Global Metaverse in Entertainment Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Global Metaverse in Entertainment Market 2022 by Company, Regions, Type and Application, Forecast to 2028

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Published Date: 01 Jun 2022

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
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Description

The Metaverse in Entertainment market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our (Global Info Research) latest study, due to COVID-19 pandemic, the global Metaverse in Entertainment market size is estimated to be worth US$ million in 2021 and is forecast to a readjusted size of USD million by 2028 with a CAGR of % during forecast period 2022-2028. Aldult accounting for % of the Metaverse in Entertainment global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While Mobile Mobile Platform segment is altered to a % CAGR between 2022 and 2028.

Global key companies of Metaverse in Entertainment include Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., and Niantic Inc., etc. In terms of revenue, the global top four players hold a share over % in 2021.

Market segmentation
Metaverse in Entertainment market is split by Type and by Application. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
Mobile Mobile Platform
PC Mobile Platform

Market segment by Application, can be divided into
Aldult
Child

Market segment by players, this report covers
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.

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 12 chapters:
Chapter 1, to describe Metaverse in Entertainment product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of Metaverse in Entertainment, with revenue, gross margin and global market share of Metaverse in Entertainment from 2019 to 2022.
Chapter 3, the Metaverse in Entertainment competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with revenue and growth rate by Type, application, from 2017 to 2028.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2017 to 2022.and Metaverse in Entertainment market forecast, by regions, type and application, with revenue, from 2023 to 2028.
Chapter 11 and 12, to describe Metaverse in Entertainment research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Metaverse in Entertainment
1.2 Classification of Metaverse in Entertainment by Type
1.2.1 Overview: Global Metaverse in Entertainment Market Size by Type: 2017 Versus 2021 Versus 2028
1.2.2 Global Metaverse in Entertainment Revenue Market Share by Type in 2021
1.2.3 Mobile Mobile Platform
1.2.4 PC Mobile Platform
1.3 Global Metaverse in Entertainment Market by Application
1.3.1 Overview: Global Metaverse in Entertainment Market Size by Application: 2017 Versus 2021 Versus 2028
1.3.2 Aldult
1.3.3 Child
1.4 Global Metaverse in Entertainment Market Size & Forecast
1.5 Global Metaverse in Entertainment Market Size and Forecast by Region
1.5.1 Global Metaverse in Entertainment Market Size by Region: 2017 VS 2021 VS 2028
1.5.2 Global Metaverse in Entertainment Market Size by Region, (2017-2022)
1.5.3 North America Metaverse in Entertainment Market Size and Prospect (2017-2028)
1.5.4 Europe Metaverse in Entertainment Market Size and Prospect (2017-2028)
1.5.5 Asia-Pacific Metaverse in Entertainment Market Size and Prospect (2017-2028)
1.5.6 South America Metaverse in Entertainment Market Size and Prospect (2017-2028)
1.5.7 Middle East and Africa Metaverse in Entertainment Market Size and Prospect (2017-2028)
1.6 Market Drivers, Restraints and Trends
1.6.1 Metaverse in Entertainment Market Drivers
1.6.2 Metaverse in Entertainment Market Restraints
1.6.3 Metaverse in Entertainment Trends Analysis

2 Company Profiles
2.1 Aomen City
2.1.1 Aomen City Details
2.1.2 Aomen City Major Business
2.1.3 Aomen City Metaverse in Entertainment Product and Solutions
2.1.4 Aomen City Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.1.5 Aomen City Recent Developments and Future Plans
2.2 Epic Games Inc.
2.2.1 Epic Games Inc. Details
2.2.2 Epic Games Inc. Major Business
2.2.3 Epic Games Inc. Metaverse in Entertainment Product and Solutions
2.2.4 Epic Games Inc. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.2.5 Epic Games Inc. Recent Developments and Future Plans
2.3 Hungama Digital Media Entertainment Pvt. Ltd.
2.3.1 Hungama Digital Media Entertainment Pvt. Ltd. Details
2.3.2 Hungama Digital Media Entertainment Pvt. Ltd. Major Business
2.3.3 Hungama Digital Media Entertainment Pvt. Ltd. Metaverse in Entertainment Product and Solutions
2.3.4 Hungama Digital Media Entertainment Pvt. Ltd. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.3.5 Hungama Digital Media Entertainment Pvt. Ltd. Recent Developments and Future Plans
2.4 Meta Platforms Inc.
2.4.1 Meta Platforms Inc. Details
2.4.2 Meta Platforms Inc. Major Business
2.4.3 Meta Platforms Inc. Metaverse in Entertainment Product and Solutions
2.4.4 Meta Platforms Inc. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.4.5 Meta Platforms Inc. Recent Developments and Future Plans
2.5 Niantic Inc.
2.5.1 Niantic Inc. Details
2.5.2 Niantic Inc. Major Business
2.5.3 Niantic Inc. Metaverse in Entertainment Product and Solutions
2.5.4 Niantic Inc. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.5.5 Niantic Inc. Recent Developments and Future Plans
2.6 OverActive Media Corp.
2.6.1 OverActive Media Corp. Details
2.6.2 OverActive Media Corp. Major Business
2.6.3 OverActive Media Corp. Metaverse in Entertainment Product and Solutions
2.6.4 OverActive Media Corp. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.6.5 OverActive Media Corp. Recent Developments and Future Plans
2.7 Qualcomm Inc.
2.7.1 Qualcomm Inc. Details
2.7.2 Qualcomm Inc. Major Business
2.7.3 Qualcomm Inc. Metaverse in Entertainment Product and Solutions
2.7.4 Qualcomm Inc. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.7.5 Qualcomm Inc. Recent Developments and Future Plans
2.8 Queppelin
2.8.1 Queppelin Details
2.8.2 Queppelin Major Business
2.8.3 Queppelin Metaverse in Entertainment Product and Solutions
2.8.4 Queppelin Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.8.5 Queppelin Recent Developments and Future Plans
2.9 Roblox Corp
2.9.1 Roblox Corp Details
2.9.2 Roblox Corp Major Business
2.9.3 Roblox Corp Metaverse in Entertainment Product and Solutions
2.9.4 Roblox Corp Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.9.5 Roblox Corp Recent Developments and Future Plans
2.10 Tetavi Ltd.
2.10.1 Tetavi Ltd. Details
2.10.2 Tetavi Ltd. Major Business
2.10.3 Tetavi Ltd. Metaverse in Entertainment Product and Solutions
2.10.4 Tetavi Ltd. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.10.5 Tetavi Ltd. Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Metaverse in Entertainment Revenue and Share by Players (2019, 2020, 2021, and 2022)
3.2 Market Concentration Rate
3.2.1 Top 3 Metaverse in Entertainment Players Market Share in 2021
3.2.2 Top 10 Metaverse in Entertainment Players Market Share in 2021
3.2.3 Market Competition Trend
3.3 Metaverse in Entertainment Players Head Office, Products and Services Provided
3.4 Metaverse in Entertainment Mergers & Acquisitions
3.5 Metaverse in Entertainment New Entrants and Expansion Plans

