Global Metaverse in Gaming Market By Mode (AR Glasses, VR Headset, Smartphones, Gaming Console); By Technology (AR and VR Technology, Blockchain and Metaverse cryptocurrency, Internet of things (IoT), 3D Reconstruction, Mixed Reality); By Age Group (10 – 20, 21 – 35, 36 – 50, 51 - 60); By Region (North America (U.S., Canada, Mexico, Rest Of North America), Europe (France, The UK, Spain, Germany, Italy, Denmark, Finland, Iceland, Sweden, Norway, Belgium, The Netherlands, Luxembourg, Rest of Europe), Asia Pacific (China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia, Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia, Rest of Asia Pacific, Middle East & Africa (Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa) Latin America (Brazil, Argentina, Rest of Latin America)) - Global Insights, Growth, Size, Comparative Analysis, Trends and Forecast, 2022 – 2030
Industry Trends
The gaming business is undoubtedly among most successful industries in today’s times. And introduction of the metaverse and blockchain, its popularity is growing leaps and bounds. Metaverse gaming is largely related to the concept of playing games in the Metaverse. As per research, nearly 13% retail market has been using metaverse and accounting for around US $6.071 Billion in the year 2021. A metaverse happens to be a huge online community where one can play games and meet new people at the same time. Gaming has always remained top candidate for virtual reality. The major difference between virtual reality games and conventional games appear as a 3D virtual reality world that one can see or view in 360 degrees and get a realistic gist of it. It basically is a system that integrates various aspects like social networking, virtual reality, augmented reality, cryptocurrency and online gaming that allows users in engaging digitally. Majority of people who used to or are playing various type of games are rapidly turning towards metaverse.
The metaverse has also been luring major investments from the companies operating in gaming sector, along with various tech giants, and venture capitalists. One of the important elements of gaming in the metaverse is its community aspect. Players can easily engage in multiple money-making activities. These players are allowed to involve many trading activities such as selling the assets won by them within that game to other players. It also gives them a fantastic gaming experience as they can conveniently add players to the virtual reality, make their content, create sub-games inside a game, and do several things. Owing to all such factors, the global metaverse in gaming market is growing rampantly.
In terms of revenue, global metaverse in gaming market is projected to surpass 663.8 bn by 2030, growing at a CAGR of 37.8% over the forecast period (2022 – 2030). The study analyses the market in terms of revenue across all the major regions, which have been bifurcated into countries.
Global Metaverse in Gaming Market Revenue & Forecast, (US$ Million), 2021 – 2030
Mode Outlook
Based on the mode outlook, the global metaverse in gaming market has been segmented into AR glasses, VR headset, smart phones and gaming console. AR glasses happen to be a type of glasses that work by using a certain type of software like an artificial intelligence (AI) and machine learning in order to create a virtual map of the surroundings on the basis of the on-sensor data. Along with this, the glasses are capable of tracking the location of the individual who is wearing. This is done by placing a digital object on a virtual map, and one can these glasses to place them in a physical environment. The AR glasses segment accounts for majority of revenue generated by this market.
Region Outlook
Based on region, the North America has been generating major chunk of the money for the global metaverse in gaming market in the year 2021. Nations like the United States and Canada happen to be the hub of the technology. Number of tech giants are rampantly investing in buzzing start-ups and gaming companies. Also the fact that number of gamers and those trading in cryptocurrency remain the highest, and this too contributes to the growth of this market. The federal governments too have been showing keen interest in growing cryptocurrency market, which is why numerous companies are entering in this domain.
Competitive Landscape
The report provides both, qualitative and quantitative research of global metaverse in gaming market, as well as provides comprehensive insights and development methods adopted by the key contenders. The report also offers extensive research on the key players in this market and details on the competitiveness of these players. Key business strategies such as mergers and acquisitions (M&A), affiliations, collaborations, and contracts adopted by these major market participants are also recognized and analysed in the report. For each company, the report studies their global presence, competitors, service offerings and specification amongst others.
Some of the players operating in the global metaverse in gaming market are:
- Axia Infinity
- Epic Games
- Lilith Games
- Magic Leap, Inc.
- Minecraft
- Niantic
- Roblox Corporation
- The Sandbox
- Other Industry Participants
Global Metaverse in Gaming Market:
By Mode
- AR Glasses
- VR Headset
- Smartphones
- Gaming Console
By Technology
