Global Metaverse Devices Market 2022-2027
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Global Metaverse Devices Market 2022-2027

Last Updated:  Apr 25, 2025 | Study Period: 2022-2027

GLOBAL METAVERSE DEVICES MARKET

 

INTRODUCTION

The metaverse is a 3D digital world concept. The metaverse is another digital realm that coexists with our own.

 

Metaverse devices allow you to explore the fascinating world of the metaverse. Metaverse gear is undeniably fascinating. However, determining which devices are best suited to your requirements is not always straightforward. You'll soon discover which metaverse gadgets are the greatest of the best. And you'll be able to see which solutions are best for you.

 

The technologies we use to access the metaverse will shape it, including virtual reality (VR), augmented reality (AR), and brain-computer interfaces (BCI).

 

infographic: Metaverse Devices Market, Metaverse Devices Market Size, Metaverse Devices Market Trends, Metaverse Devices Market Forecast, Metaverse Devices Market Risks, Metaverse Devices Market Report, Metaverse Devices Market Share

 

While AR uses a real-world context, VR is entirely virtual. VR requires a headset, AR can be accessed with a smartphone. VR simply enriches a fictitious reality, while AR enhances both the virtual and actual worlds.

 

GLOBAL METAVERSE DEVICES MARKET SIZE AND FORECAST

 

The Global Metaverse Devices Market accounted for $XX Billion in 2021 and is anticipated to reach $XX Billion by 2026, registering a CAGR of XX% from 2022 to 2027.

 

 

GLOBAL METAVERSE DEVICES MARKET ACQUISITION

 

A deal has been made for esports giant ReKTGlobal to be purchased by metaverse entertainment and production business Infinite Reality (iR).

 

ReKTGlobal's esports assets, including its esports team franchises, marketing and partnership services, talent management, and technological products, are integrated into iR as a result of the transaction.

 

The transaction, which intends to strengthen Infinite Reality's position in the esports market, will be entirely settled in shares.

 

According to Esports Insider, the deal is advantageous for the esports sector. "With the assets we are combining, this deal is accretive to both sides as both businesses are in a rapid growth phase.

 

ReKTGlobal reportedly had plans to go public through the special purpose acquisition company (SPAC) Bull Horn Holdings Corp., but those plans were later shelved, according to Bloomberg. According to Infinite Reality CEO John Acunto, resources and executives from the two businesses will be pooled to spur Infinite Reality's expansion.

 

ReKTGlobal claimed that its prior acquisitions of the marketing firm Greenlit Content, the digital media firm Fearless Media, the monetization platform FullCube, and the career management firm TalentX Entertainment were crucial in attracting Infinite Reality's attention.

 

NEW PRODUCT LAUNCH

The Emerge Home system is the first device that provides immersive 'bare-hands' tactile interactions in the Metaverse, according to Emerge, a social virtual connection firm.

 

Sony has announced a new virtual reality (VR) headgear for its PlayStation 5 game platform. As a result, virtual reality can be used in conjunction with console gaming.

 

Eyekandy launches a one-stop shop for businesses and companies looking to test the waters in the Metaverse without breaking the bank or becoming distracted.

 

Microsoft launched Dynamics 365 Connected Spaces, a new offering. It will allow people to roam around and interact in retail and manufacturing environments. Microsoft is concentrating on practical metaverse applications with obvious benefits.

 

In a new device that it will shortly release, HTC is combining its experience with VR and smartphones. The new HTC phone will be the first phone with a metaverse (or, more specifically, a vivaverse) feature. This indicates that it will probably make use of VR and AR (Augmented Reality) with a closer integration with the Vivaverse, HTC's take on the Metaverse idea.

 

A high-end VR and mixed reality headset called Project Cambria, which Meta plans to deploy, is being hailed as a tool for the future of work. According to rumours, the Cambria headset will have high-resolution image quality for more detailed apps and outward-facing cameras that allow the user to see their surroundings in real life, which could enable entirely new mixed-reality experiences.

 

Additionally, Cambria will be the first of Meta's headsets to incorporate eye-tracking and facial expression detection, enhancing user interaction in the digital environment.

 

COMPANY PROFILE

 

THIS REPORT WILL ANSWER FOLLOWING QUESTIONS

  1. What is the average cost per Global Metaverse Devices Market right now and how will it change in the next 5-6 years?
  2. Average cost to set up a Global Metaverse Devices Market  in the US, Europe and China?
  3. How many Global Metaverse Devices are manufactured per annum globally? Who are the sub-component suppliers in different regions?
  4. What is happening in the overall public, globally?
  5. Cost breakup of a Global Metaverse Devices Market  and key vendor selection criteria
  6. Where is the Global Metaverse Devices Market manufactured? What is the average margin per equipment?
  7. Market share of Global Metaverse Devices Market manufacturers and their upcoming products
  8. The most important planned Global Metaverse Devices Market in next 2 years
  9. Details on network of major Global Metaverse Devices Market and pricing plans
  10. Cost advantage for OEMs who manufacture Global Metaverse Devices Market in-house
  11. 5 key predictions for next 5 years in Global Metaverse Devices Market
  12. Average B-2-B Global Metaverse Devices Market price in all segments
  13. Latest trends in Global Metaverse Devices Market, by every market segment
  14. The market size (both volume and value) of Global Metaverse Devices Market in 2022-2027 and every year in between?
  15. Global production breakup of Global Metaverse Devices Market, by suppliers and their OEM relationship

 

Sl noTopic
1Market Segmentation
2Scope of the report
3Abbreviations
4Research Methodology
5Executive Summary
6Introduction
7Insights from Industry stakeholders
8Cost breakdown of Product by sub-components and average profit margin
9Disruptive innovation in theIndustry
10Technology trends in the Industry
11Consumer trends in the industry
12Recent Production Milestones
13Component Manufacturing in US, EU and China
14COVID-19 impact on overall market
15COVID-19 impact on Production of components
16COVID-19 impact on Point of sale
17Market Segmentation, Dynamics and Forecast by Geography, 2022-2027
18Market Segmentation, Dynamics and Forecast by Product Type, 2022-2027
19Market Segmentation, Dynamics and Forecast by Application, 2022-2027
20Market Segmentation, Dynamics and Forecast by End use, 2022-2027
21Product installation rate by OEM, 2022
22Incline/Decline in Average B-2-B selling price in past 5 years
23Competition from substitute products
24Gross margin and average profitability of suppliers
25New product development in past 12 months
26M&A in past 12 months
27Growth strategy of leading players
28Market share of vendors, 2022
29Company Profiles
30Unmet needs and opportunity for new suppliers
31Conclusion
32Appendix