• レポートコード:MRC23Q36173 • 出版社/出版日:QYResearch / 2023年3月 • レポート形態:英文、PDF、88ページ • 納品方法:Eメール(2-3日) • 産業分類:新技術 |
Single User | ¥435,000 (USD2,900) | ▷ お問い合わせ |
Enterprise License | ¥870,000 (USD5,800) | ▷ お問い合わせ |
• お支払方法:銀行振込(納品後、ご請求書送付)
レポート概要
本調査レポートは世界のメタユニバーサルテクノロジー市場について調査・分析し、世界のメタユニバーサルテクノロジー市場概要、市場トレンド、主要企業別競争状況、タイプ別セグメント分析(モバイル側、PC側)、用途別セグメント分析(ゲーム、ソーシャルコンタクト、ミーティング、コンテンツ制作、その他)、地域別市場規模、主要企業のプロファイルなどに関する情報を掲載しています。主要企業としては、Roblox、Facebook、Microsoft、Unity、Epic Games、Byte beating、Tencent、NetEase、Lilith、Miha Tour、Zhongqingbaoなどが含まれています。世界のメタユニバーサルテクノロジー市場は、2022年にXXX米ドル、2029年にはXXX米ドルに達すると予測され、予測期間の年平均成長率はXXX%です。COVID-19とロシア・ウクライナ戦争の影響は、メタユニバーサルテクノロジー市場規模を推定する際に考慮しました。本レポートは、メタユニバーサルテクノロジーの世界市場を定量的・定性的な分析により包括的に提示し、読者がビジネス/成長戦略を策定し、市場競争状況を把握し、現在の市場における自社のポジションを分析し、メタユニバーサルテクノロジーに関するビジネス上の意思決定に役立てることを目的としています。 ・メタユニバーサルテクノロジー市場の概要 - メタユニバーサルテクノロジーのタイプ別セグメント - 世界のメタユニバーサルテクノロジー市場規模:タイプ別分析(モバイル側、PC側) - メタユニバーサルテクノロジーの用途別セグメント - 世界のメタユニバーサルテクノロジー市場規模:用途別分析(ゲーム、ソーシャルコンタクト、ミーティング、コンテンツ制作、その他) - 世界のメタユニバーサルテクノロジー市場規模予測(2018年-2029年) ・メタユニバーサルテクノロジー市場の成長トレンド - メタユニバーサルテクノロジーの地域別市場規模(2018年-2029年) - メタユニバーサルテクノロジー市場ダイナミクス - メタユニバーサルテクノロジーの業界動向 - メタユニバーサルテクノロジー市場の成長ドライバ、課題、阻害要因 ・主要企業別競争状況 - 企業別市場シェア - 世界の主要企業、業界ランキング分析 - 市場への参入、M&A動向 ・タイプ別セグメント:モバイル側、PC側 - 世界のメタユニバーサルテクノロジーのタイプ別市場規模(2018年-2023年) - 世界のメタユニバーサルテクノロジーのタイプ別市場規模(2024年-2029年) ・用途別セグメント:ゲーム、ソーシャルコンタクト、ミーティング、コンテンツ制作、その他 - 世界のメタユニバーサルテクノロジーの用途別市場規模(2018年-2023年) - 世界のメタユニバーサルテクノロジーの用途別市場規模(2024年-2029年) ・メタユニバーサルテクノロジーの地域別市場規模 - 北米のメタユニバーサルテクノロジー市場規模(2018年-2029年) - アメリカのメタユニバーサルテクノロジー市場規模(2018年-2029年) - ヨーロッパのメタユニバーサルテクノロジー市場規模(2018年-2029年) - アジア太平洋のメタユニバーサルテクノロジー市場規模(2018年-2029年) - 中国のメタユニバーサルテクノロジー市場規模(2018年-2029年) - 日本のメタユニバーサルテクノロジー市場規模(2018年-2029年) - 韓国のメタユニバーサルテクノロジー市場規模(2018年-2029年) - インドのメタユニバーサルテクノロジー市場規模(2018年-2029年) - オーストラリアのメタユニバーサルテクノロジー市場規模(2018年-2029年) - 中南米のメタユニバーサルテクノロジー市場規模(2018年-2029年) - 中東・アフリカのメタユニバーサルテクノロジー市場規模(2018年-2029年) ・主要企業のプロファイル:企業情報、事業概要、売上、動向 Roblox、Facebook、Microsoft、Unity、Epic Games、Byte beating、Tencent、NetEase、Lilith、Miha Tour、Zhongqingbao ・アナリストの観点/結論 ・調査方法とデータソース |
Highlights
The global Meta-Universal Technology market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for Meta-Universal Technology is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for Meta-Universal Technology is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for Meta-Universal Technology in Game is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of Meta-Universal Technology include Roblox, Facebook, Microsoft, Unity, Epic Games, Byte beating, Tencent, NetEase and Lilith, etc. In 2022, the world’s top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Meta-Universal Technology, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Meta-Universal Technology.
