Consumer Metaverse is a digital space where users can interact, socialize, work, and engage in various activities using avatars, often bridging virtual and real-world experiences.
The global Consumer Metaverse market is projected to reach US$ million in 2029, increasing from US$ million in 2022, with the CAGR of % during the period of 2023 to 2029. Influencing issues, such as economy environments, COVID-19 and Russia-Ukraine War, have led to great market fluctuations in the past few years and are considered comprehensively in the whole Consumer Metaverse market research.
Key companies engaged in the Consumer Metaverse industry include Roblox Corporation, HTC, Samsung, HUAWEI, Xiaomi, Sensorium Corporation, Meta, Tencent and NetEase, etc. Among those companies, the top 3 players guaranteed % supply worldwide in 2022.
When refers to consumption region, % value of Consumer Metaverse were sold to North America, Europe and Asia Pacific in 2022. Moreover, China, plays a key role in the whole Consumer Metaverse market and estimated to attract more attentions from industry insiders and investors.
Report Scope
This report, based on historical analysis (2018-2022) and forecast calculation (2023-2029), aims to help readers to get a comprehensive understanding of global Consumer Metaverse market with multiple angles, which provides sufficient supports to readers’ strategy and decision making.
By Company
Roblox Corporation
HTC
Samsung
HUAWEI
Xiaomi
Sensorium Corporation
Meta
Tencent
NetEase
Lilith
miHoYo
ZQGame
Microsoft
Sony
Nintendo
Linden Labs
Electronic Arts
Google
Virtuix
Leap Motion
Telsa Studios
Qualcomm
Segment by Type
Infrastructure and Devices
Development Tools and Software
Segment by Application
Game
Media Entertainment
Education
Other
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
The Consumer Metaverse report covers below items:
Chapter 1: Product Basic Information (Definition, Type and Application)
Chapter 2: Global market size, regional market size. Âé¶¹Ô´´ Opportunities and Challenges
Chapter 3: Companies’ Competition Patterns
Chapter 4: Product Type Analysis
Chapter 5: Product Application Analysis
Chapter 6 to 10: Country Level Value Analysis
Chapter 11: Companies’ Outline
Chapter 12: Âé¶¹Ô´´ Conclusions
Chapter 13: Research Methodology and Data Source
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global Consumer Metaverse Âé¶¹Ô´´ Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Infrastructure and Devices
1.2.3 Development Tools and Software
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global Consumer Metaverse Âé¶¹Ô´´ Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Game
1.3.3 Media Entertainment
1.3.4 Education
1.3.5 Other
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Consumer Metaverse Âé¶¹Ô´´ Perspective (2018-2029)
2.2 Consumer Metaverse Growth Trends by Region
2.2.1 Global Consumer Metaverse Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 Consumer Metaverse Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 Consumer Metaverse Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 Consumer Metaverse Âé¶¹Ô´´ Dynamics
2.3.1 Consumer Metaverse Industry Trends
2.3.2 Consumer Metaverse Âé¶¹Ô´´ Drivers
2.3.3 Consumer Metaverse Âé¶¹Ô´´ Challenges
2.3.4 Consumer Metaverse Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top Consumer Metaverse Players by Revenue
3.1.1 Global Top Consumer Metaverse Players by Revenue (2018-2023)
3.1.2 Global Consumer Metaverse Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global Consumer Metaverse Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Consumer Metaverse Revenue
3.4 Global Consumer Metaverse Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global Consumer Metaverse Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Consumer Metaverse Revenue in 2022
