Metaverse in Media and Entertainment Market Size, Product Trends, Key Companies, Revenue Share Analysis, 2022–2030

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Metaverse combines key attributes and elements of gaming, social media, and video communication to develop innovative experiences that mixes different digital media experiences on a single platform.

The Metaverse in Media and Entertainment Market report also offers details about market size, market share, revenue growth, and CAGR during the forecast period of 2022-2030.

The Metaverse in Media and Entertainment Market intelligence report further offers hard to find data derived from attractiveness analysis that narrates a lot about the products, regions and applications expected to generate more revenue. The research study sheds light on the key growth opportunities and market trends along with other vital market dynamics, including the drivers and restraints on the industry growth. With this report, the prospective buyers can be sure to become capable of adapting to the changes in the Metaverse in Media and Entertainment industry.


Metaverse combines key attributes and elements of gaming, social media, and video communication to develop innovative experiences that mixes different digital media experiences on a single platform. Metaverse enables creation of a persistent venue wherein numerous artists can perform in an environment that resemble real-time live concerts. Virtual concerts and events have enabled artists cover up losses caused to lockdowns and social distancing during the pandemic.

Metaverse also enables a greater flexibility and visibility for users while attracting a significantly large audience for artists. Rapid popularity of NFTs in the metaverse is a key factor driving adoption of the metaverse in the media and entertainment sector. NFTs enable artists to have a better control over their art and merchandise and allows them to monetize their art in a transparent and better way.

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Report Objective:

The Metaverse in Media and Entertainment market with details about each market player including company profile, financial standing, global position, revenue contribution, production and manufacturing capacity, business expansion plans, and new product launches. Key players are strategizing various plans such as MA acquisition, partnerships, joint ventures, license agreement and collaborations.

  • Hungama Digital Media
  • Qualcomm
  • OverActive Media
  • Zilliqa
  • GameOn
  • Tetavi
  • Scuti
  • AdQuire Media
  • Atom Universe
  • Aomen City
  • Gamefam
  • Roblox

and others are some of the top companies profiled in the report.

The report also covers the scope of individual applications and types in each region. The report also covers details about production and consumption patterns, technological developments, revenue growth, market size, market share, key trends and demands influencing market growth in the region, and robust presence of key players in the region.

For the purpose of this report, Emergen Research has segmented the global metaverse in media and entertainment market on the basis of technology, product, end use, and region:

Technology Outlook (Revenue, USD Billion; 2019-2030)

  • Blockchain
  • Artificial Intelligence (AI)
  • Augmented Reality (AR)
  • Extended Reality (XR)
  • Virtual Reality (VR)
  • Mixed Reality (MR)
  • Internet of Things (IoT)

Product Outlook (Revenue, USD Billion; 2019-2030)

  • Cryptocurrency
  • NFTs
  • Digital Assets
  • Others

End-Use Outlook (Revenue, USD Billion; 2019-2030)

  • Film Production Companies
  • Music Labels
  • OTT Platforms
  • Television Broadcasters
  • Artists
  • Others

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Key point summary of the report:

  • The report offers a comprehensive overview of the market size, share, and growth rate in the forecast duration.
  • It provides details about current scenario, historical data, giving an accurate market forecast for the coming years.
  • The study categorizes the market on the basis of product types, applications, end users, market value and volume, business verticals, and 5 major regions.
  • It also offers regional market analysis and forecast for prominent geographies in the sector viz., North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa.
  • Industry supply chain, sourcing strategy, upstream feedstock, and downstream demand analysis has also been undertaken in the research report.
  • The study offers a comprehensive understanding of the demand and supply dynamics, including production and consumption rates, and mapping of the overall market.
  • The report employs different analytical tools including, SWOT analysis, Porter’s five forces analysis, and pricing analysis, to give precise market information.

Regional segmentation comprises of a current and forecast estimation of the market in the key geographical regions such as North America, Europe, Asia Pacific, Latin America, and Middle East Africa.

Regional Outlook of Metaverse in Media and Entertainment Market:

  • North America
    • S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • K.
    • Italy
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of APAC
  • Latin America
    • Brazil
    • Rest of LATAM
  • Middle East Africa
    • Saudi Arabia
    • A.E.
    • South Africa
    • Rest of MEA

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