4 Market Size Segment by Type
4.1 Global Metaverse in Entertainment Revenue and Market Share by Type (2017-2022)
4.2 Global Metaverse in Entertainment Market Forecast by Type (2023-2028)

5 Market Size Segment by Application
5.1 Global Metaverse in Entertainment Revenue Market Share by Application (2017-2022)
5.2 Global Metaverse in Entertainment Market Forecast by Application (2023-2028)

6 North America by Country, by Type, and by Application
6.1 North America Metaverse in Entertainment Revenue by Type (2017-2028)
6.2 North America Metaverse in Entertainment Revenue by Application (2017-2028)
6.3 North America Metaverse in Entertainment Market Size by Country
6.3.1 North America Metaverse in Entertainment Revenue by Country (2017-2028)
6.3.2 United States Metaverse in Entertainment Market Size and Forecast (2017-2028)
6.3.3 Canada Metaverse in Entertainment Market Size and Forecast (2017-2028)
6.3.4 Mexico Metaverse in Entertainment Market Size and Forecast (2017-2028)

7 Europe by Country, by Type, and by Application
7.1 Europe Metaverse in Entertainment Revenue by Type (2017-2028)
7.2 Europe Metaverse in Entertainment Revenue by Application (2017-2028)
7.3 Europe Metaverse in Entertainment Market Size by Country
7.3.1 Europe Metaverse in Entertainment Revenue by Country (2017-2028)
7.3.2 Germany Metaverse in Entertainment Market Size and Forecast (2017-2028)
7.3.3 France Metaverse in Entertainment Market Size and Forecast (2017-2028)
7.3.4 United Kingdom Metaverse in Entertainment Market Size and Forecast (2017-2028)
7.3.5 Russia Metaverse in Entertainment Market Size and Forecast (2017-2028)
7.3.6 Italy Metaverse in Entertainment Market Size and Forecast (2017-2028)

8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Metaverse in Entertainment Revenue by Type (2017-2028)
8.2 Asia-Pacific Metaverse in Entertainment Revenue by Application (2017-2028)
8.3 Asia-Pacific Metaverse in Entertainment Market Size by Region
8.3.1 Asia-Pacific Metaverse in Entertainment Revenue by Region (2017-2028)
8.3.2 China Metaverse in Entertainment Market Size and Forecast (2017-2028)
8.3.3 Japan Metaverse in Entertainment Market Size and Forecast (2017-2028)
8.3.4 South Korea Metaverse in Entertainment Market Size and Forecast (2017-2028)
8.3.5 India Metaverse in Entertainment Market Size and Forecast (2017-2028)
8.3.6 Southeast Asia Metaverse in Entertainment Market Size and Forecast (2017-2028)
8.3.7 Australia Metaverse in Entertainment Market Size and Forecast (2017-2028)

9 South America by Country, by Type, and by Application
9.1 South America Metaverse in Entertainment Revenue by Type (2017-2028)
9.2 South America Metaverse in Entertainment Revenue by Application (2017-2028)
9.3 South America Metaverse in Entertainment Market Size by Country
9.3.1 South America Metaverse in Entertainment Revenue by Country (2017-2028)
9.3.2 Brazil Metaverse in Entertainment Market Size and Forecast (2017-2028)
9.3.3 Argentina Metaverse in Entertainment Market Size and Forecast (2017-2028)

10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Metaverse in Entertainment Revenue by Type (2017-2028)
10.2 Middle East & Africa Metaverse in Entertainment Revenue by Application (2017-2028)
10.3 Middle East & Africa Metaverse in Entertainment Market Size by Country
10.3.1 Middle East & Africa Metaverse in Entertainment Revenue by Country (2017-2028)
10.3.2 Turkey Metaverse in Entertainment Market Size and Forecast (2017-2028)
10.3.3 Saudi Arabia Metaverse in Entertainment Market Size and Forecast (2017-2028)
10.3.4 UAE Metaverse in Entertainment Market Size and Forecast (2017-2028)

