Enterprise Metaverse Market | Size, Share, Growth | 2024 - 2030

Chapter 1.GLOBAL ENTERPRISE METAVERSE MARKET– Scope & Methodology

1.1. Market Segmentation

1.2. Assumptions

1.3. Research Methodology

1.4. Primary Sources

1.5. Secondary Sources

Chapter 2.GLOBAL ENTERPRISE METAVERSE MARKET– Executive Summary

2.1. Market Size & Forecast – (2022 – 2026) ($M/$Bn)

2.2. Key Trends & Insights

2.3. COVID-16 Impact Analysis

      2.3.1. Impact during 2022 - 2026

      2.3.2. Impact on Supply – Demand

Chapter 3.GLOBAL ENTERPRISE METAVERSE MARKET– Competition Scenario

3.1. Market Share Analysis

3.2. Product Benchmarking

3.3. Competitive Strategy & Development Scenario

3.4. Competitive Pricing Analysis

3.5. Supplier - Distributor Analysis

Chapter 4.GLOBAL ENTERPRISE METAVERSE MARKET- Entry Scenario

4.1. Case Studies – Start-up/Thriving Companies

4.2. Regulatory Scenario - By Region

4.3 Customer Analysis

4.4. Porter's Five Force Model

       4.4.1. Bargaining Power of Suppliers

       4.4.2. Bargaining Powers of Customers

       4.4.3. Threat of New Entrants

       4.4.4. Rivalry among Existing Players

       4.4.5. Threat of Substitutes

Chapter 5. GLOBAL ENTERPRISE METAVERSE MARKET- Landscape

5.1. Value Chain Analysis – Key Stakeholders Impact Analysis

5.2. Market Drivers

5.3. Market Restraints/Challenges

5.4. Market Opportunities

Chapter 6.GLOBAL ENTERPRISE METAVERSE MARKET– By Components

6.1 . Hardware

6.1.1. AR Devices

6.1.2. VR Devices

6.1.3. MR Devices

6.1.4. Displays

6.2. Software

6.2.1. Extended Reality Software

6.2.2. Gaming Engines

6.2.3. 3D Mapping, Modeling, and Reconstruction

6.2.4. Metaverse Platforms

6.2.5. Financial Platforms

6.2.6. Other Software (Geospatial Mapping Tools, Cloud-Based Software)

6.3. Professional Services

6.3.1. Application Development and System Integration

6.3.2. Strategy And Business Consulting

Chapter 7.GLOBAL ENTERPRISE METAVERSE MARKET– By Verticals

7.1.  Consumer

7.1.1. Gaming and social media

7.1.2. Live Entertainment and Events

7.2. Commercial

7.2.1. Retail and eCommerce

7.2.2. Education and Corporate

7.2.3. Travel and Tourism

7.2.4. Real Estate

7.3. Industrial Manufacturing

7.4. Healthcare

7.5. Others (Automotive, Aerospace and Defence, Transportation and Logistics, and Energy and Utilities)

Chapter 8.GLOBAL ENTERPRISE METAVERSE MARKET– By Region

8.1. North America

8.2. Europe

8.3. The Asia Pacific

8.4. Latin America

8.5. The Middle East

8.6. Africa

Chapter 9.GLOBAL ENTERPRISE METAVERSE MARKET– Company Profiles – (Overview, Product Portfolio, Financials, Developments)

9.1. Meta Platforms, Inc.

9.2. Tencent Holdings Ltd.

9.3. ByteDance Ltd.

9.4. NetEase, Inc.

9.5. Nvidia Corporation

9.6. Epic Games, Inc.

9.7. Roblox Corporation

9.8. Unity Technologies, Inc.

9.9. Lilith Games

9.10. Nextech AR Solutions Corp.

9.11.  The Sandbox

9.12. Active Theory

9.13.  Decentraland

9.14.  Microsoft Corporation

9.15.  Antier Solutions Pvt. Ltd.

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