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INDUSTRIES

AND

MARKETSMetaverse:

market

data

&analysisMarket

InsightsreportSeptember2023AgendaMarket

OutlookOverviewMetaverseWorkplace1664182429MetaversecompanyprofilesMarketsizeAppendixProductoverviewAuthor176177Key

marketindicatorsMarketsMetaverseEducation3956MetaverseLive

EntertainmentMetaverseAdvertisingMetaverseDigitalMediaMetaverse

AR

&VR

HardwareMetaverseVirtualAssetsMetaverseHealthandFitnessMetaverseGaming707791106120134149MetaverseeCommerce2CHAPTER

1Market

OutlookThe

Metaverse

market

is

a

fast-growing

market

reaching

a

market

size

ofUS$484.8

billionOverview:

SummarySummaryTheconcept

andadoptionof

themetaverse

are

stillintheirearly

stages,however,themarket

hasvastpotential

asthemetaverse

could

revolutionize

futureinteractions.

Current

trendsofthemetaverse

includethecreation

of

multi-uservirtualenvironments

where

users

caninteract

witheach

other

anddigitalobjectsinreal-time,

theuseof

virtualand

augmented

reality

technology

to

createimmersive

andengagingexperiences,

thedevelopment

ofsocial

and

gamingexperiences,

theuseof

virtualcurrencies,

theuseofdataand

analyticstopersonalize

andtarget

experiences

toindividualusers,

thepotentialfor

livestreaming,

e-commerce

and

other

forms

ofonline

transactionsand

thekey

roleof

innovationandexperimentation

inshapingthefutureof

themetaverse.

It'simportant

to

note

thatthemetaverse

is

stillinitsearly

stagesofdevelopment

andthetrendsare

constantlyevolving.targeting

ofexperiences

to

individualusers,

theuseof

virtualcurrencies,

theemergence

of

newbusiness

models,

thepotentialforlive

streaming,

e-commerceandotherforms

of

onlinetransactions,andthekey

role

ofinnovation

andexperimentation

inshaping

thefutureof

themetaverse.

Additionally,theadvancements

inhardware

suchasVRandARheadsets,

controllers,

and

hapticfeedback

devices

will

playabigrole

inthegrowth

of

the

metaverse.Thefuturemarket

development

of

themetaverse

isexpected

toexperiencesignificantgrowth,

with

a

CAGR(1)

of

34.98%

andreaching

atotal

market

size

of$485.8

billionby2030.

Asdescribed

themarket

hasalotof

potentials,suchasincreased

social

interaction

and

connection,

enhanced

immersive

experiences

ingamingandother

virtualenvironments,

new

opportunities

foreducation,training,andremote

work,

and

economic

growth

throughthecreation

of

virtualgoods

andservices.

Nevertheless,

italsobears

some

risks,

suchasprivacy

and

securityconcerns,

addictionand

negative

impacton

mental

health,economic

inequality,lackof

access

forsome

individuals,

andthepotential

forthefurtherblurringofthelinebetween

virtualand

real

life.Futuregrowth

factorsof

themetaverse

includeadvancements

intechnology

suchasvirtual

and

augmentedreality,

artificial

intelligence,

blockchain,5G

and

Edgecomputing,increasing

adoption

of

metaverse

platforms,growing

popularityofsocial

media,

gaming,andother

activitiesinvirtualworlds,

personalization

and4Notes:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Sources:Metaverse

market

consists

out

of

segments,

such

as

Gaming,

eCommerce

orHealth

and

FitnessOverview:

Market

DefinitionMarket

definitionInscopeOutof

scopeTheterm

metaverse

refers

to

avirtualworld

or

collection

ofvirtual

worlds

thatexist

inashared

digitalspaceandcanbeaccessed

byusers

throughtheinternet.

Ittypicallyincludesvirtualreality,

augmented

reality,andotherimmersivetechnologies.

