[250 Pages Report] Newly-released Consumer Metaverse Market analysis report by Future Market Insights shows that global sales of the Consumer Metaverse Market in 2021 was held at US$ 43.2 Billion. With 24.5% projected growth during 2022 to 2032, the market is expected to reach a valuation of US$ 500 Billion by 2032. Consumer Metaverse Games Market is expected to be the highest revenue-generating segment, with a projected CAGR of 23.2% during 2022 to 2032.
Attributes | Details |
---|---|
Global Consumer Metaverse Market Size (2022) | US$ 55.8 Billion |
Global Consumer Metaverse Market Size (2032) | US$ 500 Billion |
Global Consumer Metaverse Market CAGR (2022 to 2032) | 24.5% |
USA Consumer Metaverse Market CAGR (2022 to 2032) | 24.3% |
Key Companies Covered |
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As per the Global Consumer Metaverse Market research by Future Market Insights - a market research and competitive intelligence provider, historically, from 2017 to 2021, the Consumer Metaverse Market value increased at around 35% CAGR.
The key revenue drivers which affect the demand for Consumer Metaverse include increasing usage of cutting-edge technology like artificial intelligence (AI), mixed reality (MR), and blockchain. Numerous businesses, including Facebook, Roblox, Fortnite, NVidia, Microsoft, Epic, USM, Google, RTFKT Akira, and Oculus, have already incorporated or have plans to use metaverse extended reality programs (XR) and other cutting-edge technology. The analysis found that LG Group filed 688 patent applications on 455 patent families, Sony filed 87 XR applications on 78 patent families, and Qualcomm Incorporated filed 80 patent across 28 patent families for the metaverse.
The market is also fuelled by the usage of cryptocurrency as a mode of transaction in the metaverse. Everything in the metaverse, from the avatar, and shoes to seamless tokens (NFT), is paid using cryptocurrency. A poll indicates that although 44% of businesses are investing in NFTs, 53% of businesses are doing so in cryptocurrencies. One in ten people invests in cryptocurrencies, which are commonly utilized in the trading of various commodities including NFTs, according to a CNBC report. Due to the global accessibility of cryptocurrency trading, investors can use this form of money to sell directly to customers by adjusting to metaverse market patterns.
The key factors which are propelling the Consumer Metaverse demand include expansion of opportunity for Business to Business and Business to Consumer, the exceeding screen time of Gen Z users, new Career Opportunities and rising adoption of advanced VR devices and blockchain to accelerate growth.
The metaverse does not support the idea that businesses can employ coercion to expand their customer bases while eschewing business practices. The Gucci wallet, for instance, had a higher value in the Roblox metaverse than it did in the actual world when it was exchanged for 350,000 Robux, or US$ 4,115. However, in reality, the similar bag costs close to US$ 3,400. Thus expanding opportunities can help increase metaverse market size.
There are more job opportunities in the metaverse market. The increased demand for a variety of goods and services in consumer metaverse is leading to the creation of more jobs, which could ultimately spur market expansion. The technology and innovation report 2021 predicts the creation of 10,000 new employment in the near future across a range of industries, including research, planning, development, security, globalization, storytelling, ads prevention, and cybersecurity. Metaverse can also be used for virtual events, Advertising, employee engagement programs, engaging and immersive learning, and shopping experiences, real estate leasing, and several other opportunities which generate jobs for many people across different sectors.
The Los Angeles Times reports that Gen Z spends a lot of time in front of devices, mostly on their smartphones. They watch 7.2 hours of video on average every day, which is over an hour more than the 6.3 hours that Gen Xers watch. Old habits are also challenging to break, as the adage goes. Smartphones stand a decent possibility of dominating the metaverse demand, given the widespread use of mobile and the astounding amount of time that users of all ages spend in front of displays.
Small- to medium-sized businesses and individual customers’ rising desire for high-tech VR gadgets is promoting market expansion. Additionally, market expansion is fueled by the rising use of cutting edge technologies in various systems, such as block chain, mixed reality, and artificial intelligence (Al). Besides, increasing investment in e-commerce businesses and adoption and product displays in public places are supporting the market expansion. The United Nations Conference on Trade and Development estimated that by 2020, worldwide e-commerce sales would have increased from 16% to 19%, reaching USD 26.7 Tn. Worldwide e-commerce sales growth of this magnitude has produced a sizable window of opportunity for the market expansion throughout the projection period.
