엔터테인먼트용 메타버스 시장 : 세계 산업 규모, 점유율, 동향, 기회 및 예측 - 플랫폼별, 기술별, 최종사용자별, 지역별, 경쟁 구도(2021-2031년)
Metaverse in Entertainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Platform, By Technology, By End-User By Region & Competition, 2021-2031F
상품코드:1902102
리서치사:TechSci Research
발행일:2026년 01월
페이지 정보:영문 181 Pages
라이선스 & 가격 (부가세 별도)
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한글목차
세계의·엔터테인먼트용 메타버스 시장은 2025년 700억 7,000만 달러에서 2031년까지 4,277억 6,000만 달러로, CAGR 35.19%로 성장할 것으로 예측됩니다. 세계의 엔터테인먼트용 메타버스 시장은 확장현실(XR) 기술을 활용하여 사용자가 아바타를 통해 게임, 라이브 이벤트, 소셜 경험에 참여하는 지속적이고 몰입감 있는 가상 환경으로 구성된 디지털 생태계로 정의됩니다.
시장 개요
예측 기간
2027-2031년
시장 규모 : 2025년
700억 7,000만 달러
시장 규모 : 2031년
4,277억 6,000만 달러
CAGR : 2026-2031년
35.19%
가장 빠르게 성장하는 부문
웨어러블 기기
최대 시장
북미
주요 시장 성장 촉진요인
확장현실(XR) 하드웨어의 보급은 엔터테인먼트 메타버스의 기반이 되는 촉매제 역할을 하며, 사용자가 3차원 컨텐츠를 경험하는 데 필요한 인터페이스를 제공합니다. 제조업체들이 디스플레이의 해상도와 처리 능력을 향상시킴에 따라 고품질 가상 경험에 대한 진입장벽이 낮아지고, 개발자와 컨텐츠 제작자가 공략할 수 있는 시장이 확대될 것입니다.
주요 시장 과제
고급 하드웨어에 필요한 막대한 투자는 엔터테인먼트 분야의 세계 메타버스 시장 확대에 큰 장벽으로 작용하고 있습니다. 고화질의 몰입형 경험을 위해서는 프리미엄급 가상현실 헤드셋과 강력한 컴퓨팅 시스템이 필요한데, 그 가격대는 여전히 일반 소비자들이 쉽게 접근할 수 없는 수준입니다.
주요 시장 동향
개인화된 컨텐츠 생성을 위한 생성형 AI의 활용은 복잡한 디지털 자산의 제작을 자동화함으로써 엔터테인먼트 메타버스를 빠르게 변화시키고 있습니다. 개발자들은 거대 언어 모델과 뉴럴 렌더링을 적극적으로 활용하여 역동적인 스토리와 사용자 상호작용에 실시간으로 적응하는 지능형 비기업 캐릭터를 생성함으로써 제작 비용을 절감하고 몰입감을 높이고 있습니다.
