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Global Metaverse in Media and Entertainment Market Growth (Status and Outlook) 2022-2028

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1 Scope of the Report

  • 1.1 Market Introduction
  • 1.2 Years Considered
  • 1.3 Research Objectives
  • 1.4 Market Research Methodology
  • 1.5 Research Process and Data Source
  • 1.6 Economic Indicators
  • 1.7 Currency Considered

2 Executive Summary

  • 2.1 World Market Overview
    • 2.1.1 Global Metaverse in Media and Entertainment Market Size 2022-2028
    • 2.1.2 Metaverse in Media and Entertainment Market Size CAGR by Region
  • 2.2 Metaverse in Media and Entertainment Segment by Type
    • 2.2.1 Cryptocurrency
    • 2.2.2 Digital Asset
    • 2.2.3 Non-Fungible Token(NFT)
  • 2.3 Metaverse in Media and Entertainment Market Size by Type
    • 2.3.1 Global Metaverse in Media and Entertainment Market Size Market Share by Type (2022-2028)
    • 2.3.2 Global Metaverse in Media and Entertainment Market Size Growth Rate by Type (2022-2028)
  • 2.4 Metaverse in Media and Entertainment Segment by Application
    • 2.4.1 Film Production Companies
    • 2.4.2 OTT Platforms
    • 2.4.3 Television Broadcasters
    • 2.4.4 Others
  • 2.5 Metaverse in Media and Entertainment Market Size by Application
    • 2.5.1 Global Metaverse in Media and Entertainment Market Size Market Share by Application (2022-2028)
    • 2.5.2 Global Metaverse in Media and Entertainment Market Size Growth Rate by Application (2022-2028)

3 Metaverse in Media and Entertainment Key Players

  • 3.1 Date of Key Players Enter into Metaverse in Media and Entertainment
  • 3.2 Key Players Metaverse in Media and Entertainment Product Offered
  • 3.3 Key Players Metaverse in Media and Entertainment Funding/Investment Analysis
  • 3.4 Funding/Investment
    • 3.4.1 Funding/Investment by Regions
    • 3.4.2 Funding/Investment by End-Industry
  • 3.5 Key Players Metaverse in Media and Entertainment Valuation & Market Capitalization
  • 3.6 Key Players Mergers & Acquisitions, Expansion Plans
  • 3.7 Market Ranking
  • 3.8 New Product/Technology Launches
  • 3.9 Partnerships, Agreements, and Collaborations
  • 3.10 Mergers and Acquisitions

4 Metaverse in Media and Entertainment by Regions

  • 4.1 Metaverse in Media and Entertainment Market Size by Regions (2022-2028)
  • 4.2 United States Metaverse in Media and Entertainment Market Size Growth (2022-2028)
  • 4.3 China Metaverse in Media and Entertainment Market Size Growth (2022-2028)
  • 4.4 Europe Metaverse in Media and Entertainment Market Size Growth (2022-2028)
  • 4.5 Rest of World Metaverse in Media and Entertainment Market Size Growth (2022-2028)

5 United States

  • 5.1 United States Metaverse in Media and Entertainment Market Size by Type (2022-2028)
  • 5.2 United States Metaverse in Media and Entertainment Market Size by Application (2022-2028)

6 China

  • 6.1 China Metaverse in Media and Entertainment Market Size by Type (2022-2028)
  • 6.2 China Metaverse in Media and Entertainment Market Size by Application (2022-2028)

7 Europe

  • 7.1 Europe Metaverse in Media and Entertainment Market Size by Type (2022-2028)
  • 7.2 Europe Metaverse in Media and Entertainment Market Size by Application (2022-2028)

8 Rest of World

  • 8.1 Rest of World Metaverse in Media and Entertainment Market Size by Type (2022-2028)
  • 8.2 Rest of World Metaverse in Media and Entertainment Market Size by Application (2022-2028)
  • 8.3 Japan
  • 8.4 South Korea
  • 8.5 Southeast Asia

9 Market Drivers, Challenges and Trends

  • 9.1 Market Drivers & Growth Opportunities
  • 9.2 Market Challenges & Risks
  • 9.3 Industry Trends

10 Key Investors in Metaverse in Media and Entertainment

  • 10.1 Company A
    • 10.1.1 Company A Company Details
    • 10.1.2 Company Description
    • 10.1.3 Companies Invested by Company A
    • 10.1.4 Company A Key Development and Market Layout
  • 10.2 Company B
    • 10.2.1 Company B Company Details
    • 10.2.2 Company Description
    • 10.2.3 Companies Invested by Company B
    • 10.2.4 Company B Key Development and Market Layout
  • 10.3 Company C
    • 10.3.1 Company C Company Details
    • 10.3.2 Company Description
    • 10.3.3 Companies Invested by Company C
    • 10.3.4 Company C Key Development and Market Layout
  • 10.4 Company D
  • 10.5 ……

