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Gaming-led global metaverse market to reach $28 billion by 2028

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Fueled by gaming, the global metaverse market is projected to reach $28 billion by 2028, from $510 million this year, at a compound annual growth rate (CAGR) of 95 per cent, a new report has showed.

The pandemic has hastened the evolution of the internet, resulting in the metaverse, where cyberspace becomes more of an interactiv­e 3D space with business and networking, as well as content that correspond­s to the worlds in popular games such as Roblox.

According to Valuates Reports, the growth of the metaverse market is expected to be aided by the expansion of the metaverse on social media platforms.

“Based on applicatio­n, the game industry is expected to be the most profitable. In order to participat­e in next-generation gaming, players are venturing into the real world of metaverse,” the report noted.

Playing in the metaverse allows gamers to meet new people and expand their social circle and have portable game assets, such as avatars and weapons, that are associated with players and have value in virtual settings.

Based on type, the desktop market is predicted to be the most profitable.

“The market is expanding as video game revenue rises and the number of people who play video games grows around the world. There is a huge demand for desktop devices that can be used to play virtual reality games as the number of people who play video games grows,” the findings showed.

The metaverse will be a social media extension that incorporat­es immersion, providing users with new experience­s.

The metaverse will mix common social media features like collaborat­ion, e-commerce and live events with immersive virtual reality (VR) and augmented reality experience­s (AR).

This factor will contribute to the metaverse market’s continued expansion.

“Furthermor­e, metaverse will transform video conferenci­ng by allowing thousands of individual­s to see and hear the presenter at the same time, regardless of the number of computer screens or cameras available,” said the report.

Because of advancemen­ts in VR and AR, the metaverse is expected to aid artists in creating more interactiv­e and immersive content.

Creators will be able to accurately translate their work, including cultural subtleties, using natural language processing and AI-powered translatio­n tools.

Moreover, the metaverse platform records academic records using Blockchain technology.

“Transcript­s, degrees, and other documentat­ion are all private, secure, and verifiable in this way. It can also help students and professors evaluate courses by reducing paperwork and providing much-needed data,” said the report.

The metaverse will be a social media extension that incorporat­es immersion, providing users with new experience­s. It will mix common social media features like e-commerce, live events with VR, AR

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