- AR and VR Technology
- Blockchain and Metaverse cryptocurrency
- Internet of things (IoT)
- 3D reconstruction
- Mixed Reality
By Age Group
- 10 – 20
- 21 – 35
- 36 – 50
- 51 - 60
By Region
- North America (U.S., Canada, Mexico, Rest of North America)
- Europe (France, The UK, Spain, Germany, Italy, Nordic Countries (Denmark, Finland, Iceland, Sweden, Norway), Benelux Union (Belgium, The Netherlands, Luxembourg), Rest of Europe
- Asia Pacific (China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia), Rest of Asia Pacific
- Middle East & Africa (Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa)
- Latin America (Brazil, Argentina, Rest of Latin America)
Table of Contents
Market Scope
1.1. Market Segmentation
1.2. Years Considered
1.2.1. Base Year: 2021
1.2.2. Forecast Years: 2022 - 2030
2. Key Target Audiences
3. Research Methodology
3.1. Primary Research
3.1.1. Research Questionnaire
3.1.2. Global Percentage Breakdown
3.1.3. Primary Interviews: Key Opinion Leaders (KOLs)
3.2. Secondary Research
3.2.1. Paid Databases
3.2.2. Secondary Sources
3.3. Market Size Estimates
3.3.1. Top-Down Approach
3.3.2. Bottom-Up Approach
3.4. Data Triangulation Methodology
3.5. Research Assumptions
4. Recommendations and Insights from AMI’s Perspective**
5. Holistic Overview of Metaverse in Gaming Market
6. Market Synopsis:
Metaverse in Gaming Market
7. Metaverse in Gaming Market Analysis: Qualitative Perspective
7.1. Introduction
7.1.1. Product Definition
7.1.2. Industry Development
7.2. Market Dynamics
7.2.1. Drivers
7.2.2. Restraints
7.2.3. Opportunities
7.2.4. Challenges
7.3. Trends in Metaverse in Gaming Market
7.4. Market Determinants Radar Chart
7.5. Macro-Economic and Micro-Economic Indicators: Metaverse in
Gaming Market
7.6. Porter’s Five Force Analysis
7.7. Impact of Covid-19 on Metaverse in Gaming Market
8. Global Metaverse in Gaming Market Analysis and Forecasts, 2022
- 2030
8.1. Overview
8.1.1. Global Metaverse in Gaming Market Revenue (US$ Mn)
8.2. Global Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
8.2.1. AR Glasses
8.2.1.1. Definition
8.2.1.2. Market Estimation and Penetration, 2021
8.2.1.3. Market Forecast, 2022 - 2030
8.2.1.4. Compound Annual Growth Rate (CAGR)
8.2.1.5. Regional Bifurcation
8.2.1.5.1. North America
8.2.1.5.1.1. Market Estimation, 2021
8.2.1.5.1.2. Market Forecast, 2022 - 2030
8.2.1.5.2. Europe
8.2.1.5.2.1. Market Estimation, 2021
8.2.1.5.2.2. Market Forecast, 2022 - 2030
8.2.1.5.3. Asia Pacific
8.2.1.5.3.1. Market Estimation, 2021
8.2.1.5.3.2. Market Forecast, 2022 - 2030
8.2.1.5.4. Middle East and Africa
8.2.1.5.4.1. Market Estimation, 2021
8.2.1.5.4.2. Market Forecast, 2022 - 2030
8.2.1.5.5. Latin America
8.2.1.5.5.1. Market Estimation, 2021
8.2.1.5.5.2. Market Forecast, 2022 - 2030
8.2.2. VR Headset
8.2.2.1. Definition
8.2.2.2. Market Estimation and Penetration, 2021
8.2.2.3. Market Forecast, 2022 - 2030
8.2.2.4. Compound Annual Growth Rate (CAGR)
8.2.2.5. Regional Bifurcation
8.2.2.5.1. North America
8.2.2.5.1.1. Market Estimation, 2021
8.2.2.5.1.2. Market Forecast, 2022 - 2030
8.2.2.5.2. Europe
8.2.2.5.2.1. Market Estimation, 2021
8.2.2.5.2.2. Market Forecast, 2022 - 2030
8.2.2.5.3. Asia Pacific
8.2.2.5.3.1. Market Estimation, 2021
8.2.2.5.3.2. Market Forecast, 2022 - 2030
8.2.2.5.4. Middle East and Africa
8.2.2.5.4.1. Market Estimation, 2021
8.2.2.5.4.2. Market Forecast, 2022 - 2030
8.2.2.5.5. Latin America
8.2.2.5.5.1. Market Estimation, 2021
8.2.2.5.5.2. Market Forecast, 2022 - 2030
8.2.3. Smartphones
8.2.3.1. Definition
8.2.3.2. Market Estimation and Penetration, 2021
8.2.3.3. Market Forecast, 2022 - 2030
8.2.3.4. Compound Annual Growth Rate (CAGR)
8.2.3.5. Regional Bifurcation
8.2.3.5.1. North America
8.2.3.5.1.1. Market Estimation, 2021
8.2.3.5.1.2. Market Forecast, 2022 - 2030
8.2.3.5.2. Europe
8.2.3.5.2.1. Market Estimation, 2021
8.2.3.5.2.2. Market Forecast, 2022 - 2030
8.2.3.5.3. Asia Pacific
8.2.3.5.3.1. Market Estimation, 2021
8.2.3.5.3.2. Market Forecast, 2022 - 2030
8.2.3.5.4. Middle East and Africa
8.2.3.5.4.1. Market Estimation, 2021
8.2.3.5.4.2. Market Forecast, 2022 - 2030
8.2.3.5.5. Latin America
8.2.3.5.5.1. Market Estimation, 2021
8.2.3.5.5.2. Market Forecast, 2022 - 2030
8.2.4. Gaming Console
8.2.4.1. Definition
8.2.4.2. Market Estimation and Penetration, 2021
8.2.4.3. Market Forecast, 2022 - 2030
8.2.4.4. Compound Annual Growth Rate (CAGR)
8.2.4.5. Regional Bifurcation
8.2.4.5.1. North America
8.2.4.5.1.1. Market Estimation, 2021
8.2.4.5.1.2. Market Forecast, 2022 - 2030
8.2.4.5.2. Europe
8.2.4.5.2.1. Market Estimation, 2021
8.2.4.5.2.2. Market Forecast, 2022 - 2030
8.2.4.5.3. Asia Pacific
8.2.4.5.3.1. Market Estimation, 2021
8.2.4.5.3.2. Market Forecast, 2022 - 2030
8.2.4.5.4. Middle East and Africa
8.2.4.5.4.1. Market Estimation, 2021
8.2.4.5.4.2. Market Forecast, 2022 - 2030
8.2.4.5.5. Latin America
8.2.4.5.5.1. Market Estimation, 2021
8.2.4.5.5.2. Market Forecast, 2022 - 2030
8.3. Key Segment for Channeling Investments
8.3.1. By Mode
9. Global Metaverse in Gaming Market Analysis and Forecasts, 2022
- 2030
9.1. Overview
9.2. Global Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
9.2.1. AR and VR Technology
9.2.1.1. Definition
9.2.1.2. Market Estimation and Penetration, 2021
9.2.1.3. Market Forecast, 2022 - 2030
9.2.1.4. Compound Annual Growth Rate (CAGR)
9.2.1.5. Regional Bifurcation
9.2.1.5.1. North America