목차
제1장 개요
제2장 조사 방법
제3장 개요
제4장 고객의 소리
제5장 세계의 엔터테인먼트용 메타버스 시장 전망
시장 규모·예측
금액별
시장 점유율·예측
플랫폼별(웨어러블, 데스크탑, 모바일)
기술별(블록체인, AI, AR/VR/XR, MR)
최종사용자별(영화 제작 회사, 음악 라벨, OTT 플랫폼, 기타)
지역별
기업별(2025)
시장 맵
제6장 북미의 엔터테인먼트용 메타버스 시장 전망
시장 규모·예측
시장 점유율·예측
북미 : 국가별 분석
미국
캐나다
멕시코
제7장 유럽의 엔터테인먼트용 메타버스 시장 전망
시장 규모·예측
시장 점유율·예측
유럽 : 국가별 분석
독일
프랑스
영국
이탈리아
스페인
제8장 아시아태평양의 엔터테인먼트용 메타버스 시장 전망
시장 규모·예측
시장 점유율·예측
아시아태평양 : 국가별 분석
중국
인도
일본
한국
호주
제9장 중동 및 아프리카의 엔터테인먼트용 메타버스 시장 전망
시장 규모·예측
시장 점유율·예측
중동 및 아프리카 : 국가별 분석
사우디아라비아
아랍에미리트
남아프리카공화국
제10장 남미의 엔터테인먼트용 메타버스 시장 전망
시장 규모·예측
시장 점유율·예측
남미 : 국가별 분석
브라질
콜롬비아
아르헨티나
제11장 시장 역학
촉진요인
과제
제12장 시장 동향과 발전
합병·인수
제품 출시
최근 동향
제13장 세계의 엔터테인먼트용 메타버스 시장 : SWOT 분석
제14장 Porter's Five Forces 분석
업계내 경쟁
신규 참여의 가능성
공급업체의 힘
고객의 힘
대체품의 위협
제15장 경쟁 구도
Aomen City
Epic Games Inc.
Hungama Digital Media Entertainment Pvt. Ltd.
Meta Platforms Inc.
Niantic Inc.
OverActive Media Corp.
Qualcomm Inc.
Queppelin
Roblox Corp.
Tetavi Ltd.
제16장 전략적 제안
제17장 조사회사 소개·면책사항
KSA
영문 목차
영문목차
The Global Metaverse in Entertainment Market will grow from USD 70.07 Billion in 2025 to USD 427.76 Billion by 2031 at a 35.19% CAGR. The Global Metaverse in Entertainment Market is defined as a digital ecosystem comprising persistent and immersive virtual environments where users interact through avatars to engage in gaming, live events, and social experiences using extended reality technologies.
Market Overview
Forecast Period
2027-2031
Market Size 2025
USD 70.07 Billion
Market Size 2031
USD 427.76 Billion
CAGR 2026-2031
35.19%
Fastest Growing Segment
Wearables
Largest Market
North America
Key Market Drivers
The widespread adoption of Extended Reality hardware serves as a foundational catalyst for the entertainment metaverse, providing the necessary interface for users to experience three-dimensional content. As manufacturers improve display fidelity and processing capabilities, the barrier to entry for high-quality virtual experiences lowers, thereby expanding the addressable market for developers and content creators. This hardware proliferation is evidenced by the continued financial traction of major mixed reality divisions.
Key Market Challenges
The substantial investment required for advanced hardware constitutes a significant barrier to the expansion of the Global Metaverse in Entertainment Market. High-fidelity immersive experiences necessitate premium virtual reality headsets and robust computing systems, which command price points that remain prohibitive for the average consumer. This economic threshold effectively segments the market, confining participation to a niche demographic of enthusiasts and early adopters while excluding the mass audience required for widespread commercial success.
Key Market Trends
Utilization of Generative AI for Personalized Content Creation is rapidly transforming the entertainment metaverse by automating the production of complex digital assets. Developers are increasingly leveraging large language models and neural rendering to generate dynamic narratives and intelligent non-player characters that adapt in real-time to user interactions, thereby reducing production costs while enhancing immersion.
Key Market Players
Aomen City
Epic Games Inc.
Hungama Digital Media Entertainment Pvt. Ltd.
Meta Platforms Inc.
Niantic Inc.
OverActive Media Corp.
Qualcomm Inc.
Queppelin
Roblox Corp.
Tetavi Ltd.
Report Scope:
In this report, the Global Metaverse in Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:
Metaverse in Entertainment Market, By Platform:
Wearables
Desktop
Mobile
Metaverse in Entertainment Market, By Technology:
Blockchain
AI
AR/VR/XR
MR
Metaverse in Entertainment Market, By End-User:
Film Production Companies
Music Labels
OTT Platforms
Others
Metaverse in Entertainment Market, By Region:
North America
United States
Canada
Mexico
Europe
France
United Kingdom
Italy
Germany
Spain
Asia Pacific
China
India
Japan
Australia
South Korea
South America
Brazil
Argentina
Colombia
Middle East & Africa
South Africa
Saudi Arabia
UAE
Competitive Landscape
Company Profiles: Detailed analysis of the major companies present in the Global Metaverse in Entertainment Market.