TheMetaverse

is

aterm

thatencompasses

awide

range

ofpossibilities,

butsome

of

the

most

common

segments

areeCommerce

andgaming.Additionally,themetaverse

could

alsobringnew

opportunities

foreducation,entertainment,

healthand

fitness,andeven

remote

work.Themarket

includes:Themarket

excludes:•Open-world

games

with

socialinteraction,

suchasFortnite•Non-related

open-world

games,suchasWorld

of

Warcraft•Ecommerce

marketplaces,

suchasNIKELANDinRoblox•Physicalgoods,

service

and

productsboughtwith

cryptocurrencies,

suchasFashionThemetaverse

market

consistsoutof

10

different

segments,

suchaseCommerce,Gaming,or

Education.E-commerce

covers

allgoods

thataredistributed

throughthemetaverse

and

canbeboughtinthemetaverse,

forinstanceinvirtualstores.Gaming

encompasses

allgamesthatareeither

directly

involved

inclassifiedmetaverse

appsor

collaborative

open-world

games.

Educationcovers

therangeofpossibilities

consumers

havetoexperience

courses,

classes,

field

trips,andmore

inthe

metaverse.

Foramore

detailedexplanation

of

allthe

segments,

see

therespective

segment

page.•Virtual

Assetsused

to

buygoodsinthemetaverse,

suchasEthereum•Non-fungibleTokens

boughtaspersonal

collectable,

suchasnon-metaverse

selection

on

OpenSea•Educationinformof

onlineclassesor

certificates

inthe

metaverse,

suchasDecentraland

University5Sources:Market

Insights

2023The

Metaverse

market

is

projected

to

grow

at

a

CAGR(1)

of

36.71%Overview:

Key

TakeawaysKeyTakeawaysRevenue

inthemetaverse

market

isprojected

to

reach

US$54.95bn

in2023.Revenue

is

expected

toshow

anannualgrowth

rate(CAGR2023-2030)

of

36.71%,resulting

inaprojected

market

volume

of

US$490.40bn

by2030.Withaprojected

market

volume

of

US$17.48bn

in2023,

most

revenue

is

generatedinthe

UnitedStates.Inthemetaverse

market,

thenumberof

usersis

expected

toamountto1,458.1musers

by2030.User

penetration

will

be6.0%

in2023

and

is

expected

tohit17.9%

by2030.Theaverage

revenue

per

user(ARPU)isexpected

toamounttoUS$120.20.6Notes:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Sources:Following

the

era

of

mobile

and

cloud

technology,

the

metaverse

could

mark

anew

phase

of

computingOverview:

eras

of

computingThe

4major

erasofcomputingIBM

launched

itsfirstmainframe

in1952,

acomputer

system

thatrevolutionized

the

ITindustry,allowing

customers

toconsolidateallof

theirdata

andapplicationsintoasinglesystemIntroduced

in1975,

thepersonalcomputer

hasinspired

newindustries,new

companies,

andturnedtheir

foundersintoWireless

communication

enablednew

and

easier

ways

ofdatatransfer,

and

cloud

technologiespaved

waystomore

decentralizedstorage

andcomputingTheMetaverse

could

bethefourthera

of

computing

bytransformingphysicalinteractions

intovirtualworlds

while

increasing

learningmethods

and

improvingmillionaires

andbillionairestechnologiesMainframesPersonalComputingMobile

andCloudMetaverse......1950s

1970s1970s

presentmid2000s

-present2020s

?7Sources:Market

Insights

2023The

minimum

viable

Metaverse

is

the

result

brought

about

by

the

convergenceof

emerging

digital

trends

across

different

sectorsOverview:

Metaverse

explainedWhatisthemetaverse?Trendsshaping

theminimumviableMetaverseTheMetaverse

isaterm

used

todescribe

acombination

of

theVR(1)

andMR(2)

worlds,

accessed

throughabrowser,

mobile

device,

or

headset,andallows

people

to

havereal-timeinteractions

and

experiences.Virtual

worldandspatialsoftwaregainspopularityDemocratization

ofeCommerceRiseofpopularauthentic,exclusive,andfan-focusedsocial

mediaTheminimumviableMetaverse

is

aresult

of

the

combination

offourconverging

spheres

ofwork:Minimum

viable

Metaverse•

virtualworlds

and

spatialsoftwaregoing

mainstream•

the

democratization

ofeCommerce(3)•

authenticsocial

mediaAdoptionofremoteproductivity,decentralizedanddistributed•

adoption

ofblockchain

&remotetechnologiesproductivity

technologies8Notes:(1)VR:

Virtual

Reality

(2)

MR:MixedReality

(3)

Anyone

with

acreditcardand

abusiness

idea

may

create

an

online

storeemploying

low-costsuppliers

fromaround

the

worldSources:

Tencent's

Dreams;

Geffen;

Forbes;KuraniThe

integration

of

in-game

social

activities

is

paving

a

new

path

for

the

future

ofthe

gaming

industryOverview:

video

games

engagementVideogamesare

creatingvirtual

sharedspacestofacilitate

social

interactionsExamples

ofhumaninteractions

invirtual

worldsMotivation

among

gamers

tostart

anewgameMusicTV&VideoGood

reviews39%BankingMusicFriendsplay31%TheGathering

techBlackMirror:

BandersnatchintroducedaninteractiveconferencehosteditsfirstliveLatest

releaseof

aseriesconcert

inMinecraftin2016

fictiongame

episodein

201822%In-gameDatingSocialFavorite

streamerplays20%eSportsLifestyledigitalengagementFavorite

studioKidsplay14%ShoppingMessaging12%TheannualeSportsworldcompetition,the

InternationalDota

2Championships,startedin2011Age

ofWushuintroducedin-Parents/siblingsplaysgame

marriages

in

2021LearningeSports8%9Notes:(1)

What

motivates

youto

startanew

game?(multi-pick);

1.035

U.S.

adults

(18-64

y/o)surveyedAug

2022.

Usagerefers

to

past12

monthsGlobal

Consumer

survey,asofNovember2022Sources:

Company

information;

Activate

Consulting;Rapid

advancements

in

the

gaming

sector

are

driving

the

future

of

the

totalimmersive

gamingexperienceOverview:

changeof

thegamingindustryChanginglandscape

ofthegamingindustryCloud

GamingImmersive

GamingExperienceeSportsVirtual

Reality(VR(1))AugmentedReality

(AR(2))Mobile

GamingVideogamestransport

theplayerintoanalternatevirtualworldwhere

techniques

are

used

to

makethemfeellikethe

characterthey'replaying.SocialInteractionsDriversEnablers10

Notes:Sources:(1)

VR:Virtual

Reality;

(2)

AR:

Augmented

RealityMarket

Insights

2023New

technologies

will

enhance

the

gaming

experience

and

will

lay

down

thefoundation

for

new

gaming

concepts

andother

applicationsOverview:

AR,VRandMRingamingExtendedreality

usecase

overviewVirtual

Reality

(VR)Augmented

Reality

(AR)MixedReality

(MR)Real

world

with

digitalinformationoverlayCompletely

digitalenvironmentReal

and

thevirtualare

intertwined•

Works

with

aheadset

device

connected

to

aPC•

Smartphones

andglassesare

predominantly

usedtocombine

real-world

surroundings

withdigitalinformation•

Virtual

objects

areintegrated

into

thenaturalworldandviewed

throughspecial

glasses•

Virtual

reality

places

theuser

inacompletely

digitalenvironment•

Objectscanberesponsive

andinteractive•

Thereal

world

remains

atthecenter

of

AR,but•

Thisresults

inafully

enclosed

environment

anda•

Mixed

reality

interactswith

theenvironment

anddigitalcomponents

enhance

theexperiencesyntheticexperience

with

no

sense

of

thereal

worldalters

itatthesametimeGamingVR

enablesagreater

gamingexperience

byhavinggames

more

realistic

andinteractiveBy

enhancinggames

with

ARtechnology,

theybecome

more

complex

and

immersiveSimilarfeatures

asAR

ingaming,overall,

itwillpath

new

ways

ofgaming

and

beyond11Sources:Market

Insights

2023;

aniwaaThe

AR

&

VR

market

is

still

emerging

and

expectedto

grow

further,

and

Applewill

boost

consumers’

demands

with

new

AR

glasses

in

2023Overview:

AR

&VR

market

size

developmentGlobalAR&VRrevenue

developmentinbillionUS$(1)US$52.05bn605040302010Plannedreleaseof

Apple’sARglassesARVRMicrosoftHoloLensPandemiccaused

ahugedemand

inAR&VR5G

wasdeployedPlayStationVRGooglelaunchesARglassesFacebookacquiredOculus2012201320142015201620172018201920202021202220232024202520262027Expansion&

RecoveryDevelopmentTroughVR

SoftwareVR

HardwareVR

AdvertisingARSoftwareARHardwareARAdvertising12

Notes:Sources:(1)

Marketdata

from2012

to

2016

are

only

estimates,

2017

to2027

arebased

onMarket

Insights

2023;

DeloitteMarketInsightsAR

&

VR

is

a

fundamental

pillar

for

the

future

of

gaming,

especially

in

themetaverseOverview:

AR

&VR

aspartofthemetaverseThe

essentialsofgaminginthemetaverseAR&VRUseof

real-time

datatechnology

allows

formotion-controlled

gameplayhelpsto

create

arealisticgamingenvironmentCollectible

items3D

worldsareitems

with

real-worldvalue,suchasBitcoinprovide

gamers

with

interactiveandimmersive

gameplayTheMetaverse

is

apersistent

and

immersive

simulated

world

inwhich

consumers

canimmerse

themselves

usingARor

VR,

anditisexperienced

inthefirstperson

bylarge

groups

ofsimultaneoususers

who

shareastrong

sense

of

ashared

communityTheMetaverse

pavesways

notonly

forgamingbutalsoforeCommerce,

virtualassets,education,etc.ImmersivemediaAR&VRtechnology13Sources:

NortonCurrently,thepresence

of

the

metaverse

dominates

in

gaming-based

virtualworlds

where

creator-made

content

allows

for

monetizationOverview:

Metaverse

usersMAU(1)

of

selected

virtual

worlds

inmillionsRobloxFour

quadrantsofvirtualworld

economiesExternalized250,1“Mashup

Ecosystems”“Sandboxes”202,0171,8Roblox

is

aplatform-like

multiplayer

gamethathostsavariety

ofuser-made

experiences.

Creators

canearnroyalties

forsalesof

itemstheycreate.MUDs(2)18,00,5ClosedOpenFortnite0,20,20,1Havebeendeveloped

asmetaverseprototypesFortnite

isa100-player

battleroyale

onlinegamefeaturing

developer-made

aswell

ascreator-madeenvironments.“ThemeParks”“WalledGardens”Internalized14

Notes(1)

MAU:

Monthly

Active

Users;

(2)

MUDs:Multi-User

Dungeon,

Dimension

orMulti-User

Domain;Closed

vs.open

economies:

in

an

open

economy,other

creators

can

contribute

to

the

world’secosystem,while

in

closedeconomies,

only

the

originalcreatorcan;

Externalized

vs.internalized

economies:

in

externalized

economies,

economic

activity

is

possible

beyond

the

platform’s

confinesSources:

Company

information;