11 Research Findings and Conclusion

12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Metaverse in Entertainment Revenue by Type, (USD Million), 2017 VS 2021 VS 2028
Table 2. Global Metaverse in Entertainment Revenue by Application, (USD Million), 2017 VS 2021 VS 2028
Table 3. Global Market Metaverse in Entertainment Revenue (Million USD) Comparison by Region (2017 VS 2021 VS 2028)
Table 4. Global Metaverse in Entertainment Revenue (USD Million) by Region (2017-2022)
Table 5. Global Metaverse in Entertainment Revenue Market Share by Region (2023-2028)
Table 6. Aomen City Corporate Information, Head Office, and Major Competitors
Table 7. Aomen City Major Business
Table 8. Aomen City Metaverse in Entertainment Product and Solutions
Table 9. Aomen City Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 10. Epic Games Inc. Corporate Information, Head Office, and Major Competitors
Table 11. Epic Games Inc. Major Business
Table 12. Epic Games Inc. Metaverse in Entertainment Product and Solutions
Table 13. Epic Games Inc. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 14. Hungama Digital Media Entertainment Pvt. Ltd. Corporate Information, Head Office, and Major Competitors
Table 15. Hungama Digital Media Entertainment Pvt. Ltd. Major Business
Table 16. Hungama Digital Media Entertainment Pvt. Ltd. Metaverse in Entertainment Product and Solutions
Table 17. Hungama Digital Media Entertainment Pvt. Ltd. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 18. Meta Platforms Inc. Corporate Information, Head Office, and Major Competitors
Table 19. Meta Platforms Inc. Major Business
Table 20. Meta Platforms Inc. Metaverse in Entertainment Product and Solutions
Table 21. Meta Platforms Inc. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 22. Niantic Inc. Corporate Information, Head Office, and Major Competitors
Table 23. Niantic Inc. Major Business
Table 24. Niantic Inc. Metaverse in Entertainment Product and Solutions
Table 25. Niantic Inc. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 26. OverActive Media Corp. Corporate Information, Head Office, and Major Competitors
Table 27. OverActive Media Corp. Major Business
Table 28. OverActive Media Corp. Metaverse in Entertainment Product and Solutions
Table 29. OverActive Media Corp. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 30. Qualcomm Inc. Corporate Information, Head Office, and Major Competitors
Table 31. Qualcomm Inc. Major Business
Table 32. Qualcomm Inc. Metaverse in Entertainment Product and Solutions
Table 33. Qualcomm Inc. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 34. Queppelin Corporate Information, Head Office, and Major Competitors
Table 35. Queppelin Major Business
Table 36. Queppelin Metaverse in Entertainment Product and Solutions
Table 37. Queppelin Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 38. Roblox Corp Corporate Information, Head Office, and Major Competitors
Table 39. Roblox Corp Major Business
Table 40. Roblox Corp Metaverse in Entertainment Product and Solutions
Table 41. Roblox Corp Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 42. Tetavi Ltd. Corporate Information, Head Office, and Major Competitors
Table 43. Tetavi Ltd. Major Business
Table 44. Tetavi Ltd. Metaverse in Entertainment Product and Solutions
Table 45. Tetavi Ltd. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 46. Global Metaverse in Entertainment Revenue (USD Million) by Players (2019, 2020, 2021, and 2022)
Table 47. Global Metaverse in Entertainment Revenue Share by Players (2019, 2020, 2021, and 2022)
Table 48. Breakdown of Metaverse in Entertainment by Company Type (Tier 1, Tier 2 and Tier 3)
Table 49. Metaverse in Entertainment Players Head Office, Products and Services Provided
Table 50. Metaverse in Entertainment Mergers & Acquisitions in the Past Five Years
Table 51. Metaverse in Entertainment New Entrants and Expansion Plans
Table 52. Global Metaverse in Entertainment Revenue (USD Million) by Type (2017-2022)
Table 53. Global Metaverse in Entertainment Revenue Share by Type (2017-2022)
Table 54. Global Metaverse in Entertainment Revenue Forecast by Type (2023-2028)
Table 55. Global Metaverse in Entertainment Revenue by Application (2017-2022)
Table 56. Global Metaverse in Entertainment Revenue Forecast by Application (2023-2028)
Table 57. North America Metaverse in Entertainment Revenue by Type (2017-2022) & (USD Million)
Table 58. North America Metaverse in Entertainment Revenue by Type (2023-2028) & (USD Million)
Table 59. North America Metaverse in Entertainment Revenue by Application (2017-2022) & (USD Million)
Table 60. North America Metaverse in Entertainment Revenue by Application (2023-2028) & (USD Million)
Table 61. North America Metaverse in Entertainment Revenue by Country (2017-2022) & (USD Million)
Table 62. North America Metaverse in Entertainment Revenue by Country (2023-2028) & (USD Million)
Table 63. Europe Metaverse in Entertainment Revenue by Type (2017-2022) & (USD Million)
Table 64. Europe Metaverse in Entertainment Revenue by Type (2023-2028) & (USD Million)
Table 65. Europe Metaverse in Entertainment Revenue by Application (2017-2022) & (USD Million)
Table 66. Europe Metaverse in Entertainment Revenue by Application (2023-2028) & (USD Million)
Table 67. Europe Metaverse in Entertainment Revenue by Country (2017-2022) & (USD Million)
Table 68. Europe Metaverse in Entertainment Revenue by Country (2023-2028) & (USD Million)
Table 69. Asia-Pacific Metaverse in Entertainment Revenue by Type (2017-2022) & (USD Million)
Table 70. Asia-Pacific Metaverse in Entertainment Revenue by Type (2023-2028) & (USD Million)
Table 71. Asia-Pacific Metaverse in Entertainment Revenue by Application (2017-2022) & (USD Million)
Table 72. Asia-Pacific Metaverse in Entertainment Revenue by Application (2023-2028) & (USD Million)
Table 73. Asia-Pacific Metaverse in Entertainment Revenue by Region (2017-2022) & (USD Million)
Table 74. Asia-Pacific Metaverse in Entertainment Revenue by Region (2023-2028) & (USD Million)
Table 75. South America Metaverse in Entertainment Revenue by Type (2017-2022) & (USD Million)
Table 76. South America Metaverse in Entertainment Revenue by Type (2023-2028) & (USD Million)
Table 77. South America Metaverse in Entertainment Revenue by Application (2017-2022) & (USD Million)
Table 78. South America Metaverse in Entertainment Revenue by Application (2023-2028) & (USD Million)
