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Metaverse in Gaming Market worth $207.49 billion by 2030, growing at a CAGR of 37.10% - Exclusive Report by 360iResearch

01-30-2024 07:49 AM CET | Media & Telecommunications

Press release from: 360iResearch

Metaverse in Gaming Market | 360iResearch

Metaverse in Gaming Market | 360iResearch

The "Metaverse in Gaming Market by Product (Hardware, Services, Software), Type (Centralized Blockchain Metaverse, Decentralized Blockchain Metaverse, Traditional Centralized Metaverse), Technology, Game Genre - Global Forecast 2024-2030" report has been added to 360iResearch.com's offering.

The Global Metaverse in Gaming Market to grow from USD 22.78 billion in 2023 to USD 207.49 billion by 2030, at a CAGR of 37.10%.

Request a Free Sample Report @ https://www.360iresearch.com/library/intelligence/metaverse-in-gaming?utm_source=openpr&utm_medium=referral&utm_campaign=sample

The metaverse in the gaming market refers to a rapidly evolving sector within the digital entertainment industry that encompasses immersive, interconnected virtual worlds where players can interact, play, and experience a wide range of content in a persistent online gaming environment. The demand for metaverse in gaming is driven by the inclination toward immersive virtual experiences, advancements in virtual reality (VR) and augmented reality (AR) technology, the integration of blockchain that enables unique digital asset ownership, and a growing economy around in-game purchases and play-to-earn models. Additionally, social connectivity within virtual spaces is contributing to the expansion of the metaverse in gaming. However, technological hurdles such as interoperability between different virtual worlds, the high cost and technical requirements for users to access metaverse platforms, cybersecurity threats, regulatory and legal concerns, and potential health impacts of prolonged exposure to virtual environments impede the adoption of metaverse in gaming. Moreover, creating a sustainable and inclusive environment that maintains user interest in the long term remains a significant challenge. Opportunities include the development of new revenue streams through digital goods and services, expanding user-generated content, and partnerships with non-gaming sectors to enhance virtual experiences. The potential for live events, such as concerts and sports within gaming platforms, as well as increased brand marketing presence in these virtual worlds, further highlights the vast potential of the market.

FPNV Positioning Matrix:

The FPNV Positioning Matrix is essential for assessing the Metaverse in Gaming Market. It provides a comprehensive evaluation of vendors by examining key metrics within Business Strategy and Product Satisfaction, allowing users to make informed decisions based on their specific needs. This advanced analysis then organizes these vendors into four distinct quadrants, which represent varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital(V).

Market Share Analysis:

The Market Share Analysis offers an insightful look at the current state of vendors in the Metaverse in Gaming Market. By comparing vendor contributions to overall revenue, customer base, and other key metrics, we can give companies a greater understanding of their performance and what they are up against when competing for market share. The analysis also sheds light on just how competitive any given sector is about accumulation, fragmentation dominance, and amalgamation traits over the base year period studied.

Key Company Profiles:

The report delves into recent significant developments in the Metaverse in Gaming Market, highlighting leading vendors and their innovative profiles. These include Autodesk, Inc., Capcom Co., Ltd., CD Projekt SA, Epic Games, Inc., GungHo Online Entertainment, Inc., HashCash Consultants, Improbable Worlds Limited, Juego Studios Private Limited, Kellton, Lilith Games, Magic Leap Inc., Meta Platforms, Inc., Microsoft Corporation, Nexon Co., Ltd., Niantic, Inc., Nintendo Co., Ltd., NVIDIA Corporation, Roblox Corporation, Rovio Entertainment Corporation, Shamlatech Solutions, Sony Corporation, Square Enix Holdings Co., Ltd., Take-Two Interactive Software, Inc., Tencent Holdings Ltd., TSB Gaming Limited, Ubisoft Entertainment SA, Unity Technologies, Valve Corporation, and Zynga Inc..

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Market Segmentation & Coverage:

This research report categorizes the Metaverse in Gaming Market in order to forecast the revenues and analyze trends in each of following sub-markets:

Based on Product, market is studied across Hardware, Services, and Software. The Software is projected to witness significant market share during forecast period.

Based on Type, market is studied across Centralized Blockchain Metaverse, Decentralized Blockchain Metaverse, and Traditional Centralized Metaverse. The Centralized Blockchain Metaverse is projected to witness significant market share during forecast period.

Based on Technology, market is studied across 3D Reconstruction, Artificial Intelligence (AI), Augmented Reality (AR) & Virtual Reality (VR), Blockchain, Edge Computing & 5G, and Internet of Things (IoT). The Internet of Things (IoT) is projected to witness significant market share during forecast period.

Based on Game Genre, market is studied across Action, Adventure, Simulation, and Strategy & Puzzle. The Strategy & Puzzle is projected to witness significant market share during forecast period.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Asia-Pacific is projected to witness significant market share during forecast period.

Key Topics Covered:

1. Preface
2. Research Methodology
3. Executive Summary
4. Market Overview
5. Market Insights
6. Metaverse in Gaming Market, by Product
7. Metaverse in Gaming Market, by Type
8. Metaverse in Gaming Market, by Technology
9. Metaverse in Gaming Market, by Game Genre
10. Americas Metaverse in Gaming Market
11. Asia-Pacific Metaverse in Gaming Market
12. Europe, Middle East & Africa Metaverse in Gaming Market
13. Competitive Landscape
14. Competitive Portfolio
15. Appendix

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Metaverse in Gaming Market?
2. Which are the products/segments/applications/areas to invest in over the forecast period in the Metaverse in Gaming Market?
3. What is the competitive strategic window for opportunities in the Metaverse in Gaming Market?
4. What are the technology trends and regulatory frameworks in the Metaverse in Gaming Market?
5. What is the market share of the leading vendors in the Metaverse in Gaming Market?
6. What modes and strategic moves are considered suitable for entering the Metaverse in Gaming Market?

Read More @ https://www.360iresearch.com/library/intelligence/metaverse-in-gaming?utm_source=openpr&utm_medium=referral&utm_campaign=analyst

Contact 360iResearch

Mr. Ketan Rohom
Sales & Marketing,
Office No. 519, Nyati Empress,
Opposite Phoenix Market City,
Vimannagar, Pune, Maharashtra,
India - 411014.
sales@360iresearch.com
+1-530-264-8485
+91-922-607-7550

About 360iResearch

360iResearch is a market research and business consulting company headquartered in India, with clients and focus markets spanning the globe.

We are a dynamic, nimble company that believes in carving ambitious, purposeful goals and achieving them with the backing of our greatest asset - our people.

Quick on our feet, we have our ear to the ground when it comes to market intelligence and volatility. Our market intelligence is diligent, real-time and tailored to your needs, and arms you with all the insight that empowers strategic decision-making.

Our clientele encompasses about 80% of the Fortune Global 500, and leading consulting and research companies and academic institutions that rely on our expertise in compiling data in niche markets. Our meta-insights are intelligent, impactful and infinite, and translate into actionable data that support your quest for enhanced profitability, tapping into niche markets, and exploring new revenue opportunities.

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