시장보고서
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1849614

세계의 소비자 메타버스 시장 보고서(2025년)

Consumer Metaverse Global Market Report 2025

발행일: | 리서치사: The Business Research Company | 페이지 정보: 영문 250 Pages | 배송안내 : 2-10일 (영업일 기준)

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

소비자 메타버스 시장 규모는 최근 급격하게 확대하고 있습니다. 2024년 1,020억 7,000만 달러에서 2025년에는 1,334억 달러로, CAGR 30.7%로 확대합니다. 역사적 기간의 성장은 스마트폰 보급률 증가, 인터넷 연결의 급속한 성장, 디지털 자산 생성을 위한 블록체인 채택 증가, 소셜 게임 플랫폼의 인기 상승, 대체 불가능 토큰(NFT)의 출현에 기인합니다.

소비자 메타버스 시장 규모는 향후 수년간 비약적인 성장이 전망됩니다. 2029년에는 CAGR 30.5%로 3,871억 9,000만 달러로 성장합니다. 예측 기간의 성장은 개인화된 몰입형 경험에 대한 수요 증가, 업무 환경에서의 혼합현실(MR) 도입 확대, 메타버스 플랫폼을 통한 탈중앙화 금융(DeFi)에 대한 관심 증가, 원활한 연결성을 위한 5G 사용 확대, 메타버스에 특화된 스타트업에 대한 높은 투자에 기인한 것으로 보입니다. 스타트업에 대한 고액 투자 등에 기인한다고 볼 수 있습니다. 예측 기간의 주요 동향으로는 완전 상호 운용 가능한 가상 세계의 출현, 몰입형 인터랙션을 위한 햅틱 기술의 발전, 스마트 가상 생태계를 위한 메타버스와 IoT의 융합, AI 기반 메타버스 어시스턴트의 부상, 메타버스 기반 분산형 마켓플레이스의 개발 등이 있습니다. 분산형 마켓플레이스의 개발 등을 들 수 있습니다.

소비자 메타버스는 가상현실(VR), 증강현실(AR), 3D 시뮬레이션 등 몰입형 기술을 통해 소비자가 브랜드, 제품, 서비스에 참여할 수 있는 가상적이고 인터랙티브한 디지털 환경을 말합니다. 쇼핑 경험, 소셜 인터랙션, 개인화된 컨텐츠 전달을 강화하여 소비자가 고도로 인터랙티브하고 사용자 정의 가능한 방식으로 제품을 탐색하고 구매할 수 있도록 합니다.

소비자 메타버스의 주요 구성 요소에는 하드웨어, 소프트웨어, 서비스가 포함됩니다. 하드웨어에는 VR 헤드셋, AR 글래스, 햅틱 슈트, 첨단 센서 등의 물리적 장치가 포함되며, 사용자는 몰입형 가상 환경과 상호 작용할 수 있습니다. 메타버스에는 블록체인, 가상현실, 증강현실, 혼합현실 등의 기술이 접목되어 있습니다. 그 용도는 게임, 소셜미디어, 가상 쇼핑, 교육, 부동산 등 다양하며, 최종사용자에는 개인 소비자와 기업 모두 포함됩니다.

2025년 봄 미국의 관세 인상과 이에 따른 무역 마찰은 정보기술 분야, 특히 하드웨어 제조, 데이터 인프라, 소프트웨어 배포에 큰 영향을 미치고 있습니다. 수입 반도체, 회로 기판, 네트워크 장비에 대한 관세 인상은 하이테크 기업, 클라우드 서비스 프로바이더, 데이터센터의 생산 및 운영 비용을 증가시키고 있습니다. 노트북, 서버, 가전제품의 부품을 전 세계에서 조달하는 기업은 리드타임의 장기화와 가격 압박에 직면해 있습니다. 동시에 특수 소프트웨어에 대한 관세와 주요 국제 시장의 보복 조치로 인해 세계 IT 공급망이 혼란에 빠지고 미국산 기술에 대한 해외 수요가 감소하고 있습니다. 이에 대응하기 위해 이 부문은 국내 칩 생산에 대한 투자를 강화하고, 공급업체 네트워크를 확대하며, AI를 활용한 자동화를 통해 회복력을 높이고 비용 관리를 효율화하고 있습니다.