ActivePlayer;JonRadoffThe

Metaverse

is

built

on

seven

foundational

layers

that

are

powered

byemergingtrends

and

technologies

working

across

these

layersOverview:

structure

ofthemetaverse

(1/2)SevenlayersandtechnologieswithinthemetaverseExperienceExperienceGamingShoppingDiscoveryTheMetaversepresentsaplethoraofthree-dimensionalvisuals

andtwo-dimensional

experiencesthatwearecurrentlyunabletoexperience.eSportsRankingSocialCurationAd

NetworksCreator

EconomySocialDiscoveryCreator

EconomySpatial

ComputingCommerceDesign

toolsStoresInbound(research

ontheweb)andoutbound(ads/marketing)discoverysystems

continuetoexistinthe

metaverseecology.Numberofweb/contentcreatorsincreaserapidlywiththe

advancement

ofweb

applicationsthatdonotrequiretechnical

skills.SpatialcomputingreferstechnologythatcombinesVR(1)

andAR

(2).SpatialComputingWorkflowVirtualRealityGeospatialMappingDecentralizationAssetsBlockchainA.I

agentDecentralizeHuman

InterfaceInfrastructureHuman

InterfaceMobile

Wearables5GProductsbuilt

leveragetheonlinescalableecosystempoweredbymicroservices,distributedcomputing,

andblockchain

networks.Inthislayer,

usersreceiveinformationabouttheirsurroundings,

usemaps,and

havesharedAR(2)experiences.Thislayerincludestechnologiesthatenabledevices,

keepthemconnected,anddelivercontent.Infrastructure15

Notes:(1)

VR:Virtual

Reality

(2)

AR:Augmented

RealitySources:

JonRadoff

;Company

informationThe

Metaverse

is

projected

to

become

the

user-friendly

interface

that

powersthe

decentralized

Web

3.0

ecosystemOverview:

structure

ofthemetaverse

(2/2)The

stages

ofevolution

oftheWebWeb3.0

connectsMetaverse

as

new

operatingsystem

for

Web3.0Web3.0

willbebuiltonthe

foundationofpeople

incommunity-owned

virtual

worlddecentralizednetworksandapplications

usingblockchain

technology,

coupledwithmachinelearningandartificialintelligence(AI)thatwouldhelpbuildmore

intelligentandadaptiveecosystemsWeb2.0

connectedpeople

inonlinecommunitiesElementsof

themetaverseElementsof

Web3.0Decentral

webWeb1.0

connectedpeople

onlineMobile/SocialMediaAR/Metaverseas

newOSThe

Metaversecanprovide

auserinterfacethat

integratescomplexweb3.0elementsIdentitySocialImmersiveexperienceBlockchain/decentralizednetworksArtificialinteractionsIntelligenceDesktopBrowserStreamingMediaCreatorEconomyBannerAds

AdoptionDigitalTwinEconomyMR(1)19902000201020202030CryptocurrenciesNFTs(2)DeFi(3)16

Notes:(1)

MR:Mixed

Reality

(2)

NFTs:

Non-Fungible

Tokens

(3)

DeFi:DecentralizedFinanceSources:

Coin

IX;

XBTO;Activate

analysis;

GreyscaleNearly

all

big

tech

players

are

working

on

being

more

vertically

integrated

intothe

metaverse

supply

chain

to

gain

long-term

competitive

advantagesOverview:

Metaverse

supplychainMetaverse

supplychainoverviewSelected

big

techplayersandtheirstakesinthe

metaverse’s

supplychainDataClosed

ecosystem

MarketplaceAdvertisingmachinePortableDigitalItemsConsumers(raw

data)Data

layerData

OwnershipFeesHardware(MetaSpeechHardware/AccessApplerecognition/

GoogleGlassesOculusHoloLensTenVRPicoExportedDigitalIDGlassesQuest2)OperatinglayerDataTokenizationGlobalDigitalOwnershipRealityOperatingSystemDevelop-mentandPresencePlatformToolGoogleDaydreamAndroidOSGameEngine(RestarttheWorld)OS/

