The global metaverse in gaming market size is estimated at USD 34.71 billion in 2025 and is predicted to reach around USD 648.24 billion by 2034, accelerating at a CAGR of 38.59% from 2025 to 2034. The North America metaverse in gaming market size surpassed USD 10.66 billion in 2024 and is expanding at a CAGR of 38.75% during the forecast period. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
3.1. Market Snapshot
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
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
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
8.1. Metaverse in Gaming Market, by Component
8.1.1. Hardware
8.1.1.1. Market Revenue and Forecast
8.1.2. Software
8.1.2.1. Market Revenue and Forecast
8.1.3. Services
8.1.3.1. Market Revenue and Forecast
9.1. Metaverse in Gaming Market, by Age Group
9.1.1. Below 21 Years
9.1.1.1. Market Revenue and Forecast
9.1.2. 21 - 35 Years
9.1.2.1. Market Revenue and Forecast
9.1.3. 36 - 50 Years
9.1.3.1. Market Revenue and Forecast
9.1.4. 51 Years and Above
9.1.4.1. Market Revenue and Forecast
10.1. Metaverse in Gaming Market, by Technology
10.1.1. AR & VR
10.1.1.1. Market Revenue and Forecast
10.1.2. MR
10.1.2.1. Market Revenue and Forecast
10.1.3. Blockchain
10.1.3.1. Market Revenue and Forecast
10.1.4. Artificial Intelligence (AI)
10.1.4.1. Market Revenue and Forecast
10.1.5. Others
10.1.5.1. Market Revenue and Forecast
11.1. Metaverse in Gaming Market, by Genre
11.1.1. Action
11.1.1.1. Market Revenue and Forecast
11.1.2. Adventure
11.1.2.1. Market Revenue and Forecast
11.1.3. Role-playing Games (RPGs)
11.1.3.1. Market Revenue and Forecast
11.1.4. Simulation
11.1.4.1. Market Revenue and Forecast
11.1.5. Sports and Racing
11.1.5.1. Market Revenue and Forecast
11.1.6. Strategy
11.1.6.1. Market Revenue and Forecast
11.1.7. Sandbox
11.1.7.1. Market Revenue and Forecast
11.1.8. Card and Casino Games
11.1.8.1. Market Revenue and Forecast
11.1.9. Others
11.1.9.1. Market Revenue and Forecast
12.1. North America
12.1.1. Market Revenue and Forecast, by Component
12.1.2. Market Revenue and Forecast, by Age Group
12.1.3. Market Revenue and Forecast, by Technology
12.1.4. Market Revenue and Forecast, by Genre
12.1.5. U.S.
12.1.5.1. Market Revenue and Forecast, by Component
12.1.5.2. Market Revenue and Forecast, by Age Group
12.1.5.3. Market Revenue and Forecast, by Technology
12.1.5.4. Market Revenue and Forecast, by Genre
12.1.6. Rest of North America
12.1.6.1. Market Revenue and Forecast, by Component
12.1.6.2. Market Revenue and Forecast, by Age Group
12.1.6.3. Market Revenue and Forecast, by Technology
12.1.6.4. Market Revenue and Forecast, by Genre
12.2. Europe
12.2.1. Market Revenue and Forecast, by Component
12.2.2. Market Revenue and Forecast, by Age Group
12.2.3. Market Revenue and Forecast, by Technology
12.2.4. Market Revenue and Forecast, by Genre
12.2.5. UK
12.2.5.1. Market Revenue and Forecast, by Component
12.2.5.2. Market Revenue and Forecast, by Age Group
12.2.5.3. Market Revenue and Forecast, by Technology
12.2.5.4. Market Revenue and Forecast, by Genre
12.2.6. Germany
12.2.6.1. Market Revenue and Forecast, by Component
12.2.6.2. Market Revenue and Forecast, by Age Group
12.2.6.3. Market Revenue and Forecast, by Technology
12.2.6.4. Market Revenue and Forecast, by Genre
12.2.7. France
12.2.7.1. Market Revenue and Forecast, by Component
12.2.7.2. Market Revenue and Forecast, by Age Group