소비자 메타버스 시장 조사 보고서는 소비자 메타버스 산업 세계 시장 규모, 지역 점유율, 소비자 메타버스 시장 점유율을 가진 경쟁사, 상세한 소비자 메타버스 시장 부문, 시장 동향 및 비즈니스 기회 등, 소비자 메타버스 시장 조사 보고서입니다. 소비자 메타버스 시장 통계를 제공하는 The Business Research Company의 최신 보고서 시리즈 중 하나입니다. 이 소비자 메타버스 시장 조사 보고서는 업계의 현재와 미래 시나리오를 상세하게 분석하여 필요한 모든 것을 완벽하게 파악할 수 있도록 도와줍니다.

향후 5년간 30.5%의 성장률 전망은 지난번 예측보다 0.5% 소폭 하락한 수치입니다. 이 감소는 주로 미국과 다른 국가 간의 관세의 영향에 기인합니다. 주로 중국, 한국, 대만에서 제조되는 VR 헤드셋, 모션 센서, GPU의 비용이 관세로 인해 상승하므로 미국의 소비자 메타버스 확대는 장애물에 직면할 수 있습니다. 또한 상호 관세와 무역 긴장의 증가와 제한으로 인한 세계 경제와 무역에 대한 악영향으로 인해 그 영향은 더욱 광범위하게 나타날 것으로 보입니다.

원격근무의 확대가 소비자 메타버스 시장 확대를 견인할 것으로 예측됩니다. 원격근무는 전통적인 사무실 환경이 아닌 다른 장소, 일반적으로 자택이나 기타 원격지에서 디지털 툴와 기술을 사용하여 업무를 수행하는 것을 말합니다. 원격근무 증가 배경에는 디지털 커뮤니케이션의 발전, 인터넷 접속의 대중화, 유연한 근무환경에 대한 직원들의 선호도 변화, 클라우드 기반 플랫폼의 채택 증가, 생산성 추적 툴의 개선, 세계 인재에 대한 접근성을 확대하면서 운영비용을 절감하고자 하는 기업 등이 있습니다. 운영비용을 절감하고자 하는 기업 등이 있습니다. 소비자 메타버스는 대면 상호작용, 협업, 팀 빌딩, 네트워킹 경험을 촉진하는 몰입형 가상 환경을 제공함으로써 대면 상호작용을 시뮬레이션하고 원격 근무를 강화합니다. 예를 들어 2024년 9월 미국 노동통계국(BLS)은 2023년 8월 근로자의 19.5%가 재택근무 또는 유급 재택근무를 하고 있으며, 2022년 10월부터 2023년 8월까지 재택근무 비율은 17.9%에서 20.0% 사이로 꾸준히 유지되고 있다고 보고했습니다. 이처럼 원격근무의 확대가 소비자 메타버스 시장 확대에 기여하고 있습니다.

소비자 메타버스 시장의 주요 기업은 소비자 경험을 개선하고 효율화하는 가상 플랫폼과 같은 혁신적인 솔루션을 만드는 데 주력하고 있습니다. 가상 플랫폼은 몰입감 있고 인터랙티브한 온라인 경험을 제공하도록 설계된 기술 주도형 공간으로, 사용자는 사교, 쇼핑, 게임, 업무 등의 활동을 할 수 있습니다. 예를 들어 2023년 1월 MG모터인디아는 MGVerse 메타버스 플랫폼을 출시했습니다. 이 플랫폼에서 사용자는 가상 쇼룸에서 MG의 차량 라인업을 탐색할 수 있으며, 증강현실(AR)과 가상현실(VR)의 통합을 통해 360도 뷰와 상세 사양을 제공합니다. 고객은 실감나는 디지털 환경 속에서 색상 선택, 액세서리 등 다양한 옵션으로 차량을 커스터마이징할 수 있습니다. 메타버스 경험에는 실시간으로 정보를 제공하고, 질문에 답하고, 구매 과정을 안내하는 AI 기반 가상 비서가 포함됩니다.