3.5 Consumer Metaverse Key Players Head office and Area Served
3.6 Key Players Consumer Metaverse Product Solution and Service
3.7 Date of Enter into Consumer Metaverse Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 Consumer Metaverse Breakdown Data by Type
4.1 Global Consumer Metaverse Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global Consumer Metaverse Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 Consumer Metaverse Breakdown Data by Application
5.1 Global Consumer Metaverse Historic Âé¶¹Ô´´ Size by Application (2018-2023)
5.2 Global Consumer Metaverse Forecasted Âé¶¹Ô´´ Size by Application (2024-2029)
6 North America
6.1 North America Consumer Metaverse Âé¶¹Ô´´ Size (2018-2029)
6.2 North America Consumer Metaverse Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Consumer Metaverse Âé¶¹Ô´´ Size by Country (2018-2023)
6.4 North America Consumer Metaverse Âé¶¹Ô´´ Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Consumer Metaverse Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe Consumer Metaverse Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Consumer Metaverse Âé¶¹Ô´´ Size by Country (2018-2023)
7.4 Europe Consumer Metaverse Âé¶¹Ô´´ Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Consumer Metaverse Âé¶¹Ô´´ Size (2018-2029)
8.2 Asia-Pacific Consumer Metaverse Âé¶¹Ô´´ Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Consumer Metaverse Âé¶¹Ô´´ Size by Region (2018-2023)
8.4 Asia-Pacific Consumer Metaverse Âé¶¹Ô´´ Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Consumer Metaverse Âé¶¹Ô´´ Size (2018-2029)
9.2 Latin America Consumer Metaverse Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Consumer Metaverse Âé¶¹Ô´´ Size by Country (2018-2023)
9.4 Latin America Consumer Metaverse Âé¶¹Ô´´ Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Consumer Metaverse Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East & Africa Consumer Metaverse Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Consumer Metaverse Âé¶¹Ô´´ Size by Country (2018-2023)
10.4 Middle East & Africa Consumer Metaverse Âé¶¹Ô´´ Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Roblox Corporation
11.1.1 Roblox Corporation Company Detail
11.1.2 Roblox Corporation Business Overview
11.1.3 Roblox Corporation Consumer Metaverse Introduction
11.1.4 Roblox Corporation Revenue in Consumer Metaverse Business (2018-2023)
11.1.5 Roblox Corporation Recent Development
11.2 HTC
11.2.1 HTC Company Detail
11.2.2 HTC Business Overview
11.2.3 HTC Consumer Metaverse Introduction
11.2.4 HTC Revenue in Consumer Metaverse Business (2018-2023)
11.2.5 HTC Recent Development
11.3 Samsung
11.3.1 Samsung Company Detail
11.3.2 Samsung Business Overview
11.3.3 Samsung Consumer Metaverse Introduction
11.3.4 Samsung Revenue in Consumer Metaverse Business (2018-2023)
11.3.5 Samsung Recent Development
11.4 HUAWEI
11.4.1 HUAWEI Company Detail
11.4.2 HUAWEI Business Overview
11.4.3 HUAWEI Consumer Metaverse Introduction
11.4.4 HUAWEI Revenue in Consumer Metaverse Business (2018-2023)
11.4.5 HUAWEI Recent Development
11.5 Xiaomi
11.5.1 Xiaomi Company Detail
11.5.2 Xiaomi Business Overview
11.5.3 Xiaomi Consumer Metaverse Introduction
11.5.4 Xiaomi Revenue in Consumer Metaverse Business (2018-2023)
11.5.5 Xiaomi Recent Development
11.6 Sensorium Corporation
11.6.1 Sensorium Corporation Company Detail
11.6.2 Sensorium Corporation Business Overview
11.6.3 Sensorium Corporation Consumer Metaverse Introduction
11.6.4 Sensorium Corporation Revenue in Consumer Metaverse Business (2018-2023)
11.6.5 Sensorium Corporation Recent Development
11.7 Meta
11.7.1 Meta Company Detail
11.7.2 Meta Business Overview
11.7.3 Meta Consumer Metaverse Introduction
11.7.4 Meta Revenue in Consumer Metaverse Business (2018-2023)
11.7.5 Meta Recent Development
11.8 Tencent
11.8.1 Tencent Company Detail
