The global market for Metaverse in Media and Entertainment was valued at US$ 268120 million in the year 2024 and is projected to reach a revised size of US$ 608430 million by 2031, growing at a CAGR of 12.6% during the forecast period.
North American market for Metaverse in Media and Entertainment is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Metaverse in Media and Entertainment is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The global market for Metaverse in Media and Entertainment in Film Production Companies is estimated to increase from $ million in 2024 to $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global companies of Metaverse in Media and Entertainment include Hungama Digital Media, Qualcomm, OverActive Media, Zilliqa, Gameon, Tetavi, Scuti, AdQuire Media, Atom Universe, Aomen City, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Metaverse in Media and Entertainment, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Metaverse in Media and Entertainment.
The Metaverse in Media and Entertainment market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Metaverse in Media and Entertainment market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Metaverse in Media and Entertainment companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
麻豆原创 Segmentation
By Company
Hungama Digital Media
Qualcomm
OverActive Media
Zilliqa
Gameon
Tetavi
Scuti
AdQuire Media
Atom Universe
Aomen City
Gamefarm
Roblox
Segment by Type
Cryptocurrency
Digital Asset
Non-Fungible Token(NFT)
Segment by Application
Film Production Companies
OTT Platforms
Television Broadcasters
Others
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Metaverse in Media and Entertainment company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
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 麻豆原创 Analysis by Type
1.2.1 Global Metaverse in Media and Entertainment 麻豆原创 Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Cryptocurrency
1.2.3 Digital Asset
1.2.4 Non-Fungible Token(NFT)
1.3 麻豆原创 by Application
1.3.1 Global Metaverse in Media and Entertainment 麻豆原创 Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Film Production Companies
1.3.3 OTT Platforms
1.3.4 Television Broadcasters
1.3.5 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Metaverse in Media and Entertainment 麻豆原创 Perspective (2020-2031)
2.2 Global Metaverse in Media and Entertainment Growth Trends by Region
2.2.1 Global Metaverse in Media and Entertainment 麻豆原创 Size by Region: 2020 VS 2024 VS 2031
2.2.2 Metaverse in Media and Entertainment Historic 麻豆原创 Size by Region (2020-2025)
2.2.3 Metaverse in Media and Entertainment Forecasted 麻豆原创 Size by Region (2026-2031)
2.3 Metaverse in Media and Entertainment 麻豆原创 Dynamics
2.3.1 Metaverse in Media and Entertainment Industry Trends
2.3.2 Metaverse in Media and Entertainment 麻豆原创 Drivers
2.3.3 Metaverse in Media and Entertainment 麻豆原创 Challenges
2.3.4 Metaverse in Media and Entertainment 麻豆原创 Restraints
3 Competition Landscape by Key Players
3.1 Global Top Metaverse in Media and Entertainment Players by Revenue
3.1.1 Global Top Metaverse in Media and Entertainment Players by Revenue (2020-2025)
3.1.2 Global Metaverse in Media and Entertainment Revenue 麻豆原创 Share by Players (2020-2025)
3.2 Global Metaverse in Media and Entertainment 麻豆原创 Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Metaverse in Media and Entertainment Revenue
3.4 Global Metaverse in Media and Entertainment 麻豆原创 Concentration Ratio
3.4.1 Global Metaverse in Media and Entertainment 麻豆原创 Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Metaverse in Media and Entertainment Revenue in 2024
3.5 Global Key Players of Metaverse in Media and Entertainment Head office and Area Served
3.6 Global Key Players of Metaverse in Media and Entertainment, Product and Application
3.7 Global Key Players of Metaverse in Media and Entertainment, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Metaverse in Media and Entertainment Breakdown Data by Type
4.1 Global Metaverse in Media and Entertainment Historic 麻豆原创 Size by Type (2020-2025)
4.2 Global Metaverse in Media and Entertainment Forecasted 麻豆原创 Size by Type (2026-2031)
5 Metaverse in Media and Entertainment Breakdown Data by Application
5.1 Global Metaverse in Media and Entertainment Historic 麻豆原创 Size by Application (2020-2025)
5.2 Global Metaverse in Media and Entertainment Forecasted 麻豆原创 Size by Application (2026-2031)
6 North America
6.1 North America Metaverse in Media and Entertainment 麻豆原创 Size (2020-2031)
6.2 North America Metaverse in Media and Entertainment 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Metaverse in Media and Entertainment 麻豆原创 Size by Country (2020-2025)
6.4 North America Metaverse in Media and Entertainment 麻豆原创 Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Metaverse in Media and Entertainment 麻豆原创 Size (2020-2031)