2022년 1월, 미국 게임회사 Mythical Games Inc.는 Polystream을 비공개 금액으로 인수했습니다. 이번 인수는 Mythical의 게임 기능을 강화하고, 클라우드 네이티브 인프라를 통합하고, 스트리밍 기술을 활용하여 메타버스의 소비자 기대에 부합하는 몰입형 게임 경험을 제공하는 것을 목표로 합니다. 영국에 본사를 둔 폴리스트림(Polystream)은 실시간 용도를 위한 인터랙티브 스트리밍 기술 전문 플랫폼입니다.

소비자 메타버스 시장은 몰입형 가상 체험, 디지털 상품, 엔터테인먼트, 가상 환경내 사회적 교류 등의 서비스를 제공하는 사업체의 매출으로 구성됩니다. 시장 가치에는 서비스 프로바이더가 판매하거나 서비스 제공에 포함된 관련 상품의 가치도 포함됩니다. 소비자 메타버스 시장에는 가상 툴, 디지털 자산, 몰입형 기술 컴포넌트, 스마트 통합 툴의 판매가 포함됩니다. 이 시장의 가치는 '팩토리 게이트' 가치, 즉 상품의 생산자 또는 제작자가 다른 사업체(다운스트림 생산자, 도매업체, 유통업체, 소매업체 포함) 또는 최종 고객에게 직접 판매하는 상품의 가치입니다. 이 시장에서 상품의 가치에는 상품을 만든 사람이 판매하는 관련 서비스도 포함됩니다.

목차

제1장 개요

제2장 시장의 특징

제3장 시장 동향과 전략

제4장 시장 : 금리, 인플레이션, 지정학, 무역 전쟁과 관세 및 Covid와 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

  • 세계의 소비자 메타버스 : PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인과 억제요인)
  • 최종 용도 산업의 분석
  • 세계의 소비자 메타버스 시장 : 성장률 분석
  • 세계의 소비자 메타버스 시장 실적 : 규모와 성장, 2019-2024
  • 세계의 소비자 메타버스 시장 예측 : 규모와 성장, 2024-2029, 2034F
  • 세계의 소비자 메타버스 : TAM(Total Addressable Market)

제6장 시장 세분화

  • 세계의 소비자 메타버스 시장 : 컴포넌트별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 하드웨어
  • 소프트웨어
  • 서비스
  • 세계의 소비자 메타버스 시장 : 기술별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 블록체인
  • 가상현실
  • 증강현실
  • 혼합현실
  • 기타 테크놀러지
  • 세계의 소비자 메타버스 시장 : 용도별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 게임
  • 소셜미디어
  • 가상 쇼핑
  • 교육
  • 부동산
  • 기타 애플리케이션
  • 세계의 소비자 메타버스 시장 : 최종사용자별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 개인소비자
  • 기업
  • 세계의 소비자 메타버스 시장 : 서브 세분화 하드웨어(유형별), 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 증강현실 또는 가상현실 헤드셋
  • 촉각 디바이스
  • 스마트 글래스
  • 모션 트래킹 디바이스
  • 세계의 소비자 메타버스 시장 : 서브 세분화 소프트웨어(유형별), 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 가상 세계 플랫폼
  • 메타버스 개발툴
  • 디지털 트윈 소프트웨어
  • 아바타 작성 소프트웨어
  • 세계의 소비자 메타버스 시장 : 서브 세분화 서비스(유형별), 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 컨설팅 서비스
  • 통합 및 배포 서비스
  • 지원 및 정비 서비스

제7장 지역별·국가별 분석

  • 세계의 소비자 메타버스 시장 : 지역별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
  • 세계의 소비자 메타버스 시장 : 국가별, 실적과 예측, 2019-2024, 2024-2029F, 2034F

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 개요

  • 소비자 메타버스 시장 : 경쟁 구도
  • 소비자 메타버스 시장 : 기업 개요
    • Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Tencent Holdings Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Nvidia Corporation Overview, Products and Services, Strategy and Financial Analysis

