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한글목차
소비자용 메타버스 시장 규모는 향후 수년간 비약적인 성장이 전망될 예정입니다. 예측 기간의 성장은 몰입형 경험에 대한 수요 증가, 전문적인 장면에서의 복합 현실(MR) 채용 확대, 메타버스 플랫폼을 통한 분산형 금융(DeFi)에 대한 주목의 높아짐, 원활한 연결성을 실현하기 위한 5G의 이용 확대, 메타버스에 특화한 신흥기업에 대한 고액투자 등의 요인에 기인한다고 생각됩니다. 주요 동향으로는 촉각 기술의 발전, 스마트 가상 생태계 구축을 위한 메타버스와 IoT 융합의 진전, AI 주도의 메타버스 어시스턴트의 대두, 메타버스 내의 분산형 마켓플레이스의 발전 등이 있습니다.
원격 근무의 확대가 소비자용 메타버스 시장의 확대를 견인할 것으로 예측됩니다. 원격 근무의 증가는 디지털 커뮤니케이션의 발전, 광범위한 인터넷 접속, 유연한 근무 환경에 대한 직원 선호도의 변화, 클라우드 기반 플랫폼의 채택 증가, 생산성 추적 도구의 개선, 운영 비용을 절감하는 동시에 글로벌 인재에 대한 접근성을 확대하려는 기업의 노력에 의해 주도되고 있습니다. 소비자용 메타버스는 대화형 협업, 팀 빌딩 및 네트워킹 경험을 촉진하는 몰입형 가상 환경을 제공하여 대면 교류를 시뮬레이션하고 원격 근무을 강화합니다. 예를 들어, 2024년 9월 미국 노동통계국(BLS)은 2023년 8월 근로자의 19.5%가 재택근무를 하거나 유급 재택근무를 했으며, 2022년 10월부터 2023년 8월까지 재택근무 비율은 17.9%에서 20.0% 사이를 꾸준히 유지했다고 보고했습니다.
소비자용 메타버스 시장의 주요 기업은 소비자 경험을 개선하고 효율화하는 가상 플랫폼과 같은 혁신적인 솔루션을 창출하는 데 중점을 둡니다. 예를 들어, 2023년 1월, MG 모터 인디아는 MGVerse 메타버스 플랫폼을 출시했습니다. 플랫폼을 통해 사용자는 가상 쇼룸에서 MG 차량 라인업을 탐색할 수 있으며, 증강현실(AR)과 가상현실(VR)의 통합을 통해 360도 뷰와 상세한 사양을 제공합니다. 또는 액세서리 등 다양한 옵션으로 차량을 사용자 정의할 수 있습니다.
목차
제1장 주요 요약
제2장 시장 특징
제3장 시장 동향과 전략
제4장 시장 - 거시경제 시나리오 금리, 인플레이션, 지정학, 신형 코로나 바이러스 감염의 영향과 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오
제5장 세계의 성장 분석과 전략 분석 프레임워크
세계의 소비자용 메타버스 PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 성장 촉진요인과 억제요인)
최종 이용 산업의 분석
세계의 소비자용 메타버스 시장 : 성장률 분석
세계의 소비자용 메타버스 시장 실적 : 규모와 성장(2019-2024년)
세계의 소비자용 메타버스 시장 예측 : 규모와 성장(2024-2029년, 2034년)
세계의 소비자용 메타버스 전체 시장(TAM)
제6장 시장 세분화
세계의 소비자용 메타버스 시장 : 구성 요소별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
하드웨어
소프트웨어
서비스
세계의 소비자용 메타버스 시장 : 기술별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
블록체인
가상현실
증강현실
복합현실
기타 기술
세계의 소비자용 메타버스 시장 : 용도별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
게임
소셜 미디어
가상 쇼핑
교육
부동산
기타 용도
세계의 소비자용 메타버스 시장 : 최종 사용자별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
개인 소비자
기업
세계의 소비자용 메타버스 시장 : 하드웨어 유형별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
증강현실 또는 가상현실 헤드셋
햅틱 장치
스마트 안경
모션 추적 장치
세계의 소비자용 메타버스 시장 : 소프트웨어 유형별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
가상 세계 플랫폼
메타버스 개발 도구
디지털 트윈 소프트웨어
아바타 제작 소프트웨어
세계의 소비자용 메타버스 시장 : 서비스 유형별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
컨설팅 서비스
통합 및 도입 서비스
지원 및 유지보수 서비스
제7장 지역별/국가별 분석
세계의 소비자용 메타버스 시장 : 지역별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
세계의 소비자용 메타버스 시장 : 국가별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
제8장 아시아태평양 시장
제9장 중국 시장
제10장 인도 시장
제11장 일본 시장
제12장 호주 시장
제13장 인도네시아 시장
제14장 한국 시장
제15장 서유럽 시장
제16장 영국 시장
제17장 독일 시장
제18장 프랑스 시장
제19장 이탈리아 시장
제20장 스페인 시장
제21장 동유럽 시장
제22장 러시아 시장
제23장 북미 시장
제24장 미국 시장
제25장 캐나다 시장
제26장 남미 시장
제27장 브라질 시장
제28장 중동 시장
제29장 아프리카 시장
제30장 경쟁 구도와 기업 프로파일
소비자용 메타버스 시장 : 경쟁 구도
소비자용 메타버스 시장 : 기업 프로파일
Google LLC : 개요, 제품 및 서비스, 전략 및 재무 분석
Microsoft Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
Meta Platforms Inc. : 개요, 제품 및 서비스, 전략 및 재무 분석
Tencent Holdings Ltd. : 개요, 제품 및 서비스, 전략 및 재무 분석
Nvidia Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
제31장 기타 주요 기업 및 혁신 기업
Epic Games Inc.