9.2.1.5.1.1. Market Estimation, 2021
9.2.1.5.1.2. Market Forecast, 2022 - 2030
9.2.1.5.2. Europe
9.2.1.5.2.1. Market Estimation, 2021
9.2.1.5.2.2. Market Forecast, 2022 - 2030
9.2.1.5.3. Asia Pacific
9.2.1.5.3.1. Market Estimation, 2021
9.2.1.5.3.2. Market Forecast, 2022 - 2030
9.2.1.5.4. Middle East and Africa
9.2.1.5.4.1. Market Estimation, 2021
9.2.1.5.4.2. Market Forecast, 2022 - 2030
9.2.1.5.5. Latin America
9.2.1.5.5.1. Market Estimation, 2021
9.2.1.5.5.2. Market Forecast, 2022 - 2030
9.2.2. Blockchain and Metaverse Cryptocurrency
9.2.2.1. Definition
9.2.2.2. Market Estimation and Penetration, 2021
9.2.2.3. Market Forecast, 2022 - 2030
9.2.2.4. Compound Annual Growth Rate (CAGR)
9.2.2.5. Regional Bifurcation
9.2.2.5.1. North America
9.2.2.5.1.1. Market Estimation, 2021
9.2.2.5.1.2. Market Forecast, 2022 - 2030
9.2.2.5.2. Europe
9.2.2.5.2.1. Market Estimation, 2021
9.2.2.5.2.2. Market Forecast, 2022 - 2030
9.2.2.5.3. Asia Pacific
9.2.2.5.3.1. Market Estimation, 2021
9.2.2.5.3.2. Market Forecast, 2022 - 2030
9.2.2.5.4. Middle East and Africa
9.2.2.5.4.1. Market Estimation, 2021
9.2.2.5.4.2. Market Forecast, 2022 - 2030
9.2.2.5.5. Latin America
9.2.2.5.5.1. Market Estimation, 2021
9.2.2.5.5.2. Market Forecast, 2022 - 2030
9.2.3. Internet of things (IoT)
9.2.3.1. Definition
9.2.3.2. Market Estimation and Penetration, 2021
9.2.3.3. Market Forecast, 2022 - 2030
9.2.3.4. Compound Annual Growth Rate (CAGR)
9.2.3.5. Regional Bifurcation
9.2.3.5.1. North America
9.2.3.5.1.1. Market Estimation, 2021
9.2.3.5.1.2. Market Forecast, 2022 - 2030
9.2.3.5.2. Europe
9.2.3.5.2.1. Market Estimation, 2021
9.2.3.5.2.2. Market Forecast, 2022 - 2030
9.2.3.5.3. Asia Pacific
9.2.3.5.3.1. Market Estimation, 2021
9.2.3.5.3.2. Market Forecast, 2022 - 2030
9.2.3.5.4. Middle East and Africa
9.2.3.5.4.1. Market Estimation, 2021
9.2.3.5.4.2. Market Forecast, 2022 - 2030
9.2.3.5.5. Latin America
9.2.3.5.5.1. Market Estimation, 2021
9.2.3.5.5.2. Market Forecast, 2022 - 2030
9.2.4. 3D Reconstruction
9.2.4.1. Definition
9.2.4.2. Market Estimation and Penetration, 2021
9.2.4.3. Market Forecast, 2022 - 2030
9.2.4.4. Compound Annual Growth Rate (CAGR)
9.2.4.5. Regional Bifurcation
9.2.4.5.1. North America
9.2.4.5.1.1. Market Estimation, 2021
9.2.4.5.1.2. Market Forecast, 2022 - 2030
9.2.4.5.2. Europe
9.2.4.5.2.1. Market Estimation, 2021
9.2.4.5.2.2. Market Forecast, 2022 - 2030
9.2.4.5.3. Asia Pacific
9.2.4.5.3.1. Market Estimation, 2021
9.2.4.5.3.2. Market Forecast, 2022 - 2030
9.2.4.5.4. Middle East and Africa
9.2.4.5.4.1. Market Estimation, 2021
9.2.4.5.4.2. Market Forecast, 2022 - 2030
9.2.4.5.5. Latin America
9.2.4.5.5.1. Market Estimation, 2021
9.2.4.5.5.2. Market Forecast, 2022 - 2030
9.2.5. Mixed Reality
9.2.5.1. Definition
9.2.5.2. Market Estimation and Penetration, 2021
9.2.5.3. Market Forecast, 2022 - 2030
9.2.5.4. Compound Annual Growth Rate (CAGR)
9.2.5.5. Regional Bifurcation
9.2.5.5.1. North America
9.2.5.5.1.1. Market Estimation, 2021
9.2.5.5.1.2. Market Forecast, 2022 - 2030
9.2.5.5.2. Europe
9.2.5.5.2.1. Market Estimation, 2021
9.2.5.5.2.2. Market Forecast, 2022 - 2030
9.2.5.5.3. Asia Pacific
9.2.5.5.3.1. Market Estimation, 2021
9.2.5.5.3.2. Market Forecast, 2022 - 2030
9.2.5.5.4. Middle East and Africa
9.2.5.5.4.1. Market Estimation, 2021
9.2.5.5.4.2. Market Forecast, 2022 - 2030
9.2.5.5.5. Latin America
9.2.5.5.5.1. Market Estimation, 2021
9.2.5.5.5.2. Market Forecast, 2022 - 2030
9.3. Key Segment for Channeling Investments
9.3.1. By Technology
10. Global Metaverse in Gaming Market Analysis and Forecasts, 2022
- 2030
10.1. Overview
10.2. Global Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
10.2.1. 10 – 20
10.2.1.1. Definition
10.2.1.2. Market Estimation and Penetration, 2021
10.2.1.3. Market Forecast, 2022 - 2030
10.2.1.4. Compound Annual Growth Rate (CAGR)
10.2.1.5. Regional Bifurcation
10.2.1.5.1. North America
10.2.1.5.1.1.
Market Estimation, 2021
10.2.1.5.1.2.
Market Forecast, 2022 - 2030
10.2.1.5.2. Europe
10.2.1.5.2.1.
Market Estimation, 2021
10.2.1.5.2.2.
Market Forecast, 2022 - 2030
10.2.1.5.3. Asia Pacific
10.2.1.5.3.1.
Market Estimation, 2021
10.2.1.5.3.2.
Market Forecast, 2022 - 2030
10.2.1.5.4. Middle East and Africa
10.2.1.5.4.1.
Market Estimation, 2021
10.2.1.5.4.2.
Market Forecast, 2022 - 2030
10.2.1.5.5. Latin America
10.2.1.5.5.1.
Market Estimation, 2021
10.2.1.5.5.2.
Market Forecast, 2022 - 2030
10.2.2. 21 – 35
10.2.2.1. Definition
10.2.2.2. Market Estimation and Penetration, 2021
10.2.2.3. Market Forecast, 2022 - 2030
10.2.2.4. Compound Annual Growth Rate (CAGR)
10.2.2.5. Regional Bifurcation
10.2.2.5.1. North America
10.2.2.5.1.1.
Market Estimation, 2021
10.2.2.5.1.2.
Market Forecast, 2022 - 2030
10.2.2.5.2. Europe
10.2.2.5.2.1.
Market Estimation, 2021
10.2.2.5.2.2.
Market Forecast, 2022 - 2030
10.2.2.5.3. Asia Pacific
10.2.2.5.3.1.
Market Estimation, 2021
10.2.2.5.3.2.
Market Forecast, 2022 - 2030
10.2.2.5.4. Middle East and Africa
10.2.2.5.4.1.
Market Estimation, 2021
10.2.2.5.4.2.
Market Forecast, 2022 - 2030
10.2.2.5.5. Latin America
10.2.2.5.5.1.
Market Estimation, 2021
10.2.2.5.5.2.
Market Forecast, 2022 - 2030
10.2.3. 36 – 50
10.2.3.1. Definition
10.2.3.2. Market Estimation and Penetration, 2021
10.2.3.3. Market Forecast, 2022 - 2030
10.2.3.4. Compound Annual Growth Rate (CAGR)
10.2.3.5. Regional Bifurcation
10.2.3.5.1. North America
10.2.3.5.1.1.
