
Social in The Metaverse Market 2022: Industry Size, Emerging Trends, Growth Insights, Opportunities, and Forecast By 2028
Insights into the Social in The Metaverse Market include supply chain optimization, Social in The Metaverse challenges, and growth forecasts segmented by region and service type.
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This report aims to provide a comprehensive presentation of the global market for Social in The Metaverse study by Market Intellix gives insights concerning the market elements influencing the market, Market scope, Market division, and overlays shadow upon the leading market players featuring the positive cutthroat scene and patterns beating the years.
Global Social in The Metaverse Market Revenue, 2017-2022, 2023-2028, ($ millions)
Global top five companies in 2021 (%)
The global Social in The Metaverse market was valued at million in 2021 and is projected to reach US$ million by 2028, at a CAGR of % during the forecast period 2022-2028.
The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.
Mobile APP Segment to Reach $ Million by 2028, with a % CAGR in next six years.
The global key manufacturers of Social in The Metaverse include Meta, Decentraland, Sandbox, Axie Infinity, Bloktopia, Zepeto, Gather, Space Somnium and VRChat, etc. In 2021, the global top five players have a share approximately % in terms of revenue.
The study provides the Social in The Metaverse companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Segmental Outline:
Global Social in The Metaverse Market, by Type, 2017-2022, 2023-2028 ($ millions)
Global Social in The Metaverse Market Segment Percentages, by Type, 2021 (%)
Mobile APP
Web-based
Global Social in The Metaverse Market, by Application, 2017-2022, 2023-2028 ($ millions)
Global Social in The Metaverse Market Segment Percentages, by Application, 2021 (%)
Advertising
Games
Instant Messaging
Financing
Others
Global Social in The Metaverse Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)
Global Social in The Metaverse Market Segment Percentages, By Region and Country, 2021 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Social in The Metaverse revenues in global market, 2017-2022 (estimated), ($ millions)
Key companies Social in The Metaverse revenues share in global market, 2021 (%)
Further, the report presents profiles of competitors in the market, key players include:
Meta
Decentraland
Sandbox
Axie Infinity
Bloktopia
Zepeto
Gather
Space Somnium
VRChat
BAIDU
ByteDance
RecRoom
This Report Addresses:
– Market Intelligence enables effective decision-making
– Market estimates and forecasts from 2022 to 2028
– Growth opportunities and trend analysis
– Segment and regional revenue forecast for market evaluation
– Competitive strategy and analysis of market segments
– List of product innovations to stay on top.
– The impact of COVID-19 and how to survive in these fast-growing markets.
1 Introduction to Research & Analysis Reports
1.1 Social in The Metaverse Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Social in The Metaverse Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Social in The Metaverse Overall Market Size
2.1 Global Social in The Metaverse Market Size: 2021 VS 2028
2.2 Global Social in The Metaverse Market Size, Prospects & Forecasts: 2017-2028
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Social in The Metaverse Players in Global Market
3.2 Top Global Social in The Metaverse Companies Ranked by Revenue
3.3 Global Social in The Metaverse Revenue by Companies
3.4 Top 3 and Top 5 Social in The Metaverse Companies in Global Market, by Revenue in 2021
3.5 Global Companies Social in The Metaverse Product Type
3.6 Tier 1, Tier 2 and Tier 3 Social in The Metaverse Players in Global Market
3.6.1 List of Global Tier 1 Social in The Metaverse Companies
3.6.2 List of Global Tier 2 and Tier 3 Social in The Metaverse Companies
4 Market Sights by Product
4.1 Overview
4.1.1 by Type - Global Social in The Metaverse Market Size Markets, 2021 & 2028
4.1.2 Mobile APP
4.1.3 Web-based
4.2 By Type - Global Social in The Metaverse Revenue & Forecasts
4.2.1 By Type - Global Social in The Metaverse Revenue, 2017-2022
4.2.2 By Type - Global Social in The Metaverse Revenue, 2023-2028
4.2.3 By Type - Global Social in The Metaverse Revenue Market Share, 2017-2028
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Social in The Metaverse Market Size, 2021 & 2028
5.1.2 Advertising
5.1.3 Games
5.1.4 Instant Messaging
5.1.5 Financing
5.1.6 Others
5.2 By Application - Global Social in The Metaverse Revenue & Forecasts
5.2.1 By Application - Global Social in The Metaverse Revenue, 2017-2022
5.2.2 By Application - Global Social in The Metaverse Revenue, 2023-2028
5.2.3 By Application - Global Social in The Metaverse Revenue Market Share, 2017-2028
6 Sights by Region
6.1 By Region - Global Social in The Metaverse Market Size, 2021 & 2028
6.2 By Region - Global Social in The Metaverse Revenue & Forecasts
6.2.1 By Region - Global Social in The Metaverse Revenue, 2017-2022
6.2.2 By Region - Global Social in The Metaverse Revenue, 2023-2028