Snap Inc.
Roblox Corporation
The Sandbox
HTC Corporation
Axie Infinity
Linden Lab
Animoca Brands Corporation Ltd.
Decentraland
Illuvium
Landvault
Enjin
Wilder World
Star Atlas
Cryptovoxels
제32장 세계 시장 경쟁 벤치마킹과 대시보드
제33장 주요 인수합병(M&A)
제34장 최근 시장 동향
제35장 시장의 잠재력이 높은 국가, 부문, 전략
소비자용 메타버스 시장(2029년) : 새로운 기회를 제공하는 국가
소비자용 메타버스 시장(2029년) : 새로운 기회를 제공하는 부문
소비자용 메타버스 시장(2029년) : 성장 전략
시장 동향에 기초한 전략
경쟁 전략
제36장 부록
KTH
영문 목차
영문목차
The consumer metaverse refers to a virtual, interactive digital environment where consumers can engage with brands, products, and services through immersive technologies such as virtual reality (VR), augmented reality (AR), and 3D simulations. It enhances shopping experiences, social interactions, and personalized content delivery, allowing consumers to explore and purchase products in a highly interactive and customizable way.
The key components of the consumer metaverse include hardware, software, and services. Hardware encompasses physical devices such as VR headsets, AR glasses, haptic suits, and advanced sensors that enable users to interact with immersive virtual environments. The metaverse incorporates technologies such as blockchain, virtual reality, augmented reality, and mixed reality, among others. Its applications span across gaming, social media, virtual shopping, education, real estate, and more, with end users including both individual consumers and businesses.
The consumer metaverse market research report is one of a series of new reports from The Business Research Company that provides consumer metaverse market statistics, including consumer metaverse industry global market size, regional shares, competitors with a consumer metaverse market share, detailed consumer metaverse market segments, market trends and opportunities, and any further data you may need to thrive in the consumer metaverse industry. This consumer metaverse market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The consumer metaverse market size has grown exponentially in recent years. It will grow from $102.07 billion in 2024 to $134.08 billion in 2025 at a compound annual growth rate (CAGR) of 31.4%. The growth during the historic period can be attributed to factors such as the increasing penetration of smartphones, the rapid expansion of internet connectivity, the rising adoption of blockchain for digital asset creation, the growing popularity of social gaming platforms, and the emergence of non-fungible tokens (NFTs).
The consumer metaverse market size is expected to see exponential growth in the next few years. It will grow to $394.75 billion in 2029 at a compound annual growth rate (CAGR) of 31.0%. The growth during the forecast period can be attributed to factors such as the growing demand for personalized and immersive experiences, the increasing adoption of mixed reality (MR) in professional settings, the rising focus on decentralized finance (DeFi) through metaverse platforms, the expanding use of 5G for seamless connectivity, and high investment in metaverse-specific startups. Key trends during this period include the emergence of fully interoperable virtual worlds, advancements in haptic technologies for more immersive interactions, the growing convergence of the metaverse and IoT to create smart virtual ecosystems, the rise of AI-driven metaverse assistants, and the development of decentralized marketplaces within the metaverse.
The growth of remote work is expected to drive the expansion of the consumer metaverse market. Remote work refers to performing job responsibilities outside of a traditional office setting, typically from home or other remote locations, using digital tools and technology. The rise of remote work is driven by advancements in digital communication, widespread internet access, a shift in employee preferences toward flexible work environments, increased adoption of cloud-based platforms, improved productivity tracking tools, and companies aiming to reduce operational costs while expanding their access to global talent. The consumer metaverse enhances remote work by providing immersive virtual environments that facilitate interactive collaboration, team building, and networking experiences, simulating in-person interactions. For example, in September 2024, the Bureau of Labor Statistics (BLS) reported that in August 2023, 19.5% of workers teleworked or worked from home for pay, with telework rates consistently ranging between 17.9% and 20.0% from October 2022 to August 2023. As such, the growth of remote work is contributing to the rise of the consumer metaverse market.