Market Estimation, 2021
10.2.3.5.1.2.
Market Forecast, 2022 - 2030
10.2.3.5.2. Europe
10.2.3.5.2.1.
Market Estimation, 2021
10.2.3.5.2.2.
Market Forecast, 2022 - 2030
10.2.3.5.3. Asia Pacific
10.2.3.5.3.1.
Market Estimation, 2021
10.2.3.5.3.2.
Market Forecast, 2022 - 2030
10.2.3.5.4. Middle East and Africa
10.2.3.5.4.1.
Market Estimation, 2021
10.2.3.5.4.2.
Market Forecast, 2022 - 2030
10.2.3.5.5. Latin America
10.2.3.5.5.1.
Market Estimation, 2021
10.2.3.5.5.2.
Market Forecast, 2022 - 2030
10.2.4. 51 - 60
10.2.4.1. Definition
10.2.4.2. Market Estimation and Penetration, 2021
10.2.4.3. Market Forecast, 2022 - 2030
10.2.4.4. Compound Annual Growth Rate (CAGR)
10.2.4.5. Regional Bifurcation
10.2.4.5.1. North America
10.2.4.5.1.1.
Market Estimation, 2021
10.2.4.5.1.2.
Market Forecast, 2022 - 2030
10.2.4.5.2. Europe
10.2.4.5.2.1.
Market Estimation, 2021
10.2.4.5.2.2.
Market Forecast, 2022 - 2030
10.2.4.5.3. Asia Pacific
10.2.4.5.3.1.
Market Estimation, 2021
10.2.4.5.3.2.
Market Forecast, 2022 - 2030
10.2.4.5.4. Middle East and Africa
10.2.4.5.4.1.
Market Estimation, 2021
10.2.4.5.4.2.
Market Forecast, 2022 - 2030
10.2.4.5.5. Latin America
10.2.4.5.5.1.
Market Estimation, 2021
10.2.4.5.5.2.
Market Forecast, 2022 - 2030
10.3. Key Segment for Channeling Investments
10.3.1. By Age Group
11. North America Metaverse in Gaming Market Analysis and
Forecasts, 2022 - 2030
11.1. Overview
11.1.1. North America Metaverse in Gaming Market Revenue (US$ Mn)
11.2. North America Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
11.2.1. AR Glasses
11.2.2. VR Headset
11.2.3. Smartphones
11.2.4. Gaming Console
11.3. North America Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
11.3.1. AR and VR Technology
11.3.2. Blockchain and Metaverse Cryptocurrency
11.3.3. Internet of things (IoT)
11.3.4. 3D Reconstruction
11.3.5. Mixed Reality
11.4. North America Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
11.4.1. 10 – 20
11.4.2. 21 – 35
11.4.3. 36 – 50
11.4.4. 51 - 60
11.5. North America Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Country
11.5.1. U.S
11.5.1.1. U.S Metaverse in Gaming Market Revenue (US$ Mn) and Forecasts,
By Mode
11.5.1.1.1. AR Glasses
11.5.1.1.2. VR Headset
11.5.1.1.3. Smartphones
11.5.1.1.4. Gaming Console
11.5.1.2. U.S Metaverse in Gaming Market Revenue (US$ Mn) and Forecasts,
By Technology
11.5.1.2.1. AR and VR Technology
11.5.1.2.2. Blockchain and Metaverse Cryptocurrency
11.5.1.2.3. Internet of things (IoT)
11.5.1.2.4. 3D Reconstruction
11.5.1.2.5. Mixed Reality
11.5.1.3. U.S Metaverse in Gaming Market Revenue (US$ Mn) and Forecasts,
By Age Group
11.5.1.3.1. 10 – 20
11.5.1.3.2. 21 – 35
11.5.1.3.3. 36 – 50
11.5.1.3.4. 51 - 60
11.5.2. Canada
11.5.2.1. Canada Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
11.5.2.1.1. AR Glasses
11.5.2.1.2. VR Headset
11.5.2.1.3. Smartphones
11.5.2.1.4. Gaming Console
11.5.2.2. Canada Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
11.5.2.2.1. AR and VR Technology
11.5.2.2.2. Blockchain and Metaverse Cryptocurrency
11.5.2.2.3. Internet of things (IoT)
11.5.2.2.4. 3D Reconstruction
11.5.2.2.5. Mixed Reality
11.5.2.3. Canada Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
11.5.2.3.1. 10 – 20
11.5.2.3.2. 21 – 35
11.5.2.3.3. 36 – 50
11.5.2.3.4. 51 - 60
11.5.3. Mexico
11.5.3.1. Mexico Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
11.5.3.1.1. AR Glasses
11.5.3.1.2. VR Headset
11.5.3.1.3. Smartphones
11.5.3.1.4. Gaming Console
11.5.3.2. Mexico Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
11.5.3.2.1. AR and VR Technology
11.5.3.2.2. Blockchain and Metaverse Cryptocurrency
11.5.3.2.3. Internet of things (IoT)
11.5.3.2.4. 3D Reconstruction
11.5.3.2.5. Mixed Reality
11.5.3.3. Mexico Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
11.5.3.3.1. 10 – 20
11.5.3.3.2. 21 – 35
11.5.3.3.3. 36 – 50
11.5.3.3.4. 51 - 60
11.5.4. Rest of North America
11.5.4.1. Rest of North America Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Mode
11.5.4.1.1. AR Glasses
11.5.4.1.2. VR Headset
11.5.4.1.3. Smartphones
11.5.4.1.4. Gaming Console
11.5.4.2. Rest of North America Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Technology
11.5.4.2.1. AR and VR Technology
11.5.4.2.2. Blockchain and Metaverse Cryptocurrency
11.5.4.2.3. Internet of things (IoT)
11.5.4.2.4. 3D Reconstruction
11.5.4.2.5. Mixed Reality
11.5.4.3. Rest of North America Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Age Group
11.5.4.3.1. 10 – 20
11.5.4.3.2. 21 – 35
11.5.4.3.3. 36 – 50
11.5.4.3.4. 51 - 60
11.6. Key Segment for Channeling Investments
11.6.1. By Country
11.6.2. By Mode
11.6.3. By Technology
11.6.4. By Age Group
12. Europe Metaverse in Gaming Market Analysis and Forecasts, 2022
- 2030
12.1. Overview
12.1.1. Europe Metaverse in Gaming Market Revenue (US$ Mn)
12.2. Europe Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
12.2.1. AR Glasses
12.2.2. VR Headset
12.2.3. Smartphones
12.2.4. Gaming Console
12.3. Europe Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
12.3.1. AR and VR Technology
12.3.2. Blockchain and Metaverse Cryptocurrency
12.3.3. Internet of things (IoT)
12.3.4. 3D Reconstruction
12.3.5. Mixed Reality
12.4. Europe Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
12.4.1. 10 – 20