The factors restraining the growth of consumer metaverse market are lack of awareness of services and threat of cyber based attacks. The lack of user understanding of the service and security alternatives may provide challenges to the expansion of the metaverse business. Cyber-attacks incidence have increased hampering business functions which have raised serious security issues. In September 2021, more than 1,700 cyberattacks per company totalled more than 500 Mn reports, according to SonicWall.
Metaverse market can provide cybercriminals additional chances to harm organizations and people. Some of the key factors that are anticipated to limit the growth of the metaverse market's revenue during the forecast period include worries about data security and privacy in dynamic environments, problems with user identity, and difficulties in persuading users to use payment services.
During the projection period, North America is expected to be the largest Consumer Metaverse Market. Since North American users and consumers adopt new and sophisticated technologies, the North American region has a large market share because of the response got to them by the people. For example, on June 2022 KPMG announced the launch of its first metaverse solutions in the United States and Canada. It will allow employees, clients, and communities to collaborate, work together, and explore opportunities for growth across industries and sectors.
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The United States is expected to account for the highest market of US$ 173.3 Bn by the end of 2032. It is expected to be projected to have an absolute dollar growth of US$ 153.5 Bn. Americans are progressively accessing and experiencing the metaverse as realistically as possible through VR, MR, AR, and other new technologies. Americans also appreciate their metaverse experience, which motivates them to spend money on gadgets that would make it even better. The rising desire for gadgets that improve users' experiences encourages market expansion. Additionally, the industry is expanding due to the strong regional presence of gaming and metaverse entertainment companies as Sandbox, Nvidia Corporation, and Epic Games, Inc. As an illustration, Nvidia Corporation recently announced collaborations with Blender and Adobe that will provide millions of people access to NVIDIA Omniverse, the first platform for collaboration and simulation.
The nationwide survey in the U.S. revealed that the vast majority of adults in the country identified as of letting themselves join the metaverse, citing around 74%. The survey also revealed that around 41% of participants whose decision to join metaverse was to explore things they otherwise could not do. On the other hand, around 38% of the population viewed metaverse as a method that would bring people together. Around 23% of them acknowledged the possibility that they would seek out another platform to allow themselves to be different during metaverse.
Hardware is the highest used component in Consumer Metaverse Market. Demand growth of Hardware as a Component for Consumer Metaverse was recorded at 34.8% during 2017 – 2021, while it is expected to grow at CAGR of 24.1% during 2022 – 2023. Several businesses create consumer metaverse hardware to enhance the metaverse user experience.
The hardware segment is anticipated to account for the greatest revenue share throughout the projected period due to an increasing focus among companies on manufacturing products that give a better user experience and enable more extended user immersion.
Companies are also attempting to create more sophisticated gear, such as haptic devices, VR/AR headsets, and sensors, to enhance the realism of virtual worlds. This market growth will also be fueled by the creation of user interfaces that let users access 3D material on a number of gadgets, including smartphones, next-generation TVs, and the mixed reality smart glasses known as HoloLens. It is projected that Facebook Reality Labs will invest at least USD 10 billion in the creation of hardware for augmented reality (AR) and virtual reality (VR).
The most widely utilized application of Consumer Metaverse is Gaming. Demand growth through Gaming industry was recorded at 34.2% during 2017 – 2021, while it is expected to grow at a CAGR of 23.2% during 2022 – 2023. Due to the rapid increase in the gaming industry worldwide, it will be the highest revenue-generating application for the consumer metaverse market. The video game industry had been one of the key beneficiaries of the pandemic given that it is grown by 23% in 2020 compared to 2019. This is due to gaming influencers like Mortal, Jonathan Gaming, Vanoss Gaming, Markplier, Jacksepticeye, Dan TDM, PopularMMOs, W2S, Ali-A, H20Delirious, The Syndicate Project, among others.
