This report aims to provide a comprehensive presentation of the global market for Social in The Metaverse study by Market Intellix gives insights concerning the market elements influencing the market, Market scope, Market division, and overlays shadow upon the leading market players featuring the positive cutthroat scene and patterns beating the years.
Global Social in The Metaverse Market Revenue, 2017-2022, 2023-2028, ($ millions)
Global top five companies in 2021 (%)
The global Social in The Metaverse market was valued at million in 2021 and is projected to reach US$ million by 2028, at a CAGR of % during the forecast period 2022-2028.
The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.
Mobile APP Segment to Reach $ Million by 2028, with a % CAGR in next six years.
The global key manufacturers of Social in The Metaverse include Meta, Decentraland, Sandbox, Axie Infinity, Bloktopia, Zepeto, Gather, Space Somnium and VRChat, etc. In 2021, the global top five players have a share approximately % in terms of revenue.
The study provides the Social in The Metaverse companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Segmental Outline:
Global Social in The Metaverse Market, by Type, 2017-2022, 2023-2028 ($ millions)
Global Social in The Metaverse Market Segment Percentages, by Type, 2021 (%)
Mobile APP
Web-based
Global Social in The Metaverse Market, by Application, 2017-2022, 2023-2028 ($ millions)
Global Social in The Metaverse Market Segment Percentages, by Application, 2021 (%)
Advertising
Games
Instant Messaging
Financing
Others
Global Social in The Metaverse Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)
Global Social in The Metaverse Market Segment Percentages, By Region and Country, 2021 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Social in The Metaverse revenues in global market, 2017-2022 (estimated), ($ millions)
Key companies Social in The Metaverse revenues share in global market, 2021 (%)
Further, the report presents profiles of competitors in the market, key players include:
Meta
Decentraland
Sandbox
Axie Infinity
Bloktopia
Zepeto
Gather
Space Somnium
VRChat
BAIDU
ByteDance
RecRoom
This Report Addresses:
– Market Intelligence enables effective decision-making
– Market estimates and forecasts from 2022 to 2028
– Growth opportunities and trend analysis
– Segment and regional revenue forecast for market evaluation
– Competitive strategy and analysis of market segments
– List of product innovations to stay on top.
– The impact of COVID-19 and how to survive in these fast-growing markets.
1 Introduction to Research & Analysis Reports
1.1 Social in The Metaverse Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Social in The Metaverse Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Social in The Metaverse Overall Market Size
2.1 Global Social in The Metaverse Market Size: 2021 VS 2028
2.2 Global Social in The Metaverse Market Size, Prospects & Forecasts: 2017-2028
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Social in The Metaverse Players in Global Market
3.2 Top Global Social in The Metaverse Companies Ranked by Revenue
3.3 Global Social in The Metaverse Revenue by Companies
3.4 Top 3 and Top 5 Social in The Metaverse Companies in Global Market, by Revenue in 2021
3.5 Global Companies Social in The Metaverse Product Type
3.6 Tier 1, Tier 2 and Tier 3 Social in The Metaverse Players in Global Market
3.6.1 List of Global Tier 1 Social in The Metaverse Companies
3.6.2 List of Global Tier 2 and Tier 3 Social in The Metaverse Companies
4 Market Sights by Product
4.1 Overview
4.1.1 by Type - Global Social in The Metaverse Market Size Markets, 2021 & 2028
4.1.2 Mobile APP
4.1.3 Web-based
4.2 By Type - Global Social in The Metaverse Revenue & Forecasts
4.2.1 By Type - Global Social in The Metaverse Revenue, 2017-2022
4.2.2 By Type - Global Social in The Metaverse Revenue, 2023-2028
4.2.3 By Type - Global Social in The Metaverse Revenue Market Share, 2017-2028
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Social in The Metaverse Market Size, 2021 & 2028
5.1.2 Advertising
5.1.3 Games
5.1.4 Instant Messaging
5.1.5 Financing
5.1.6 Others
5.2 By Application - Global Social in The Metaverse Revenue & Forecasts
5.2.1 By Application - Global Social in The Metaverse Revenue, 2017-2022
5.2.2 By Application - Global Social in The Metaverse Revenue, 2023-2028
5.2.3 By Application - Global Social in The Metaverse Revenue Market Share, 2017-2028
6 Sights by Region
6.1 By Region - Global Social in The Metaverse Market Size, 2021 & 2028
6.2 By Region - Global Social in The Metaverse Revenue & Forecasts
6.2.1 By Region - Global Social in The Metaverse Revenue, 2017-2022
6.2.2 By Region - Global Social in The Metaverse Revenue, 2023-2028
6.2.3 By Region - Global Social in The Metaverse Revenue Market Share, 2017-2028
6.3 North America
6.3.1 By Country - North America Social in The Metaverse Revenue, 2017-2028
6.3.2 US Social in The Metaverse Market Size, 2017-2028