12.2.7.3. Market Revenue and Forecast, by Technology
12.2.7.4. Market Revenue and Forecast, by Genre
12.2.8. Rest of Europe
12.2.8.1. Market Revenue and Forecast, by Component
12.2.8.2. Market Revenue and Forecast, by Age Group
12.2.8.3. Market Revenue and Forecast, by Technology
12.2.8.4. Market Revenue and Forecast, by Genre
12.3. APAC
12.3.1. Market Revenue and Forecast, by Component
12.3.2. Market Revenue and Forecast, by Age Group
12.3.3. Market Revenue and Forecast, by Technology
12.3.4. Market Revenue and Forecast, by Genre
12.3.5. India
12.3.5.1. Market Revenue and Forecast, by Component
12.3.5.2. Market Revenue and Forecast, by Age Group
12.3.5.3. Market Revenue and Forecast, by Technology
12.3.5.4. Market Revenue and Forecast, by Genre
12.3.6. China
12.3.6.1. Market Revenue and Forecast, by Component
12.3.6.2. Market Revenue and Forecast, by Age Group
12.3.6.3. Market Revenue and Forecast, by Technology
12.3.6.4. Market Revenue and Forecast, by Genre
12.3.7. Japan
12.3.7.1. Market Revenue and Forecast, by Component
12.3.7.2. Market Revenue and Forecast, by Age Group
12.3.7.3. Market Revenue and Forecast, by Technology
12.3.7.4. Market Revenue and Forecast, by Genre
12.3.8. Rest of APAC
12.3.8.1. Market Revenue and Forecast, by Component
12.3.8.2. Market Revenue and Forecast, by Age Group
12.3.8.3. Market Revenue and Forecast, by Technology
12.3.8.4. Market Revenue and Forecast, by Genre
12.4. MEA
12.4.1. Market Revenue and Forecast, by Component
12.4.2. Market Revenue and Forecast, by Age Group
12.4.3. Market Revenue and Forecast, by Technology
12.4.4. Market Revenue and Forecast, by Genre
12.4.5. GCC
12.4.5.1. Market Revenue and Forecast, by Component
12.4.5.2. Market Revenue and Forecast, by Age Group
12.4.5.3. Market Revenue and Forecast, by Technology
12.4.5.4. Market Revenue and Forecast, by Genre
12.4.6. North Africa
12.4.6.1. Market Revenue and Forecast, by Component
12.4.6.2. Market Revenue and Forecast, by Age Group
12.4.6.3. Market Revenue and Forecast, by Technology
12.4.6.4. Market Revenue and Forecast, by Genre
12.4.7. South Africa
12.4.7.1. Market Revenue and Forecast, by Component
12.4.7.2. Market Revenue and Forecast, by Age Group
12.4.7.3. Market Revenue and Forecast, by Technology
12.4.7.4. Market Revenue and Forecast, by Genre
12.4.8. Rest of MEA
12.4.8.1. Market Revenue and Forecast, by Component
12.4.8.2. Market Revenue and Forecast, by Age Group
12.4.8.3. Market Revenue and Forecast, by Technology
12.4.8.4. Market Revenue and Forecast, by Genre
12.5. Latin America
12.5.1. Market Revenue and Forecast, by Component
12.5.2. Market Revenue and Forecast, by Age Group
12.5.3. Market Revenue and Forecast, by Technology
12.5.4. Market Revenue and Forecast, by Genre
12.5.5. Brazil
12.5.5.1. Market Revenue and Forecast, by Component
12.5.5.2. Market Revenue and Forecast, by Age Group
12.5.5.3. Market Revenue and Forecast, by Technology
12.5.5.4. Market Revenue and Forecast, by Genre
12.5.6. Rest of LATAM
12.5.6.1. Market Revenue and Forecast, by Component
12.5.6.2. Market Revenue and Forecast, by Age Group
12.5.6.3. Market Revenue and Forecast, by Technology
12.5.6.4. Market Revenue and Forecast, by Genre
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
14.1. Primary Research
14.2. Secondary Research
14.3. Assumptions
15.1. About Us
15.2. Glossary of Terms
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