Table 79. South America Metaverse in Entertainment Revenue by Country (2017-2022) & (USD Million)
Table 80. South America Metaverse in Entertainment Revenue by Country (2023-2028) & (USD Million)
Table 81. Middle East & Africa Metaverse in Entertainment Revenue by Type (2017-2022) & (USD Million)
Table 82. Middle East & Africa Metaverse in Entertainment Revenue by Type (2023-2028) & (USD Million)
Table 83. Middle East & Africa Metaverse in Entertainment Revenue by Application (2017-2022) & (USD Million)
Table 84. Middle East & Africa Metaverse in Entertainment Revenue by Application (2023-2028) & (USD Million)
Table 85. Middle East & Africa Metaverse in Entertainment Revenue by Country (2017-2022) & (USD Million)
Table 86. Middle East & Africa Metaverse in Entertainment Revenue by Country (2023-2028) & (USD Million)
List of Figures
Figure 1. Metaverse in Entertainment Picture
Figure 2. Global Metaverse in Entertainment Revenue Market Share by Type in 2021
Figure 3. Mobile Mobile Platform
Figure 4. PC Mobile Platform
Figure 5. Metaverse in Entertainment Revenue Market Share by Application in 2021
Figure 6. Aldult Picture
Figure 7. Child Picture
Figure 8. Global Metaverse in Entertainment Market Size, (USD Million): 2017 VS 2021 VS 2028
Figure 9. Global Metaverse in Entertainment Revenue and Forecast (2017-2028) & (USD Million)
Figure 10. Global Metaverse in Entertainment Revenue Market Share by Region (2017-2028)
Figure 11. Global Metaverse in Entertainment Revenue Market Share by Region in 2021
Figure 12. North America Metaverse in Entertainment Revenue (USD Million) and Growth Rate (2017-2028)
Figure 13. Europe Metaverse in Entertainment Revenue (USD Million) and Growth Rate (2017-2028)
Figure 14. Asia-Pacific Metaverse in Entertainment Revenue (USD Million) and Growth Rate (2017-2028)
Figure 15. South America Metaverse in Entertainment Revenue (USD Million) and Growth Rate (2017-2028)
Figure 16. Middle East and Africa Metaverse in Entertainment Revenue (USD Million) and Growth Rate (2017-2028)
Figure 17. Metaverse in Entertainment Market Drivers
Figure 18. Metaverse in Entertainment Market Restraints
Figure 19. Metaverse in Entertainment Market Trends
Figure 20. Aomen City Recent Developments and Future Plans
Figure 21. Epic Games Inc. Recent Developments and Future Plans
Figure 22. Hungama Digital Media Entertainment Pvt. Ltd. Recent Developments and Future Plans
Figure 23. Meta Platforms Inc. Recent Developments and Future Plans
Figure 24. Niantic Inc. Recent Developments and Future Plans
Figure 25. OverActive Media Corp. Recent Developments and Future Plans
Figure 26. Qualcomm Inc. Recent Developments and Future Plans
Figure 27. Queppelin Recent Developments and Future Plans
Figure 28. Roblox Corp Recent Developments and Future Plans
Figure 29. Tetavi Ltd. Recent Developments and Future Plans
Figure 30. Global Metaverse in Entertainment Revenue Share by Players in 2021
Figure 31. Metaverse in Entertainment Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2021
Figure 32. Global Top 3 Players Metaverse in Entertainment Revenue Market Share in 2021
Figure 33. Global Top 10 Players Metaverse in Entertainment Revenue Market Share in 2021
Figure 34. Key Players Market Share Trend (Top 3 Market Share: 2020 VS 2021 VS 2022)
Figure 35. Global Metaverse in Entertainment Revenue Share by Type in 2021
Figure 36. Global Metaverse in Entertainment Market Share Forecast by Type (2023-2028)
Figure 37. Global Metaverse in Entertainment Revenue Share by Application in 2021
Figure 38. Global Metaverse in Entertainment Market Share Forecast by Application (2023-2028)
Figure 39. North America Metaverse in Entertainment Sales Market Share by Type (2017-2028)
Figure 40. North America Metaverse in Entertainment Sales Market Share by Application (2017-2028)
Figure 41. North America Metaverse in Entertainment Revenue Market Share by Country (2017-2028)
Figure 42. United States Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 43. Canada Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 44. Mexico Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 45. Europe Metaverse in Entertainment Sales Market Share by Type (2017-2028)
Figure 46. Europe Metaverse in Entertainment Sales Market Share by Application (2017-2028)
Figure 47. Europe Metaverse in Entertainment Revenue Market Share by Country (2017-2028)
Figure 48. Germany Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 49. France Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 50. United Kingdom Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 51. Russia Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 52. Italy Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 53. Asia-Pacific Metaverse in Entertainment Sales Market Share by Type (2017-2028)
Figure 54. Asia-Pacific Metaverse in Entertainment Sales Market Share by Application (2017-2028)
Figure 55. Asia-Pacific Metaverse in Entertainment Revenue Market Share by Region (2017-2028)
Figure 56. China Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 57. Japan Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 58. South Korea Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 59. India Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 60. Southeast Asia Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 61. Australia Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 62. South America Metaverse in Entertainment Sales Market Share by Type (2017-2028)
Figure 63. South America Metaverse in Entertainment Sales Market Share by Application (2017-2028)
Figure 64. South America Metaverse in Entertainment Revenue Market Share by Country (2017-2028)
Figure 65. Brazil Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 66. Argentina Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 67. Middle East and Africa Metaverse in Entertainment Sales Market Share by Type (2017-2028)
Figure 68. Middle East and Africa Metaverse in Entertainment Sales Market Share by Application (2017-2028)
Figure 69. Middle East and Africa Metaverse in Entertainment Revenue Market Share by Country (2017-2028)
Figure 70. Turkey Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 71. Saudi Arabia Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 72. UAE Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 73. Methodology
Figure 74. Research Process and Data Source
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Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