제31장 기타 대기업과 혁신적 기업

  • Epic Games Inc.
  • Snap Inc.
  • Roblox Corporation
  • The Sandbox
  • HTC Corporation
  • Axie Infinity
  • Linden Lab
  • Animoca Brands Corporation Ltd.
  • Decentraland
  • Illuvium
  • Landvault
  • Enjin
  • Wilder World
  • Star Atlas
  • Cryptovoxels

제32장 세계의 시장 경쟁 벤치마킹과 대시보드

제33장 주요 합병과 인수

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 부문, 전략

  • 소비자 메타버스 시장 2029 : 새로운 기회를 제공하는 국가
  • 소비자 메타버스 시장 2029 : 새로운 기회를 제공하는 부문
  • 소비자 메타버스 시장 2029 : 성장 전략
    • 시장 동향에 기반한 전략
    • 경쟁사 전략

제36장 부록

KSA 25.11.04

The consumer metaverse refers to a virtual, interactive digital environment where consumers can engage with brands, products, and services through immersive technologies such as virtual reality (VR), augmented reality (AR), and 3D simulations. It enhances shopping experiences, social interactions, and personalized content delivery, allowing consumers to explore and purchase products in a highly interactive and customizable way.

The key components of the consumer metaverse include hardware, software, and services. Hardware encompasses physical devices such as VR headsets, AR glasses, haptic suits, and advanced sensors that enable users to interact with immersive virtual environments. The metaverse incorporates technologies such as blockchain, virtual reality, augmented reality, and mixed reality, among others. Its applications span across gaming, social media, virtual shopping, education, real estate, and more, with end users including both individual consumers and businesses.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The consumer metaverse market research report is one of a series of new reports from The Business Research Company that provides consumer metaverse market statistics, including consumer metaverse industry global market size, regional shares, competitors with a consumer metaverse market share, detailed consumer metaverse market segments, market trends and opportunities, and any further data you may need to thrive in the consumer metaverse industry. This consumer metaverse market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The consumer metaverse market size has grown exponentially in recent years. It will grow from $102.07 billion in 2024 to $133.4 billion in 2025 at a compound annual growth rate (CAGR) of 30.7%. The growth in the historic period can be attributed to increasing penetration of smartphones, rapid growth of internet connectivity, rising adoption of blockchain for digital asset creation, growing popularity of social gaming platforms, and the emergence of non-fungible tokens (NFTs).

The consumer metaverse market size is expected to see exponential growth in the next few years. It will grow to $387.19 billion in 2029 at a compound annual growth rate (CAGR) of 30.5%. The growth in the forecast period can be attributed to growing demand for personalized and immersive experiences, increasing adoption of mixed reality (MR) in professional environments, rising focus on decentralized finance (DeFi) through metaverse platforms, and expanding use of 5G for seamless connectivity, high investment in metaverse-specific startups. Major trends in the forecast period include the emergence of fully interoperable virtual worlds, advancements in haptic technologies for immersive interactions, the growing convergence of the metaverse and IoT for smart virtual ecosystems, the rise of AI-driven metaverse assistants, and the development of metaverse-based decentralized marketplaces.

The forecast of 30.5% growth over the next five years reflects a modest reduction of 0.5% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. US consumer metaverse expansion could face hurdles as tariffs raise costs for VR headsets, motion sensors, and GPUs manufactured primarily in China, South Korea, and Taiwan. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The growth of remote work is expected to drive the expansion of the consumer metaverse market. Remote work refers to performing job responsibilities outside of a traditional office setting, typically from home or other remote locations, using digital tools and technology. The rise of remote work is driven by advancements in digital communication, widespread internet access, a shift in employee preferences toward flexible work environments, increased adoption of cloud-based platforms, improved productivity tracking tools, and companies aiming to reduce operational costs while expanding their access to global talent. The consumer metaverse enhances remote work by providing immersive virtual environments that facilitate interactive collaboration, team building, and networking experiences, simulating in-person interactions. For example, in September 2024, the Bureau of Labor Statistics (BLS) reported that in August 2023, 19.5% of workers teleworked or worked from home for pay, with telework rates consistently ranging between 17.9% and 20.0% from October 2022 to August 2023. As such, the growth of remote work is contributing to the rise of the consumer metaverse market.

