Metaverse in Gaming Market Size, Share, and Trends 2024 to 2034

Metaverse in Gaming Market (By Component: Hardware, Software, Services; By Age Group: Below 21 Years, 21 - 35 Years, 36 - 50 Years, 51 Years and Above; By Technology: AR & VR, MR, Blockchain, Artificial Intelligence, Others; By Genre: Action, Adventure, Role-playing Games, Simulation, Sports and Racing, Strategy, Sandbox, Card and Casino Games, Others) - Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2024-2034

  • Last Updated : January 2024
  • Report Code : 3697
  • Category : ICT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Metaverse in Gaming Market 

5.1. COVID-19 Landscape: Metaverse in Gaming Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Metaverse in Gaming Market, By Component

8.1. Metaverse in Gaming Market, by Component, 2024-2034

8.1.1. Hardware

8.1.1.1. Market Revenue and Forecast (2021-2034)

8.1.2. Software

8.1.2.1. Market Revenue and Forecast (2021-2034)

8.1.3. Services

8.1.3.1. Market Revenue and Forecast (2021-2034)

Chapter 9. Global Metaverse in Gaming Market, By Age Group

9.1. Metaverse in Gaming Market, by Age Group, 2024-2034

9.1.1. Below 21 Years

9.1.1.1. Market Revenue and Forecast (2021-2034)

9.1.2. 21 - 35 Years

9.1.2.1. Market Revenue and Forecast (2021-2034)

9.1.3. 36 - 50 Years

9.1.3.1. Market Revenue and Forecast (2021-2034)

9.1.4. 51 Years and Above

9.1.4.1. Market Revenue and Forecast (2021-2034)

Chapter 10. Global Metaverse in Gaming Market, By Technology 

10.1. Metaverse in Gaming Market, by Technology, 2024-2034

10.1.1. AR & VR

10.1.1.1. Market Revenue and Forecast (2021-2034)

10.1.2. MR

10.1.2.1. Market Revenue and Forecast (2021-2034)

10.1.3. Blockchain

10.1.3.1. Market Revenue and Forecast (2021-2034)

10.1.4. Artificial Intelligence (AI)

10.1.4.1. Market Revenue and Forecast (2021-2034)

10.1.5. Others

10.1.5.1. Market Revenue and Forecast (2021-2034)

Chapter 11. Global Metaverse in Gaming Market, By Genre 

11.1. Metaverse in Gaming Market, by Genre, 2024-2034

11.1.1. Action

11.1.1.1. Market Revenue and Forecast (2021-2034)

11.1.2. Adventure

11.1.2.1. Market Revenue and Forecast (2021-2034)

11.1.3. Role-playing Games (RPGs)

11.1.3.1. Market Revenue and Forecast (2021-2034)

11.1.4. Simulation

11.1.4.1. Market Revenue and Forecast (2021-2034)

11.1.5. Sports and Racing

11.1.5.1. Market Revenue and Forecast (2021-2034)

11.1.6. Strategy

11.1.6.1. Market Revenue and Forecast (2021-2034)

11.1.7. Sandbox

11.1.7.1. Market Revenue and Forecast (2021-2034)

11.1.8. Card and Casino Games

11.1.8.1. Market Revenue and Forecast (2021-2034)

11.1.9. Others

11.1.9.1. Market Revenue and Forecast (2021-2034)

Chapter 12. Global Metaverse in Gaming Market, Regional Estimates and Trend Forecast

12.1. North America

12.1.1. Market Revenue and Forecast, by Component (2021-2034)

12.1.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.1.3. Market Revenue and Forecast, by Technology (2021-2034)

12.1.4. Market Revenue and Forecast, by Genre (2021-2034)

12.1.5. U.S.

12.1.5.1. Market Revenue and Forecast, by Component (2021-2034)

12.1.5.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.1.5.3. Market Revenue and Forecast, by Technology (2021-2034)

