Metaverse Market Size To Increase Around USD 2,369.7 Billion By 2033
| Component | 2019 | 2020 | 2021 | 2022 | 2023 |
| Hardware | 20.81 | 27.00 | 38.00 | 50.24 | 67.69 |
| Software | 7.39 | 9.66 | 13.70 | 18.25 | 24.77 |
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By Platform Type
The mobile segment dominated the market in 2023. The use of metaverse in mobile devices like tablets and smartphones helps in the growth of the market. To enhance the applications, mobile app developers use the metaverse concept. They may use AR features in the existing mobile apps. In virtual education, various materials are available for students for learning and education without leaving their classrooms. In travel and tourism, healthcare, gaming, remote working experiences, shopping, social networking, and real estate, the mobile segment is dominant in the metaverse market due to advances like AR, VR capabilities, and 5G connectivity.
GLOBAL METAVERSE MARKET, BY PLATFORM 2019-2023 ($BILLION)
| Platform | 2019 | 2020 | 2021 | 2022 | 2023 |
| Mobile | 16.45 | 21.47 | 30.39 | 40.43 | 54.80 |
| Desktop | 11.75 | 15.19 | 21.30 | 28.06 | 37.66 |
By Offering Type
The virtual platform segment dominated the metaverse market in 2023. The metaverse is used in various companies to enhance online platforms. These include virtual workplaces like Meta Horizons or Microsoft Mesh workrooms, virtual operating rooms, virtual dressing rooms, and online video games like Fortnite. Users can enjoy user-friendly reality, independence, and more digital by creating virtual space with the help of the metaverse. Virtual reality will be helpful in strengthening metaverse technology. A virtual platform is a digital platform where users may sell, buy, or trade digital assets like NFTs.
The asset marketplace segment is the fastest growing during the forecast period. The assets marketplace is digital assets, which include documents, cryptocurrencies, data, manuscripts, photos, and others. Digital assets are important because they are part of our personal and professional lives and essential for governments and businesses. The digital assets marketplace allows users to sell, trade, and buy digital assets like cryptocurrency, digital collectibles, and others.
GLOBAL METAVERSE MARKET, BY OFFERING 2019-2023 ($BILLION)
| Offering | 2019 | 2020 | 2021 | 2022 | 2023 |
| Avatars | 1.50 | 1.96 | 2.78 | 3.70 | 5.02 |
| Virtual Platforms | 11.61 | 14.96 | 20.90 | 27.45 | 36.72 |
| Asset Marketplace | 8.07 | 10.65 | 15.25 | 20.50 | 28.10 |
| Financial Services | 7.01 | 9.09 | 12.76 | 16.84 | 22.62 |
By Technology Type
The virtual reality and augmented reality segment dominated the market in 2023, and the augmented reality and virtual reality segment is steadily growing during the forecast period. Virtual reality is dependent on haptic technology functions like metaverse extension. It also allows for better telepresence in virtual platforms globally. At the same time, augmented reality uses real-world settings. Augmented reality may control their real-world presence. Augmented reality requires smartphones, while virtual reality is accessed with headset devices. Virtual reality strengthens functional reality, and augmented reality strengthens both the real and virtual world.
GLOBAL METAVERSE MARKET, BY Technology 2019-2023 ($BILLION)
| Technology | 2019 | 2020 | 2021 | 2022 | 2023 |
| AR & VR | 17.41 | 22.52 | 31.60 | 41.65 | 55.95 |
| Mixed Reality | 1.47 | 1.95 | 2.79 | 3.75 | 5.13 |
| Blockchain | 5.93 | 7.77 | 11.04 | 14.74 | 20.06 |
| Others | 3.39 | 4.43 | 6.27 | 8.34 | 11.31 |
By End-user Type
The media and entertainment segment dominated the market in 2023. Media and entertainment in the metaverse have benefits, like the level of submersion, that may strengthen the bond with narratives and make an enduring impact among viewers. This type of viewing helps in the education sector. Immersive experiences may be from the use of metaverse in films and concerts in the media and entertainment end-user, helping in the growth of the segment.