TechPlatform(Engine)ARKitframeworkiOSGameEngine(Unreal)SoftwareOperatingSystemGaming,SocialAppsGaming(ActivisionBlizzard,Minecraft),WorkplaceApplicationlayerMarket-placeGaming,Video(YoutubeVR)Gaming,Social(RebootWorld)Develop-Gaming(START),Social(HorizonWorlds),Fitness,Application?mentecosystemWorkplaceAppli-cationsNFTsownershipecosystemBlockchaintokenizedownershipOwnershiplayerDataPortabilityOpen

ecosystem17Sources:

Deloitte;

Company

information;

GennaroCuofanoBig

tech

and

gaming

players

will

expand

their

competencies

across

severalelements

of

the

metaverseCompany

profiles

(1/4)Selected

key

playerspresence

inMetaverse

ecosystemImmersiveexperiencesMixed

RealityVRMixed

RealityARSocialInteractionCreation&AgencyVirtualOwnershipKey

playerIdentityDigitalTwinsViewinyourroomIoTTwinMakerappli-cationsMlTradingGlasses

?RealityMemojiChrome

Avatars3D

AvatarsiMessageCards?ARKit

ComposerVRVRProjectStarlineeSupply

ChainTwinandPulseBGoogle

EarthVRSharing

onInstagram/Facebook2SparkProNFTsWindows11AvatarsMeshMesh

HPReverbG2MeshMeshDigitalTwinsGuardianCreationSuper

QQShowTestingProfilesUSAPAGamesviaEpicGamesStoreCreativAvatarsgA18Sources:

Activate

Consulting;

Company

informationMeta‘s

strategy

to

dominate

the

metaverse

focuses

on

immersive

social

worldsand

the

purchase

of

as

many

VR

hardware

and

software

companies

as

possibleCompany

profiles

(2/4)Meta‘verviewGamingHardwareAdvertisingMetaacquiredalotofgaming

startupstobuildoutitsmetaversecontent.Metahasturnedto

partnershipsandacquisitions

for

AR/VR

hardwareasitsinternalhardwareteamsstruggle

withchallengessuch

aschipmanufacturingandBCIs.Metaisattracting

brandstoitsmetaverseplatformsbypartneringwithARadvertising

startups

andbuildingimmersiveexperiences.••Investment

inthe

metaversesofarUS$36bMetaistakingitssocial

mediaplatformsandextendingthemintotheVR

space.

ARvirtualtry-onor

brandedfiltershavebeenincorporatedintoInstagram

andFacebook.AcquisitionsPartnerships•Metaisthe

leadingcompanyinVRwith15

millionOculus

VR

headsetssold

since2020.

Meta

ispushingVRexperiencesinthe

form

ofgamesandvirtualworldssuch

astheir

flagshipmetaverseappHorizonWorlds.••Horizonworldshasdrawncriticism

foritsqualityandlack

ofusersOtherbuildingblocksofthemetaversevision

includeHorizonHome,

the

virtuallivingroom,

andHorizonWorkrooms19

Notes:Metahas

also

partnerships

established

in

termsofVRLiveEvents

with

ESL,FoxSports,melody

VR,NBA

and

Tidal

and

in

termsofVRforworkwith

Dropbox,

Microsoft,

Slack,smartsheet,Spatial,

Spike

and

ZoomSources:

Company

information;

CBinsightsMeta’s

huge

bet

on

the

metaverse

is

shown

in

their

Reality

Labs

program,

whichis

estimated

to

cost

as

much

as

the

Apollo

Space

ProgramCompany

profiles

(3/4)Selected

multi-year

spending

programs

compared

toMeta‘s

Metaverse

betin

billionUS$253250403225234Apple

Iphone(R&D

spend

2004-2007)ManhattanProject(Atomic

Bomb)Tesla(capitalburnbeforeFCFprofitability)Boeing(787

DreamlinerProgram)Google

"Other

Bets"(last10

years)Meta

Reality

Labs(~US$25bn

peryear

/10

years)(1)ApolloProgramm(1960-1973)20

Notes:(1)