Metaverse games are the result of the most recent development in the video games sector. To access the higher level games, players must enter the real Metaverse game. Gaming firms prioritize split initiatives since the future is divided, even though the Metaverse may be watched or divided.
Different player pictures, which serve as a depiction of real identities visually, control the characters in Metaverse games. Like humans in the real world, these characters live in the Metaverse. The idea behind metaverse gaming is to let players gain virtual goods and then sell them for real money. Players can communicate with other players in the Metaverse, invite their social network friends, and play games with them. Players in Metaverse feel as alive as they would in the real world because of the use of AR and VR technologies to create a dynamic experience. Since the stadiums in the metaverse can communicate with one another, players can easily shift their toys from one to the other.
The gaming of metaverse is powered by AR&VR technologies, blockchain, cryptocurrency, Internet of Things (IoT) and 3D reconstruction, While Metaverse is still in its early stages, numerous companies have already unveiled the new breed of stadiums, we have major players like TaleCraft Majuro announced the release of their classic NFT game On November 11, 2021. Gamers can also develop NFT games using mediaeval game settings.
Players in the market are constantly developing improved analytical solutions as well as extending their product offerings. The companies are focused on their alliances, technology collaborations, and product launch strategies.
Some of the recent developments in the Bioalcohol market are:
The global Consumer Metaverse Market is worth more than US$ 55.8 Bn at present.
The value of Consumer Metaverse Market is projected to increase at a CAGR of around 24.5% during 2022 – 2032.
The value of Consumer Metaverse Market increased at a CAGR of around 35% during 2017 – 2021.
Some of the key trends in Consumer Metaverse Market inlcudes a considerable increase in the new games developed by metaverse, career opportunities and the NFTs usage in the Metaverse.
The growth of the market for Consumer Metaverse in China is projected to expand at a CAGR of around 23.5% during 2022 – 2032.
The growth of the market for Consumer Metaverse in United States is projected to expand at a CAGR of around 24.3% during 2022 – 2032.
While the market in South Korea is expected to grow at nearly 21.7%, the market in Japan is projected to register a CAGR of nearly 22.6% during 2022 - 2032.
