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Global Metaverse in Entertainment Market Report 2022-2026: Market is Poised to Grow by $28.92 Billion - Emergence of VR Gaming on Metaverse & Improved Experience of 3D and 4D Cinemas - ResearchAndMarkets.com

The "Global Metaverse in Entertainment Market 2022-2026" report has been added to ResearchAndMarkets.com's offering.

The metaverse in the entertainment market is poised to grow by $28.92 billion during 2022-2026, accelerating at a CAGR of 8.55% during the forecast period.

The market is driven by rising consumer spending across virtual concerts, events, and others, the emergence of VR gaming on metaverse, and the improved experience of 3D and 4D cinemas.

This study identifies the rising consumer adoption of online gaming as one of the prime reasons driving the metaverse in entertainment market growth during the next few years. Also, the growing personal disposable income of consumers and rising adoption of advanced VR devices and blockchain will lead to sizable demand in the market.

This report on the metaverse in the entertainment market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors. The report offers an up-to-date analysis of the current global market scenario, the latest trends and drivers, and the overall market environment.

The robust vendor analysis is designed to help clients improve their market position, and in line with this, the report provides a detailed analysis of several leading metaverse in entertainment market vendors. Also, the metaverse in the entertainment market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

Key Topics Covered:

1 Executive Summary

1.1 Market overview

2 Market Landscape

2.1 Market ecosystem

3 Market Sizing

3.1 Market definition

3.2 Market segment analysis

3.3 Market size 2021

3.4 Market outlook: Forecast for 2021-2026

4 Five Forces Analysis

4.1 Five forces summary

4.2 Bargaining power of buyers

4.3 Bargaining power of suppliers

4.4 Threat of new entrants

4.5 Threat of substitutes

4.6 Threat of rivalry

4.7 Market condition

5 Market Segmentation by End-user

5.1 Market segments

5.2 Comparison by End-user

5.3 Film production - Market size and forecast 2021-2026

5.4 Music labels - Market size and forecast 2021-2026

5.5 OTT platforms - Market size and forecast 2021-2026

5.6 Television broadcasters - Market size and forecast 2021-2026

5.7 Others - Market size and forecast 2021-2026

5.8 Market opportunity by End-user

6 Customer Landscape

6.1 Customer landscape overview

7 Geographic Landscape

7.1 Geographic segmentation

7.2 Geographic comparison

7.3 North America - Market size and forecast 2021-2026

7.4 Europe - Market size and forecast 2021-2026

7.5 APAC - Market size and forecast 2021-2026

7.6 South America - Market size and forecast 2021-2026

7.7 Middle East and Africa - Market size and forecast 2021-2026

7.8 US - Market size and forecast 2021-2026

7.9 UK - Market size and forecast 2021-2026

7.10 China - Market size and forecast 2021-2026

7.11 Canada - Market size and forecast 2021-2026

7.12 Germany - Market size and forecast 2021-2026

7.13 Market opportunity By Geographical Landscape

8 Drivers, Challenges, and Trends

8.1 Market drivers

8.2 Market challenges

8.3 Impact of drivers and challenges

8.4 Market trends

9 Vendor Landscape

9.1 Overview

9.2 Vendor landscape

9.3 Landscape disruption

9.4 Industry risks

10 Vendor Analysis

10.1 Vendors covered

10.2 Market positioning of vendors

  • Aomen City
  • Epic Games Inc.
  • Hungama Digital Media Entertainment Pvt. Ltd.
  • Meta Platforms Inc.
  • Niantic Inc.
  • OverActive Media Corp.
  • Qualcomm Inc.
  • Queppelin
  • Roblox Corp
  • Tencent Holdings Ltd.
  • Tetavi Ltd.

For more information about this report visit https://www.researchandmarkets.com/r/4lgodz

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