Available Customizations:
Global Metaverse in Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:
Company Information
Detailed analysis and profiling of additional market players (up to five).
Table of Contents
1. Product Overview
1.1. Market Definition
1.2. Scope of the Market
1.2.1. Markets Covered
1.2.2. Years Considered for Study
1.2.3. Key Market Segmentations
2. Research Methodology
2.1. Objective of the Study
2.2. Baseline Methodology
2.3. Key Industry Partners
2.4. Major Association and Secondary Sources
2.5. Forecasting Methodology
2.6. Data Triangulation & Validation
2.7. Assumptions and Limitations
3. Executive Summary
3.1. Overview of the Market
3.2. Overview of Key Market Segmentations
3.3. Overview of Key Market Players
3.4. Overview of Key Regions/Countries
3.5. Overview of Market Drivers, Challenges, Trends
4. Voice of Customer
5. Global Metaverse in Entertainment Market Outlook
5.1. Market Size & Forecast
5.1.1. By Value
5.2. Market Share & Forecast
5.2.1. By Platform (Wearables, Desktop, Mobile)
5.2.2. By Technology (Blockchain, AI, AR/VR/XR, MR)
5.2.3. By End-User (Film Production Companies, Music Labels, OTT Platforms, Others)
5.2.4. By Region
5.2.5. By Company (2025)
5.3. Market Map
6. North America Metaverse in Entertainment Market Outlook
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Platform
6.2.2. By Technology
6.2.3. By End-User
6.2.4. By Country
6.3. North America: Country Analysis
6.3.1. United States Metaverse in Entertainment Market Outlook
6.3.1.1. Market Size & Forecast
6.3.1.1.1. By Value
6.3.1.2. Market Share & Forecast
6.3.1.2.1. By Platform
6.3.1.2.2. By Technology
6.3.1.2.3. By End-User
6.3.2. Canada Metaverse in Entertainment Market Outlook
6.3.2.1. Market Size & Forecast
6.3.2.1.1. By Value
6.3.2.2. Market Share & Forecast
6.3.2.2.1. By Platform
6.3.2.2.2. By Technology
6.3.2.2.3. By End-User
6.3.3. Mexico Metaverse in Entertainment Market Outlook
6.3.3.1. Market Size & Forecast
6.3.3.1.1. By Value
6.3.3.2. Market Share & Forecast
6.3.3.2.1. By Platform
6.3.3.2.2. By Technology
6.3.3.2.3. By End-User
7. Europe Metaverse in Entertainment Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Platform
7.2.2. By Technology
7.2.3. By End-User
7.2.4. By Country
7.3. Europe: Country Analysis
7.3.1. Germany Metaverse in Entertainment Market Outlook
7.3.1.1. Market Size & Forecast
7.3.1.1.1. By Value
7.3.1.2. Market Share & Forecast
7.3.1.2.1. By Platform
7.3.1.2.2. By Technology
7.3.1.2.3. By End-User
7.3.2. France Metaverse in Entertainment Market Outlook
7.3.2.1. Market Size & Forecast
7.3.2.1.1. By Value
7.3.2.2. Market Share & Forecast
7.3.2.2.1. By Platform
7.3.2.2.2. By Technology
7.3.2.2.3. By End-User
7.3.3. United Kingdom Metaverse in Entertainment Market Outlook
7.3.3.1. Market Size & Forecast
7.3.3.1.1. By Value
7.3.3.2. Market Share & Forecast
7.3.3.2.1. By Platform
7.3.3.2.2. By Technology
7.3.3.2.3. By End-User
7.3.4. Italy Metaverse in Entertainment Market Outlook
7.3.4.1. Market Size & Forecast
7.3.4.1.1. By Value
7.3.4.2. Market Share & Forecast
7.3.4.2.1. By Platform
7.3.4.2.2. By Technology
7.3.4.2.3. By End-User
7.3.5. Spain Metaverse in Entertainment Market Outlook
7.3.5.1. Market Size & Forecast
7.3.5.1.1. By Value