Leading companies in the consumer metaverse market are focused on creating innovative solutions, such as virtual platforms, to improve and streamline the consumer experience. Virtual platforms are technology-driven spaces designed to offer immersive and interactive online experiences where users can engage in activities such as socializing, shopping, gaming, and working. For example, in January 2023, MG Motor India launched the MGVerse metaverse platform. This platform allows users to explore MG's vehicle lineup in a virtual showroom, offering 360-degree views and detailed specifications through augmented reality (AR) and virtual reality (VR) integrations. Customers can customize their vehicles with different options, including color choices and accessories, in a realistic digital environment. The metaverse experience also includes AI-powered virtual assistants that provide real-time information, answer questions, and guide users through the purchasing process.

In January 2022, Mythical Games Inc., a US-based gaming company, acquired Polystream for an undisclosed sum. This acquisition is aimed at enhancing Mythical's gaming capabilities, integrating cloud-native infrastructure, and utilizing streaming technology to deliver immersive gaming experiences that align with consumer expectations in the metaverse. Polystream, a UK-based platform, specializes in interactive streaming technology for real-time applications.

Major players in the consumer metaverse market are Google LLC, Microsoft Corporation, Meta Platforms Inc., Tencent Holdings Ltd., Nvidia Corporation, Epic Games Inc., Snap Inc., Roblox Corporation, The Sandbox, HTC Corporation, Axie Infinity, Linden Lab, Animoca Brands Corporation Ltd., Decentraland, Illuvium, Landvault, Enjin, Wilder World, Star Atlas, Cryptovoxels, Blocktopia, Somnium Space Ltd.

North America was the largest region in the consumer metaverse market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in consumer metaverse report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the consumer metaverse market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The consumer metaverse market consists of revenues earned by entities by providing services such as immersive virtual experiences, digital goods, entertainment, and social interactions within virtual environments. The market value includes the value of related goods sold by the service provider or included within the service offering. The consumer metaverse market includes sales of virtual tools, digital assets, immersive technology components, and smart integration tools. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values and are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Consumer Metaverse Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on consumer metaverse market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for consumer metaverse ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The consumer metaverse market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Software; Services
  • 2) By Technology: Blockchain; Virtual Reality; Augmented Reality; Mixed Reality; Other Technologies
  • 3) By Application: Gaming; Social Media; Virtual Shopping; Education; Real Estate; Other Application
  • 4) By End-User: Individual Consumers; Enterprises
  • Subsegments:
  • 1) By Hardware: Augmented Reality Or Virtual Reality Headsets; Haptic Devices; Smart Glasses; Motion Tracking Devices
  • 2) By Software: Virtual World Platforms; Metaverse Development Tools; Digital Twin Software; Avatar Creation Software
  • 3) By Services: Consulting Services; Integration And Deployment Services; Support And Maintenance Services
  • Companies Mentioned: Google LLC; Microsoft Corporation; Meta Platforms Inc.; Tencent Holdings Ltd.; Nvidia Corporation; Epic Games Inc.; Snap Inc.; Roblox Corporation; The Sandbox; HTC Corporation; Axie Infinity; Linden Lab; Animoca Brands Corporation Ltd.; Decentraland; Illuvium; Landvault; Enjin; Wilder World; Star Atlas; Cryptovoxels; Blocktopia; Somnium Space Ltd.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Consumer Metaverse Market Characteristics

3. Consumer Metaverse Market Trends And Strategies

4. Consumer Metaverse Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Consumer Metaverse Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Consumer Metaverse PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Consumer Metaverse Market Growth Rate Analysis
  • 5.4. Global Consumer Metaverse Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Consumer Metaverse Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Consumer Metaverse Total Addressable Market (TAM)