6.3.3 Canada Social in The Metaverse Market Size, 2017-2028
6.3.4 Mexico Social in The Metaverse Market Size, 2017-2028
6.4 Europe
6.4.1 By Country - Europe Social in The Metaverse Revenue, 2017-2028
6.4.2 Germany Social in The Metaverse Market Size, 2017-2028
6.4.3 France Social in The Metaverse Market Size, 2017-2028
6.4.4 U.K. Social in The Metaverse Market Size, 2017-2028
6.4.5 Italy Social in The Metaverse Market Size, 2017-2028
6.4.6 Russia Social in The Metaverse Market Size, 2017-2028
6.4.7 Nordic Countries Social in The Metaverse Market Size, 2017-2028
6.4.8 Benelux Social in The Metaverse Market Size, 2017-2028
6.5 Asia
6.5.1 By Region - Asia Social in The Metaverse Revenue, 2017-2028
6.5.2 China Social in The Metaverse Market Size, 2017-2028
6.5.3 Japan Social in The Metaverse Market Size, 2017-2028
6.5.4 South Korea Social in The Metaverse Market Size, 2017-2028
6.5.5 Southeast Asia Social in The Metaverse Market Size, 2017-2028
6.5.6 India Social in The Metaverse Market Size, 2017-2028
6.6 South America
6.6.1 By Country - South America Social in The Metaverse Revenue, 2017-2028
6.6.2 Brazil Social in The Metaverse Market Size, 2017-2028
6.6.3 Argentina Social in The Metaverse Market Size, 2017-2028
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Social in The Metaverse Revenue, 2017-2028
6.7.2 Turkey Social in The Metaverse Market Size, 2017-2028
6.7.3 Israel Social in The Metaverse Market Size, 2017-2028
6.7.4 Saudi Arabia Social in The Metaverse Market Size, 2017-2028
6.7.5 UAE Social in The Metaverse Market Size, 2017-2028
7 Players Profiles
7.1 Meta
7.1.1 Meta Corporate Summary
7.1.2 Meta Business Overview
7.1.3 Meta Social in The Metaverse Major Product Offerings
7.1.4 Meta Social in The Metaverse Revenue in Global Market (2017-2022)
7.1.5 Meta Key News
7.2 Decentraland
7.2.1 Decentraland Corporate Summary
7.2.2 Decentraland Business Overview
7.2.3 Decentraland Social in The Metaverse Major Product Offerings
7.2.4 Decentraland Social in The Metaverse Revenue in Global Market (2017-2022)
7.2.5 Decentraland Key News
7.3 Sandbox
7.3.1 Sandbox Corporate Summary
7.3.2 Sandbox Business Overview
7.3.3 Sandbox Social in The Metaverse Major Product Offerings
7.3.4 Sandbox Social in The Metaverse Revenue in Global Market (2017-2022)
7.3.5 Sandbox Key News
7.4 Axie Infinity
7.4.1 Axie Infinity Corporate Summary
7.4.2 Axie Infinity Business Overview
7.4.3 Axie Infinity Social in The Metaverse Major Product Offerings
7.4.4 Axie Infinity Social in The Metaverse Revenue in Global Market (2017-2022)
7.4.5 Axie Infinity Key News
7.5 Bloktopia
7.5.1 Bloktopia Corporate Summary
7.5.2 Bloktopia Business Overview
7.5.3 Bloktopia Social in The Metaverse Major Product Offerings
7.5.4 Bloktopia Social in The Metaverse Revenue in Global Market (2017-2022)
7.5.5 Bloktopia Key News
7.6 Zepeto
7.6.1 Zepeto Corporate Summary
7.6.2 Zepeto Business Overview
7.6.3 Zepeto Social in The Metaverse Major Product Offerings
7.6.4 Zepeto Social in The Metaverse Revenue in Global Market (2017-2022)
7.6.5 Zepeto Key News
7.7 Gather
7.7.1 Gather Corporate Summary
7.7.2 Gather Business Overview
7.7.3 Gather Social in The Metaverse Major Product Offerings
7.7.4 Gather Social in The Metaverse Revenue in Global Market (2017-2022)
7.7.5 Gather Key News
7.8 Space Somnium
7.8.1 Space Somnium Corporate Summary
7.8.2 Space Somnium Business Overview
7.8.3 Space Somnium Social in The Metaverse Major Product Offerings
7.8.4 Space Somnium Social in The Metaverse Revenue in Global Market (2017-2022)
7.8.5 Space Somnium Key News
7.9 VRChat
7.9.1 VRChat Corporate Summary
7.9.2 VRChat Business Overview
7.9.3 VRChat Social in The Metaverse Major Product Offerings
7.9.4 VRChat Social in The Metaverse Revenue in Global Market (2017-2022)
7.9.5 VRChat Key News
7.10 BAIDU
7.10.1 BAIDU Corporate Summary
7.10.2 BAIDU Business Overview
7.10.3 BAIDU Social in The Metaverse Major Product Offerings
7.10.4 BAIDU Social in The Metaverse Revenue in Global Market (2017-2022)
7.10.5 BAIDU Key News
7.11 ByteDance
7.11.1 ByteDance Corporate Summary
7.11.2 ByteDance Business Overview
7.11.3 ByteDance Social in The Metaverse Major Product Offerings
7.11.4 ByteDance Social in The Metaverse Revenue in Global Market (2017-2022)
7.11.5 ByteDance Key News
7.12 RecRoom
7.12.1 RecRoom Corporate Summary
7.12.2 RecRoom Business Overview
7.12.3 RecRoom Social in The Metaverse Major Product Offerings
7.12.4 RecRoom Social in The Metaverse Revenue in Global Market (2017-2022)
7.12.5 RecRoom Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Influencing Factors |
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Market Forecast (2021-2026) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
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Qualitative Analysis |
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
Primary Sources | Parameters | Key Data |
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