Metaverse in Gaming Market Size, Share, and Trends 2025 to 2034

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.

  • Last Updated : May 2025
  • Report Code : 3697
  • Category : ICT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

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

Chapter 5. COVID 19 Impact on Metaverse in Gaming Market 

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

Chapter 7. Competitive Landscape

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

Chapter 8. Global Metaverse in Gaming Market, By Component

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

Chapter 9. Global Metaverse in Gaming Market, By Age Group

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

Chapter 10. Global Metaverse in Gaming Market, By Technology 

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

Chapter 11. Global Metaverse in Gaming Market, By Genre 

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

Chapter 12. Global Metaverse in Gaming Market, Regional Estimates and Trend 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

Chapter 13. Company Profiles

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

Chapter 14. Research Methodology

14.1. Primary Research

14.2. Secondary Research

14.3. Assumptions

Chapter 15. Appendix

15.1. About Us

15.2. Glossary of Terms

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Frequently Asked Questions

The global metaverse in gaming market size is expected to increase USD 648.24 billion by 2034 from USD 24.79 billion in 2024.

The global metaverse in gaming market will register growth rate of 38.59% between 2025 and 2034.

The major players operating in the metaverse in gaming market are Meta (formerly Facebook), Tencent, Epic Games, Roblox Corporation, Unity Technologies, Activision Blizzard, Electronic Arts (EA), Sony Interactive Entertainment, Niantic, Valve Corporation, Ubisoft, Microsoft Corporation, NetEase, Take-Two Interactive, Supercell, and Others.

The driving factors of the metaverse in gaming market are the increased connectivity and internet speeds and integration of blockchain technology.

North America region will lead the global metaverse in gaming market during the forecast period 2025 to 2034.

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