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1、The Very Real Revenue Opportunities In The MWhile the metaverse is a long-term vision,the buildup to this future offers a runway of new opportunities for merging the virtual and physical worlds.However,uncertainties and hurdles make forecasting the rate of transformation challenging.Therefore,in ord
2、er to get a more accurate and complete picture of this future,it is valuable to measure the broader opportunities within the Media&Entertainment and enterprise markets as a potential Total Addressable Market(TAM).When viewed collectively,these opportunities will serve as building blocks for the meta
3、verse,forming the foundation of a lucrative and growing market.These building blocks include:Virtual Spaces3Video Streaming4Video Gaming5Cloud Gaming6Cloud Content7Digital Advertising8Collaboration9The Building Blocks of the MVirtual SpacesBetween 2021 and 2030,the number of active users in virtual
4、spaces will climb from 118.3 million to 1,048.8 milliona Compound Annual Growth Rate(CAGR)of 27.4%.This growth in user activity will translate directly to revenue,with virtual spaces revenue increasing from US$4.2 billion in 2021 to US$44.8 billion in 2030.This figure does not even include the entir
5、e transaction volume for related Non-Fungible Tokens(NFTs)or dedicated Augmented Reality(AR)/Virtual Reality(VR)revenue,which would add hundreds of billions of dollars in additional revenue opportunity.3(Source:ABI Research)01020304050Metaverse Virtual Spaces Revenue2022420252026202720282
6、0292030Revenue(US$Billions)The rise in Direct-to-Consumer(DTC)and Connected Television(CTV)viewing not only solidified the transition from traditional broadcast and pay TV to streaming media,but it also further decentralized the availability of content and services,giving consumers more controla tre
7、nd that started with mobile video and devices during the 4G era.Affording consumers with more choice and control is also a mantra often cited by both metaverse and Web3 supporters.Expanded choice and control also works to continue growing the viewer base by reaching(and appealing to)wider audiences,
8、while other developments like digital identity management will help the video ecosystems and value chain better support the buildup to the metaverse.The arrival of mainstream-level smart glasses will also lead to transformative changes within the video industry,due to the potential for a truly perva
9、sive screen;this impact is expected to start in the latter portion of the forecast window.Video Streaming4002220232024202520262027202820292030Viewers(Billions)North AmericaWestern EuropeEastern EuropeAsia-PacificLatin AmericaMiddle East&Africa(Source:ABI Research)Streaming Video Viewers b
10、y RGaming,like video streaming,continues to reach wider audiences and the high degree of overlap between the user bases further strengthens the value of a users digital identity that encompasses their entire digital footprint.Gamers have already embraced a digital-first market and already see value
11、in(and pay for)digital assets and goods,although wider acceptance of NFTs remains elusive.The trends within the gaming industry have also led to more live service games and platforms,which serves as a solid foundation for future persistent worlds in the metaverse.These virtual spaces are also creati
12、ng connections to other segments within the M&E market,such as live virtual concerts/events and group video viewing sessions.As evidenced by recent acquisitions made by large companies like Microsoft(Activision Blizzard)and Sony(Bungie),the industry is gearing up to better take advantage of these li
13、ve service games and virtual worlds.Meta,too,despite the attention given to its Oculus and Horizon properties is taking a multifaceted approach to the metaverse through video,gaming,and social media.Video Gaming502220232024202520262027202820292030North AmericaWestern EuropeEastern EuropeA
14、sia-PacificLatin AmericaMiddle East&AfricaVideo Game Players by Region(Source:ABI Research)Players(Billions)The cloud gaming segment(a subset of the total gaming market)continues to gain momentum,driven in particular by NVIDIA,Microsoft,and China as a total market.Changes to Sonys subscription and c
15、loud gaming services will provide a similar boost to Microsofts Game Pass subscriptions,while other key players like Amazon,Meta,Google,Ubitus,and Tencent continue to expand the presence of cloud gaming.The gradual migration to cloud services speaks to key metaverse elements,including:Increased acce
16、ssibility to content and services.Limiting the price of entry by moving the compute from the client device to the cloud reduces barriers to entry and opens the market to a wider breadth of consumers outside the core gaming base.Heightened opportunities aim to push content and services into public sp
17、aces by making gaming increasingly portable.This creates more opportunities for immersive experience like AR and drives key use cases for technologies like 5G/6G and edge computingall of which will play key roles in developing the metaverse.Cloud Gaming6005006007008009002002220