The Meta-Universal Technology market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Meta-Universal Technology market comprehensively. Regional market sizes, concerning products by type, by application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Meta-Universal Technology companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
Roblox
Facebook
Microsoft
Unity
Epic Games
Byte beating
Tencent
NetEase
Lilith
Miha Tour
Zhongqingbao
Segment by Type
Mobile Side
PC Side
Segment by Application
Game
Social Contact
Meeting
Content Creation
Other
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Meta-Universal Technology companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Meta-Universal Technology Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Mobile Side
1.2.3 PC Side
1.3 Market by Application
1.3.1 Global Meta-Universal Technology Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Game
1.3.3 Social Contact
1.3.4 Meeting
1.3.5 Content Creation
1.3.6 Other
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Meta-Universal Technology Market Perspective (2018-2029)
2.2 Meta-Universal Technology Growth Trends by Region
2.2.1 Global Meta-Universal Technology Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Meta-Universal Technology Historic Market Size by Region (2018-2023)
2.2.3 Meta-Universal Technology Forecasted Market Size by Region (2024-2029)
2.3 Meta-Universal Technology Market Dynamics
2.3.1 Meta-Universal Technology Industry Trends
2.3.2 Meta-Universal Technology Market Drivers
2.3.3 Meta-Universal Technology Market Challenges
2.3.4 Meta-Universal Technology Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Meta-Universal Technology Players by Revenue
3.1.1 Global Top Meta-Universal Technology Players by Revenue (2018-2023)
3.1.2 Global Meta-Universal Technology Revenue Market Share by Players (2018-2023)
3.2 Global Meta-Universal Technology Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Meta-Universal Technology Revenue
3.4 Global Meta-Universal Technology Market Concentration Ratio
3.4.1 Global Meta-Universal Technology Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Meta-Universal Technology Revenue in 2022
3.5 Meta-Universal Technology Key Players Head office and Area Served
3.6 Key Players Meta-Universal Technology Product Solution and Service
3.7 Date of Enter into Meta-Universal Technology Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Meta-Universal Technology Breakdown Data by Type
4.1 Global Meta-Universal Technology Historic Market Size by Type (2018-2023)
4.2 Global Meta-Universal Technology Forecasted Market Size by Type (2024-2029)
5 Meta-Universal Technology Breakdown Data by Application
5.1 Global Meta-Universal Technology Historic Market Size by Application (2018-2023)
5.2 Global Meta-Universal Technology Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Meta-Universal Technology Market Size (2018-2029)
6.2 North America Meta-Universal Technology Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Meta-Universal Technology Market Size by Country (2018-2023)
6.4 North America Meta-Universal Technology Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Meta-Universal Technology Market Size (2018-2029)
7.2 Europe Meta-Universal Technology Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Meta-Universal Technology Market Size by Country (2018-2023)
7.4 Europe Meta-Universal Technology Market Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Meta-Universal Technology Market Size (2018-2029)