12.1.5.4. Market Revenue and Forecast, by Genre (2021-2034)

12.1.6. Rest of North America

12.1.6.1. Market Revenue and Forecast, by Component (2021-2034)

12.1.6.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.1.6.3. Market Revenue and Forecast, by Technology (2021-2034)

12.1.6.4. Market Revenue and Forecast, by Genre (2021-2034)

12.2. Europe

12.2.1. Market Revenue and Forecast, by Component (2021-2034)

12.2.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.2.3. Market Revenue and Forecast, by Technology (2021-2034)

12.2.4. Market Revenue and Forecast, by Genre (2021-2034)

12.2.5. UK

12.2.5.1. Market Revenue and Forecast, by Component (2021-2034)

12.2.5.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.2.5.3. Market Revenue and Forecast, by Technology (2021-2034)

12.2.5.4. Market Revenue and Forecast, by Genre (2021-2034)

12.2.6. Germany

12.2.6.1. Market Revenue and Forecast, by Component (2021-2034)

12.2.6.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.2.6.3. Market Revenue and Forecast, by Technology (2021-2034)

12.2.6.4. Market Revenue and Forecast, by Genre (2021-2034)

12.2.7. France

12.2.7.1. Market Revenue and Forecast, by Component (2021-2034)

12.2.7.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.2.7.3. Market Revenue and Forecast, by Technology (2021-2034)

12.2.7.4. Market Revenue and Forecast, by Genre (2021-2034)

12.2.8. Rest of Europe

12.2.8.1. Market Revenue and Forecast, by Component (2021-2034)

12.2.8.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.2.8.3. Market Revenue and Forecast, by Technology (2021-2034)

12.2.8.4. Market Revenue and Forecast, by Genre (2021-2034)

12.3. APAC

12.3.1. Market Revenue and Forecast, by Component (2021-2034)

12.3.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.3.3. Market Revenue and Forecast, by Technology (2021-2034)

12.3.4. Market Revenue and Forecast, by Genre (2021-2034)

12.3.5. India

12.3.5.1. Market Revenue and Forecast, by Component (2021-2034)

12.3.5.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.3.5.3. Market Revenue and Forecast, by Technology (2021-2034)

12.3.5.4. Market Revenue and Forecast, by Genre (2021-2034)

12.3.6. China

12.3.6.1. Market Revenue and Forecast, by Component (2021-2034)

12.3.6.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.3.6.3. Market Revenue and Forecast, by Technology (2021-2034)

12.3.6.4. Market Revenue and Forecast, by Genre (2021-2034)

12.3.7. Japan

12.3.7.1. Market Revenue and Forecast, by Component (2021-2034)

12.3.7.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.3.7.3. Market Revenue and Forecast, by Technology (2021-2034)

12.3.7.4. Market Revenue and Forecast, by Genre (2021-2034)

12.3.8. Rest of APAC

12.3.8.1. Market Revenue and Forecast, by Component (2021-2034)

12.3.8.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.3.8.3. Market Revenue and Forecast, by Technology (2021-2034)

12.3.8.4. Market Revenue and Forecast, by Genre (2021-2034)

12.4. MEA

12.4.1. Market Revenue and Forecast, by Component (2021-2034)

12.4.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.4.3. Market Revenue and Forecast, by Technology (2021-2034)

12.4.4. Market Revenue and Forecast, by Genre (2021-2034)

12.4.5. GCC

12.4.5.1. Market Revenue and Forecast, by Component (2021-2034)

12.4.5.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.4.5.3. Market Revenue and Forecast, by Technology (2021-2034)

12.4.5.4. Market Revenue and Forecast, by Genre (2021-2034)

12.4.6. North Africa

12.4.6.1. Market Revenue and Forecast, by Component (2021-2034)

12.4.6.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.4.6.3. Market Revenue and Forecast, by Technology (2021-2034)

12.4.6.4. Market Revenue and Forecast, by Genre (2021-2034)

12.4.7. South Africa

12.4.7.1. Market Revenue and Forecast, by Component (2021-2034)

12.4.7.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.4.7.3. Market Revenue and Forecast, by Technology (2021-2034)