7.3.5.2. Market Share & Forecast
7.3.5.2.1. By Platform
7.3.5.2.2. By Technology
7.3.5.2.3. By End-User
8. Asia Pacific Metaverse in Entertainment Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Platform
8.2.2. By Technology
8.2.3. By End-User
8.2.4. By Country
8.3. Asia Pacific: Country Analysis
8.3.1. China Metaverse in Entertainment Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By Platform
8.3.1.2.2. By Technology
8.3.1.2.3. By End-User
8.3.2. India Metaverse in Entertainment Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By Platform
8.3.2.2.2. By Technology
8.3.2.2.3. By End-User
8.3.3. Japan Metaverse in Entertainment Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By Platform
8.3.3.2.2. By Technology
8.3.3.2.3. By End-User
8.3.4. South Korea Metaverse in Entertainment Market Outlook
8.3.4.1. Market Size & Forecast
8.3.4.1.1. By Value
8.3.4.2. Market Share & Forecast
8.3.4.2.1. By Platform
8.3.4.2.2. By Technology
8.3.4.2.3. By End-User
8.3.5. Australia Metaverse in Entertainment Market Outlook
8.3.5.1. Market Size & Forecast
8.3.5.1.1. By Value
8.3.5.2. Market Share & Forecast
8.3.5.2.1. By Platform
8.3.5.2.2. By Technology
8.3.5.2.3. By End-User
9. Middle East & Africa Metaverse in Entertainment Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Platform
9.2.2. By Technology
9.2.3. By End-User
9.2.4. By Country
9.3. Middle East & Africa: Country Analysis
9.3.1. Saudi Arabia Metaverse in Entertainment Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By Platform
9.3.1.2.2. By Technology
9.3.1.2.3. By End-User
9.3.2. UAE Metaverse in Entertainment Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By Platform
9.3.2.2.2. By Technology
9.3.2.2.3. By End-User
9.3.3. South Africa Metaverse in Entertainment Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By Platform
9.3.3.2.2. By Technology
9.3.3.2.3. By End-User
10. South America Metaverse in Entertainment Market Outlook
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Platform
10.2.2. By Technology
10.2.3. By End-User
10.2.4. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Metaverse in Entertainment Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By Platform
10.3.1.2.2. By Technology
10.3.1.2.3. By End-User
10.3.2. Colombia Metaverse in Entertainment Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By Platform
10.3.2.2.2. By Technology
10.3.2.2.3. By End-User
10.3.3. Argentina Metaverse in Entertainment Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By Platform
10.3.3.2.2. By Technology
10.3.3.2.3. By End-User
11. Market Dynamics
11.1. Drivers
11.2. Challenges
12. Market Trends & Developments
12.1. Merger & Acquisition (If Any)
12.2. Product Launches (If Any)
12.3. Recent Developments
13. Global Metaverse in Entertainment Market: SWOT Analysis
14. Porter's Five Forces Analysis
14.1. Competition in the Industry
14.2. Potential of New Entrants
14.3. Power of Suppliers
14.4. Power of Customers
14.5. Threat of Substitute Products
15. Competitive Landscape
15.1. Aomen City
15.1.1. Business Overview
15.1.2. Products & Services
15.1.3. Recent Developments
15.1.4. Key Personnel
15.1.5. SWOT Analysis
15.2. Epic Games Inc.
15.3. Hungama Digital Media Entertainment Pvt. Ltd.