Blockchain solutions supporting the Metaverse market will reach $148.6 billion by 2027
Dublin, Aug. 30, 2022 (GLOBE NEWSWIRE) — The “Metaverse Market by Technologies, Platforms, Solutions and Applications in Industry Verticals 2022 – 2027” report has been added ResearchAndMarkets.com’s Offering.
This report assesses the market opportunities for Metaverse vendors and ancillary service providers, including infrastructure, devices, software and support services. The report includes qualitative and quantitative analysis of the Metaverse market and related segments from 2022 to 2027.
Metaverse will represent an exchange between the physical and virtual worlds to create a whole new universe where digital consumers and businesses will engage in communication, applications, content and commerce.
Consequently, many companies have already committed billions of dollars to Metaverse. Even governmental organizations are getting involved, as evidenced by some countries considering opening ambassadorial relations in the Metaverse. In general, the dominant trend is cyber-to-physical exchange as a means to enrich society and provide the next boom to the digital economy.
More than a virtual reality solution for consumers, Metaverse will transform a significant number of functional elements within enterprise and industry segments, including sales, marketing and business operations.
It will impact virtually every industry vertical in many ways, including improving the social media experience, improvising business communications and optimizing overall productivity, creating an immersive experience across sales and marketing, revolutionizing online education, creating futuristic blockchain applications and ultimately becoming the future to the Internet.
Select report findings:
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Metaverse Digital Asset Marketplaces Will Be a $224.9 Billion Opportunity by 2027
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Blockchain solutions supporting the Metaverse will reach $148.6 billion by 2027
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Virtual reality in the Metaverse will represent a $226.3 billion opportunity by 2027
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User-generated content and social media in the Metaverse will reach $82.9 billion by 2027
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Financial services supporting various forms of Metaverse trading will reach nearly $50 billion by 2027
Key topics covered:
1.0 Summary
2.0 Introduction
2.1 Metaverse defined
2.1.1 Conceptual framework: Product/service/place/moment
2.1.2 Technology pillars/layers
2.1.3 Key features
2.2 Metaverse Building Blocks
2.2.1 Building block 1: Infrastructure
2.2.2 Building block 2: Virtualization engine
2.2.3 Building block 3: Interface and access
2.2.4 Building block 4: User experience and use cases
2.2.5 Building block 5: Tools and standards
2.3 Metaverse types
2.3.1 Augmented Reality
2.3.2 Virtual Reality
2.3.3 Life logging
2.3.4 Mirrored worlds
2.4 Metaverse Development Timeline
2.4.1 Today: Virtual Reality as a digital escape
2.4.2 Closer view: AR to enhance human experience
2.4.3 Longer term: BCI as final platform
2.5 Metaversational for the business
2.6 Web 3 and the Metaverse
2.7 Market dynamic analysis
2.7.1 Analysis of growth drivers
2.7.2 Market challenge analysis
2.7.3 Market opportunity analysis
2.8 Pandemic a market driver for the metaverse
2.9 Value chain analysis
2.9.1 Suppliers of hardware and equipment
2.9.2 Providers of infrastructure solutions
2.9.3 Providers of software solutions
2.9.4 Platform Providers
2.9.5 Content providers
2.9.6 AI Companies
2.9.7 Activation of technology providers
2.10 Industry development
2.10.1 Agreement, acquisition, investment and alliance analysis
2.10.2 Technology collaboration analysis
3.0 Metaverse Technology and Application Analysis
3.1 Metaverse technology analysis
3.1.1 Blockchain
3.1.2 Virtual and Augmented Reality
3.1.3 Mixed reality
3.1.4 Brain-computer interface
3.2 Activation of technology analysis
3.2.1 NFTs
3.2.2 Artificial intelligence
3.2.3 Internet and 5G network
3.2.4 3D modeling
3.2.5 Edge Computing
3.2.6 Digital twin technology and solutions
3.2.7 Cryptocurrency
3.3 Metaverse Hardware/Device Analysis
3.3.1 Screens
3.3.2 Augmented Reality Hardware
3.3.2.1 Haptic sensors and devices
3.3.2.2 Omni Treadmills
3.3.2.3 Smart glasses
3.3.3 AR/VR Headset
3.4 Metaverse Software: Asset Creation Tool vs. Programming engines
3.5 Metaverse Platform Analysis
3.5.1 Desktop Platform
3.5.2 Mobile Platform
3.5.3 Console Platform
3.5.4 Headset/Wearables Platform
3.6 Metaverse sales channel: direct vs. distribution
3.7 Metaverse Application Analysis
3.7.1 Financial institutions
3.7.2 Retail and fashion
3.7.3 Media and entertainment
3.7.4 Property
3.7.5 Education
3.7.6 Aviation
3.7.7 Automotive industry
3.7.8 Health services
3.7.9 Production
3.7.10 Military
3.8 Metaverse ecosystem
4.0 Metaverse Company Analysis
4.1 Meta Platforms Inc.
4.2 Apple Inc.
4.3 Google
4.4 Tencent Holdings
4.5 ByteDance Ltd.
4.6 NetEase Inc.
4.7 Nvidia Corporation
4.8 Unity Technologies Inc.
4.9 Lilith Game
4.10 Nextech AR Solution Corp.
4.11 Active theory
4.12 Decentralized country
4.13 Microsoft Corporation
4.14 Global
4.15 Alibaba Cloud
4.16 Magic Leap Inc.
4.17 Queppelin
4.18 HoYoverse (miHoYo)
4.19 ZQGame
4.20 Sony Corporation
4.21 GoMeta
4.22 Niantic
4.23 Valve
4.24 Baidu
4.25 Somnium Space
4.26 Binance
4.27 Walmart
4.28 Nike Inc
4.29 Gap Inc
4.30 Verizon
4.31 Hulu LLC
4.32 Netflix
4.33 Adidas
4.34 Atari Inc.
4.35 HyperVerse
4.36 Nakamoto Games
4.37 The sandbox
4.38 Roblox Corporation
4.39 Epic Games Inc.
4.40 Bloktopia
4.41 Cryptovoxels
4.42 Metahero
4.43 Star atlas
4.44 Bolly Heroes
4.45 OneRare
4.46 LOKA
4.47 Cope Studio
4.48 Zippy
4.49 NextMeet
4.50 ZQGame
4.51 Larva Labs (Yuga Labs)
4.52 Sky Mavis
4.53 Sorare
4.54 Rare
4.55 LeewayHertz
5.0 Metaverse Market Analysis and Forecasts 2022-2027
5.1 Global Metaverse Revenues
5.1.1 Global Metaverse Market by Type
5.1.1.1 Global Metaverse Market by Hardware Type
5.1.1.1.1 Global Metaverse Market by XR Hardware Type
5.1.1.2 Global Metaverse Market by Software Type
5.1.1.3 Global Metaverse Market by Service Type
5.1.1.3.1 Global Metaverse Market by Professional Service Type
5.1.2 Global Metaverse Market by Platform Type
5.1.3 Global Metaverse Market by Technology Type
5.1.4 Global Metaverse Market by Solution Type
5.1.5 Global Metaverse Market by Application Type
5.1.6 Global Metaverse Market by Industry Vertical
5.1.7 Global Metaverse Market by Sales Channel
5.1.8 Global Metaverse NFT Market
5.1.9 Metaverse market by region
5.2 Global Metaverse Users
5.2.1 Global Metaverse User by Platform
5.2.2 Global Metaverse User by Application
5.2.3 Global Metaverse Users by Industry Vertical
5.2.4 Global Metaverse NFT User
5.2.5 Global Metaverse Users by Region
6.0 Conclusions and recommendations
For more information on this report, visit https://www.researchandmarkets.com/r/mt0oj3
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