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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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