Global metaverse in entertainment market is anticipated to register growth with a lucrative CAGR in the forecast period, 2023-2027. Metaverse refers to a simulated digital environment that utilizes virtual reality (VR), augmented reality (AR), and blockchain, along with the trending concepts from the social media to create spaces for immersive user interaction, mimicking the real world. The market growth can be attributed to the rapid digital transformation going across several industries. Moreover, with the extensive adoption and acceptance of virtual events the media and entertainment industry went under colossal transmutations. This eventually is adding to the increased adoption of metaverse.
Market Segmentation
The global metaverse in entertainment market is segmented by platform, technology, product, end user, competitive landscape, and regional distribution. Based on the platform, the market is differentiated wearables, desktops, and mobiles. By technology, the market is bifurcated into blockchain, AI, AR/VR/XR, and MR. On the basis of end users, the global market is segmented between film production companies, music labels, OTT platforms, and others. The market analysis also studies the regional segmentation to devise regional market segmentation, divided among North America, Europe, Asia Pacific, Middle east and Africa, South America. The United States is anticipated hold a significant market share in the coming years due to rapid digital transformation across several industries.
Company Profile
Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp, and Tetavi Ltd. are the leading market players responsible for the growth of global metaverse in entertainment Market.
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https://www.techsciresearch.com/report/metaverse-in-entertainment-market/12839.html Global metaverse in entertainment market is anticipated to register growth with a lucrative CAGR in the forecast period, 2023-2027. Metaverse refers to a simulated digital environment that utilizes virtual reality (VR), augmented reality (AR), and blockchain, along with the trending concepts from the social media to create spaces for immersive user interaction, mimicking the real world. The market growth can be attributed to the rapid digital transformation going across several industries. Moreover, with the extensive adoption and acceptance of virtual events the media and entertainment industry went under colossal transmutations. This eventually is adding to the increased adoption of metaverse.
Market Segmentation
The global metaverse in entertainment market is segmented by platform, technology, product, end user, competitive landscape, and regional distribution. Based on the platform, the market is differentiated wearables, desktops, and mobiles. By technology, the market is bifurcated into blockchain, AI, AR/VR/XR, and MR. On the basis of end users, the global market is segmented between film production companies, music labels, OTT platforms, and others. The market analysis also studies the regional segmentation to devise regional market segmentation, divided among North America, Europe, Asia Pacific, Middle east and Africa, South America. The United States is anticipated hold a significant market share in the coming years due to rapid digital transformation across several industries.
Company Profile
Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp, and Tetavi Ltd. are the leading market players responsible for the growth of global metaverse in entertainment Market.
Download Free Sample Report:
https://www.techsciresearch.com/sample-report.aspx?cid=12839
For More Details:
https://www.techsciresearch.com/report/metaverse-in-entertainment-market/12839.html