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3四半期:デジタルコンテンツ、サービス、広告

出版:ABI Research (ABIリサーチ) 出版年月:2023年9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3四半期:デジタルコンテンツ、サービス、広告
Market Data | 3Q 2023 | MD-NGCS-103

図表数44
種別英文マーケットデータ(Excel)
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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.
  • Assess the progress of the consumer metaverse and compare these developments to conventional M&E market segments.
  • 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 the 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, Electronic Sell-Through (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.

Pivot Table Datasets

  • Digital Content and Services Revenue | 4 Columns | 432 Rows |
  • Streaming Video Revenue | 4 Columns | 360 Rows

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 2022
  14. Search Market Revenue by Region, World Markets: 2013 to 2030
  15. Search Market Revenue by Vendor, World Markets: 2012 to 2022
  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 2022
  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) Subscriptions and Revenue by Region, World Markets: 2016 to 2026
  25. Pay TV Subscriptions and Revenue by Region, World Markets: 2020 to 2028
  26. Total Online Video Revenue by Vendor, World Markets: 2012 to 2022
  27. Subscription VOD (not live/linear) Subscriptions by Vendor, World Markets: 2016 to 2022
  28. Subscription VOD (not live/linear) Revenue by Vendor, World Markets: 2016 to 2022
  29. Subscription VOD (live/linear) Subscriptions by Vendor, World Markets: 2016 to 2022
  30. Subscription VOD (live/linear) Revenue by Vendor, World Markets: 2016 to 2022
  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 2022