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Metaverse's economic potential: Bain & Company report projects $900 Billion market by 2030

bain & company finds a Metaverse market valuation of $900 billion by 2030, shared key competitive battlegrounds

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Bain & Co. predicts 2030 valuation of Metaverse metaverse
Bain & Co. predicts 2030 valuation of Metaverse
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New Delhi, UPDATED: Aug 10, 2023 18:58 IST

Highlights

  • The report highlights that businesses entering Metaverse's 'Seed Stage' within a decade are better positioned for market leadership
  • Bain & Co. introduces five key battlegrounds for corporate executives
  • The battlegrounds include content creation tools, gadgets, app stores etc

In response to previous concerns about diminishing interest in the idea of the Metaverse, the most recent paper from Bain & Company, which is a global consulting firm, offers a new viewpoint and illuminates the wide economic landscapes it contains.

The report suggests that the market valuation of the Metaverse might grow significantly, potentially reaching as high as $900 billion by 2030. The report also emphasises that businesses that get involved in the Metaverse's initial phases of growth, referred to as the ‘Seed Stage,’ within the next decade, are better positioned to emerge as leaders in the market.

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Varied opportunities in Metaverse

The Bain research, ‘Taking the Hyperbole Out of the Metaverse,’ highlights the Metaverse's promising economic potential. Chris Johnson, a partner in Bain's Technology practice, uses the example of how technology similar to the Metaverse has already impacted a variety of companies to make his case. This trend is best exemplified by the hundreds of millions of monthly active users of immersive gaming platforms.

Bain's research reveals five crucial battlegrounds where companies may acquire a competitive edge and eventually grow, despite the fact that the Metaverse's future growth is yet unknown. These domains represent a movement towards experiences that are richer, more immersive, and more collaborative, all fueled by the fast development of technology.

Metaverse in a variety of industries

Bain's research predicts a diverse landscape, in contrast to the assumptions of a single Metaverse platform. Platforms with sizable user populations are projected to increase immersion and engagement rather than merging into one entity.

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As companies use the potential of underlying data sets to recover investments, these different virtual worlds are likely to continue to exist as independent entities. The research emphasises the use of Metaverse-like technology in a variety of industries, including entertainment, manufacturing, healthcare, education, and staff training.

Essential Metaverse competitive arenas

According to Bain, in order to get a foothold in the developing Metaverse environment, corporate executives should focus on these five key battlegrounds:

  • Virtual Experiences (expected to account for 65 percent of the Metaverse market by 2030): While consumer Metaverse applications are now dominated by gaming, immersive fitness and entertainment may soon gain popularity. Innovative business applications are developing in the areas of teamwork, productivity, digital marketing, employee development, education, and healthcare.
  • Content-Creation Tools (about 5 percent of the Metaverse Market by 2030): A developing set of software tools enables users to create Metaverse worlds and experiences. These simple tools allow users to create content quickly and easily.
  • App Stores and Operating Systems, which are anticipated to represent 10 percent of the Metaverse Market by 2030: App stores will be essential for providing consumers with top-notch, carefully selected experiences in the early phases of the Metaverse. Users' interest in the platforms and headsets used to access the Metaverse will be maintained through these experiences.
  • Devices (10 percent of the market for the Metaverse is projected to be made up of them by 2030): In order to create independent gadgets that can provide fully immersive experiences, it is essential to go past technological limitations. For widespread acceptance, it is essential to guarantee that Metaverse content works properly on a variety of gadgets, including laptops, game consoles, and smartphones.
  • Computing and Infrastructure (estimated to account for 10 percent of the Metaverse Market by 2030): Hardware companies must develop high-performance CPUs, servers, and networking technologies to enable high-quality visuals and lower latency.

The Bain & Company analysis not only eliminates misconceptions about the Metaverse but also emphasises its potential to grow into a sizable business. Businesses that embrace early opportunities and skillfully handle these areas of competition have the potential to become industry leaders as the metaverse continues to expand.

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Published on: Aug 10, 2023 18:58 ISTPosted by: samira siddiqui, Aug 10, 2023 18:58 IST

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