1. Executive Summary
1.1. Global Market Outlook
1.2. Demand-side Trends
1.3. Supply-side Trends
1.4. Technology Roadmap Analysis
1.5. Analysis and Recommendations
2. Market Overview
2.1. Market Coverage / Taxonomy
2.2. Market Definition / Scope / Limitations
3. Market Background
3.1. Market Dynamics
3.1.1. Drivers
3.1.2. Restraints
3.1.3. Opportunity
3.1.4. Trends
3.2. Scenario Forecast
3.2.1. Demand in Optimistic Scenario
3.2.2. Demand in Likely Scenario
3.2.3. Demand in Conservative Scenario
3.3. Opportunity Map Analysis
3.4. Investment Feasibility Matrix
3.5. PESTLE and Porter’s Analysis
3.6. Regulatory Landscape
3.6.1. By Key Regions
3.6.2. By Key Countries
3.7. Regional Parent Market Outlook
4. Global Consumer Metaverse Market Analysis 2017-2021 and Forecast, 2022-2032
4.1. Historical Market Size Value (US$ Mn) Analysis, 2017-2021
4.2. Current and Future Market Size Value (US$ Mn) Projections, 2022-2032
4.2.1. Y-o-Y Growth Trend Analysis
4.2.2. Absolute $ Opportunity Analysis
5. Global Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Component
5.1. Introduction / Key Findings
5.2. Historical Market Size Value (US$ Mn) Analysis By Component, 2017-2021
5.3. Current and Future Market Size Value (US$ Mn) Analysis and Forecast By Component, 2022-2032
5.3.1. Hardware
5.3.2. Software
5.3.3. Services
5.4. Y-o-Y Growth Trend Analysis By Component, 2017-2021
5.5. Absolute $ Opportunity Analysis By Component, 2022-2032
6. Global Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Application
6.1. Introduction / Key Findings
6.2. Historical Market Size Value (US$ Mn) Analysis By Application, 2017-2021
6.3. Current and Future Market Size Value (US$ Mn) Analysis and Forecast By Application, 2022-2032
6.3.1. Game
6.3.2. Media Entertainment
6.3.3. Education
6.3.4. Other Applications
6.4. Y-o-Y Growth Trend Analysis By Application, 2017-2021
6.5. Absolute $ Opportunity Analysis By Application, 2022-2032
7. Global Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Region
7.1. Introduction
7.2. Historical Market Size Value (US$ Mn) Analysis By Region, 2017-2021
7.3. Current Market Size Value (US$ Mn) Analysis and Forecast By Region, 2022-2032
7.3.1. North America
7.3.2. Latin America
7.3.3. Europe
7.3.4. Asia Pacific
7.3.5. MEA
7.4. Market Attractiveness Analysis By Region
8. North America Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Country
8.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021
8.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032
8.2.1. By Country
8.2.1.1. U.S.
8.2.1.2. Canada
8.2.2. By Component
8.2.3. By Application
8.3. Market Attractiveness Analysis
8.3.1. By Country
8.3.2. By Component
8.3.3. By Application
8.4. Key Takeaways
9. Latin America Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Country
9.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021
9.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032
9.2.1. By Country
9.2.1.1. Brazil
9.2.1.2. Mexico
9.2.1.3. Rest of Latin America
9.2.2. By Component
9.2.3. By Application
9.3. Market Attractiveness Analysis
9.3.1. By Country
9.3.2. By Component
9.3.3. By Application
9.4. Key Takeaways
10. Europe Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Country
10.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021
10.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032
10.2.1. By Country
10.2.1.1. Germany
10.2.1.2. U.K.
10.2.1.3. France
10.2.1.4. Spain
10.2.1.5. Italy
10.2.1.6. Rest of Europe
10.2.2. By Component
10.2.3. By Application
10.3. Market Attractiveness Analysis
10.3.1. By Country
10.3.2. By Component
10.3.3. By Application
10.4. Key Takeaways
11. Asia Pacific Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Country
11.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021
11.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032
11.2.1. By Country
11.2.1.1. China
11.2.1.2. Japan
11.2.1.3. South Korea
11.2.1.4. Malaysia
11.2.1.5. Singapore