The retail segment is significantly growing during the forecast period. By using metaverse in the retail industry, consumers can get various types of products from the comfort of their homes without being involved in physical stores. Creating memorable and engaging experiences for various types of businesses helps the metaverse for retailers. Retailers may retain their customers by generating interactive, memorable, and fascinating virtual experiences and environments that contribute to the growth of the segment.
Market Dynamics
Driver
Increasing demand in the gaming and entertainment industry
The use of metaverse has increased in the gaming and entertainment industries. The gaming industry may be decentralized or centralized, but the gaming industry focuses on decentralized projects to solve future problems. This is also used in the new gaming reality called Web 3.0 gaming. The use of metaverse in the gaming industry to compete in online games with the community and keeps community individuals together. The individuals may also play solo games with other players or with artificial intelligence. For the transformation of entertainment industries, there is demand for metaverse, including live events like sports events, theatre productions, and concerts, which helps in the metaverse market growth.
Restraint
Potential health hazardous
The use of the metaverse has some restraints on health, such as some people or children getting addicted to video games and looking for an escape from reality. According to experts, some people or children can lose their ability to distinguish between reality and virtual reality. Long-term contact with virtual environments may lead to sleep disruption, mental health problems, addiction, and mental fatigue. Some may enjoy the virtual world much and stop to enjoy the real world.
Opportunity
Research and Development
There are some security concerns, including increased sensitive issues and cyber-attacks. There is an opportunity to help overcome these security concerns in the metaverse market. Giving some advice and tips before using the metaverse, modification of existing processes, and the development of new processes may avoid the metaverse's security concerns. Using a strong user authentication mechanism and secure infrastructure for malware processes can help in the growth of the market.
Related Reports
- Augmented Reality and Virtual Reality Market - The global market size is calculated at USD 59.61 billion in 2024 and it is increasing over USD 372.73 billion by 2032 with a CAGR of 25.7% from 2023 to 2032. Extended Reality Market - The global market size is calculated at USD 62.24 billion in 2024 and is expected to reach around USD 345.9 billion by 2030, growing at a CAGR of 33.09% during the forecast period 2022 to 2030. Immersive Technology Market - The global market size is calculated at USD 33.41 billion in 2024 and is projected to surpass around USD 167.75 billion by 2032 with a CAGR of 22.3% from 2023 to 2032.
Recent Developments
- In July 2023, Punjab National Bank launched a new virtual branch known as PNB Metaverse. This platform will be accessible to all existing and new customers via laptops and mobile phones. In October 2023, the new metaverse destination content, ShemarooVerse on JioDive VR Headset, was launched by Shemaroo Entertainment. In December 2023, Worldline, a France-based payment services provider, launched the Metaverse Shopping Hub. In March 2024, the Royal Government of Bhutan launched a metaverse gateway named Bhutanverse to provide a glimpse of the country's architecture, culture, and art.
Market Key Players
- Decentraland Epic Games META Microsoft Nextech AR Solutions Inc. NVIDIA Corporation Qualcomm Technologies, Inc. Roblox Corporation Snap Inc. The Sandbox
Market Segmentation
By Components
- Software
- Asset Creation Tools Programming Engines
- Haptic Sensors & Devices Smart Glasses Omni Treadmills Displays eXtended Reality (XR) Hardware AR/VR Headsets Others
By Platform
- Mobile Desktop
By Offering's
- Avatars Virtual platforms Asset marketplace Financial services
By Technology
- Virtual Reality and Augmented Reality Mixed Reality Blockchain Others
By Application
- Aircraft maintenance Gaming Online shopping Social media Virtual runway shows Content creation Others
By End User
- Media and Entertainment BFSI Retail Aerospace and defense Education Automotive Others
By Geography
- North America
- U.S. Canada
- U.K. Germany France
- China India Japan South Korea Malaysia Philippines
- Brazil Rest of Latin America
- GCC North Africa South Africa Rest of the Middle East & Africa
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