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Metaverse in Gaming Market Size, Share with Focus on Emerging Technologies, Top Countries Data, Top Key Players Update, and Forecast 2028

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Metaverse in Gaming Market Size, Share with Focus on Emerging Technologies, Top Countries Data, Top Key Players Update, and Forecast 2028

June 06
19:35 2023
Metaverse in Gaming Market Size, Share with Focus on Emerging Technologies, Top Countries Data, Top Key Players Update, and Forecast 2028
Coursera (US), edX (US), Pluralsight (US), Udemy (US), Udacity (US), Edureka (India), Alison (Ireland), LinkedIn Learning (US), Jigsaw Academy (India), Iversity (Germany), Miriadax (Spain), Intellipaat (India), FutureLearn (UK), Edmodo (US), SWAYAM (India), Novoed (US), Xuetangx (China), Khan Academy (US), Kadenze (US), Federica Web Learning (Italy).
Metaverse in Gaming Market by Component, Hardware (AR Devices, VR Devices, MR Devices, Displays), Software (Extended Reality Software, Gaming Engines, Metaverse Platforms, Financial Platforms), Game Genre and Region – Global Forecast to 2028

The global Metaverse in Gaming Market size is projected to grow from USD 22.7 billion in 2023 to USD 119.2 billion by 2028, at a Compound Annual Growth Rate (CAGR) of 39.3% during the forecast period. Major factors that are expected to drive the growth of the metaverse in gaming market include rise in demand for the 3D hardware devices in the adjacent markets namely AR, XR, VR, MR. Furthermore, emergence of gamification, virtual reality gaming, and AR-based mobile games are expected to create ample opportunities for metaverse in gaming vendors.

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By component, hardware segment to record highest CAGR during the forecast period

The use of HUD in the entertainment sector is expected to fuel the growth of the AR devices segment of the market. The ability of AR devices to combine the real world with virtual objects has increased their demand in various applications. Mobile-based HMDs have a high resolution and a 360° viewing angle. The use of mobile phones for 3D navigation with a real-time overlay of computer graphics has numerous applications in the gaming sector and live entertainment; this is expected to drive the growth of the AR devices segment of the market. The use of AR in mobile applications for Android- and iOS-based devices has significantly contributed to the growth of this segment. Presently, AR smart glasses are the most demanded among AR devices in industrial applications, thereby contributing to the growth of the AR devices segment.

By hardware, the VR devices segment to exhibit significant growth during the forecast period

VR technology provides users with a virtual environment using computer hardware and software. It provides a fully immersive environment wherein users can interact with objects like those in the real world. This technology uses gesture-recognition systems, sensors, and embedded electronic components. Processors help execute input and give users an output to perceive that virtual objects are a part of the environment. VR technology is used in military, consumer, training, education, and retail applications. VR is a fascinating way to traverse using nothing more than the power of technology, with a headset and motion-tracking technology. Prominent VR devices are Meta Quest, Valve Index, HTC Vive, HP Reverb, and Sony PlayStation, among others. VR headsets quintessentially include a stereoscopic display (providing separate images for each eye), stereo sound, and sensors like accelerometers and gyroscopes for tracking the position of the user’s head to match the orientation of the virtual camera with the user’s eye positions in the real world. Few VR headsets also have eye-tracking sensors and gaming controllers. The VR glasses use a technology called head-tracking, which changes the field of vision or Field of View (FoV) as a person turns his/her head.

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The major players in the metaverse in gaming market are Meta (US), Microsoft (US), NetEase (China), Electronic Arts (US), Take-Two (US), Tencent (China), Nexon (Japan), Epic games (US), Unity (US), Valve (US), Accenture (Ireland), Adobe (US), HPE (US), Deloitte (UK), Ansys (US), Autodesk (US), Intel (US), Tech Mahindra (India), ByteDance (China), Nvidia (US), Activision Blizzard (US), Samsung (South Korea), Google (US), Sony (Japan), HTC (Taiwan), Seiko Epson (Japan), Apple (US), Qualcomm (US), Panasonic (Japan), Eon Reality (US), Roblox (US), Lenovo (Hong Kong), Razer (US), Nextech AR Solutions (Canada), ZQGame (China), Talecraft (Marshall islands), VR Chat (US), Decentraland (Argentina), Somnium Space (UK), and Sandbox VR (US).

The study includes an in-depth competitive analysis of key players in the metaverse in gaming market with their company profiles, recent developments, and key market strategies. The players in this market have embraced different strategies to expand their global presence and increase their market shares. Product enhancements and partnerships have been the most dominating strategies adopted by the major players from 2020 to 2022, which helped them strengthen their offerings and broaden their customer base.

Meta (US) is one of the prominent players in the metaverse in gaming market that provides comprehensive digital experience platform featured with robust metaverse capabilities. In the metaverse in gaming market space, it provides its offerings via the Spark AR platform. Meta’s metaverse solution provides its clients the studio tool from Meta that allows users to create their AR effects for mobile. Meta continues to add capabilities to the platform. It added data analytics for Instagram and Facebook campaigns. Moreover, it emphasizes on product enhancements to gain market share. For instance, in December 2021, Meta has announced that it is opening access to its VR social platform Horizon Worlds. People in the US and Canada who are 18 and up can access the free Quest app without an invite. Horizon Worlds is Meta’s first attempt at releasing something that resembles CEO Mark Zuckerberg’s vision of the metaverse. It is an expansive, multiplayer platform that meshes Roblox and the OASIS VR world from Ready Player One. Originally just called Horizon, it requires a Facebook account, lets you connect with up to 20 people at a time in a virtual space.

Microsoft is a multinational technology corporation that manufactures computer software, consumer electronics, personal computers,related services. The Xbox video game consoles and the Microsoft Surface line-up of touchscreen personal computers are its flagship hardware products. In addition the company offers mixed reality products (HoloLens), cloud computing (Azure), and software development. The company also produces a wide range of other consumer and enterprise software for desktops, laptops, tabs, gadgets, and servers (Visual Studio). Microsoft serves various industries, such as, Automotive, Government, Healthcare, Manufacturing, Financial Services, and Retail. Microsoft has made significant investments and developments in the metaverse in gaming market through product launch of Microsoft Mesh and few acquisitions. For instance, in January 2022, Microsoft acquired Activision Blizzard (US), another well-known company in the metaverse in gaming market that specializes in producing games including Call of Duty, Overwatch, Candy Crush, and so on. Activision Blizzard integrates Activision, Blizzard Entertainment, Major League Gaming, Activision Blizzard Studios, King, as well as independent studios in the metaverse in gaming market solutions.

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