Leading companies in the consumer metaverse market are focused on creating innovative solutions, such as virtual platforms, to improve and streamline the consumer experience. Virtual platforms are technology-driven spaces designed to offer immersive and interactive online experiences where users can engage in activities such as socializing, shopping, gaming, and working. For example, in January 2023, MG Motor India launched the MGVerse metaverse platform. This platform allows users to explore MG's vehicle lineup in a virtual showroom, offering 360-degree views and detailed specifications through augmented reality (AR) and virtual reality (VR) integrations. Customers can customize their vehicles with different options, including color choices and accessories, in a realistic digital environment. The metaverse experience also includes AI-powered virtual assistants that provide real-time information, answer questions, and guide users through the purchasing process.
In January 2022, Mythical Games Inc., a US-based gaming company, acquired Polystream for an undisclosed sum. This acquisition is aimed at enhancing Mythical's gaming capabilities, integrating cloud-native infrastructure, and utilizing streaming technology to deliver immersive gaming experiences that align with consumer expectations in the metaverse. Polystream, a UK-based platform, specializes in interactive streaming technology for real-time applications.
Major players in the consumer metaverse market are Google LLC, Microsoft Corporation, Meta Platforms Inc., Tencent Holdings Ltd., Nvidia Corporation, Epic Games Inc., Snap Inc., Roblox Corporation, The Sandbox, HTC Corporation, Axie Infinity, Linden Lab, Animoca Brands Corporation Ltd., Decentraland, Illuvium, Landvault, Enjin, Wilder World, Star Atlas, Cryptovoxels, Blocktopia, Somnium Space Ltd.
North America was the largest region in the consumer metaverse market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in consumer metaverse report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the consumer metaverse market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The consumer metaverse market consists of revenues earned by entities by providing services such as immersive virtual experiences, digital goods, entertainment, and social interactions within virtual environments. The market value includes the value of related goods sold by the service provider or included within the service offering. The consumer metaverse market includes sales of virtual tools, digital assets, immersive technology components, and smart integration tools. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values and are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Consumer Metaverse Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on consumer metaverse market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
Create regional and country strategies on the basis of local data and analysis.
Identify growth segments for investment.
Outperform competitors using forecast data and the drivers and trends shaping the market.
Understand customers based on the latest market shares.
Benchmark performance against key competitors.
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All data from the report will also be delivered in an excel dashboard format.
Where is the largest and fastest growing market for consumer metaverse ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The consumer metaverse market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The market characteristics section of the report defines and explains the market.
The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
The forecasts are made after considering the major factors currently impacting the market. These include:
The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
Market segmentations break down the market into sub markets.
The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:1) By Component: Hardware; Software; Services
2) By Technology: Blockchain; Virtual Reality; Augmented Reality; Mixed Reality; Other Technologies
3) By Application: Gaming; Social Media; Virtual Shopping; Education; Real Estate; Other Application
4) By End-User: Individual Consumers; Enterprises
Subsegments:
1) By Hardware: Augmented Reality Or Virtual Reality Headsets; Haptic Devices; Smart Glasses; Motion Tracking Devices
2) By Software: Virtual World Platforms; Metaverse Development Tools; Digital Twin Software; Avatar Creation Software
3) By Services: Consulting Services; Integration And Deployment Services; Support And Maintenance Services
Companies Mentioned: Google LLC; Microsoft Corporation; Meta Platforms Inc.; Tencent Holdings Ltd.; Nvidia Corporation
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery format: PDF, Word and Excel Data Dashboard.
Table of Contents
1. Executive Summary
2. Consumer Metaverse Market Characteristics
3. Consumer Metaverse Market Trends And Strategies
4. Consumer Metaverse Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market
5. Global Consumer Metaverse Growth Analysis And Strategic Analysis Framework
5.1. Global Consumer Metaverse PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis Of End Use Industries
5.3. Global Consumer Metaverse Market Growth Rate Analysis
5.4. Global Consumer Metaverse Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
5.5. Global Consumer Metaverse Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
5.6. Global Consumer Metaverse Total Addressable Market (TAM)
6. Consumer Metaverse Market Segmentation
6.1. Global Consumer Metaverse Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Hardware
Software
Services
6.2. Global Consumer Metaverse Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Blockchain
Virtual Reality
Augmented Reality
Mixed Reality
Other Technologies
6.3. Global Consumer Metaverse Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Gaming
Social Media
Virtual Shopping
Education
Real Estate
Other Application
6.4. Global Consumer Metaverse Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Individual Consumers
Enterprises
6.5. Global Consumer Metaverse Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Augmented Reality Or Virtual Reality Headsets
Haptic Devices
Smart Glasses
Motion Tracking Devices
6.6. Global Consumer Metaverse Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Virtual World Platforms
Metaverse Development Tools
Digital Twin Software
Avatar Creation Software
6.7. Global Consumer Metaverse Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Consulting Services
Integration And Deployment Services
Support And Maintenance Services
7. Consumer Metaverse Market Regional And Country Analysis
7.1. Global Consumer Metaverse Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Consumer Metaverse Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion