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: Consumer Metaverse 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. Consumer Metaverse Market, by Device/Access Mode
8.1.1. Dedicated VR Headsets
8.1.1.1. Market Revenue and Forecast
8.1.2. AR Glasses/Wearables
8.1.2.1. Market Revenue and Forecast
8.1.3. Mobile Devices (AR apps/lightweight 3D)
8.1.3.1. Market Revenue and Forecast
8.1.4. PC/Console (desktop/metaverse portals)
8.1.4.1. Market Revenue and Forecast
8.1.5. Web (browser-based experiences)
8.1.5.1. Market Revenue and Forecast
9.1. Consumer Metaverse Market, by Application/Use Case
9.1.1. Gaming and Esports
9.1.1.1. Market Revenue and Forecast
9.1.2. Social Interaction and Virtual Hangouts
9.1.2.1. Market Revenue and Forecast
9.1.3. Virtual Commerce/Marketplaces
9.1.3.1. Market Revenue and Forecast
9.1.4. Virtual Real Estate and Digital Collectibles
9.1.4.1. Market Revenue and Forecast
9.1.5. Live Entertainment and Events
9.1.5.1. Market Revenue and Forecast
9.1.6. Creator Economy/User-generated Content
9.1.6.1. Market Revenue and Forecast
9.1.7. Health, Fitness and Wellness (consumer)
9.1.7.1. Market Revenue and Forecast
9.1.8. Education and Self-improvement (consumer)
9.1.8.1. Market Revenue and Forecast
10.1. Consumer Metaverse Market, by Monetization Model
10.1.1. Virtual Goods and Microtransactions
10.1.1.1. Market Revenue and Forecast
10.1.2. Subscriptions and Premium Access
10.1.2.1. Market Revenue and Forecast
10.1.3. Advertising and Brand Experiences
10.1.3.1. Market Revenue and Forecast
10.1.4. NFT/Token Sales and Royalties
10.1.4.1. Market Revenue and Forecast
10.1.5. Transaction Fees/Marketplace Commissions
10.1.5.1. Market Revenue and Forecast
11.1. Consumer Metaverse Market, by End-User/Consumer
11.1.1. Casual Users (social, mobile-first)
11.1.1.1. Market Revenue and Forecast
11.1.2. Gamers/Hardcore Users
11.1.2.1. Market Revenue and Forecast
11.1.3. Creators (builders, designers, streamers)
11.1.3.1. Market Revenue and Forecast
11.1.4. Collectors/Speculators (NFTs, virtual land)
11.1.4.1. Market Revenue and Forecast
11.1.5. Families/Kids (age-appropriate experiences)
11.1.5.1. Market Revenue and Forecast
12.1. Consumer Metaverse Market, by Distribution Channel
12.1.1. Platform Stores (Meta/Oculus Store, Steam, App Stores)
12.1.1.1. Market Revenue and Forecast
12.1.2. Web Portals/Browser
12.1.2.1. Market Revenue and Forecast
12.1.3. Brand and Retail Channels (branded experiences)
12.1.3.1. Market Revenue and Forecast
12.1.4. Creator Marketplaces
12.1.4.1. Market Revenue and Forecast
13.1. North America
13.1.1. Market Revenue and Forecast, by Device/Access Mode
13.1.2. Market Revenue and Forecast, by Application/Use Case
13.1.3. Market Revenue and Forecast, by Monetization Model
13.1.4. Market Revenue and Forecast, by End-User/Consumer
13.1.5. Market Revenue and Forecast, by Distribution Channel
13.1.6. U.S.
13.1.6.1. Market Revenue and Forecast, by Device/Access Mode
13.1.6.2. Market Revenue and Forecast, by Application/Use Case
13.1.6.3. Market Revenue and Forecast, by Monetization Model
13.1.6.4. Market Revenue and Forecast, by End-User/Consumer
13.1.6.5. Market Revenue and Forecast, by Distribution Channel
13.1.7. Rest of North America
13.1.7.1. Market Revenue and Forecast, by Device/Access Mode
13.1.7.2. Market Revenue and Forecast, by Application/Use Case
13.1.7.3. Market Revenue and Forecast, by Monetization Model
13.1.7.4. Market Revenue and Forecast, by End-User/Consumer
13.1.7.5. Market Revenue and Forecast, by Distribution Channel
13.2. Europe
13.2.1. Market Revenue and Forecast, by Device/Access Mode
13.2.2. Market Revenue and Forecast, by Application/Use Case