18、232024202520262027202820292030Players(Millions)North AmericaWestern EuropeEastern EuropeAsia-PacificLatin AmericaMiddle East&AfricaCloud Gaming Players by Region(Source:ABI Research)Revenue growth across these four digital M&E markets is expected to approach US$2 trillion by 2030,and while economic
19、pressures like high inflation,political instability,and recession could blunt some of this growth,the trajectory forward remains strong in the long term.The bulk of this revenue is not allocated directly to the metaverse space at this time,but it can serve as a TAM and potential source where additio
20、nal revenue could come from if adoption of virtual spaces and business models(such as Web3 elements like blockchain)are adopted at rates higher than currently projected.Critical issues and prevailing reluctance from the broader consumer base for blockchain and crypto,key elements of Web3,limit near-
21、term expectations for some elements of the nascent metaverse consumer marketplace,such as virtual real estate/land and NFTs.Activities within the gaming market,however,will keep momentum moving forward within the consumer space until other elements,such as advertising and social,play a larger role.C
22、loud Content70.00.51.01.52.020224202520262027202820292030Revenue(US$Trillions)Online VideoSocial NetworkingSearch RevenueDigital Gaming(Source:ABI Research)Cloud Content&Services RDigital advertising is an integral business model for the previously shown cloud content and service segments
23、,but it is also undergoing market transitions that will play integral roles in the buildup to the metaverse and broader M&E landscape.Privacy concerns and regulations are driving changes to advertising tracking and attributionthese changes will push further into areas like self-sovereign identity an
24、d,more broadly,bring the spotlight to digital identity.These market pressures will create new opportunities for companies to serve as aggregation points for data exchanges and centers of trust.Early examples here include digital wallets and subscription aggregation services,such as SK Telecoms T Uni
25、verse.The metaverse,if it merges the physical world with virtual spaces and meets lofty projections,will need to build upon the work being done on digital identities and data/content management.Digital Advertising8-0.2 0.4 0.6 0.8 1.0 1.2 1.420224202520262027202820292030Revenue(US$Trillio
26、ns)North AmericaWestern EuropeEastern EuropeAsia-PacificLatin AmericaMiddle East&Africa(Source:ABI Research)Digital Advertising Revenue by RWithin the enterprise,the metaverse is radically changing the future of work by ushering in a new eraand new capabilitiesfocused on collaboration,simulation/mod
27、eling,and data(both real world and synthetic).On the collaboration front,ABI Research forecasts that total collaboration revenue(collaboration and related services revenue+dedicated video collaboration hardware revenue)will increase from US$24 billion in 2020 to US$64 billion in 2030.Interestingly,o
28、ne of the fastest growing subsets of collaboration revenue will be immersive collaboration and related cloud services revenue,which will account for more than one-third of all revenue(US$22 billion)in 2030.This subset includes:Immersive Collaboration:Refers to the platforms and services that cater t
29、o collaboration within virtual or immersive environments(does not require a Virtual Reality(VR)/Augmented Reality(AR)Head Mounted Display(HMD).Examples include Spatial,Glue,Arthur,MeetinVR,The Wild,etc.Virtual HQs:Represents platforms and services that are designed to better replicate the in-office
30、experience for remote workers,bridging the gap between remote and in-office staff.Examples include Virbela,Teamflow,Walkabout Workplace,etc.Virtual Events:Refers to platforms and services that are used to either replace(or stand-in for)an in-person event,such as a conference,and includes webinars,im
31、mersive meeting spaces,and virtual conferences.Collaboration900702022202320242026202720282029203020252021(Source:ABI Research)Total Addressable Market(TAM)for Collaboration RevenueRevenue(US$Billions)Immersive Collaboration and Related Cloud Services RevenueTotal Collaboration RevenueAbou
32、t ABI ResearchABI Research provides actionable research and strategic guidance to technology leaders,innovators,and decision makers around the world that focuses on transformative technologies that are dramatically reshaping industries,economies,and workforces today.ABI Researchs global team of anal
33、ysts publish groundbreaking studies often years ahead of other technology advisory firms,empowering clients to stay ahead of their markets and their competitors.Published August 2022157 Columbus Avenue 4th FloorNew York,NY 10023516.624.2500 2022 ABI ResearchThe revenue opportunities the Metaverse pr
34、esents are real.Our Metaverse Markets&Technologies research assesses the growth of the metaverse vision,the maturity of enabling technologies,and its impact on content,services,and platforms across both consumer markets and the workplace.Let ABI Research help you realize real revenue in a virtual world.Contact us today.Speak With Our Team