Consumer Metaverse: Digital Content, Services, and Advertising
Price:
Starting at USD 7,500
Publish Date: 28 Jun 2022
Code: MD-NGCS-102
Research Type: Market Data
RELATED SERVICE:
Extended Reality (XR) Markets
Actionable Benefits
- Evaluate the market transition to the cloud and its impact on hardware and services.
- Size the market opportunity for key Media & Entertainment (M&E) markets, the buildup to the metaverse (consumer), and digital advertising.
- Identify key players and types of digital services for bundling or value-added packaging.
- Examine shifts in business models (Subscription Video on Demand (SVOD), Television on Demand (TVOD), and Ad-Based Video on Demand (AVOD)) and distribution channels, including new market elements and revenue tied to the metaverse (virtual spaces).
Research Highlights
- Market sizing (revenue), market shares, and forecast for social media.
- Market sizing (revenue, users, SVOD subscriptions), market shares (revenue, SVOD subscriptions), and forecast for online video segmented by business model: SVOD, TVOD, EST, and AVOD.
- Market sizing (revenue), market shares, and forecast for search and display advertising.
- Market sizing (revenue and users), market shares (revenue), and forecast for video game software and services.
- Market sizing (revenue and cloud gaming users) and forecast for cloud gaming
- Market sizing for digital advertising by type
- Market sizing for virtual spaces (revenue)
Critical Questions Answered
- What is the overall size of the online video market today and through 2030?
- How does the buildup to the metaverse impact the consumer marketplace for digital content and services?
- What is the market opportunity for other M&E segments outside of video (e.g., social media, digital advertising, gaming, and virtual spaces)?
- Who are the key players and services in these markets?
- How many streaming SVOD subscriptions are there?
Who Should Read This?
- Mobile network and pay TV operators looking to bundle services to reduce churn, differentiate services, add additional value, and reinforce new technologies or premium tiers of service.
- Companies supporting cloud infrastructure, video workflows, and hardware manufacturers/suppliers in the M&E market.
- Companies evaluating the impact and market potential of the metaverse in the consumer content and services markets.
- Cloud and fixed/mobile/edge network companies evaluating the evolving digital content and services landscape to assess market needs and demands.
Version History
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Consumer Metaverse: Digital Content, Services, and Advertising
Market Data | 3Q 2023 | MD-NGCS-103
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Consumer Metaverse: Digital Content, Services, and Advertising
Market Data | 2Q 2022 | MD-NGCS-102
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Next Gen Content and Services
Market Data | 1Q 2021 | MD-NGCS-101
Companies Mentioned
Tables
- Cloud Content and Services Revenue, World Markets: 2013 to 2030
- Virtual Spaces Revenue, World Markets: 2021 to 2030
- Virtual Spaces Active Users, World Markets: 2021 to 2030
- Population by Region, World Markets: 2013 to 2030
- Total Streaming Video Viewers by Region, World Markets: 2013 to 2030
- Mobile Streaming Video Viewers by Region, World Markets: 2013 to 2030
- Connected TV (CTV) Streaming Video Viewers by Region, World Markets: 2013 to 2030
- Total Video Game Players by Region, World Markets: 2013 to 2030
- Mobile Game Players by Region, World Markets: 2013 to 2030
- Cloud Game Players by Region, World Markets: 2019 to 2030
- Social Networking Market Revenue by Region, World Markets: 2013 to 2030
- Social Networking Market Revenue by Revenue Source, World Markets: 2013 to 2030
- Social Networking Market Revenue by Vendor, World Markets: 2012 to 2021
- Search Market Revenue by Region, World Markets: 2013 to 2030
- Search Market Revenue by Vendor, World Markets: 2012 to 2021
- Digital Advertising Revenue by Region, World Markets: 2013 to 2030
- Digital Advertising Revenue by Market Segment, World Markets: 2013 to 2030
- Location-Based Advertising Revenue by Region, World Markets: 2016 to 2030
- Out of Home Advertising Revenue by Region, World Markets: 2016 to 2030
- Display Revenue by Vendor and Business Model, World Markets: 2013 to 2021
- Total Online Video Market Revenue by Region and Business Model, World Markets: 2013 to 2030
- Online Video Market Subscriptions (Total), Revenue, and ARPU by Region, World Markets: 2013 to 2030
- Subscription VOD (not live/linear) Subscriptions and Revenue by Region, World Markets: 2013 to 2030
- Subscription VOD (live/linear) Subscrptions and Revenue by Region, World Markets: 2016 to 2026
- Pay TV Subscriptions and Revenue by Region, World Markets: 2013 to 2026
- Total Online Video Revenue by Vendor, World Markets: 2012 to 2021
- Subscription VOD (not live/linear) Subscriptions by Vendor, World Markets: 2016 to 2021
- Subscription VOD (not live/linear) Revenue by Vendor, World Markets: 2016 to 2021
- Subscription VOD (live/linear) Subscriptions by Vendor, World Markets: 2016 to 2021
- Subscription VOD (live/linear) Revenue by Vendor, World Markets: 2016 to 2021
- Total Gaming Market Revenue by Category, World Markets: 2013 to 2030
- Total Gaming Market Revenue by Region, World Markets: 2013 to 2030
- Physical Media Revenue by Region, World Markets: 2013 to 2030
- Packaged Console Gaming Revenue by Region, World Markets: 2013 to 2030
- Packaged PC Gaming Revenue by Region, World Markets: 2013 to 2030
- Packaged Handheld Gaming Revenue by Region, World Markets: 2013 to 2030
- Digital Media Revenue by Region, World Markets: 2013 to 2030
- Digital Console Gaming Media Revenue by Region, World Markets: 2013 to 2030
- Digital PC Gaming Media Revenue by Region, World Markets: 2013 to 2030
- Digital Handheld Gaming Media Revenue by Region, World Markets: 2013 to 2030
- Digital Mobile Gaming Media Revenue by Region, World Markets: 2013 to 2030
- Cloud Gaming Revenue by Region, World Markets: 2019 to 2030
- Location-Based Gaming by Region, World Markets: 2018 to 2030
- Gaming Market Share by Vendor, World Markets: 2013 to 2021
Companies Mentioned
- DirecTV
- Hulu
- Netflix
- Nintendo
- Square
- Tencent
- YouTube