11 Key Players Analysis

  • 11.1 Hungama Digital Media
    • 11.1.1 Hungama Digital Media Company Details
    • 11.1.2 Hungama Digital Media Metaverse in Media and Entertainment Product Offered
    • 11.1.3 Hungama Digital Media Metaverse in Media and Entertainment Market Size (2022 VS 2027)
    • 11.1.4 Hungama Digital Media Main Business Overview
    • 11.1.5 Hungama Digital Media News
  • 11.2 Qualcomm
    • 11.2.1 Qualcomm Company Details
    • 11.2.2 Qualcomm Metaverse in Media and Entertainment Product Offered
    • 11.2.3 Qualcomm Metaverse in Media and Entertainment Market Size (2022 VS 2027)
    • 11.2.4 Qualcomm Main Business Overview
    • 11.2.5 Qualcomm News
  • 11.3 OverActive Media
    • 11.3.1 OverActive Media Company Details
    • 11.3.2 OverActive Media Metaverse in Media and Entertainment Product Offered
    • 11.3.3 OverActive Media Metaverse in Media and Entertainment Market Size (2022 VS 2027)
    • 11.3.4 OverActive Media Main Business Overview
    • 11.3.5 OverActive Media News
  • 11.4 Zilliqa
    • 11.4.1 Zilliqa Company Details
    • 11.4.2 Zilliqa Metaverse in Media and Entertainment Product Offered
    • 11.4.3 Zilliqa Metaverse in Media and Entertainment Market Size (2022 VS 2027)
    • 11.4.4 Zilliqa Main Business Overview
    • 11.4.5 Zilliqa News
  • 11.5 Gameon
    • 11.5.1 Gameon Company Details
    • 11.5.2 Gameon Metaverse in Media and Entertainment Product Offered
    • 11.5.3 Gameon Metaverse in Media and Entertainment Market Size (2022 VS 2027)
    • 11.5.4 Gameon Main Business Overview
    • 11.5.5 Gameon News
  • 11.6 Tetavi
    • 11.6.1 Tetavi Company Details
    • 11.6.2 Tetavi Metaverse in Media and Entertainment Product Offered
    • 11.6.3 Tetavi Metaverse in Media and Entertainment Market Size (2022 VS 2027)
    • 11.6.4 Tetavi Main Business Overview
    • 11.6.5 Tetavi News
  • 11.7 Scuti
    • 11.7.1 Scuti Company Details
    • 11.7.2 Scuti Metaverse in Media and Entertainment Product Offered
    • 11.7.3 Scuti Metaverse in Media and Entertainment Market Size (2022 VS 2027)
    • 11.7.4 Scuti Main Business Overview
    • 11.7.5 Scuti News
  • 11.8 AdQuire Media
    • 11.8.1 AdQuire Media Company Details
    • 11.8.2 AdQuire Media Metaverse in Media and Entertainment Product Offered
    • 11.8.3 AdQuire Media Metaverse in Media and Entertainment Market Size (2022 VS 2027)
    • 11.8.4 AdQuire Media Main Business Overview
    • 11.8.5 AdQuire Media News
  • 11.9 Atom Universe
    • 11.9.1 Atom Universe Company Details
    • 11.9.2 Atom Universe Metaverse in Media and Entertainment Product Offered
    • 11.9.3 Atom Universe Metaverse in Media and Entertainment Market Size (2022 VS 2027)
    • 11.9.4 Atom Universe Main Business Overview
    • 11.9.5 Atom Universe News
  • 11.10 Aomen City
    • 11.10.1 Aomen City Company Details
    • 11.10.2 Aomen City Metaverse in Media and Entertainment Product Offered
    • 11.10.3 Aomen City Metaverse in Media and Entertainment Market Size (2022 VS 2027)
    • 11.10.4 Aomen City Main Business Overview
    • 11.10.5 Aomen City News
  • 11.11 Gamefarm
  • 11.12 Roblox

12 Research Findings and Conclusion

According to this study, the global Metaverse in Media and Entertainment market size will reach US$ million by 2028.

This report presents a comprehensive overview, market shares, and growth opportunities of Metaverse in Media and Entertainment market by product type, application, key players and key regions and countries.

Segmentation by product type:
Cryptocurrency
Digital Asset
Non-Fungible Token(NFT)

Segmentation by Application:
Film Production Companies
OTT Platforms
Television Broadcasters
Others

This report also splits the market by region:
United States
China
Europe
Other regions:
Japan
South Korea
Southeast Asia
Rest of world

The report also presents the market competition landscape and a corresponding detailed analysis of the major players in the market. The key players covered in this report:
Hungama Digital Media
Qualcomm
OverActive Media
Zilliqa
Gameon
Tetavi
Scuti
AdQuire Media
Atom Universe
Aomen City
Gamefarm
Roblox

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