6. Consumer Metaverse Market Segmentation

  • 6.1. Global Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
  • Services
  • 6.2. Global Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Blockchain
  • Virtual Reality
  • Augmented Reality
  • Mixed Reality
  • Other Technologies
  • 6.3. Global Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming
  • Social Media
  • Virtual Shopping
  • Education
  • Real Estate
  • Other Application
  • 6.4. Global Consumer Metaverse Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Individual Consumers
  • Enterprises
  • 6.5. Global Consumer Metaverse Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Augmented Reality Or Virtual Reality Headsets
  • Haptic Devices
  • Smart Glasses
  • Motion Tracking Devices
  • 6.6. Global Consumer Metaverse Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual World Platforms
  • Metaverse Development Tools
  • Digital Twin Software
  • Avatar Creation Software
  • 6.7. Global Consumer Metaverse Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consulting Services
  • Integration And Deployment Services
  • Support And Maintenance Services

7. Consumer Metaverse Market Regional And Country Analysis

  • 7.1. Global Consumer Metaverse Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Consumer Metaverse Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Consumer Metaverse Market

  • 8.1. Asia-Pacific Consumer Metaverse Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Consumer Metaverse Market

  • 9.1. China Consumer Metaverse Market Overview
  • 9.2. China Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Consumer Metaverse Market

  • 10.1. India Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Consumer Metaverse Market

  • 11.1. Japan Consumer Metaverse Market Overview
  • 11.2. Japan Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Consumer Metaverse Market

  • 12.1. Australia Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Consumer Metaverse Market

  • 13.1. Indonesia Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Consumer Metaverse Market

  • 14.1. South Korea Consumer Metaverse Market Overview
  • 14.2. South Korea Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Consumer Metaverse Market

  • 15.1. Western Europe Consumer Metaverse Market Overview
  • 15.2. Western Europe Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Consumer Metaverse Market

  • 16.1. UK Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Consumer Metaverse Market

  • 17.1. Germany Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Consumer Metaverse Market

  • 18.1. France Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Consumer Metaverse Market

  • 19.1. Italy Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Consumer Metaverse Market

  • 20.1. Spain Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Consumer Metaverse Market

  • 21.1. Eastern Europe Consumer Metaverse Market Overview
  • 21.2. Eastern Europe Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Consumer Metaverse Market

  • 22.1. Russia Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Consumer Metaverse Market

  • 23.1. North America Consumer Metaverse Market Overview
  • 23.2. North America Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Consumer Metaverse Market

  • 24.1. USA Consumer Metaverse Market Overview
  • 24.2. USA Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Consumer Metaverse Market

  • 25.1. Canada Consumer Metaverse Market Overview
  • 25.2. Canada Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Consumer Metaverse Market

  • 26.1. South America Consumer Metaverse Market Overview
  • 26.2. South America Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Consumer Metaverse Market

  • 27.1. Brazil Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Consumer Metaverse Market

  • 28.1. Middle East Consumer Metaverse Market Overview
  • 28.2. Middle East Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Consumer Metaverse Market

  • 29.1. Africa Consumer Metaverse Market Overview
  • 29.2. Africa Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Consumer Metaverse Market Competitive Landscape And Company Profiles

  • 30.1. Consumer Metaverse Market Competitive Landscape
  • 30.2. Consumer Metaverse Market Company Profiles
    • 30.2.1. Google LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Tencent Holdings Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Nvidia Corporation Overview, Products and Services, Strategy and Financial Analysis

31. Consumer Metaverse Market Other Major And Innovative Companies

  • 31.1. Epic Games Inc.
  • 31.2. Snap Inc.
  • 31.3. Roblox Corporation
  • 31.4. The Sandbox
  • 31.5. HTC Corporation
  • 31.6. Axie Infinity
  • 31.7. Linden Lab
  • 31.8. Animoca Brands Corporation Ltd.
  • 31.9. Decentraland
  • 31.10. Illuvium
  • 31.11. Landvault
  • 31.12. Enjin
  • 31.13. Wilder World
  • 31.14. Star Atlas
  • 31.15. Cryptovoxels

32. Global Consumer Metaverse Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Consumer Metaverse Market

34. Recent Developments In The Consumer Metaverse Market

35. Consumer Metaverse Market High Potential Countries, Segments and Strategies

  • 35.1 Consumer Metaverse Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Consumer Metaverse Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Consumer Metaverse Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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