13.2.3. Market Revenue and Forecast, by Monetization Model
13.2.4. Market Revenue and Forecast, by End-User/Consumer
13.2.5. Market Revenue and Forecast, by Distribution Channel
13.2.6. UK
13.2.6.1. Market Revenue and Forecast, by Device/Access Mode
13.2.6.2. Market Revenue and Forecast, by Application/Use Case
13.2.6.3. Market Revenue and Forecast, by Monetization Model
13.2.7. Market Revenue and Forecast, by End-User/Consumer
13.2.8. Market Revenue and Forecast, by Distribution Channel
13.2.9. Germany
13.2.9.1. Market Revenue and Forecast, by Device/Access Mode
13.2.9.2. Market Revenue and Forecast, by Application/Use Case
13.2.9.3. Market Revenue and Forecast, by Monetization Model
13.2.10. Market Revenue and Forecast, by End-User/Consumer
13.2.11. Market Revenue and Forecast, by Distribution Channel
13.2.12. France
13.2.12.1. Market Revenue and Forecast, by Device/Access Mode
13.2.12.2. Market Revenue and Forecast, by Application/Use Case
13.2.12.3. Market Revenue and Forecast, by Monetization Model
13.2.12.4. Market Revenue and Forecast, by End-User/Consumer
13.2.13. Market Revenue and Forecast, by Distribution Channel
13.2.14. Rest of Europe
13.2.14.1. Market Revenue and Forecast, by Device/Access Mode
13.2.14.2. Market Revenue and Forecast, by Application/Use Case
13.2.14.3. Market Revenue and Forecast, by Monetization Model
13.2.14.4. Market Revenue and Forecast, by End-User/Consumer
13.2.15. Market Revenue and Forecast, by Distribution Channel
13.3. APAC
13.3.1. Market Revenue and Forecast, by Device/Access Mode
13.3.2. Market Revenue and Forecast, by Application/Use Case
13.3.3. Market Revenue and Forecast, by Monetization Model
13.3.4. Market Revenue and Forecast, by End-User/Consumer
13.3.5. Market Revenue and Forecast, by Distribution Channel
13.3.6. India
13.3.6.1. Market Revenue and Forecast, by Device/Access Mode
13.3.6.2. Market Revenue and Forecast, by Application/Use Case
13.3.6.3. Market Revenue and Forecast, by Monetization Model
13.3.6.4. Market Revenue and Forecast, by End-User/Consumer
13.3.7. Market Revenue and Forecast, by Distribution Channel
13.3.8. China
13.3.8.1. Market Revenue and Forecast, by Device/Access Mode
13.3.8.2. Market Revenue and Forecast, by Application/Use Case
13.3.8.3. Market Revenue and Forecast, by Monetization Model
13.3.8.4. Market Revenue and Forecast, by End-User/Consumer
13.3.9. Market Revenue and Forecast, by Distribution Channel
13.3.10. Japan
13.3.10.1. Market Revenue and Forecast, by Device/Access Mode
13.3.10.2. Market Revenue and Forecast, by Application/Use Case
13.3.10.3. Market Revenue and Forecast, by Monetization Model
13.3.10.4. Market Revenue and Forecast, by End-User/Consumer
13.3.10.5. Market Revenue and Forecast, by Distribution Channel
13.3.11. Rest of APAC
13.3.11.1. Market Revenue and Forecast, by Device/Access Mode
13.3.11.2. Market Revenue and Forecast, by Application/Use Case
13.3.11.3. Market Revenue and Forecast, by Monetization Model
13.3.11.4. Market Revenue and Forecast, by End-User/Consumer
13.3.11.5. Market Revenue and Forecast, by Distribution Channel
13.4. MEA
13.4.1. Market Revenue and Forecast, by Device/Access Mode
13.4.2. Market Revenue and Forecast, by Application/Use Case
13.4.3. Market Revenue and Forecast, by Monetization Model
13.4.4. Market Revenue and Forecast, by End-User/Consumer
13.4.5. Market Revenue and Forecast, by Distribution Channel
13.4.6. GCC
13.4.6.1. Market Revenue and Forecast, by Device/Access Mode
13.4.6.2. Market Revenue and Forecast, by Application/Use Case
13.4.6.3. Market Revenue and Forecast, by Monetization Model
13.4.6.4. Market Revenue and Forecast, by End-User/Consumer
