Metaverse in the entertainment market – 33% of growth comes from North America | Opportunities Evolving with Aomen City and Epic Games Inc.

NEW YORKMay 13, 2022 /PRNewswire/ — Metaverse in Entertainment Market Facts at a Glance-

Technavio has announced its latest market research report titled Metaverse in Entertainment Market by End-user and Geography – Forecast and Analysis 2022-2026

  • Total Pages: 120

  • Businesses: 10+ – Includes Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp., Tencent holdings ltd. and Tetavi Ltd., among others.

  • cover: Main drivers, trends and challenges; Product information and news; value chain analysis; Analysis of the parent market; Landscape of sellers; COVID impact and recovery analysis

  • segments: Movie production, music labels, OTT platforms, TV channels and more

  • Geographies: North America, EuropeACPA, South Americaand the Middle East and Africa

Learn more about market dynamics. Download our sample report

the Metaverse in the entertainment market the size should increase by $28.92 billion from 2021 to 2026, with an acceleration 8.55% CAGR according to Technavio’s latest market report. 33% of the market growth comes from: North America during the forecast period. The United States and Canada are the main markets of the entertainment meta-universe in North America† The growth of the market in this region will be faster than the growth of the market in South America and AME. The rapid convergence of the entertainment industry and the traction of the gaming culture, along with the integration of gaming services into the service offerings of major entertainment brands and the increased investment to create gaming experiences and more immersive entertainment, will set the metaverse in the growth of the entertainment market in North America during the forecast period.

Download sample: for more information about the main countries in North America

Overview of suppliers-

the Metaverse in the entertainment market is concentrated, and suppliers adopt growth strategies such as focusing on delivering products through multiple distribution channels to compete in the marketplace.

Find additional highlights about suppliers and their product offerings. Download sample report

Latest drivers and trends driving the market-

Metaverse in the Entertainment Market Pilot:

  • The main factor driving the global metaverse in the entertainment market growth corresponds to increased consumer spending on virtual concerts, events and more

  • The media and entertainment sector in India hit $19 billion in 2020, according to the India Brand Equity Foundation Organization (IBEF), and is expected to reach $25.9 billion by 2023.

  • The significant increase in the demand for virtual events, along with the increase in the number of people attending concerts and events, will propel the industry further.

  • Immersive technologies such as augmented reality and virtual reality are evolving at a rapid pace, reaching approx $128.36 billion in 2020, according to the UK Department of Culture, Digital, Media and Sport.

  • These factors will contribute to the growth of the market direction over the forecast period.

Metaverse Entertainment Market Trend:

  • Increasing consumer adoption of online games is one of the major trends in the entertainment market metaverse that is expected to positively impact the industry during the forecast period.

  • Metaverse provides an immersive visual experience that supports emerging technologies such as blockchain, IoT, and 3D visualization.

  • According to KPMG research, online gaming will reach 510 million people by the end of 2022, up from 360 million by 2020.

  • People are attracted to the metaverse because the game persists after players finish their session.

  • Increased use of advanced gaming technologies, changing consumer entertainment choices and rising income levels will further support the growth of the market in the coming years.

Find additional information on various other market factors and trends – Download sample report

Don’t wait, take a strategic approach and increase your business goals with our Entertainment Metaverse Market Forecast Report – Buy now!

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Related Reports –

Metaverse in the reach of the entertainment market

Report cover


page number


Reference year


Forecast period


Growth momentum and CAGR

Accelerate at a CAGR of 8.55%

Market growth 2022-2026

$28.92 billion

Market structure

To concentrate

Annual growth (%)


Successful market contribution

North America at 33%

Competitive landscape

Leading Companies, Competitive Strategies, Scope of Consumer Engagement

Profiled companies

Aomen City, Epic Games Inc., Hungama Digital Media Entertainment Pvt. Ltd., Meta Platforms Inc., Niantic Inc., OverActive Media Corp., Qualcomm Inc., Queppelin, Roblox Corp, Tencent Holdings Ltd. and Tetavi Ltd.

Market dynamics

Parent market analysis, drivers and barriers to market growth, fast and slow growing segment analysis, COVID 19 impact and future consumer dynamics, analysis of market conditions for the forecast period.

Personalization area

If our report does not contain the data you are looking for, you can contact our analysts and adjust the segments.


1. Summary

2 Market landscape

3 Market size

4 Five Forces Analysis

5 Market segmentation by end user

6 Customer landscape

7 Geographical landscape

8 drivers, challenges and trends

9 Supplier landscape

10 Supplier Analysis

11 Appendix

  • Demand for Infrastructure as a Service (IaaS): The ongoing migration from on-premises infrastructure to cloud-based services is impacting revenues for server Original Equipment Manufacturers (OEMs), although the negative impact on them is somewhat milder than the effect on the storage equipment. The rise of IaaS has had a strong impact on the hardware market. The greatest benefit of IaaS is that it allows companies to scale their operations or introduce workflow innovations without having to invest substantially in storage and servers for the traditional on-site hardware environment. At the same time, cloud-focused infrastructure spending is expected to increase in terms of server, disk storage and network hardware.

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