Metaverse in Media and Entertainment Market Segmentation by Regions, Key News and Top Companies Profiles by 2030

Rising popularity of metaverse platforms for entertainment purposes such as gaming and sports, advancements in AR and VR immersive tech, and increasing penetration of high-speed internet connectivity and smartphones across the globe

The extensive analysis of the micro- and macro-economic indicators that influence the global Metaverse in Media and Entertainment market development during the forecast period of 2021-2030. Most importantly, the document empowers business owners to seek information about potential consumers and where they can find them. With an exclusive coverage of the top vendors, the study enables business owners to know more about the local market and locate potential consumers.

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.

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Competitive Outlook:

The global Metaverse in Media and Entertainment market is highly consolidated due to the presence of a large number of companies across this industry. These companies are known to make hefty investments in research and development projects. Also, they control a considerable portion of the overall market share, thus limiting the entry of new players into the sector.  The global Metaverse in Media and Entertainment market report studies the prudent tactics undertaken by the leading market players, such as partnerships and collaborations, mergers acquisitions, new product launches, and joint ventures.

Some of the key participants in this industry include:

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

The competitive analysis also includes regional analysis of major geographical regions. The report covers regions such as North America, Europe, Asia-Pacific, Latin America, and the Middle East and Africa. The report also offers a country wise analysis to impart better understanding of the global Metaverse in Media and Entertainment market with regards to market share, market size, production and consumption ratio, product launches and RD activities, investment opportunities, and presence of key players in the region.


The report further segments the global Metaverse in Media and Entertainment market on the basis of product types and applications and provides insights into key factors influencing the revenue growth of the segments.

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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Global Metaverse in Media and Entertainment Market Report – Table of Contents:

  • Chapter 1 includes the global Metaverse in Media and Entertainment market introduction, followed by the market scope, product offerings, growth opportunities, market risks, driving forces, and others.
  • Chapter 2 broadly categorizes the Metaverse in Media and Entertainment market on the basis of geography, and determines the sales, revenue, and market shares of each region over the estimated period.
  • Chapter 3 elaborates on the competitive outlook of the Metaverse in Media and Entertainment market, focusing on the major manufacturers and vendor landscape.
  • Chapter 4 exhaustively studies the key manufacturers of the Metaverse in Media and Entertainment industry, along with their anticipated sales and revenue shares.
  • Chapters 5 includes market segmentation based on product type, application range, and market players.

The report focuses on current and future market growth, technological advancements, volume, raw materials, and profiles of the key companies involved in the market. The report provides valuable insights to the stakeholders, investors, product managers, marketing executives, and other industry professionals.

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.

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