7.2 Europe Metaverse in Media and Entertainment 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Metaverse in Media and Entertainment 麻豆原创 Size by Country (2020-2025)
7.4 Europe Metaverse in Media and Entertainment 麻豆原创 Size by Country (2026-2031)
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 Metaverse in Media and Entertainment 麻豆原创 Size (2020-2031)
8.2 Asia-Pacific Metaverse in Media and Entertainment 麻豆原创 Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Metaverse in Media and Entertainment 麻豆原创 Size by Region (2020-2025)
8.4 Asia-Pacific Metaverse in Media and Entertainment 麻豆原创 Size by Region (2026-2031)
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 Metaverse in Media and Entertainment 麻豆原创 Size (2020-2031)
9.2 Latin America Metaverse in Media and Entertainment 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Metaverse in Media and Entertainment 麻豆原创 Size by Country (2020-2025)
9.4 Latin America Metaverse in Media and Entertainment 麻豆原创 Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Metaverse in Media and Entertainment 麻豆原创 Size (2020-2031)
10.2 Middle East & Africa Metaverse in Media and Entertainment 麻豆原创 Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Metaverse in Media and Entertainment 麻豆原创 Size by Country (2020-2025)
10.4 Middle East & Africa Metaverse in Media and Entertainment 麻豆原创 Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Hungama Digital Media
11.1.1 Hungama Digital Media Company Details
11.1.2 Hungama Digital Media Business Overview
11.1.3 Hungama Digital Media Metaverse in Media and Entertainment Introduction
11.1.4 Hungama Digital Media Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.1.5 Hungama Digital Media Recent Development
11.2 Qualcomm
11.2.1 Qualcomm Company Details
11.2.2 Qualcomm Business Overview
11.2.3 Qualcomm Metaverse in Media and Entertainment Introduction
11.2.4 Qualcomm Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.2.5 Qualcomm Recent Development
11.3 OverActive Media
11.3.1 OverActive Media Company Details
11.3.2 OverActive Media Business Overview
11.3.3 OverActive Media Metaverse in Media and Entertainment Introduction
11.3.4 OverActive Media Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.3.5 OverActive Media Recent Development
11.4 Zilliqa
11.4.1 Zilliqa Company Details
11.4.2 Zilliqa Business Overview
11.4.3 Zilliqa Metaverse in Media and Entertainment Introduction
11.4.4 Zilliqa Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.4.5 Zilliqa Recent Development
11.5 Gameon
11.5.1 Gameon Company Details
11.5.2 Gameon Business Overview
11.5.3 Gameon Metaverse in Media and Entertainment Introduction
11.5.4 Gameon Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.5.5 Gameon Recent Development
11.6 Tetavi
11.6.1 Tetavi Company Details
11.6.2 Tetavi Business Overview
11.6.3 Tetavi Metaverse in Media and Entertainment Introduction
11.6.4 Tetavi Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.6.5 Tetavi Recent Development
11.7 Scuti
11.7.1 Scuti Company Details
11.7.2 Scuti Business Overview
11.7.3 Scuti Metaverse in Media and Entertainment Introduction
11.7.4 Scuti Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.7.5 Scuti Recent Development
11.8 AdQuire Media
11.8.1 AdQuire Media Company Details
11.8.2 AdQuire Media Business Overview
11.8.3 AdQuire Media Metaverse in Media and Entertainment Introduction
11.8.4 AdQuire Media Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.8.5 AdQuire Media Recent Development
11.9 Atom Universe
11.9.1 Atom Universe Company Details
11.9.2 Atom Universe Business Overview
11.9.3 Atom Universe Metaverse in Media and Entertainment Introduction
11.9.4 Atom Universe Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.9.5 Atom Universe Recent Development
11.10 Aomen City
11.10.1 Aomen City Company Details
11.10.2 Aomen City Business Overview
11.10.3 Aomen City Metaverse in Media and Entertainment Introduction
11.10.4 Aomen City Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.10.5 Aomen City Recent Development
11.11 Gamefarm
11.11.1 Gamefarm Company Details
11.11.2 Gamefarm Business Overview
11.11.3 Gamefarm Metaverse in Media and Entertainment Introduction
11.11.4 Gamefarm Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.11.5 Gamefarm Recent Development
11.12 Roblox
11.12.1 Roblox Company Details
11.12.2 Roblox Business Overview
11.12.3 Roblox Metaverse in Media and Entertainment Introduction
11.12.4 Roblox Revenue in Metaverse in Media and Entertainment Business (2020-2025)
11.12.5 Roblox Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 麻豆原创 Size Estimation
13.1.1.3 麻豆原创 Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
Hungama Digital Media
Qualcomm
OverActive Media
Zilliqa
Gameon
Tetavi
Scuti
AdQuire Media
Atom Universe
Aomen City
Gamefarm
Roblox
听
听
*If Applicable.