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.
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Global Metaverse in Entertainment Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Global Metaverse in Entertainment Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Page: 104

Published Date: 01 Jun 2022

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Description

The Metaverse in Entertainment market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our (Global Info Research) latest study, due to COVID-19 pandemic, the global Metaverse in Entertainment market size is estimated to be worth US$ million in 2021 and is forecast to a readjusted size of USD million by 2028 with a CAGR of % during forecast period 2022-2028. Aldult accounting for % of the Metaverse in Entertainment global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While Mobile Mobile Platform segment is altered to a % CAGR between 2022 and 2028.

Global key companies of Metaverse in Entertainment include Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., and Niantic Inc., etc. In terms of revenue, the global top four players hold a share over % in 2021.

Market segmentation
Metaverse in Entertainment market is split by Type and by Application. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
Mobile Mobile Platform
PC Mobile Platform

Market segment by Application, can be divided into
Aldult
Child

Market segment by players, this report covers
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.

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 12 chapters:
Chapter 1, to describe Metaverse in Entertainment product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of Metaverse in Entertainment, with revenue, gross margin and global market share of Metaverse in Entertainment from 2019 to 2022.
Chapter 3, the Metaverse in Entertainment competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with revenue and growth rate by Type, application, from 2017 to 2028.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2017 to 2022.and Metaverse in Entertainment market forecast, by regions, type and application, with revenue, from 2023 to 2028.
Chapter 11 and 12, to describe Metaverse in Entertainment research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Metaverse in Entertainment
1.2 Classification of Metaverse in Entertainment by Type
1.2.1 Overview: Global Metaverse in Entertainment Market Size by Type: 2017 Versus 2021 Versus 2028
1.2.2 Global Metaverse in Entertainment Revenue Market Share by Type in 2021
1.2.3 Mobile Mobile Platform
1.2.4 PC Mobile Platform
1.3 Global Metaverse in Entertainment Market by Application
1.3.1 Overview: Global Metaverse in Entertainment Market Size by Application: 2017 Versus 2021 Versus 2028
1.3.2 Aldult
1.3.3 Child
1.4 Global Metaverse in Entertainment Market Size & Forecast
1.5 Global Metaverse in Entertainment Market Size and Forecast by Region
1.5.1 Global Metaverse in Entertainment Market Size by Region: 2017 VS 2021 VS 2028
1.5.2 Global Metaverse in Entertainment Market Size by Region, (2017-2022)
1.5.3 North America Metaverse in Entertainment Market Size and Prospect (2017-2028)
1.5.4 Europe Metaverse in Entertainment Market Size and Prospect (2017-2028)
1.5.5 Asia-Pacific Metaverse in Entertainment Market Size and Prospect (2017-2028)
1.5.6 South America Metaverse in Entertainment Market Size and Prospect (2017-2028)
1.5.7 Middle East and Africa Metaverse in Entertainment Market Size and Prospect (2017-2028)
1.6 Market Drivers, Restraints and Trends
1.6.1 Metaverse in Entertainment Market Drivers
1.6.2 Metaverse in Entertainment Market Restraints
1.6.3 Metaverse in Entertainment Trends Analysis

2 Company Profiles
2.1 Aomen City
2.1.1 Aomen City Details
2.1.2 Aomen City Major Business
2.1.3 Aomen City Metaverse in Entertainment Product and Solutions
2.1.4 Aomen City Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.1.5 Aomen City Recent Developments and Future Plans
2.2 Epic Games Inc.
2.2.1 Epic Games Inc. Details
2.2.2 Epic Games Inc. Major Business
2.2.3 Epic Games Inc. Metaverse in Entertainment Product and Solutions
2.2.4 Epic Games Inc. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.2.5 Epic Games Inc. Recent Developments and Future Plans
2.3 Hungama Digital Media Entertainment Pvt. Ltd.
2.3.1 Hungama Digital Media Entertainment Pvt. Ltd. Details
2.3.2 Hungama Digital Media Entertainment Pvt. Ltd. Major Business
2.3.3 Hungama Digital Media Entertainment Pvt. Ltd. Metaverse in Entertainment Product and Solutions
2.3.4 Hungama Digital Media Entertainment Pvt. Ltd. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.3.5 Hungama Digital Media Entertainment Pvt. Ltd. Recent Developments and Future Plans
2.4 Meta Platforms Inc.
2.4.1 Meta Platforms Inc. Details
2.4.2 Meta Platforms Inc. Major Business
2.4.3 Meta Platforms Inc. Metaverse in Entertainment Product and Solutions
2.4.4 Meta Platforms Inc. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.4.5 Meta Platforms Inc. Recent Developments and Future Plans
2.5 Niantic Inc.
2.5.1 Niantic Inc. Details
2.5.2 Niantic Inc. Major Business
2.5.3 Niantic Inc. Metaverse in Entertainment Product and Solutions
2.5.4 Niantic Inc. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.5.5 Niantic Inc. Recent Developments and Future Plans
2.6 OverActive Media Corp.
2.6.1 OverActive Media Corp. Details
2.6.2 OverActive Media Corp. Major Business
2.6.3 OverActive Media Corp. Metaverse in Entertainment Product and Solutions
2.6.4 OverActive Media Corp. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.6.5 OverActive Media Corp. Recent Developments and Future Plans
2.7 Qualcomm Inc.
2.7.1 Qualcomm Inc. Details
2.7.2 Qualcomm Inc. Major Business
2.7.3 Qualcomm Inc. Metaverse in Entertainment Product and Solutions
2.7.4 Qualcomm Inc. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.7.5 Qualcomm Inc. Recent Developments and Future Plans
2.8 Queppelin
2.8.1 Queppelin Details
2.8.2 Queppelin Major Business
2.8.3 Queppelin Metaverse in Entertainment Product and Solutions
2.8.4 Queppelin Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.8.5 Queppelin Recent Developments and Future Plans
2.9 Roblox Corp
2.9.1 Roblox Corp Details
2.9.2 Roblox Corp Major Business
2.9.3 Roblox Corp Metaverse in Entertainment Product and Solutions
2.9.4 Roblox Corp Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.9.5 Roblox Corp Recent Developments and Future Plans
2.10 Tetavi Ltd.
2.10.1 Tetavi Ltd. Details
2.10.2 Tetavi Ltd. Major Business
2.10.3 Tetavi Ltd. Metaverse in Entertainment Product and Solutions
2.10.4 Tetavi Ltd. Metaverse in Entertainment Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.10.5 Tetavi Ltd. Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Metaverse in Entertainment Revenue and Share by Players (2019, 2020, 2021, and 2022)
3.2 Market Concentration Rate
3.2.1 Top 3 Metaverse in Entertainment Players Market Share in 2021
3.2.2 Top 10 Metaverse in Entertainment Players Market Share in 2021
3.2.3 Market Competition Trend
3.3 Metaverse in Entertainment Players Head Office, Products and Services Provided
3.4 Metaverse in Entertainment Mergers & Acquisitions
3.5 Metaverse in Entertainment New Entrants and Expansion Plans

