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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
Actionable Benefits

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

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

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?

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

Companies Mentioned

DirecTV
Google
Hulu
Netflix
Nintendo
Square
Tencent
YouTube

Tables

  1. Cloud Content and Services Revenue, World Markets: 2013 to 2030
  2. Virtual Spaces Revenue, World Markets: 2021 to 2030
  3. Virtual Spaces Active Users, World Markets: 2021 to 2030
  4. Population by Region, World Markets: 2013 to 2030
  5. Total Streaming Video Viewers by Region, World Markets: 2013 to 2030
  6. Mobile Streaming Video Viewers by Region, World Markets: 2013 to 2030
  7. Connected TV (CTV) Streaming Video Viewers by Region, World Markets: 2013 to 2030
  8. Total Video Game Players by Region, World Markets: 2013 to 2030
  9. Mobile Game Players by Region, World Markets: 2013 to 2030
  10. Cloud Game Players by Region, World Markets: 2019 to 2030
  11. Social Networking Market Revenue by Region, World Markets: 2013 to 2030
  12. Social Networking Market Revenue by Revenue Source, World Markets: 2013 to 2030
  13. Social Networking Market Revenue by Vendor, World Markets: 2012 to 2021
  14. Search Market Revenue by Region, World Markets: 2013 to 2030
  15. Search Market Revenue by Vendor, World Markets: 2012 to 2021
  16. Digital Advertising Revenue by Region, World Markets: 2013 to 2030
  17. Digital Advertising Revenue by Market Segment, World Markets: 2013 to 2030
  18. Location-Based Advertising Revenue by Region, World Markets: 2016 to 2030
  19. Out of Home Advertising Revenue by Region, World Markets: 2016 to 2030
  20. Display Revenue by Vendor and Business Model, World Markets: 2013 to 2021
  21. Total Online Video Market Revenue by Region and Business Model, World Markets: 2013 to 2030
  22. Online Video Market Subscriptions (Total), Revenue, and ARPU by Region, World Markets: 2013 to 2030
  23. Subscription VOD (not live/linear) Subscriptions and Revenue by Region, World Markets: 2013 to 2030
  24. Subscription VOD (live/linear) Subscrptions and Revenue by Region, World Markets: 2016 to 2026
  25. Pay TV Subscriptions and Revenue by Region, World Markets: 2013 to 2026
  26. Total Online Video Revenue by Vendor, World Markets: 2012 to 2021
  27. Subscription VOD (not live/linear) Subscriptions by Vendor, World Markets: 2016 to 2021
  28. Subscription VOD (not live/linear) Revenue by Vendor, World Markets: 2016 to 2021
  29. Subscription VOD (live/linear) Subscriptions by Vendor, World Markets: 2016 to 2021
  30. Subscription VOD (live/linear) Revenue by Vendor, World Markets: 2016 to 2021
  31. Total Gaming Market Revenue by Category, World Markets: 2013 to 2030
  32. Total Gaming Market Revenue by Region, World Markets: 2013 to 2030
  33. Physical Media Revenue by Region, World Markets: 2013 to 2030
  34. Packaged Console Gaming Revenue by Region, World Markets: 2013 to 2030
  35. Packaged PC Gaming Revenue by Region, World Markets: 2013 to 2030
  36. Packaged Handheld Gaming Revenue by Region, World Markets: 2013 to 2030
  37. Digital Media Revenue by Region, World Markets: 2013 to 2030
  38. Digital Console Gaming Media Revenue by Region, World Markets: 2013 to 2030
  39. Digital PC Gaming Media Revenue by Region, World Markets: 2013 to 2030
  40. Digital Handheld Gaming Media Revenue by Region, World Markets: 2013 to 2030
  41. Digital Mobile Gaming Media Revenue by Region, World Markets: 2013 to 2030
  42. Cloud Gaming Revenue by Region, World Markets: 2019 to 2030
  43. Location-Based Gaming by Region, World Markets: 2018 to 2030
  44. Gaming Market Share by Vendor, World Markets: 2013 to 2021

Companies Mentioned

  • DirecTV
  • Google
  • Hulu
  • Netflix
  • Nintendo
  • Square
  • Tencent
  • YouTube