Global Metaverse in Entertainment Market Report 2022-2026: Market Set to Grow by $28.92 Billion – Emergence of VR Gaming on the Metaverse and Improved Experience of 3D and 4D Cinemas – ResearchAndMarkets .com

DUBLIN–()–The “Global Metaverse in Entertainment Market 2022-2026” report has been added to from offer.

The entertainment market metaverse is poised to grow $28.92 billion during the period 2022-2026, accelerating at a CAGR of 8.55% during the forecast period.

The market is driven by rising consumer spending on virtual concerts, events and the like, the emergence of VR games on the metaverse, and the improved experience of 3D and 4D cinemas.

This study identifies the growing consumer adoption of online games as one of the major reasons for the growth of the entertainment market metaverse over the next few years. In addition, the increasing personal disposable income of consumers and the increasing adoption of advanced VR devices and blockchain will drive a large demand in the market.

This Entertainment Market Metaverse report provides holistic analysis, market size and forecast, trends, growth drivers, and challenges, and vendor analysis covering approximately 25 vendors. The report offers an up-to-date analysis of the current global market scenario, latest trends and drivers, and the overall market environment.

The robust vendor analysis is designed to help clients improve their position in the market, and in accordance with this, the report provides a detailed analysis of several leading metaverses in the entertainment market vendors. In addition, the Entertainment Market analysis report metaverse includes information on upcoming trends and challenges that will influence the growth of the market. It’s about helping businesses strategize and take advantage of all the growth opportunities ahead.

Main topics covered:

1. Summary

1.1 Market Overview

2 Market landscape

2.1 Market ecosystem

3 Market sizing

3.1 Market definition

3.2 Market Segment Analysis

3.3 Market Size 2021

3.4 Market Outlook: Forecast for 2021-2026

4 Five forces analysis

4.1 Summary of the five forces

4.2 Bargaining power of buyers

4.3 Bargaining Power of Suppliers

4.4 Threat of new entrants

4.5 Threat of Substitutes

4.6 Threat of rivalry

4.7 Market Status

5 Market Segmentation by End User

5.1 Market Segments

5.2 Comparison by end user

5.3 Motion Picture Production – Market Size and Forecast 2021-2026

5.4 Music Labels – Market Size and Forecast 2021-2026

5.5 OTT Platforms – Market Size and Forecast 2021-2026

5.6 Television Broadcasters – Market Size and Forecast 2021-2026

5.7 Others – Market Size and Forecast 2021-2026

5.8 Market Opportunity by End User

6 Customer Landscape

6.1 Customer landscape overview

7 Geographic landscape

7.1 Geographic segmentation

7.2 Geographic comparison

7.3 North America – Market Size and Forecast 2021-2026

7.4 Europe – Market Size and Forecast 2021-2026

7.5 APAC- Market Size and Forecast 2021-2026

7.6 South America – Market Size and Forecast 2021-2026

7.7 Middle East & Africa – Market Size and Forecast 2021-2026

7.8 United States – Market Size and Forecast 2021-2026

7.9 UK – Market Size and Forecast 2021-2026

7.10 China – Market Size and Forecast 2021-2026

7.11 Canada – Market Size and Forecast 2021-2026

7.12 Germany – Market Size and Forecast 2021-2026

7.13 Market Opportunity by Geographic Landscape

8 drivers, challenges and trends

8.1 Market Drivers

8.2 Market Challenges

8.3 Impact of factors and challenges

8.4 Market trends

9 Supplier Landscape

9.1 Overview

9.2 Supplier Landscape

9.3 Landscape disturbance

9.4 Industrial risks

10 Vendor Analysis

10.1 Suppliers Covered

10.2 Supplier Market Positioning

  • Aomen City

  • Epic Games Inc.

  • Hungama Digital Media Entertainment Pvt. ltd.

  • Meta Platforms Inc.

  • Niantic Inc.

  • OverActive Media Corp.

  • Qualcomm Inc.

  • Queppelin

  • Roblox Corp.

  • Tencent Holdings Ltd.

  • Tetavi Ltd.

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