4 Market Size Segment by Type
4.1 Global Metaverse in Entertainment Revenue and Market Share by Type (2017-2022)
4.2 Global Metaverse in Entertainment Market Forecast by Type (2023-2028)

5 Market Size Segment by Application
5.1 Global Metaverse in Entertainment Revenue Market Share by Application (2017-2022)
5.2 Global Metaverse in Entertainment Market Forecast by Application (2023-2028)

6 North America by Country, by Type, and by Application
6.1 North America Metaverse in Entertainment Revenue by Type (2017-2028)
6.2 North America Metaverse in Entertainment Revenue by Application (2017-2028)
6.3 North America Metaverse in Entertainment Market Size by Country
6.3.1 North America Metaverse in Entertainment Revenue by Country (2017-2028)
6.3.2 United States Metaverse in Entertainment Market Size and Forecast (2017-2028)
6.3.3 Canada Metaverse in Entertainment Market Size and Forecast (2017-2028)
6.3.4 Mexico Metaverse in Entertainment Market Size and Forecast (2017-2028)

7 Europe by Country, by Type, and by Application
7.1 Europe Metaverse in Entertainment Revenue by Type (2017-2028)
7.2 Europe Metaverse in Entertainment Revenue by Application (2017-2028)
7.3 Europe Metaverse in Entertainment Market Size by Country
7.3.1 Europe Metaverse in Entertainment Revenue by Country (2017-2028)
7.3.2 Germany Metaverse in Entertainment Market Size and Forecast (2017-2028)
7.3.3 France Metaverse in Entertainment Market Size and Forecast (2017-2028)
7.3.4 United Kingdom Metaverse in Entertainment Market Size and Forecast (2017-2028)
7.3.5 Russia Metaverse in Entertainment Market Size and Forecast (2017-2028)
7.3.6 Italy Metaverse in Entertainment Market Size and Forecast (2017-2028)

8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Metaverse in Entertainment Revenue by Type (2017-2028)
8.2 Asia-Pacific Metaverse in Entertainment Revenue by Application (2017-2028)
8.3 Asia-Pacific Metaverse in Entertainment Market Size by Region
8.3.1 Asia-Pacific Metaverse in Entertainment Revenue by Region (2017-2028)
8.3.2 China Metaverse in Entertainment Market Size and Forecast (2017-2028)
8.3.3 Japan Metaverse in Entertainment Market Size and Forecast (2017-2028)
8.3.4 South Korea Metaverse in Entertainment Market Size and Forecast (2017-2028)
8.3.5 India Metaverse in Entertainment Market Size and Forecast (2017-2028)
8.3.6 Southeast Asia Metaverse in Entertainment Market Size and Forecast (2017-2028)
8.3.7 Australia Metaverse in Entertainment Market Size and Forecast (2017-2028)

9 South America by Country, by Type, and by Application
9.1 South America Metaverse in Entertainment Revenue by Type (2017-2028)
9.2 South America Metaverse in Entertainment Revenue by Application (2017-2028)
9.3 South America Metaverse in Entertainment Market Size by Country
9.3.1 South America Metaverse in Entertainment Revenue by Country (2017-2028)
9.3.2 Brazil Metaverse in Entertainment Market Size and Forecast (2017-2028)
9.3.3 Argentina Metaverse in Entertainment Market Size and Forecast (2017-2028)

10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Metaverse in Entertainment Revenue by Type (2017-2028)
10.2 Middle East & Africa Metaverse in Entertainment Revenue by Application (2017-2028)
10.3 Middle East & Africa Metaverse in Entertainment Market Size by Country
10.3.1 Middle East & Africa Metaverse in Entertainment Revenue by Country (2017-2028)
10.3.2 Turkey Metaverse in Entertainment Market Size and Forecast (2017-2028)
10.3.3 Saudi Arabia Metaverse in Entertainment Market Size and Forecast (2017-2028)
10.3.4 UAE Metaverse in Entertainment Market Size and Forecast (2017-2028)