11.8.2 Tencent Business Overview
11.8.3 Tencent Consumer Metaverse Introduction
11.8.4 Tencent Revenue in Consumer Metaverse Business (2018-2023)
11.8.5 Tencent Recent Development
11.9 NetEase
11.9.1 NetEase Company Detail
11.9.2 NetEase Business Overview
11.9.3 NetEase Consumer Metaverse Introduction
11.9.4 NetEase Revenue in Consumer Metaverse Business (2018-2023)
11.9.5 NetEase Recent Development
11.10 Lilith
11.10.1 Lilith Company Detail
11.10.2 Lilith Business Overview
11.10.3 Lilith Consumer Metaverse Introduction
11.10.4 Lilith Revenue in Consumer Metaverse Business (2018-2023)
11.10.5 Lilith Recent Development
11.11 miHoYo
11.11.1 miHoYo Company Detail
11.11.2 miHoYo Business Overview
11.11.3 miHoYo Consumer Metaverse Introduction
11.11.4 miHoYo Revenue in Consumer Metaverse Business (2018-2023)
11.11.5 miHoYo Recent Development
11.12 ZQGame
11.12.1 ZQGame Company Detail
11.12.2 ZQGame Business Overview
11.12.3 ZQGame Consumer Metaverse Introduction
11.12.4 ZQGame Revenue in Consumer Metaverse Business (2018-2023)
11.12.5 ZQGame Recent Development
11.13 Microsoft
11.13.1 Microsoft Company Detail
11.13.2 Microsoft Business Overview
11.13.3 Microsoft Consumer Metaverse Introduction
11.13.4 Microsoft Revenue in Consumer Metaverse Business (2018-2023)
11.13.5 Microsoft Recent Development
11.14 Sony
11.14.1 Sony Company Detail
11.14.2 Sony Business Overview
11.14.3 Sony Consumer Metaverse Introduction
11.14.4 Sony Revenue in Consumer Metaverse Business (2018-2023)
11.14.5 Sony Recent Development
11.15 Nintendo
11.15.1 Nintendo Company Detail
11.15.2 Nintendo Business Overview
11.15.3 Nintendo Consumer Metaverse Introduction
11.15.4 Nintendo Revenue in Consumer Metaverse Business (2018-2023)
11.15.5 Nintendo Recent Development
11.16 Linden Labs
11.16.1 Linden Labs Company Detail
11.16.2 Linden Labs Business Overview
11.16.3 Linden Labs Consumer Metaverse Introduction
11.16.4 Linden Labs Revenue in Consumer Metaverse Business (2018-2023)
11.16.5 Linden Labs Recent Development
11.17 Electronic Arts
11.17.1 Electronic Arts Company Detail
11.17.2 Electronic Arts Business Overview
11.17.3 Electronic Arts Consumer Metaverse Introduction
11.17.4 Electronic Arts Revenue in Consumer Metaverse Business (2018-2023)
11.17.5 Electronic Arts Recent Development
11.18 Google
11.18.1 Google Company Detail
11.18.2 Google Business Overview
11.18.3 Google Consumer Metaverse Introduction
11.18.4 Google Revenue in Consumer Metaverse Business (2018-2023)
11.18.5 Google Recent Development
11.19 Virtuix
11.19.1 Virtuix Company Detail
11.19.2 Virtuix Business Overview
11.19.3 Virtuix Consumer Metaverse Introduction
11.19.4 Virtuix Revenue in Consumer Metaverse Business (2018-2023)
11.19.5 Virtuix Recent Development
11.20 Leap Motion
11.20.1 Leap Motion Company Detail
11.20.2 Leap Motion Business Overview
11.20.3 Leap Motion Consumer Metaverse Introduction
11.20.4 Leap Motion Revenue in Consumer Metaverse Business (2018-2023)
11.20.5 Leap Motion Recent Development
11.21 Telsa Studios
11.21.1 Telsa Studios Company Detail
11.21.2 Telsa Studios Business Overview
11.21.3 Telsa Studios Consumer Metaverse Introduction
11.21.4 Telsa Studios Revenue in Consumer Metaverse Business (2018-2023)
11.21.5 Telsa Studios Recent Development
11.22 Qualcomm
11.22.1 Qualcomm Company Detail
11.22.2 Qualcomm Business Overview
11.22.3 Qualcomm Consumer Metaverse Introduction
11.22.4 Qualcomm Revenue in Consumer Metaverse Business (2018-2023)
11.22.5 Qualcomm Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Roblox Corporation
HTC
Samsung
HUAWEI
Xiaomi
Sensorium Corporation
Meta
Tencent
NetEase
Lilith
miHoYo
ZQGame
Microsoft
Sony
Nintendo
Linden Labs
Electronic Arts
Google
Virtuix
Leap Motion
Telsa Studios
Qualcomm
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*If Applicable.