - Market size and forecast 2021-2026 ($ million)
    • Exhibit 91: Data Table on Germany - Market size and forecast 2021-2026 ($ million)
    • Exhibit 92: Chart on Germany - Year-over-year growth 2021-2026 (%)
    • Exhibit 93: Data Table on Germany - Year-over-year growth 2021-2026 (%)
  • 7.13 Market opportunity by geography
    • Exhibit 94: Market opportunity by geography ($ million)

8 Drivers, Challenges, and Trends

  • 8.1 Market drivers
  • 8.2 Market challenges
  • 8.3 Impact of drivers and challenges
    • Exhibit 95: Impact of drivers and challenges in 2021 and 2026
  • 8.4 Market trends

9 Vendor Landscape

  • 9.1 Overview
  • 9.2 Vendor landscape
    • Exhibit 96: Overview on Criticality of inputs and Factors of differentiation
  • 9.3 Landscape disruption
    • Exhibit 97: Overview on factors of disruption
  • 9.4 Industry risks
    • Exhibit 98: Impact of key risks on business

10 Vendor Analysis

  • 10.1 Vendors covered
    • Exhibit 99: Vendors covered
  • 10.2 Market positioning of vendors
    • Exhibit 100: Matrix on vendor position and classification
  • 10.3 Aomen City
    • Exhibit 101: Aomen City - Overview
    • Exhibit 102: Aomen City - Product / Service
    • Exhibit 103: Aomen City - Key offerings
  • 10.4 Epic Games Inc.
    • Exhibit 104: Epic Games Inc. - Overview
    • Exhibit 105: Epic Games Inc. - Product / Service
    • Exhibit 106: Epic Games Inc. - Key offerings
  • 10.5 Hungama Digital Media Entertainment Pvt. Ltd.
    • Exhibit 107: Hungama Digital Media Entertainment Pvt. Ltd. - Overview
    • Exhibit 108: Hungama Digital Media Entertainment Pvt. Ltd. - Product / Service
    • Exhibit 109: Hungama Digital Media Entertainment Pvt. Ltd. - Key offerings
  • 10.6 Meta Platforms Inc.
    • Exhibit 110: Meta Platforms Inc. - Overview
    • Exhibit 111: Meta Platforms Inc. - Business segments
    • Exhibit 112: Meta Platforms Inc. - Key news
    • Exhibit 113: Meta Platforms Inc. - Key offerings
    • Exhibit 114: Meta Platforms Inc. - Segment focus
  • 10.7 Niantic Inc.
    • Exhibit 115: Niantic Inc. - Overview
    • Exhibit 116: Niantic Inc. - Product / Service
    • Exhibit 117: Niantic Inc. - Key offerings
  • 10.8 OverActive Media Corp.
    • Exhibit 118: OverActive Media Corp. - Overview
    • Exhibit 119: OverActive Media Corp. - Business segments
    • Exhibit 120: OverActive Media Corp. - Key offerings
    • Exhibit 121: OverActive Media Corp. - Segment focus
  • 10.9 Qualcomm Inc.
    • Exhibit 122: Qualcomm Inc. - Overview
    • Exhibit 123: Qualcomm Inc. - Business segments
    • Exhibit 124: Qualcomm Inc. - Key news
    • Exhibit 125: Qualcomm Inc. - Key offerings
    • Exhibit 126: Qualcomm Inc. - Segment focus
  • 10.10 Queppelin
    • Exhibit 127: Queppelin - Overview
    • Exhibit 128: Queppelin - Product / Service
    • Exhibit 129: Queppelin - Key offerings
  • 10.11 Roblox Corp
    • Exhibit 130: Roblox Corp - Overview
    • Exhibit 131: Roblox Corp - Product / Service
    • Exhibit 132: Roblox Corp - Key offerings
  • 10.12 Tetavi Ltd.
    • Exhibit 133: Tetavi Ltd. - Overview
    • Exhibit 134: Tetavi Ltd. - Product / Service
    • Exhibit 135: Tetavi Ltd. - Key offerings

11 Appendix

  • 11.1 Scope of the report
  • 11.2 Inclusions and exclusions checklist
    • Exhibit 136: Inclusions checklist
    • Exhibit 137: Exclusions checklist
  • 11.3 Currency conversion rates for US$
    • Exhibit 138: Currency conversion rates for US$
  • 11.4 Research methodology
    • Exhibit 139: Research methodology
    • Exhibit 140: Validation techniques employed for market sizing
    • Exhibit 141: Information sources
  • 11.5 List of abbreviations
    • Exhibit 142: List of abbreviations
  • demand for infrastructure-as-a-service (IaaS): The ongoing migration from on-premise infrastructure to cloud-based services is having an impact on the revenues of original equipment manufacturers (OEMs) of servers, albeit the adverse impact on them is slightly milder than the effect on storage equipment. The emergence of IaaS has had a strong impact on the IT hardware market. The biggest advantage of IaaS is that it allows enterprises to scale operations or introduce innovations in the workflow without the need to make substantial investments in storage and servers for the traditional on-premise hardware environment. At the same time, cloud-focused infrastructure spending is expected to increase in terms of server, disk storage, and networking hardware.

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Technavio is a leading global technology research and advisory 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. With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports, covering 800 technologies spanning 50 countries. Their client base consists of enterprises 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 positions within changing market scenarios.

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