6.2.3 By Region - Global Social in The Metaverse Revenue Market Share, 2017-2028
6.3 North America
6.3.1 By Country - North America Social in The Metaverse Revenue, 2017-2028
6.3.2 US Social in The Metaverse Market Size, 2017-2028
6.3.3 Canada Social in The Metaverse Market Size, 2017-2028
6.3.4 Mexico Social in The Metaverse Market Size, 2017-2028
6.4 Europe
6.4.1 By Country - Europe Social in The Metaverse Revenue, 2017-2028
6.4.2 Germany Social in The Metaverse Market Size, 2017-2028
6.4.3 France Social in The Metaverse Market Size, 2017-2028
6.4.4 U.K. Social in The Metaverse Market Size, 2017-2028
6.4.5 Italy Social in The Metaverse Market Size, 2017-2028
6.4.6 Russia Social in The Metaverse Market Size, 2017-2028
6.4.7 Nordic Countries Social in The Metaverse Market Size, 2017-2028
6.4.8 Benelux Social in The Metaverse Market Size, 2017-2028
6.5 Asia
6.5.1 By Region - Asia Social in The Metaverse Revenue, 2017-2028
6.5.2 China Social in The Metaverse Market Size, 2017-2028
6.5.3 Japan Social in The Metaverse Market Size, 2017-2028
6.5.4 South Korea Social in The Metaverse Market Size, 2017-2028
6.5.5 Southeast Asia Social in The Metaverse Market Size, 2017-2028
6.5.6 India Social in The Metaverse Market Size, 2017-2028
6.6 South America
6.6.1 By Country - South America Social in The Metaverse Revenue, 2017-2028
6.6.2 Brazil Social in The Metaverse Market Size, 2017-2028
6.6.3 Argentina Social in The Metaverse Market Size, 2017-2028
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Social in The Metaverse Revenue, 2017-2028
6.7.2 Turkey Social in The Metaverse Market Size, 2017-2028
6.7.3 Israel Social in The Metaverse Market Size, 2017-2028
6.7.4 Saudi Arabia Social in The Metaverse Market Size, 2017-2028
6.7.5 UAE Social in The Metaverse Market Size, 2017-2028
7 Players Profiles
7.1 Meta
7.1.1 Meta Corporate Summary
7.1.2 Meta Business Overview
7.1.3 Meta Social in The Metaverse Major Product Offerings
7.1.4 Meta Social in The Metaverse Revenue in Global Market (2017-2022)
7.1.5 Meta Key News
7.2 Decentraland
7.2.1 Decentraland Corporate Summary
7.2.2 Decentraland Business Overview
7.2.3 Decentraland Social in The Metaverse Major Product Offerings
7.2.4 Decentraland Social in The Metaverse Revenue in Global Market (2017-2022)
7.2.5 Decentraland Key News
7.3 Sandbox
7.3.1 Sandbox Corporate Summary
7.3.2 Sandbox Business Overview
7.3.3 Sandbox Social in The Metaverse Major Product Offerings
7.3.4 Sandbox Social in The Metaverse Revenue in Global Market (2017-2022)
7.3.5 Sandbox Key News
7.4 Axie Infinity
7.4.1 Axie Infinity Corporate Summary
7.4.2 Axie Infinity Business Overview
7.4.3 Axie Infinity Social in The Metaverse Major Product Offerings
7.4.4 Axie Infinity Social in The Metaverse Revenue in Global Market (2017-2022)
7.4.5 Axie Infinity Key News
7.5 Bloktopia
7.5.1 Bloktopia Corporate Summary
7.5.2 Bloktopia Business Overview
7.5.3 Bloktopia Social in The Metaverse Major Product Offerings
7.5.4 Bloktopia Social in The Metaverse Revenue in Global Market (2017-2022)
7.5.5 Bloktopia Key News
7.6 Zepeto
7.6.1 Zepeto Corporate Summary
7.6.2 Zepeto Business Overview
7.6.3 Zepeto Social in The Metaverse Major Product Offerings
7.6.4 Zepeto Social in The Metaverse Revenue in Global Market (2017-2022)
7.6.5 Zepeto Key News
7.7 Gather
7.7.1 Gather Corporate Summary
7.7.2 Gather Business Overview
7.7.3 Gather Social in The Metaverse Major Product Offerings
7.7.4 Gather Social in The Metaverse Revenue in Global Market (2017-2022)
7.7.5 Gather Key News
7.8 Space Somnium
7.8.1 Space Somnium Corporate Summary
7.8.2 Space Somnium Business Overview
7.8.3 Space Somnium Social in The Metaverse Major Product Offerings
7.8.4 Space Somnium Social in The Metaverse Revenue in Global Market (2017-2022)
7.8.5 Space Somnium Key News
7.9 VRChat
7.9.1 VRChat Corporate Summary
7.9.2 VRChat Business Overview
7.9.3 VRChat Social in The Metaverse Major Product Offerings
7.9.4 VRChat Social in The Metaverse Revenue in Global Market (2017-2022)
7.9.5 VRChat Key News
7.10 BAIDU
7.10.1 BAIDU Corporate Summary
7.10.2 BAIDU Business Overview
7.10.3 BAIDU Social in The Metaverse Major Product Offerings
7.10.4 BAIDU Social in The Metaverse Revenue in Global Market (2017-2022)
7.10.5 BAIDU Key News
7.11 ByteDance
7.11.1 ByteDance Corporate Summary
7.11.2 ByteDance Business Overview
7.11.3 ByteDance Social in The Metaverse Major Product Offerings
7.11.4 ByteDance Social in The Metaverse Revenue in Global Market (2017-2022)
7.11.5 ByteDance Key News
7.12 RecRoom
7.12.1 RecRoom Corporate Summary
7.12.2 RecRoom Business Overview
7.12.3 RecRoom Social in The Metaverse Major Product Offerings
7.12.4 RecRoom Social in The Metaverse Revenue in Global Market (2017-2022)
7.12.5 RecRoom Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
Research Methodology:
Social in The Metaverse Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Qualitative Analysis |
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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Total Market |
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