12.4.2. 21 – 35
12.4.3. 36 – 50
12.4.4. 51 - 60
12.5. Europe Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Country
12.5.1. France
12.5.1.1. France Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
12.5.1.1.1. AR Glasses
12.5.1.1.2. VR Headset
12.5.1.1.3. Smartphones
12.5.1.1.4. Gaming Console
12.5.1.2. France Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
12.5.1.2.1. AR and VR Technology
12.5.1.2.2. Blockchain and Metaverse Cryptocurrency
12.5.1.2.3. Internet of things (IoT)
12.5.1.2.4. 3D Reconstruction
12.5.1.2.5. Mixed Reality
12.5.1.3. France Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
12.5.1.3.1. 10 – 20
12.5.1.3.2. 21 – 35
12.5.1.3.3. 36 – 50
12.5.1.3.4. 51 - 60
12.5.2. The UK
12.5.2.1. The UK Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
12.5.2.1.1. AR Glasses
12.5.2.1.2. VR Headset
12.5.2.1.3. Smartphones
12.5.2.1.4. Gaming Console
12.5.2.2. The UK Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
12.5.2.2.1. AR and VR Technology
12.5.2.2.2. Blockchain and Metaverse Cryptocurrency
12.5.2.2.3. Internet of things (IoT)
12.5.2.2.4. 3D Reconstruction
12.5.2.2.5. Mixed Reality
12.5.2.3. The UK Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
12.5.2.3.1. 10 – 20
12.5.2.3.2. 21 – 35
12.5.2.3.3. 36 – 50
12.5.2.3.4. 51 - 60
12.5.3. Spain
12.5.3.1. Spain Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
12.5.3.1.1. AR Glasses
12.5.3.1.2. VR Headset
12.5.3.1.3. Smartphones
12.5.3.1.4. Gaming Console
12.5.3.2. Spain Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
12.5.3.2.1. AR and VR Technology
12.5.3.2.2. Blockchain and Metaverse Cryptocurrency
12.5.3.2.3. Internet of things (IoT)
12.5.3.2.4. 3D Reconstruction
12.5.3.2.5. Mixed Reality
12.5.3.3. Spain Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
12.5.3.3.1. 10 – 20
12.5.3.3.2. 21 – 35
12.5.3.3.3. 36 – 50
12.5.3.3.4. 51 - 60
12.5.4. Germany
12.5.4.1. Germany Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
12.5.4.1.1. AR Glasses
12.5.4.1.2. VR Headset
12.5.4.1.3. Smartphones
12.5.4.1.4. Gaming Console
12.5.4.2. Germany Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
12.5.4.2.1. AR and VR Technology
12.5.4.2.2. Blockchain and Metaverse Cryptocurrency
12.5.4.2.3. Internet of things (IoT)
12.5.4.2.4. 3D Reconstruction
12.5.4.2.5. Mixed Reality
12.5.4.3. Germany Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
12.5.4.3.1. 10 – 20
12.5.4.3.2. 21 – 35
12.5.4.3.3. 36 – 50
12.5.4.3.4. 51 - 60
12.5.5. Italy
12.5.5.1. Italy Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
12.5.5.1.1. AR Glasses
12.5.5.1.2. VR Headset
12.5.5.1.3. Smartphones
12.5.5.1.4. Gaming Console
12.5.5.2. Italy Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
12.5.5.2.1. AR and VR Technology
12.5.5.2.2. Blockchain and Metaverse Cryptocurrency
12.5.5.2.3. Internet of things (IoT)
12.5.5.2.4. 3D Reconstruction
12.5.5.2.5. Mixed Reality
12.5.5.3. Italy Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
12.5.5.3.1. 10 – 20
12.5.5.3.2. 21 – 35
12.5.5.3.3. 36 – 50
12.5.5.3.4. 51 - 60
12.5.6. Nordic Countries
12.5.6.1. Nordic Countries Metaverse in Gaming Market Revenue (US$ Mn)
and Forecasts, By Mode
12.5.6.1.1. AR Glasses
12.5.6.1.2. VR Headset
12.5.6.1.3. Smartphones
12.5.6.1.4. Gaming Console
12.5.6.2. Nordic Countries Metaverse in Gaming Market Revenue (US$ Mn)
and Forecasts, By Technology
12.5.6.2.1. AR and VR Technology
12.5.6.2.2. Blockchain and Metaverse Cryptocurrency
12.5.6.2.3. Internet of things (IoT)
12.5.6.2.4. 3D Reconstruction
12.5.6.2.5. Mixed Reality
12.5.6.3. Nordic Countries Metaverse in Gaming Market Revenue (US$ Mn)
and Forecasts, By Age Group
12.5.6.3.1. 10 – 20
12.5.6.3.2. 21 – 35
12.5.6.3.3. 36 – 50
12.5.6.3.4. 51 - 60
12.5.6.4. Nordic Countries Metaverse in Gaming Market Revenue (US$ Mn)
and Forecasts, By Country
12.5.6.4.1. Denmark
12.5.6.4.2. Finland
12.5.6.4.3. Iceland
12.5.6.4.4. Sweden
12.5.6.4.5. Norway
12.5.7. Benelux Union
12.5.7.1. Benelux Union Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
12.5.7.1.1. AR Glasses
12.5.7.1.2. VR Headset
12.5.7.1.3. Smartphones
12.5.7.1.4. Gaming Console
12.5.7.2. Benelux Union Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
12.5.7.2.1. AR and VR Technology
12.5.7.2.2. Blockchain and Metaverse Cryptocurrency
12.5.7.2.3. Internet of things (IoT)
12.5.7.2.4. 3D Reconstruction
12.5.7.2.5. Mixed Reality
12.5.7.3. Benelux Union Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
12.5.7.3.1. 10 – 20
12.5.7.3.2. 21 – 35
12.5.7.3.3. 36 – 50
12.5.7.3.4. 51 - 60
12.5.7.4. Benelux Union Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Country
12.5.7.4.1. Belgium
12.5.7.4.2. The Netherlands
12.5.7.4.3. Luxembourg
12.5.8. Rest of Europe
12.5.8.1. Rest of Europe Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
12.5.8.1.1. AR Glasses
12.5.8.1.2. VR Headset
12.5.8.1.3. Smartphones
12.5.8.1.4. Gaming Console
12.5.8.2. Rest of Europe Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
12.5.8.2.1. AR and VR Technology
12.5.8.2.2. Blockchain and Metaverse Cryptocurrency
12.5.8.2.3. Internet of things (IoT)
12.5.8.2.4. 3D Reconstruction
12.5.8.2.5. Mixed Reality
12.5.8.3. Rest of Europe Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
12.5.8.3.1. 10 – 20
12.5.8.3.2. 21 – 35
