Global Metaverse Market Report: 2017 to 2027

Global Metaverse Market Report: 2017 to 2027
Global Metaverse Market Report: 2017 to 2027

Major players operating in the global metaverse market are Facebook Inc., Tencent Holdings Ltd., ByteDance Ltd., NetEase Inc., Nvidia Corporation, Epic Games Inc., Roblox Corporation, Unity Technologies Inc., Nextech AR Solutions Inc.

The global metaverse market, during the forecast period, is anticipated to grow at a formidable rate. The market growth can be attributed to the rising demand for online education and the growing popularity of mixed reality. The growth of the global metaverse market is also fuelled by film showings, and sports to elevate the online experience of viewers besides the increasing need for converging physical and digital world for concerts. The global market is also driven by the growing personal disposable income of consumers and advances in novel technologies like block-chain, Augmented Reality, Virtual Reality, etc. Market players are constantly looking for innovative solutions to enhance user experience, adopting cutting-edge technology and investing in R&D activities that are expected to boost the global metaverse market.

In 2021, Facebook changed the company’s name to Meta by announcing to invest USD10 billion in building metaverse. Users, using their digital avatars were allowed by the platform to communicate with friends, families, or colleagues. Furthermore, massive opportunities for industries across the globe are expected to be created by huge investments, collaborations, and partnerships in the metaverse industry. To propel the growth of the global metaverse market, enterprises are looking for modern solutions to upgrade their existing structure and improve the productivity of employees. The growth of the global metaverse market is also accelerating by the rapidly expanding gaming industry and increasing adoption of NFTs.

Based on component, platform, technology, application, end user, regional distribution, and competitive Landscape, the global metaverse market is segmented. The market is divided into desktop and mobile based on the platform. The desktop segment is anticipated to register the highest growth in the global metaverse market as it offers high clarity and enhanced picture quality to users, which enhances their experience. The market, based on the application, is divided into gaming, online shopping, content creation, social media, and others. As many gaming companies are introducing interactive games using advanced technologies with enhanced levels of emersion and interoperability, the gaming segment is expected to hold the largest share in the global metaverse market.

Major players operating in the global metaverse market are Facebook Inc., Tencent Holdings Ltd., ByteDance Ltd., NetEase Inc., Nvidia Corporation, Epic Games Inc., Roblox Corporation, Unity Technologies Inc., Nextech AR Solutions Inc.

Years considered for this report:

  • Historical Years: 2017-2020
  • Base Year: 2021
  • Estimated Year: 2022E
  • Forecast Period: 2023F-2027F

Objective of the study:

  • To analyse the historical growth in the market size of global metaverse market from 2017 to 2021
  • To estimate and forecast the market size of global metaverse market from 2022E to 2027F and growth rate until 2027F
  • To classify and forecast global metaverse market based on component application, platform, technology, end user, region and competitive Landscape
  • To identify dominant region or segment in the global metaverse market
  • To identify drivers and challenges for global metaverse market
  • To examine competitive developments such as expansions, new services, mergers & acquisitions, etc., in global metaverse market
  • To identify and analyse the profile of leading players operating in global metaverse market
  • To identify key sustainable strategies adopted by market players in global metaverse market

Report Scope:

In this report, in addition to the industry trends which have also been detailed below, global metaverse market has been segmented into following categories:

By Component:

  • Hardware
  • Software

By Platform:

  • Desktop
  • Mobile

By Technology:

  • Block-chain
  • VR & AR
  • Mixed Reality

By Application:

  • Gaming
  • Online Shopping
  • Content Creation
  • Social Media
  • Others

By End User:

  • BFSI
  • Retail
  • Manufacturing
  • Media & Entertainment
  • Education
  • Aerospace & Defense
  • Others

By Region:

North America

  • United States
  • Canada
  • Mexico


  • China
  • India
  • Japan
  • South Korea
  • Australia
  • Singapore
  • Malaysia
  • Europe
  • Germany
  • United Kingdom
  • France
  • Italy
  • Spain
  • Poland
  • Denmark

South America

  • Brazil
  • Argentina
  • Colombia
  • Peru
  • Chile

Middle East & Africa

  • Saudi Arabia
  • South Africa
  • UAE
  • Iraq
  • Turkey

For this study, both primary as well as exhaustive secondary research has been performed. Initially a list of companies across the globe was sourced. Subsequently, primary research surveys with the identified companies were conducted. The respondents were also enquired about their competitors while interviewing. The companies that could not be identified were not included due to the limitations of secondary research. Service providers and vendors and presence of all major players across the globe were analysed.

The market size of global metaverse market was calculated using a bottom-up approach, wherein data for various end-user segments was recorded and forecast for the future years. These values were sourced from the industry experts and company representatives and externally validated through analyzing historical data of these services for getting an appropriate, overall market size. Also, various secondary sources such as company websites, news articles, press releases, company annual reports, investor presentations and financial reports were studied.

Key Target Audience:

  • Metaverse hardware manufacturing companies/partners and service providers
  • Suppliers/Distributers
  • End-Users
  • Government bodies such as regulating authorities and policy makers
  • Organizations, industry associations, forums and alliances related to global metaverse market
  • The study is useful in providing answers to several critical questions that are important for the industry stakeholders such as service providers, partners, end users, etc. besides allowing them in strategizing investments and capitalizing on market opportunities.

Competitive Landscape:

  • Company Profiles: Detailed analysis of the major companies present in global metaverse market

Available Customizations:

With the given market data, customizations according to a company’s specific needs are offered. The following customization options are available for the report:

  • Company Information
  • Detailed analysis and profiling of additional market players (up to five)

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