8.2 Asia-Pacific Meta-Universal Technology Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Meta-Universal Technology Market Size by Region (2018-2023)
8.4 Asia-Pacific Meta-Universal Technology Market Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Meta-Universal Technology Market Size (2018-2029)
9.2 Latin America Meta-Universal Technology Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Meta-Universal Technology Market Size by Country (2018-2023)
9.4 Latin America Meta-Universal Technology Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Meta-Universal Technology Market Size (2018-2029)
10.2 Middle East & Africa Meta-Universal Technology Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Meta-Universal Technology Market Size by Country (2018-2023)
10.4 Middle East & Africa Meta-Universal Technology Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Roblox
11.1.1 Roblox Company Detail
11.1.2 Roblox Business Overview
11.1.3 Roblox Meta-Universal Technology Introduction
11.1.4 Roblox Revenue in Meta-Universal Technology Business (2018-2023)
11.1.5 Roblox Recent Development
11.2 Facebook
11.2.1 Facebook Company Detail
11.2.2 Facebook Business Overview
11.2.3 Facebook Meta-Universal Technology Introduction
11.2.4 Facebook Revenue in Meta-Universal Technology Business (2018-2023)
11.2.5 Facebook Recent Development
11.3 Microsoft
11.3.1 Microsoft Company Detail
11.3.2 Microsoft Business Overview
11.3.3 Microsoft Meta-Universal Technology Introduction
11.3.4 Microsoft Revenue in Meta-Universal Technology Business (2018-2023)
11.3.5 Microsoft Recent Development
11.4 Unity
11.4.1 Unity Company Detail
11.4.2 Unity Business Overview
11.4.3 Unity Meta-Universal Technology Introduction
11.4.4 Unity Revenue in Meta-Universal Technology Business (2018-2023)
11.4.5 Unity Recent Development
11.5 Epic Games
11.5.1 Epic Games Company Detail
11.5.2 Epic Games Business Overview
11.5.3 Epic Games Meta-Universal Technology Introduction
11.5.4 Epic Games Revenue in Meta-Universal Technology Business (2018-2023)
11.5.5 Epic Games Recent Development
11.6 Byte beating
11.6.1 Byte beating Company Detail
11.6.2 Byte beating Business Overview
11.6.3 Byte beating Meta-Universal Technology Introduction
11.6.4 Byte beating Revenue in Meta-Universal Technology Business (2018-2023)
11.6.5 Byte beating Recent Development
11.7 Tencent
11.7.1 Tencent Company Detail
11.7.2 Tencent Business Overview
11.7.3 Tencent Meta-Universal Technology Introduction
11.7.4 Tencent Revenue in Meta-Universal Technology Business (2018-2023)
11.7.5 Tencent Recent Development
11.8 NetEase
11.8.1 NetEase Company Detail
11.8.2 NetEase Business Overview
11.8.3 NetEase Meta-Universal Technology Introduction
11.8.4 NetEase Revenue in Meta-Universal Technology Business (2018-2023)
11.8.5 NetEase Recent Development
11.9 Lilith
11.9.1 Lilith Company Detail
11.9.2 Lilith Business Overview
11.9.3 Lilith Meta-Universal Technology Introduction
11.9.4 Lilith Revenue in Meta-Universal Technology Business (2018-2023)
11.9.5 Lilith Recent Development
11.10 Miha Tour
11.10.1 Miha Tour Company Detail
11.10.2 Miha Tour Business Overview
11.10.3 Miha Tour Meta-Universal Technology Introduction
11.10.4 Miha Tour Revenue in Meta-Universal Technology Business (2018-2023)
11.10.5 Miha Tour Recent Development
11.11 Zhongqingbao
11.11.1 Zhongqingbao Company Detail
11.11.2 Zhongqingbao Business Overview
11.11.3 Zhongqingbao Meta-Universal Technology Introduction
11.11.4 Zhongqingbao Revenue in Meta-Universal Technology Business (2018-2023)
11.11.5 Zhongqingbao Recent Development
12 Analyst’s Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details