12.5.8.3.3. 36 – 50
12.5.8.3.4. 51 - 60
12.6. Key Segment for Channeling Investments
12.6.1. By Country
12.6.2. By Mode
12.6.3. By Technology
12.6.4. By Age Group
13. Asia Pacific Metaverse in Gaming Market Analysis and
Forecasts, 2022 - 2030
13.1. Overview
13.1.1. Asia Pacific Metaverse in Gaming Market Revenue (US$ Mn)
13.2. Asia Pacific Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
13.2.1. AR Glasses
13.2.2. VR Headset
13.2.3. Smartphones
13.2.4. Gaming Console
13.3. Asia Pacific Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
13.3.1. AR and VR Technology
13.3.2. Blockchain and Metaverse Cryptocurrency
13.3.3. Internet of things (IoT)
13.3.4. 3D Reconstruction
13.3.5. Mixed Reality
13.4. Asia Pacific Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
13.4.1. 10 – 20
13.4.2. 21 – 35
13.4.3. 36 – 50
13.4.4. 51 - 60
13.5. Asia Pacific Metaverse in Gaming Market Revenue (US$ Mn) and Forecasts,
By Country
13.5.1. China
13.5.1.1. China Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
13.5.1.1.1. AR Glasses
13.5.1.1.2. VR Headset
13.5.1.1.3. Smartphones
13.5.1.1.4. Gaming Console
13.5.1.2. China Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
13.5.1.2.1. AR and VR Technology
13.5.1.2.2. Blockchain and Metaverse Cryptocurrency
13.5.1.2.3. Internet of things (IoT)
13.5.1.2.4. 3D Reconstruction
13.5.1.2.5. Mixed Reality
13.5.1.3. China Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
13.5.1.3.1. 10 – 20
13.5.1.3.2. 21 – 35
13.5.1.3.3. 36 – 50
13.5.1.3.4. 51 - 60
13.5.2. Japan
13.5.2.1. Japan Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
13.5.2.1.1. AR Glasses
13.5.2.1.2. VR Headset
13.5.2.1.3. Smartphones
13.5.2.1.4. Gaming Console
13.5.2.2. Japan Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
13.5.2.2.1. AR and VR Technology
13.5.2.2.2. Blockchain and Metaverse Cryptocurrency
13.5.2.2.3. Internet of things (IoT)
13.5.2.2.4. 3D Reconstruction
13.5.2.2.5. Mixed Reality
13.5.2.3. Japan Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
13.5.2.3.1. 10 – 20
13.5.2.3.2. 21 – 35
13.5.2.3.3. 36 – 50
13.5.2.3.4. 51 - 60
13.5.3. India
13.5.3.1. India Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
13.5.3.1.1. AR Glasses
13.5.3.1.2. VR Headset
13.5.3.1.3. Smartphones
13.5.3.1.4. Gaming Console
13.5.3.2. India Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
13.5.3.2.1. AR and VR Technology
13.5.3.2.2. Blockchain and Metaverse Cryptocurrency
13.5.3.2.3. Internet of things (IoT)
13.5.3.2.4. 3D Reconstruction
13.5.3.2.5. Mixed Reality
13.5.3.3. India Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
13.5.3.3.1. 10 – 20
13.5.3.3.2. 21 – 35
13.5.3.3.3. 36 – 50
13.5.3.3.4. 51 - 60
13.5.4. New Zealand
13.5.4.1. New Zealand Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
13.5.4.1.1. AR Glasses
13.5.4.1.2. VR Headset
13.5.4.1.3. Smartphones
13.5.4.1.4. Gaming Console
13.5.4.2. New Zealand Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
13.5.4.2.1. AR and VR Technology
13.5.4.2.2. Blockchain and Metaverse Cryptocurrency
13.5.4.2.3. Internet of things (IoT)
13.5.4.2.4. 3D Reconstruction
13.5.4.2.5. Mixed Reality
13.5.4.3. New Zealand Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
13.5.4.3.1. 10 – 20
13.5.4.3.2. 21 – 35
13.5.4.3.3. 36 – 50
13.5.4.3.4. 51 - 60
13.5.5. Australia
13.5.5.1. Australia Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
13.5.5.1.1. AR Glasses
13.5.5.1.2. VR Headset
13.5.5.1.3. Smartphones
13.5.5.1.4. Gaming Console
13.5.5.2. Australia Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
13.5.5.2.1. AR and VR Technology
13.5.5.2.2. Blockchain and Metaverse Cryptocurrency
13.5.5.2.3. Internet of things (IoT)
13.5.5.2.4. 3D Reconstruction
13.5.5.2.5. Mixed Reality
13.5.5.3. Australia Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
13.5.5.3.1. 10 – 20
13.5.5.3.2. 21 – 35
13.5.5.3.3. 36 – 50
13.5.5.3.4. 51 - 60
13.5.6. South Korea
13.5.6.1. South Korea Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
13.5.6.1.1. AR Glasses
13.5.6.1.2. VR Headset
13.5.6.1.3. Smartphones
13.5.6.1.4. Gaming Console
13.5.6.2. South Korea Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
13.5.6.2.1. AR and VR Technology
13.5.6.2.2. Blockchain and Metaverse Cryptocurrency
13.5.6.2.3. Internet of things (IoT)
13.5.6.2.4. 3D Reconstruction
13.5.6.2.5. Mixed Reality
13.5.6.3. South Korea Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
13.5.6.3.1. 10 – 20
13.5.6.3.2. 21 – 35
13.5.6.3.3. 36 – 50
13.5.6.3.4. 51 - 60
13.5.7. Southeast Asia
13.5.7.1. Southeast Asia Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
13.5.7.1.1. AR Glasses
13.5.7.1.2. VR Headset
13.5.7.1.3. Smartphones
13.5.7.1.4. Gaming Console
13.5.7.2. Southeast Asia Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
13.5.7.2.1. AR and VR Technology
13.5.7.2.2. Blockchain and Metaverse Cryptocurrency
13.5.7.2.3. Internet of things (IoT)
13.5.7.2.4. 3D Reconstruction
13.5.7.2.5. Mixed Reality
13.5.7.3. Southeast Asia Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
13.5.7.3.1. 10 – 20
13.5.7.3.2. 21 – 35
13.5.7.3.3. 36 – 50
13.5.7.3.4. 51 - 60
13.5.7.4. Southeast Asia Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Country
13.5.7.4.1. Indonesia
13.5.7.4.2. Thailand
13.5.7.4.3. Malaysia
13.5.7.4.4. Singapore
