\"\"
<\/span><\/figcaption><\/figure>New Delhi: Fueled by gaming<\/a>, the global metaverse<\/a> market is projected to reach $28 billion by 2028, from $510 million this year, at a compound annual growth rate (CAGR<\/a>) of 95 per cent, a new report has showed.

The pandemic has hastened the evolution of the internet, resulting in the
metaverse<\/a>, 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<\/a>, 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<\/a> 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<\/a> 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<\/a>.

\"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.
<\/body>","next_sibling":[{"msid":92336381,"title":"Indian cyber agency warns users of multiple bugs in Cisco products","entity_type":"ARTICLE","link":"\/news\/indian-cyber-agency-warns-users-of-multiple-bugs-in-cisco-products\/92336381","category_name":null,"category_name_seo":"telecomnews"}],"related_content":[],"msid":92337206,"entity_type":"ARTICLE","title":"Gaming-led global metaverse market to reach $28 bn by 2028","synopsis":"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.","titleseo":"telecomnews\/gaming-led-global-metaverse-market-to-reach-28-bn-by-2028","status":"ACTIVE","authors":[],"analytics":{"comments":0,"views":174,"shares":0,"engagementtimems":739000},"Alttitle":{"minfo":""},"artag":"IANS","artdate":"2022-06-20 16:11:16","lastupd":"2022-06-20 16:17:12","breadcrumbTags":["cagr","valuates reports","gaming","global metaverse","virtual reality","augmented reality","Blockchain technology","ai","metaverse","mvas\/apps"],"secinfo":{"seolocation":"telecomnews\/gaming-led-global-metaverse-market-to-reach-28-bn-by-2028"}}" data-authors="[" "]" data-category-name="" data-category_id="" data-date="2022-06-20" data-index="article_1">

Gaming-led全球metaverse市场到2028年将达到280亿美元

大流行的互联网加速了进化,导致metaverse,网络空间变得更加的与业务和网络的交互式三维空间,以及内容对应Roblox等热门游戏的世界。

  • 更新在2022年6月20日下午04:17坚持
阅读: 100年行业专业人士
读者的形象读到100年行业专业人士
新德里:受游戏,全球metaverse市场预计将达到280亿美元,到2028年,从今年的5.1亿美元,复合年增长率(CAGR一份新的报告显示)的95%。

大流行的互联网加速了进化,从而导致的metaverse,网络空间变得更加的与业务和网络的交互式三维空间,以及内容对应Roblox等热门游戏的世界。

根据评估报告,metaverse市场的增长预计将得益于metaverse在社交媒体平台上的扩张。

广告
“基于应用程序,游戏产业有望成为最赚钱的。为了参与下一代游戏,玩家冒险进入metaverse的现实世界,”该报告指出。

在metaverse允许玩家认识新朋友,扩大他们的社交圈和便携式游戏资产,如头像和武器,在虚拟环境中与球员和有价值。

基于类型,桌面市场预测是最赚钱的。

“市场扩张是视频游戏收入上升和玩游戏的人数量的增加。有巨大需求的桌面设备可以用来玩虚拟现实游戏,玩游戏的人数量的增加,”研究结果显示。

metaverse将社交媒体扩展,包含了浸入式教学,为用户提供新经验。

metaverse将混合常见的社交媒体功能,如合作,电子商务和生活事件与身临其境的虚拟现实(VR)和增强现实经历(AR)。

这个因素将有助于metaverse市场的持续扩张。

“此外,metaverse将改变视频会议,允许成千上万的人看到和听到主持人同时,无论电脑屏幕或摄像头的数量,”报告说。

因为虚拟现实和基于“增大化现实”技术的发展,metaverse有望帮助艺术家创造更多的互动和身临其境的内容。

广告
创作者能够准确的翻译工作,包括文化的微妙之处,使用自然语言处理和AI-powered翻译工具。

此外,metaverse平台记录的学术记录使用区块链技术

“成绩单、学位、和其他文档都是私人的,安全的和可核查的。它还可以帮助学生和教授评估课程通过减少文书工作和提供急需的数据,”该报告说。
  • 发表在2022年6月20日下午04:11坚持
是第一个发表评论。
现在评论

加入2 m +行业专业人士的社区

订阅我们的通讯最新见解与分析。乐动扑克

下载ETTelec乐动娱乐招聘om应用

  • 得到实时更新
  • 保存您最喜爱的文章
扫描下载应用程序
\"\"
<\/span><\/figcaption><\/figure>New Delhi: Fueled by gaming<\/a>, the global metaverse<\/a> market is projected to reach $28 billion by 2028, from $510 million this year, at a compound annual growth rate (CAGR<\/a>) of 95 per cent, a new report has showed.

The pandemic has hastened the evolution of the internet, resulting in the
metaverse<\/a>, 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<\/a>, 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<\/a> 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<\/a> 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<\/a>.

\"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.
<\/body>","next_sibling":[{"msid":92336381,"title":"Indian cyber agency warns users of multiple bugs in Cisco products","entity_type":"ARTICLE","link":"\/news\/indian-cyber-agency-warns-users-of-multiple-bugs-in-cisco-products\/92336381","category_name":null,"category_name_seo":"telecomnews"}],"related_content":[],"msid":92337206,"entity_type":"ARTICLE","title":"Gaming-led global metaverse market to reach $28 bn by 2028","synopsis":"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.","titleseo":"telecomnews\/gaming-led-global-metaverse-market-to-reach-28-bn-by-2028","status":"ACTIVE","authors":[],"analytics":{"comments":0,"views":174,"shares":0,"engagementtimems":739000},"Alttitle":{"minfo":""},"artag":"IANS","artdate":"2022-06-20 16:11:16","lastupd":"2022-06-20 16:17:12","breadcrumbTags":["cagr","valuates reports","gaming","global metaverse","virtual reality","augmented reality","Blockchain technology","ai","metaverse","mvas\/apps"],"secinfo":{"seolocation":"telecomnews\/gaming-led-global-metaverse-market-to-reach-28-bn-by-2028"}}" data-news_link="//www.iser-br.com/news/gaming-led-global-metaverse-market-to-reach-28-bn-by-2028/92337206">