11 Research Findings and Conclusion

12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Metaverse in Entertainment Revenue by Type, (USD Million), 2017 VS 2021 VS 2028
Table 2. Global Metaverse in Entertainment Revenue by Application, (USD Million), 2017 VS 2021 VS 2028
Table 3. Global Market Metaverse in Entertainment Revenue (Million USD) Comparison by Region (2017 VS 2021 VS 2028)
Table 4. Global Metaverse in Entertainment Revenue (USD Million) by Region (2017-2022)
Table 5. Global Metaverse in Entertainment Revenue Market Share by Region (2023-2028)
Table 6. Aomen City Corporate Information, Head Office, and Major Competitors
Table 7. Aomen City Major Business
Table 8. Aomen City Metaverse in Entertainment Product and Solutions
Table 9. Aomen City Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 10. Epic Games Inc. Corporate Information, Head Office, and Major Competitors
Table 11. Epic Games Inc. Major Business
Table 12. Epic Games Inc. Metaverse in Entertainment Product and Solutions
Table 13. Epic Games Inc. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 14. Hungama Digital Media Entertainment Pvt. Ltd. Corporate Information, Head Office, and Major Competitors
Table 15. Hungama Digital Media Entertainment Pvt. Ltd. Major Business
Table 16. Hungama Digital Media Entertainment Pvt. Ltd. Metaverse in Entertainment Product and Solutions
Table 17. Hungama Digital Media Entertainment Pvt. Ltd. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 18. Meta Platforms Inc. Corporate Information, Head Office, and Major Competitors
Table 19. Meta Platforms Inc. Major Business
Table 20. Meta Platforms Inc. Metaverse in Entertainment Product and Solutions
Table 21. Meta Platforms Inc. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 22. Niantic Inc. Corporate Information, Head Office, and Major Competitors
Table 23. Niantic Inc. Major Business
Table 24. Niantic Inc. Metaverse in Entertainment Product and Solutions
Table 25. Niantic Inc. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 26. OverActive Media Corp. Corporate Information, Head Office, and Major Competitors
Table 27. OverActive Media Corp. Major Business
Table 28. OverActive Media Corp. Metaverse in Entertainment Product and Solutions
Table 29. OverActive Media Corp. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 30. Qualcomm Inc. Corporate Information, Head Office, and Major Competitors
Table 31. Qualcomm Inc. Major Business
Table 32. Qualcomm Inc. Metaverse in Entertainment Product and Solutions
Table 33. Qualcomm Inc. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 34. Queppelin Corporate Information, Head Office, and Major Competitors
Table 35. Queppelin Major Business
Table 36. Queppelin Metaverse in Entertainment Product and Solutions
Table 37. Queppelin Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 38. Roblox Corp Corporate Information, Head Office, and Major Competitors
Table 39. Roblox Corp Major Business
Table 40. Roblox Corp Metaverse in Entertainment Product and Solutions
Table 41. Roblox Corp Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 42. Tetavi Ltd. Corporate Information, Head Office, and Major Competitors
Table 43. Tetavi Ltd. Major Business
Table 44. Tetavi Ltd. Metaverse in Entertainment Product and Solutions
Table 45. Tetavi Ltd. Metaverse in Entertainment Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 46. Global Metaverse in Entertainment Revenue (USD Million) by Players (2019, 2020, 2021, and 2022)
Table 47. Global Metaverse in Entertainment Revenue Share by Players (2019, 2020, 2021, and 2022)
Table 48. Breakdown of Metaverse in Entertainment by Company Type (Tier 1, Tier 2 and Tier 3)
Table 49. Metaverse in Entertainment Players Head Office, Products and Services Provided
Table 50. Metaverse in Entertainment Mergers & Acquisitions in the Past Five Years
Table 51. Metaverse in Entertainment New Entrants and Expansion Plans
Table 52. Global Metaverse in Entertainment Revenue (USD Million) by Type (2017-2022)
Table 53. Global Metaverse in Entertainment Revenue Share by Type (2017-2022)
Table 54. Global Metaverse in Entertainment Revenue Forecast by Type (2023-2028)
Table 55. Global Metaverse in Entertainment Revenue by Application (2017-2022)
Table 56. Global Metaverse in Entertainment Revenue Forecast by Application (2023-2028)
Table 57. North America Metaverse in Entertainment Revenue by Type (2017-2022) & (USD Million)
Table 58. North America Metaverse in Entertainment Revenue by Type (2023-2028) & (USD Million)
Table 59. North America Metaverse in Entertainment Revenue by Application (2017-2022) & (USD Million)
Table 60. North America Metaverse in Entertainment Revenue by Application (2023-2028) & (USD Million)
Table 61. North America Metaverse in Entertainment Revenue by Country (2017-2022) & (USD Million)
Table 62. North America Metaverse in Entertainment Revenue by Country (2023-2028) & (USD Million)
Table 63. Europe Metaverse in Entertainment Revenue by Type (2017-2022) & (USD Million)
Table 64. Europe Metaverse in Entertainment Revenue by Type (2023-2028) & (USD Million)
Table 65. Europe Metaverse in Entertainment Revenue by Application (2017-2022) & (USD Million)
Table 66. Europe Metaverse in Entertainment Revenue by Application (2023-2028) & (USD Million)
Table 67. Europe Metaverse in Entertainment Revenue by Country (2017-2022) & (USD Million)
Table 68. Europe Metaverse in Entertainment Revenue by Country (2023-2028) & (USD Million)
Table 69. Asia-Pacific Metaverse in Entertainment Revenue by Type (2017-2022) & (USD Million)
Table 70. Asia-Pacific Metaverse in Entertainment Revenue by Type (2023-2028) & (USD Million)
Table 71. Asia-Pacific Metaverse in Entertainment Revenue by Application (2017-2022) & (USD Million)
Table 72. Asia-Pacific Metaverse in Entertainment Revenue by Application (2023-2028) & (USD Million)
Table 73. Asia-Pacific Metaverse in Entertainment Revenue by Region (2017-2022) & (USD Million)
Table 74. Asia-Pacific Metaverse in Entertainment Revenue by Region (2023-2028) & (USD Million)
Table 75. South America Metaverse in Entertainment Revenue by Type (2017-2022) & (USD Million)
Table 76. South America Metaverse in Entertainment Revenue by Type (2023-2028) & (USD Million)
Table 77. South America Metaverse in Entertainment Revenue by Application (2017-2022) & (USD Million)
Table 78. South America Metaverse in Entertainment Revenue by Application (2023-2028) & (USD Million)
Table 79. South America Metaverse in Entertainment Revenue by Country (2017-2022) & (USD Million)