13.5.7.4.5. Rest of Southeast Asia
13.5.8. Rest of Asia Pacific
13.5.8.1. Rest of Asia Pacific Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Mode
13.5.8.1.1. AR Glasses
13.5.8.1.2. VR Headset
13.5.8.1.3. Smartphones
13.5.8.1.4. Gaming Console
13.5.8.2. Rest of Asia Pacific Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Technology
13.5.8.2.1. AR and VR Technology
13.5.8.2.2. Blockchain and Metaverse Cryptocurrency
13.5.8.2.3. Internet of things (IoT)
13.5.8.2.4. 3D Reconstruction
13.5.8.2.5. Mixed Reality
13.5.8.3. Rest of Asia Pacific Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Age Group
13.5.8.3.1. 10 – 20
13.5.8.3.2. 21 – 35
13.5.8.3.3. 36 – 50
13.5.8.3.4. 51 - 60
13.6. Key Segment for Channeling Investments
13.6.1. By Country
13.6.2. By Mode
13.6.3. By Technology
13.6.4. By Age Group
14. Middle East and Africa Metaverse in Gaming Market Analysis
and Forecasts, 2022 - 2030
14.1. Overview
14.1.1. Middle East and Africa Metaverse in Gaming Market Revenue (US$
Mn)
14.2. Middle East and Africa Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Mode
14.2.1. AR Glasses
14.2.2. VR Headset
14.2.3. Smartphones
14.2.4. Gaming Console
14.3. Middle East and Africa Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Technology
14.3.1. AR and VR Technology
14.3.2. Blockchain and Metaverse Cryptocurrency
14.3.3. Internet of things (IoT)
14.3.4. 3D Reconstruction
14.3.5. Mixed Reality
14.4. Middle East and Africa Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Age Group
14.4.1. 10 – 20
14.4.2. 21 – 35
14.4.3. 36 – 50
14.4.4. 51 - 60
14.5. Middle East and Africa Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Country
14.5.1. Saudi Arabia
14.5.1.1. Saudi Arabia Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
14.5.1.1.1. AR Glasses
14.5.1.1.2. VR Headset
14.5.1.1.3. Smartphones
14.5.1.1.4. Gaming Console
14.5.1.2. Saudi Arabia Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
14.5.1.2.1. AR and VR Technology
14.5.1.2.2. Blockchain and Metaverse Cryptocurrency
14.5.1.2.3. Internet of things (IoT)
14.5.1.2.4. 3D Reconstruction
14.5.1.2.5. Mixed Reality
14.5.1.3. Saudi Arabia Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
14.5.1.3.1. 10 – 20
14.5.1.3.2. 21 – 35
14.5.1.3.3. 36 – 50
14.5.1.3.4. 51 - 60
14.5.2. UAE
14.5.2.1. UAE Metaverse in Gaming Market Revenue (US$ Mn) and Forecasts,
By Mode
14.5.2.1.1. AR Glasses
14.5.2.1.2. VR Headset
14.5.2.1.3. Smartphones
14.5.2.1.4. Gaming Console
14.5.2.2. UAE Metaverse in Gaming Market Revenue (US$ Mn) and Forecasts,
By Technology
14.5.2.2.1. AR and VR Technology
14.5.2.2.2. Blockchain and Metaverse Cryptocurrency
14.5.2.2.3. Internet of things (IoT)
14.5.2.2.4. 3D Reconstruction
14.5.2.2.5. Mixed Reality
14.5.2.3. UAE Metaverse in Gaming Market Revenue (US$ Mn) and Forecasts,
By Age Group
14.5.2.3.1. 10 – 20
14.5.2.3.2. 21 – 35
14.5.2.3.3. 36 – 50
14.5.2.3.4. 51 - 60
14.5.3. Egypt
14.5.3.1. Egypt Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
14.5.3.1.1. AR Glasses
14.5.3.1.2. VR Headset
14.5.3.1.3. Smartphones
14.5.3.1.4. Gaming Console
14.5.3.2. Egypt Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
14.5.3.2.1. AR and VR Technology
14.5.3.2.2. Blockchain and Metaverse Cryptocurrency
14.5.3.2.3. Internet of things (IoT)
14.5.3.2.4. 3D Reconstruction
14.5.3.2.5. Mixed Reality
14.5.3.3. Egypt Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
14.5.3.3.1. 10 – 20
14.5.3.3.2. 21 – 35
14.5.3.3.3. 36 – 50
14.5.3.3.4. 51 - 60
14.5.4. Kuwait
14.5.4.1. Kuwait Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
14.5.4.1.1. AR Glasses
14.5.4.1.2. VR Headset
14.5.4.1.3. Smartphones
14.5.4.1.4. Gaming Console
14.5.4.2. Kuwait Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
14.5.4.2.1. AR and VR Technology
14.5.4.2.2. Blockchain and Metaverse Cryptocurrency
14.5.4.2.3. Internet of things (IoT)
14.5.4.2.4. 3D Reconstruction
14.5.4.2.5. Mixed Reality
14.5.4.3. Kuwait Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
14.5.4.3.1. 10 – 20
14.5.4.3.2. 21 – 35
14.5.4.3.3. 36 – 50
14.5.4.3.4. 51 - 60
14.5.5. South Africa
14.5.5.1. South Africa Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
14.5.5.1.1. AR Glasses
14.5.5.1.2. VR Headset
14.5.5.1.3. Smartphones
14.5.5.1.4. Gaming Console
14.5.5.2. South Africa Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
14.5.5.2.1. AR and VR Technology
14.5.5.2.2. Blockchain and Metaverse Cryptocurrency
14.5.5.2.3. Internet of things (IoT)
14.5.5.2.4. 3D Reconstruction
14.5.5.2.5. Mixed Reality
14.5.5.3. South Africa Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
14.5.5.3.1. 10 – 20
14.5.5.3.2. 21 – 35
14.5.5.3.3. 36 – 50
14.5.5.3.4. 51 - 60
14.5.6. Rest of Middle East & Africa
14.5.6.1. Rest of Middle East & Africa Metaverse in Gaming Market
Revenue (US$ Mn) and Forecasts, By Mode
14.5.6.1.1. AR Glasses
14.5.6.1.2. VR Headset
14.5.6.1.3. Smartphones
14.5.6.1.4. Gaming Console
14.5.6.2. Rest of Middle East & Africa Metaverse in Gaming Market
Revenue (US$ Mn) and Forecasts, By Technology
14.5.6.2.1. AR and VR Technology
14.5.6.2.2. Blockchain and Metaverse Cryptocurrency
14.5.6.2.3. Internet of things (IoT)
14.5.6.2.4. 3D Reconstruction
14.5.6.2.5. Mixed Reality
14.5.6.3. Rest of Middle East & Africa Metaverse in Gaming Market