11.2.1.6. Australia
11.2.1.7. Rest of Asia Pacific
11.2.2. By Component
11.2.3. By Application
11.3. Market Attractiveness Analysis
11.3.1. By Country
11.3.2. By Component
11.3.3. By Application
11.4. Key Takeaways
12. MEA Consumer Metaverse Market Analysis 2017-2021 and Forecast 2022-2032, By Country
12.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021
12.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032
12.2.1. By Country
12.2.1.1. GCC Countries
12.2.1.2. South Africa
12.2.1.3. Israel
12.2.1.4. Rest of MEA
12.2.2. By Component
12.2.3. By Application
12.3. Market Attractiveness Analysis
12.3.1. By Country
12.3.2. By Component
12.3.3. By Application
12.4. Key Takeaways
13. Key Countries Consumer Metaverse Market Analysis
13.1. U.K.
13.1.1. Pricing Analysis
13.1.2. Market Share Analysis, 2021
13.1.2.1. By Component
13.1.2.2. By Application
13.2. Canada
13.2.1. Pricing Analysis
13.2.2. Market Share Analysis, 2021
13.2.2.1. By Component
13.2.2.2. By Application
13.3. Brazil
13.3.1. Pricing Analysis
13.3.2. Market Share Analysis, 2021
13.3.2.1. By Component
13.3.2.2. By Application
13.4. Mexico
13.4.1. Pricing Analysis
13.4.2. Market Share Analysis, 2021
13.4.2.1. By Component
13.4.2.2. By Application
13.5. Rest of Latin America
13.5.1. Pricing Analysis
13.5.2. Market Share Analysis, 2021
13.5.2.1. By Component
13.5.2.2. By Application
13.6. Germany
13.6.1. Pricing Analysis
13.6.2. Market Share Analysis, 2021
13.6.2.1. By Component
13.6.2.2. By Application
13.7. U.K.
13.7.1. Pricing Analysis
13.7.2. Market Share Analysis, 2021
13.7.2.1. By Component
13.7.2.2. By Application
13.8. France
13.8.1. Pricing Analysis
13.8.2. Market Share Analysis, 2021
13.8.2.1. By Component
13.8.2.2. By Application
13.9. Spain
13.9.1. Pricing Analysis
13.9.2. Market Share Analysis, 2021
13.9.2.1. By Component
13.9.2.2. By Application
13.10. Italy
13.10.1. Pricing Analysis
13.10.2. Market Share Analysis, 2021
13.10.2.1. By Component
13.10.2.2. By Application
13.11. Rest of Europe
13.11.1. Pricing Analysis
13.11.2. Market Share Analysis, 2021
13.11.2.1. By Component
13.11.2.2. By Application
13.12. China
13.12.1. Pricing Analysis
13.12.2. Market Share Analysis, 2021
13.12.2.1. By Component
13.12.2.2. By Application
13.13. Japan
13.13.1. Pricing Analysis
13.13.2. Market Share Analysis, 2021
13.13.2.1. By Component
13.13.2.2. By Application
13.14. South Korea
13.14.1. Pricing Analysis
13.14.2. Market Share Analysis, 2021
13.14.2.1. By Component
13.14.2.2. By Application
13.15. Malaysia
13.15.1. Pricing Analysis
13.15.2. Market Share Analysis, 2021
13.15.2.1. By Component
13.15.2.2. By Application
13.16. Singapore
13.16.1. Pricing Analysis
13.16.2. Market Share Analysis, 2021
13.16.2.1. By Component
13.16.2.2. By Application
13.17. Australia
13.17.1. Pricing Analysis
13.17.2. Market Share Analysis, 2021
13.17.2.1. By Component
13.17.2.2. By Application
13.18. Rest of Asia Pacific
13.18.1. Pricing Analysis
13.18.2. Market Share Analysis, 2021
13.18.2.1. By Component
13.18.2.2. By Application
13.19. GCC Countries
13.19.1. Pricing Analysis
13.19.2. Market Share Analysis, 2021
13.19.2.1. By Component
13.19.2.2. By Application
13.20. South Africa
13.20.1. Pricing Analysis
13.20.2. Market Share Analysis, 2021
13.20.2.1. By Component
13.20.2.2. By Application
13.21. Israel
13.21.1. Pricing Analysis
13.21.2. Market Share Analysis, 2021
13.21.2.1. By Component
13.21.2.2. By Application
13.22. Rest of MEA
13.22.1. Pricing Analysis
13.22.2. Market Share Analysis, 2021
13.22.2.1. By Component
13.22.2.2. By Application
14. Market Structure Analysis
14.1. Competition Dashboard
14.2. Competition Benchmarking
14.3. Market Share Analysis of Top Players
14.3.1. By Regional
14.3.2. By Component
14.3.3. By Application
15. Competition Analysis
15.1. Competition Deep Dive
15.1.1. Roblox Corporation
15.1.1.1. Overview
15.1.1.2. Product Portfolio
15.1.1.3. Profitability by Market Segments