12.4.7.4. Market Revenue and Forecast, by Genre (2021-2034)

12.4.8. Rest of MEA

12.4.8.1. Market Revenue and Forecast, by Component (2021-2034)

12.4.8.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.4.8.3. Market Revenue and Forecast, by Technology (2021-2034)

12.4.8.4. Market Revenue and Forecast, by Genre (2021-2034)

12.5. Latin America

12.5.1. Market Revenue and Forecast, by Component (2021-2034)

12.5.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.5.3. Market Revenue and Forecast, by Technology (2021-2034)

12.5.4. Market Revenue and Forecast, by Genre (2021-2034)

12.5.5. Brazil

12.5.5.1. Market Revenue and Forecast, by Component (2021-2034)

12.5.5.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.5.5.3. Market Revenue and Forecast, by Technology (2021-2034)

12.5.5.4. Market Revenue and Forecast, by Genre (2021-2034)

12.5.6. Rest of LATAM

12.5.6.1. Market Revenue and Forecast, by Component (2021-2034)

12.5.6.2. Market Revenue and Forecast, by Age Group (2021-2034)

12.5.6.3. Market Revenue and Forecast, by Technology (2021-2034)

12.5.6.4. Market Revenue and Forecast, by Genre (2021-2034)

Chapter 13. Company Profiles

13.1. Meta (formerly Facebook)

13.1.1. Company Overview

13.1.2. Product Offerings

13.1.3. Financial Performance

13.1.4. Recent Initiatives

13.2. Tencent

13.2.1. Company Overview

13.2.2. Product Offerings

13.2.3. Financial Performance

13.2.4. Recent Initiatives

13.3. Epic Games

13.3.1. Company Overview

13.3.2. Product Offerings

13.3.3. Financial Performance

13.3.4. Recent Initiatives

13.4. Roblox Corporation

13.4.1. Company Overview

13.4.2. Product Offerings

13.4.3. Financial Performance

13.4.4. Recent Initiatives

13.5. Unity Technologies

13.5.1. Company Overview

13.5.2. Product Offerings

13.5.3. Financial Performance

13.5.4. Recent Initiatives

13.6. Activision Blizzard

13.6.1. Company Overview

13.6.2. Product Offerings

13.6.3. Financial Performance

13.6.4. Recent Initiatives

13.7. Electronic Arts (EA)

13.7.1. Company Overview

13.7.2. Product Offerings

13.7.3. Financial Performance

13.7.4. Recent Initiatives

13.8. Sony Interactive Entertainment

13.8.1. Company Overview

13.8.2. Product Offerings

13.8.3. Financial Performance

13.8.4. Recent Initiatives

13.9. Niantic

13.9.1. Company Overview

13.9.2. Product Offerings

13.9.3. Financial Performance

13.9.4. Recent Initiatives

13.10. Valve Corporation

13.10.1. Company Overview

13.10.2. Product Offerings

13.10.3. Financial Performance

13.10.4. Recent Initiatives

Chapter 14. Research Methodology

14.1. Primary Research

14.2. Secondary Research

14.3. Assumptions

Chapter 15. Appendix

15.1. About Us

15.2. Glossary of Terms

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Frequently Asked Questions

The global metaverse in gaming market size is expected to increase USD 648.24 billion by 2034 from USD 17.72 billion in 2023.

The global metaverse in gaming market will register growth rate of 34% between 2024 and 2034.

The major players operating in the metaverse in gaming market are Meta (formerly Facebook), Tencent, Epic Games, Roblox Corporation, Unity Technologies, Activision Blizzard, Electronic Arts (EA), Sony Interactive Entertainment, Niantic, Valve Corporation, Ubisoft, Microsoft Corporation, NetEase, Take-Two Interactive, Supercell, and Others.

The driving factors of the metaverse in gaming market are the increased connectivity and internet speeds and integration of blockchain technology.

North America region will lead the global metaverse in gaming market during the forecast period 2024 to 2034.

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