Revenue (US$ Mn) and Forecasts, By Age Group
14.5.6.3.1. 10 – 20
14.5.6.3.2. 21 – 35
14.5.6.3.3. 36 – 50
14.5.6.3.4. 51 - 60
14.6. Key Segment for Channeling Investments
14.6.1. By Country
14.6.2. By Mode
14.6.3. By Technology
14.6.4. By Age Group
15. Latin America Metaverse in Gaming Market Analysis and
Forecasts, 2022 - 2030
15.1. Overview
15.1.1. Latin America Metaverse in Gaming Market Revenue (US$ Mn)
15.2. Latin America Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
15.2.1. AR Glasses
15.2.2. VR Headset
15.2.3. Smartphones
15.2.4. Gaming Console
15.3. Latin America Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
15.3.1. AR and VR Technology
15.3.2. Blockchain and Metaverse Cryptocurrency
15.3.3. Internet of things (IoT)
15.3.4. 3D Reconstruction
15.3.5. Mixed Reality
15.4. Latin America Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
15.4.1. 10 – 20
15.4.2. 21 – 35
15.4.3. 36 – 50
15.4.4. 51 - 60
15.5. Latin America Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Country
15.5.1. Brazil
15.5.1.1. Brazil Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
15.5.1.1.1. AR Glasses
15.5.1.1.2. VR Headset
15.5.1.1.3. Smartphones
15.5.1.1.4. Gaming Console
15.5.1.2. Brazil Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
15.5.1.2.1. AR and VR Technology
15.5.1.2.2. Blockchain and Metaverse Cryptocurrency
15.5.1.2.3. Internet of things (IoT)
15.5.1.2.4. 3D Reconstruction
15.5.1.2.5. Mixed Reality
15.5.1.3. Brazil Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
15.5.1.3.1. 10 – 20
15.5.1.3.2. 21 – 35
15.5.1.3.3. 36 – 50
15.5.1.3.4. 51 - 60
15.5.2. Argentina
15.5.2.1. Argentina Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Mode
15.5.2.1.1. AR Glasses
15.5.2.1.2. VR Headset
15.5.2.1.3. Smartphones
15.5.2.1.4. Gaming Console
15.5.2.2. Argentina Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Technology
15.5.2.2.1. AR and VR Technology
15.5.2.2.2. Blockchain and Metaverse Cryptocurrency
15.5.2.2.3. Internet of things (IoT)
15.5.2.2.4. 3D Reconstruction
15.5.2.2.5. Mixed Reality
15.5.2.3. Argentina Metaverse in Gaming Market Revenue (US$ Mn) and
Forecasts, By Age Group
15.5.2.3.1. 10 – 20
15.5.2.3.2. 21 – 35
15.5.2.3.3. 36 – 50
15.5.2.3.4. 51 - 60
15.5.3. Rest of Latin America
15.5.3.1. Rest of Latin America Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Mode
15.5.3.1.1. AR Glasses
15.5.3.1.2. VR Headset
15.5.3.1.3. Smartphones
15.5.3.1.4. Gaming Console
15.5.3.2. Rest of Latin America Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Technology
15.5.3.2.1. AR and VR Technology
15.5.3.2.2. Blockchain and Metaverse Cryptocurrency
15.5.3.2.3. Internet of things (IoT)
15.5.3.2.4. 3D Reconstruction
15.5.3.2.5. Mixed Reality
15.5.3.3. Rest of Latin America Metaverse in Gaming Market Revenue (US$
Mn) and Forecasts, By Age Group
15.5.3.3.1. 10 – 20
15.5.3.3.2. 21 – 35
15.5.3.3.3. 36 – 50
15.5.3.3.4. 51 - 60
15.6. Key Segment for Channeling Investments
15.6.1. By Country
15.6.2. By Mode
15.6.3. By Technology
15.6.4. By Age Group
16. Competitive Benchmarking
16.1. Brand Benchmarking
16.2. Market Share Analysis, 2022
16.3. Global Presence and Growth Strategies
16.3.1. Mergers and Acquisitions
16.3.2. Product Launches
16.3.3. Investments Trends
16.3.4. R&D Initiatives
17. Player Profiles
17.1. Axia Infinity
17.1.1. Company Details
17.1.2. Company Overview
17.1.3. Product Offerings
17.1.4. Key Developments
17.1.5. Financial Analysis
17.1.6. SWOT Analysis
17.1.7. Business Strategies
17.2. Epic Games
17.2.1. Company Details
17.2.2. Company Overview
17.2.3. Product Offerings
17.2.4. Key Developments
17.2.5. Financial Analysis
17.2.6. SWOT Analysis
17.2.7. Business Strategies
17.3. Lilith Games
17.3.1. Company Details
17.3.2. Company Overview
17.3.3. Product Offerings
17.3.4. Key Developments
17.3.5. Financial Analysis
17.3.6. SWOT Analysis
17.3.7. Business Strategies
17.4. Magic Leap, Inc.
17.4.1. Company Details
17.4.2. Company Overview
17.4.3. Product Offerings
17.4.4. Key Developments
17.4.5. Financial Analysis
17.4.6. SWOT Analysis
17.4.7. Business Strategies
17.5. Minecraft
17.5.1. Company Details
17.5.2. Company Overview
17.5.3. Product Offerings
17.5.4. Key Developments
17.5.5. Financial Analysis
17.5.6. SWOT Analysis
17.5.7. Business Strategies
17.6. Niantic
17.6.1. Company Details
17.6.2. Company Overview
17.6.3. Product Offerings
17.6.4. Key Developments
17.6.5. Financial Analysis
17.6.6. SWOT Analysis
17.6.7. Business Strategies
17.7. Roblox Corporation
17.7.1. Company Details
17.7.2. Company Overview
17.7.3. Product Offerings
17.7.4. Key Developments
17.7.5. Financial Analysis
17.7.6. SWOT Analysis
17.7.7. Business Strategies
17.8. The Sandbox
17.8.1. Company Details
17.8.2. Company Overview
17.8.3. Product Offerings
17.8.4. Key Developments
17.8.5. Financial Analysis
17.8.6. SWOT Analysis
17.8.7. Business Strategies
17.9. Other Market Participants
18. Key Findings
Note: This ToC is tentative
and can be changed according to the research study conducted during the course
of report completion.
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Enterprise User.
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Key Inclusions
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