コンシューマ向けメタバース市場のマーケットデータ 2022年第2四半期

出版:ABI Research(ABIリサーチ) 出版年月:2022年6月

Consumer Metaverse: Digital Content, Services, and Advertising
コンシューマ向けメタバース市場のマーケットデータ 2022年第2四半期:デジタルコンテンツ、サービス、広告
Market Data | 2Q 2022 | MD-NGCS-102

図表数 44
種別 英文マーケットデータ(Excel)
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ABI Research(ABIリサーチ)「コンシューマ向けメタバース市場のマーケットデータ 2022年第2四半期:デジタルコンテンツ、サービス、広告 – Consumer Metaverse: Digital Content, Services, and Advertising」は消費者向けメタバース市場を対象に、主要セグメント別の市場規模、市場シェア、市場予測をMS Excelで提供します。

主な掲載内容

  • ソーシャルメディア向け市場規模(収益)、市場シェア、予測
  • ビジネスモデル{SVOD(サブスクリプションビデオオンデマンド)、TVOD、EST、AVOD}別のオンラインビデオ向け市場規模(収益、ユーザ、SVOD契約)と予測
  • 検索およびディスプレイ広告向け市場規模(収益)、市場シェア、予測
  • テレビゲームソフトウェアとサービス向け市場規模(収益およびユーザ)、市場シェア(収益)、予測
  • タイプ別デジタル広告向け市場規模
  • バーチャルスペース向け市場規模(収益)

主要セグメント

  • タイプ
    • オンラインビデオ
    • ソーシャルネットワーキング(SNS)
    • デジタルゲーミング
  •  地域
    • 北米
    • 西欧
    • 東欧
    • アジア太平洋地域
    • ラテンアメリカ
    • 中東&アフリカ
    • 世界全体
  • カテゴリ
    • 物理的媒体(フィジカルメディア)
      • コンソール
      • PC
      • ハンドヘルド
    • デジタルメディア
      • コンソール
      • PC
      • ハンドヘルド
      • モバイル

当レポートは同タイトルの分析レポート「コンシューマ向けメタバース市場 20202年:デジタルコンテンツ、サービス、広告 – 2022 Consumer Metaverse Market Update: Digital Content, Services, and Advertising(Presentation | 2Q 2022 | PT-2542)」の定量分析レポート版です。

 

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)

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).

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?

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)

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.

当レポートは下記年間契約サービスに属する市場データレポートです。

ABIリサーチの年間サービスは特定市場の最新・詳細情報をPDFレポート、EXCELファイル、ニューズレターなどを一年を通じて契約者へ提供しています。当レポート単体でももちろんご購入いただけますが、年間契約サービスをご利用いただくことで、継続的に市場情報を入手いただくことが可能です。詳細はChosaReport.comまでお気軽にお問い合わせください。


目次

  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

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