Reality

Labsis

Meta‘sXRdivision

(extended

reality).Meta

has

only

been

sharing

its

Reality

Labs

revenue

and

operating

costfigures

since

Q4

2020.Sources:

Bloomberg;Company

informationApple

does

not

seek

to

build

its

own

Metaverse,

but

with

its

strategy

to

improveAR

technology,

it

may

become

Meta’s

biggest

rivalCompany

profiles

(4/4)Apple‘s

metaverse

strategy

overviewAR&VRSofarAppleinvestedinsmallercompanies

withAR&VR

background

toincreaseolio,

settingthefoundationforitsfuture

ARproducts.•Applestartedexperimenting

withAR&VR

applications

overadecadeago,

asshownbyitspatentactivity.

In2017,

Applelaunchedits

ARKitframework,which

enableddeveloperstobuildARapplications(so

farusedby14,000

appswithover13

milliontotaldownloads).CameraiAcquisitionsPartnerships•••ItappearsthatAppleisplanningthe

launchofARglassesand/oramixedrealityheadset

in2023.

Moreover,

theyareworkingonafinger-mounted

inputsystem

for

iPhonesalongsidenewsensorsforiPhonePros.UnlikeMeta,Applehasnotbeenclearabout

itsMetaverseambitions,butitscontinuedinvestment

inAR&VRcompaniespointstomore

immersivedigitalenvironmentsandhardwarethatmaybereleasedsoon.?MarkZuckerberg

statedthatAppleandMeta

areina“verydeep,philosophical

competition”tobuildthe

metaverse,competingtodetermine“whatdirection

the

internet

shouldgo

in.”SincetheintroductionofApple’sAppTrackingTransparency(ATT)in2021,the

company’srivalrywithMetahasescalated.21Sources:

Company

information;

Cbinsights;

The

VergeA

diverse

ecosystem

of

companies

is

involved

in

and

could

benefit

fromdevelopments

in

the

metaverseMetaverse

ecosystemMetaverse

ecosystem

overviewGames

&VirtualSpacesDevelopers&PublishersMediaDigital

Property

&NFTsCrypto

&PaymentseCommerceMetaverseEcosystemCommunication

&ComputingSocial

&MessagingAR&VR22

Notes:NotexhaustiveSources:

Activate

ConsultingThe

question

of

whetherthe

metaverse

can

shape

new

ways

for

consumers

toperceive

real

and

virtual

worlds

is

wide

open

at

the

momentMetaverse

usecasesMetaverse

selecteduse

casessummarizedTheMetaverse

couldreplace

physicaloffices,e.g.,HorizonWorkrooms

which

ispartof

Horizon

WorldsTheMetaverse

couldenhanceeducation

asstudentshavemorepossibilities

tolearn,e.g.,surgeons

canpractice

virtuallyTheMetaverseeconomy

could

becomeasimportant

asthereal-world

economy,e.g.,Bitcoin’s

averagetradingvolume

isTheMetaverse

couldhelp

planninginfrastructure/trafficsolutions

incities

toreduce

commutingtime,e.g.,

usingdigitaltwinsTheMetaverse

couldreplace

in-personphysicalinteraction

toanextent,e.g.,experience

concerts

orgamingUS$24.73

bn.23Sources:

finboldThe

global

Metaverse

revenue

is

expected

to

grow

at

a

CAGR(1)

of

34.98%

toUS$485.8

billion

by

2030Market

size:

revenues

(1/2)Global

revenue

forecast

inbillionUS$490.4401.1+34.91%(1)301.9212.32027145.2100.3202572.155.044.7202220232024202620282029203024

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Europe

shows

the

biggestgrowth

in

the

metaverse

market

with

a

CAGR(1)

of36.6%Market

size:

revenues

(2/2)Total

revenue

forecast

inbillionUS$+35.3%(1)+37.3%(1)+36.6%(1)159.20123.452

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