15.1.1.4. Sales Footprint
15.1.1.5. Strategy Overview
15.1.1.5.1. Marketing Strategy
15.1.2. HTC
15.1.2.1. Overview
15.1.2.2. Product Portfolio
15.1.2.3. Profitability by Market Segments
15.1.2.4. Sales Footprint
15.1.2.5. Strategy Overview
15.1.2.5.1. Marketing Strategy
15.1.3. Samsung
15.1.3.1. Overview
15.1.3.2. Product Portfolio
15.1.3.3. Profitability by Market Segments
15.1.3.4. Sales Footprint
15.1.3.5. Strategy Overview
15.1.3.5.1. Marketing Strategy
15.1.4. HUAWEI
15.1.4.1. Overview
15.1.4.2. Product Portfolio
15.1.4.3. Profitability by Market Segments
15.1.4.4. Sales Footprint
15.1.4.5. Strategy Overview
15.1.4.5.1. Marketing Strategy
15.1.5. Xiaomi
15.1.5.1. Overview
15.1.5.2. Product Portfolio
15.1.5.3. Profitability by Market Segments
15.1.5.4. Sales Footprint
15.1.5.5. Strategy Overview
15.1.5.5.1. Marketing Strategy
15.1.6. Sensorium Corporation
15.1.6.1. Overview
15.1.6.2. Product Portfolio
15.1.6.3. Profitability by Market Segments
15.1.6.4. Sales Footprint
15.1.6.5. Strategy Overview
15.1.6.5.1. Marketing Strategy
15.1.7. Meta
15.1.7.1. Overview
15.1.7.2. Product Portfolio
15.1.7.3. Profitability by Market Segments
15.1.7.4. Sales Footprint
15.1.7.5. Strategy Overview
15.1.7.5.1. Marketing Strategy
15.1.8. Tencent
15.1.8.1. Overview
15.1.8.2. Product Portfolio
15.1.8.3. Profitability by Market Segments
15.1.8.4. Sales Footprint
15.1.8.5. Strategy Overview
15.1.8.5.1. Marketing Strategy
15.1.9. NetEase
15.1.9.1. Overview
15.1.9.2. Product Portfolio
15.1.9.3. Profitability by Market Segments
15.1.9.4. Sales Footprint
15.1.9.5. Strategy Overview
15.1.9.5.1. Marketing Strategy
15.1.10. Lilith
15.1.10.1. Overview
15.1.10.2. Product Portfolio
15.1.10.3. Profitability by Market Segments
15.1.10.4. Sales Footprint
15.1.10.5. Strategy Overview
15.1.10.5.1. Marketing Strategy
15.1.11. miHoYo
15.1.11.1. Overview
15.1.11.2. Product Portfolio
15.1.11.3. Profitability by Market Segments
15.1.11.4. Sales Footprint
15.1.11.5. Strategy Overview
15.1.11.5.1. Marketing Strategy
15.1.12. ZQGame
15.1.12.1. Overview
15.1.12.2. Product Portfolio
15.1.12.3. Profitability by Market Segments
15.1.12.4. Sales Footprint
15.1.12.5. Strategy Overview
15.1.12.5.1. Marketing Strategy
15.1.13. Microsoft
15.1.13.1. Overview
15.1.13.2. Product Portfolio
15.1.13.3. Profitability by Market Segments
15.1.13.4. Sales Footprint
15.1.13.5. Strategy Overview
15.1.13.5.1. Marketing Strategy
15.1.14. Sony
15.1.14.1. Overview
15.1.14.2. Product Portfolio
15.1.14.3. Profitability by Market Segments
15.1.14.4. Sales Footprint
15.1.14.5. Strategy Overview
15.1.14.5.1. Marketing Strategy
15.1.15. Nintendo
15.1.15.1. Overview
15.1.15.2. Product Portfolio
15.1.15.3. Profitability by Market Segments
15.1.15.4. Sales Footprint
15.1.15.5. Strategy Overview
15.1.15.5.1. Marketing Strategy
15.1.16. Linden Labs
15.1.16.1. Overview
15.1.16.2. Product Portfolio
15.1.16.3. Profitability by Market Segments
15.1.16.4. Sales Footprint
15.1.16.5. Strategy Overview
15.1.16.5.1. Marketing Strategy
15.1.17. Electronic Arts
15.1.17.1. Overview
15.1.17.2. Product Portfolio
15.1.17.3. Profitability by Market Segments
15.1.17.4. Sales Footprint
15.1.17.5. Strategy Overview
15.1.17.5.1. Marketing Strategy
15.1.18. Google
15.1.18.1. Overview
15.1.18.2. Product Portfolio
15.1.18.3. Profitability by Market Segments
15.1.18.4. Sales Footprint
15.1.18.5. Strategy Overview
15.1.18.5.1. Marketing Strategy
15.1.19. Virtuix
15.1.19.1. Overview
15.1.19.2. Product Portfolio
15.1.19.3. Profitability by Market Segments
15.1.19.4. Sales Footprint
15.1.19.5. Strategy Overview
15.1.19.5.1. Marketing Strategy
15.1.20. Leap Motion
15.1.20.1. Overview
15.1.20.2. Product Portfolio
15.1.20.3. Profitability by Market Segments
15.1.20.4. Sales Footprint
15.1.20.5. Strategy Overview
15.1.20.5.1. Marketing Strategy
16. Assumptions & Acronyms Used
17. Research Methodology
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