The Metaverse can change the way people interact with technology and each other and has the ability
VANCOUVER, BC, CANADA, March 6, 2022 /EINPresswire.com/ — Rising popularity of play-to-earn games, growing user bases of popular games, and increased spending in the gaming industry by both professional and casual gamers are some of the key factors that are expected to driving market growth
The metaverse is a virtual universe which combines digital technologies such as VR, AR and other technologies such as video conferencing, cryptocurrencies, games, social media and live streaming. The in-game metaverse allows users to engage in immersive virtual reality, and a growing number of companies are focusing on developing digitally immersive platforms to deliver enhanced gaming experiences to users. Growing popularity of play-to-earn games, rapid advancements in AR, VR and XR technologies and growing user base in the gaming industry are some of the key factors expected to drive revenue growth market during the forecast period. The growing adoption of VR headsets and other hands-free technologies, the increasing development of gaming platforms to win in the metaverse, and the rapid increase in investment in metaverse gaming platforms are other factors that can contribute to market revenue growth in the future.
It highlights major companies that contribute significantly to the global industry. The report studies the presence of these companies in major geographic regions and their individual placement in global trade. It helps to project the growth of Metaverse in Gaming over the years and predict its expansion in the predicted period. The increase in demand for the product stimulates the overall production to ensure the smooth functioning of the demand-supply chain.
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The research segments the market based on product type, applications, and end use. It features the company’s key players and their individual contribution to the global economy. The report focuses on significant investments, business ventures, mergers, acquisitions, collaborations as well as technological developments in the field. It also assesses upcoming areas and business niches. The researcher aims to offer expert information related to the industry and new opportunities available in the market.
COVID-19 Impact Analysis
Social distancing and restrictions have severely disrupted businesses and operations
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Manufacturing and mining operations affected globally
Weighed on the economy of various countries
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Disruption of agriculture, fishing, dairy industry and other sectors
Caused job losses and a financial crisis
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The research report offers in-depth insights into company profiles along with their production values, production capacity, product portfolio, strategic plans such as mergers and acquisitions, joint ventures, collaborations, product launches and brand promotions, government and corporate agreements, among others. The report further offers comprehensive SWOT analysis and Porter’s Five Forces analysis to offer a better understanding of the competitive landscape of the industry.
Key Players Featured in the Report:
Roblox Company
Tencent Holdings Ltd.
epic games
MagicLeap, Inc.
Facebook, Inc.
Lilith Games
Nike
Nvidia
NFT Segment to Record Fast Earnings CAGR:
The non-fungible tokens (NFT) segment is expected to register a rapid revenue CAGR over the forecast period, attributable to the use of NFTs to purchase in-game assets, conduct secure real estate transactions, and facilitate identity experiences, social and community effective in the metaverse. NFTs are secured through blockchain technology and allow users to participate in in-game financial savings in the metaverse.
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The report analyzes the market based on different categories such as product types, end-user applications and major geographical regions. It offers key insights into the factors that are expected to influence the growth of the segments and sub-segments.
For the purposes of this report, Emergen Research has segmented the global gaming market metaverse based on components, devices, technologies, and regions:
Components Outlook (Revenue, USD Billion; 2018-2028)
Equipment
Software
Devices Outlook (Revenue, USD Billion; 2018-2028)
Mobile
VR headsets
computer
Game consoles
Technology Outlook (Revenue, USD Billion; 2018-2028)
NFT
blockchain
Virtual reality
Augmented reality
mixed reality
Extended Reality
The study aims to provide a growth forecast of the Metaverse in Games market by examining market size, share, demand, trends and industry gross revenue. Also, it provides competitive analysis and SWOT analysis. The report segments the industry based on product type, application, and end-use. It highlights emerging trends as well as new technologies visible in the market. The research offers a clear look at the trends seen in the market, contributing factors, major stakeholders, key companies, and key areas that show potential for growth.
The detailed regional analysis covers:
North America (USA, Canada)
Europe (UK, Italy, Germany, France, Rest of EU)
Asia-Pacific (India, Japan, China, South Korea, Australia, rest of APAC)
Latin America (Chile, Brazil, Argentina, Rest of Latin America)
Middle East and Africa (Saudi Arabia, United Arab Emirates, South Africa, Rest of MEA)
Report objectives:
Study of the Global Metaverse in Games Market Size by Key Regions, Types and Applications with Reference to Historical Data (2017-2018) and Forecast (2020-2027)
Industry structure analysis of Metaverse in Games market by identification of various sub-segments
In-depth analysis of key market players along with their SWOT analysis
Benchmark of the competitive landscape
Analysis of the Metaverse in Games Market based on growth trends, futuristic prospects, and contribution to total market growth
Analysis of drivers, restraints, opportunities, challenges, and risks in the Global Metaverse in Games Market
Comprehensive analysis of competitive developments such as expansions, agreements, new product launches and other strategic alliances
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