Table 80. South America Metaverse in Entertainment Revenue by Country (2023-2028) & (USD Million)
Table 81. Middle East & Africa Metaverse in Entertainment Revenue by Type (2017-2022) & (USD Million)
Table 82. Middle East & Africa Metaverse in Entertainment Revenue by Type (2023-2028) & (USD Million)
Table 83. Middle East & Africa Metaverse in Entertainment Revenue by Application (2017-2022) & (USD Million)
Table 84. Middle East & Africa Metaverse in Entertainment Revenue by Application (2023-2028) & (USD Million)
Table 85. Middle East & Africa Metaverse in Entertainment Revenue by Country (2017-2022) & (USD Million)
Table 86. Middle East & Africa Metaverse in Entertainment Revenue by Country (2023-2028) & (USD Million)
List of Figures
Figure 1. Metaverse in Entertainment Picture
Figure 2. Global Metaverse in Entertainment Revenue Market Share by Type in 2021
Figure 3. Mobile Mobile Platform
Figure 4. PC Mobile Platform
Figure 5. Metaverse in Entertainment Revenue Market Share by Application in 2021
Figure 6. Aldult Picture
Figure 7. Child Picture
Figure 8. Global Metaverse in Entertainment Market Size, (USD Million): 2017 VS 2021 VS 2028
Figure 9. Global Metaverse in Entertainment Revenue and Forecast (2017-2028) & (USD Million)
Figure 10. Global Metaverse in Entertainment Revenue Market Share by Region (2017-2028)
Figure 11. Global Metaverse in Entertainment Revenue Market Share by Region in 2021
Figure 12. North America Metaverse in Entertainment Revenue (USD Million) and Growth Rate (2017-2028)
Figure 13. Europe Metaverse in Entertainment Revenue (USD Million) and Growth Rate (2017-2028)
Figure 14. Asia-Pacific Metaverse in Entertainment Revenue (USD Million) and Growth Rate (2017-2028)
Figure 15. South America Metaverse in Entertainment Revenue (USD Million) and Growth Rate (2017-2028)
Figure 16. Middle East and Africa Metaverse in Entertainment Revenue (USD Million) and Growth Rate (2017-2028)
Figure 17. Metaverse in Entertainment Market Drivers
Figure 18. Metaverse in Entertainment Market Restraints
Figure 19. Metaverse in Entertainment Market Trends
Figure 20. Aomen City Recent Developments and Future Plans
Figure 21. Epic Games Inc. Recent Developments and Future Plans
Figure 22. Hungama Digital Media Entertainment Pvt. Ltd. Recent Developments and Future Plans
Figure 23. Meta Platforms Inc. Recent Developments and Future Plans
Figure 24. Niantic Inc. Recent Developments and Future Plans
Figure 25. OverActive Media Corp. Recent Developments and Future Plans
Figure 26. Qualcomm Inc. Recent Developments and Future Plans
Figure 27. Queppelin Recent Developments and Future Plans
Figure 28. Roblox Corp Recent Developments and Future Plans
Figure 29. Tetavi Ltd. Recent Developments and Future Plans
Figure 30. Global Metaverse in Entertainment Revenue Share by Players in 2021
Figure 31. Metaverse in Entertainment Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2021
Figure 32. Global Top 3 Players Metaverse in Entertainment Revenue Market Share in 2021
Figure 33. Global Top 10 Players Metaverse in Entertainment Revenue Market Share in 2021
Figure 34. Key Players Market Share Trend (Top 3 Market Share: 2020 VS 2021 VS 2022)
Figure 35. Global Metaverse in Entertainment Revenue Share by Type in 2021
Figure 36. Global Metaverse in Entertainment Market Share Forecast by Type (2023-2028)
Figure 37. Global Metaverse in Entertainment Revenue Share by Application in 2021
Figure 38. Global Metaverse in Entertainment Market Share Forecast by Application (2023-2028)
Figure 39. North America Metaverse in Entertainment Sales Market Share by Type (2017-2028)
Figure 40. North America Metaverse in Entertainment Sales Market Share by Application (2017-2028)
Figure 41. North America Metaverse in Entertainment Revenue Market Share by Country (2017-2028)
Figure 42. United States Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 43. Canada Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 44. Mexico Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 45. Europe Metaverse in Entertainment Sales Market Share by Type (2017-2028)
Figure 46. Europe Metaverse in Entertainment Sales Market Share by Application (2017-2028)
Figure 47. Europe Metaverse in Entertainment Revenue Market Share by Country (2017-2028)
Figure 48. Germany Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 49. France Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 50. United Kingdom Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 51. Russia Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 52. Italy Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 53. Asia-Pacific Metaverse in Entertainment Sales Market Share by Type (2017-2028)
Figure 54. Asia-Pacific Metaverse in Entertainment Sales Market Share by Application (2017-2028)
Figure 55. Asia-Pacific Metaverse in Entertainment Revenue Market Share by Region (2017-2028)
Figure 56. China Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 57. Japan Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 58. South Korea Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 59. India Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 60. Southeast Asia Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 61. Australia Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 62. South America Metaverse in Entertainment Sales Market Share by Type (2017-2028)
Figure 63. South America Metaverse in Entertainment Sales Market Share by Application (2017-2028)
Figure 64. South America Metaverse in Entertainment Revenue Market Share by Country (2017-2028)
Figure 65. Brazil Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 66. Argentina Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 67. Middle East and Africa Metaverse in Entertainment Sales Market Share by Type (2017-2028)
Figure 68. Middle East and Africa Metaverse in Entertainment Sales Market Share by Application (2017-2028)
Figure 69. Middle East and Africa Metaverse in Entertainment Revenue Market Share by Country (2017-2028)
Figure 70. Turkey Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 71. Saudi Arabia Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 72. UAE Metaverse in Entertainment Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 73. Methodology
Figure 74. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

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Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

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    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

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.
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