13.4.7. Market Revenue and Forecast, by Distribution Channel
13.4.8. North Africa
13.4.8.1. Market Revenue and Forecast, by Device/Access Mode
13.4.8.2. Market Revenue and Forecast, by Application/Use Case
13.4.8.3. Market Revenue and Forecast, by Monetization Model
13.4.8.4. Market Revenue and Forecast, by End-User/Consumer
13.4.9. Market Revenue and Forecast, by Distribution Channel
13.4.10. South Africa
13.4.10.1. Market Revenue and Forecast, by Device/Access Mode
13.4.10.2. Market Revenue and Forecast, by Application/Use Case
13.4.10.3. Market Revenue and Forecast, by Monetization Model
13.4.10.4. Market Revenue and Forecast, by End-User/Consumer
13.4.10.5. Market Revenue and Forecast, by Distribution Channel
13.4.11. Rest of MEA
13.4.11.1. Market Revenue and Forecast, by Device/Access Mode
13.4.11.2. Market Revenue and Forecast, by Application/Use Case
13.4.11.3. Market Revenue and Forecast, by Monetization Model
13.4.11.4. Market Revenue and Forecast, by End-User/Consumer
13.4.11.5. Market Revenue and Forecast, by Distribution Channel
13.5. Latin America
13.5.1. Market Revenue and Forecast, by Device/Access Mode
13.5.2. Market Revenue and Forecast, by Application/Use Case
13.5.3. Market Revenue and Forecast, by Monetization Model
13.5.4. Market Revenue and Forecast, by End-User/Consumer
13.5.5. Market Revenue and Forecast, by Distribution Channel
13.5.6. Brazil
13.5.6.1. Market Revenue and Forecast, by Device/Access Mode
13.5.6.2. Market Revenue and Forecast, by Application/Use Case
13.5.6.3. Market Revenue and Forecast, by Monetization Model
13.5.6.4. Market Revenue and Forecast, by End-User/Consumer
13.5.7. Market Revenue and Forecast, by Distribution Channel
13.5.8. Rest of LATAM
13.5.8.1. Market Revenue and Forecast, by Device/Access Mode
13.5.8.2. Market Revenue and Forecast, by Application/Use Case
13.5.8.3. Market Revenue and Forecast, by Monetization Model
13.5.8.4. Market Revenue and Forecast, by End-User/Consumer
13.5.8.5. Market Revenue and Forecast, by Distribution Channel
14.1. Animoca Brands/The Sandbox
14.1.1. Company Overview
14.1.2. Product Offerings
14.1.3. Financial Performance
14.1.4. Recent Initiatives
14.2. Apple
14.2.1. Company Overview
14.2.2. Product Offerings
14.2.3. Financial Performance
14.2.4. Recent Initiatives
14.3. Epic Games (including Fortnite ecosystem)
14.3.1. Company Overview
14.3.2. Product Offerings
14.3.3. Financial Performance
14.3.4. Recent Initiatives
14.4. HTC (VIVE)
14.4.1. Company Overview
14.4.2. Product Offerings
14.4.3. Financial Performance
14.4.4. Recent Initiatives
14.5. Meta Platforms (Facebook/Horizon)
14.5.1. Company Overview
14.5.2. Product Offerings
14.5.3. Financial Performance
14.5.4. Recent Initiatives
14.6. Microsoft (Xbox/Mesh consumer initiatives)
14.6.1. Company Overview
14.6.2. Product Offerings
14.6.3. Financial Performance
14.6.4. Recent Initiatives
14.7. Mojang/Microsoft (Minecraft consumer metaverse use-cases)
14.7.1. Company Overview
14.7.2. Product Offerings
14.7.3. Financial Performance
14.7.4. Recent Initiatives
14.8. Mozilla/WebXR contributors (browser-based metaverse tooling)
14.8.1. Company Overview
14.8.2. Product Offerings
14.8.3. Financial Performance
14.8.4. Recent Initiatives
14.9. Niantic
14.9.1. Company Overview
14.9.2. Product Offerings
14.9.3. Financial Performance
14.9.4. Recent Initiatives
14.10. NVIDIA
14.10.1. Company Overview
14.10.2. Product Offerings
14.10.3. Financial Performance
14.10.4. Recent Initiatives
15.1. Primary Research
15.2. Secondary Research
15.3. Assumptions
16.1. About Us
16.2. Glossary of Terms
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