Research Spotlight:

Metaverse Enabling Technologies

The Metaverse Enabling Technologies Research Spotlight provides access to all research related to this topic. This Spotlight includes:

  • All research outlined below
  • Any updates to the research six months from purchase
  • 60 minutes of analyst inquiry to speak to an analyst
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Included Research

3D Content Creation and Enabling Technologies
Research Report | 2Q 2023 | AN-5573
Table of Contents

Executive Summary

Core Use Cases for 3D Content and the Metaverse

3D Creator Economies—Spotlight on Consumer and End Markets

3D Content Creation Solution Providers
Role of AI
Note on Computational Resources

3D Content Generation in Enterprise Markets

Industrial (and AEC) Applications
Other Enterprise Applications
3D Platforms and Computational Requirements

Market Forecasts

Market Drivers and Sources of Revenue
Factors That Could Shift the Forecast
 
Critical Questions Answered
  • How will the buildup to the metaverse impact the 2D to 3D transition and demand for 3D content?
  • What key enabling technologies will bring accessibility to 3D content creation? What role does Artificial Intelligence (AI) play in 3D content generation?
  • Who are the key players in 3D content generation?
  • When will demand for 3D content see increased demand and what is needed to drive this growth?
Research Highlights
  • Landscape for 3D content generation across consumer and enterprise markets.
  • Coverage of the buildup to the metaverse and influence of new technologies on content generation and related market opportunities.
  • Topline forecast for 3D computer graphics and real-time rendering software/services by region.
full contents...
Enterprise Metaverse: Future of Work
Market Data | 4Q 2022 | MD-EVED-102
Datasets
  1. Video Conferencing Hardware Revenue
  2. Collaboration and Related Cloud Services Revenue
Tables
  1. Total Collaboration Revenue by Region, World Markets: 2020 to 2030
  2. Total Collaboration Revenue (Disaggregated) by Region, World Markets: 2020 to 2030
  3. Immersive Collaboration and Related Cloud Service Revenue by Region, World Markets: 2020 to 2030
  4. Total Collaboration and Related Cloud Service Revenue by Region, World Markets: 2020 to 2030
  5. Immersive Collaboration Revenue by Region, World Markets: 2020 to 2030
  6. Immersive Collaboration Revenue by Industry, World Markets: 2020 to 2030
  7. Virtual HQ Revenue by Region, World Markets: 2020 to 2030
  8. Virtual HQ Revenue by Industry, World Markets: 2020 to 2030
  9. Virtual Events Revenue by Region, World Markets: 2020 to 2030
  10. Dedicated Video Conferencing Hardware Shipments by Region, World Markets: 2020 to 2030
  11. Dedicated Video Conferencing Hardware Revenue by Region, World Markets: 2020 to 2030
  12. Dedicated Video Conferencing Hardware Shipments by Region and Type, World Markets: 2020 to 2030
  13. Dedicated Video Conferencing Hardware ASPs by Region and Type, World Markets: 2020 to 2030
  14. Dedicated Video Conferencing Hardware Revenue by Region and Type, World Markets: 2020 to 2030
  15. Digital Twin and Simulation Revenue by Region, World Markets: 2021 to 2030
  16. Digital Twin and Simulation Revenue by Category, World Markets: 2021 to 2030
Critical Questions Answered
  • How impactful will immersive collaboration be compared to the overall growth in video-based collaboration? When will there be an inflection point in growth for immersive? And what are some of the drivers?
  • How will enabling technologies like Augmented Reality (AR)/smart glasses and 5G-Advanced impact collaboration?
  • What do the growth prospects for collaboration look like coming out of the pandemic?
  • What is the market opportunity for digital twins and simulations (software and services)?
Research Highlights
  • Collaboration revenue and forecasts across services/platforms and dedicated video conferencing hardware by region (North America, Western Europe, Eastern Europe, Asia-Pacific, Latin America, and the Middle East & Africa).
  • Collaboration services/platforms revenue (by region) split by immersive and non-immersive. Immersive includes immersive collaboration (broken out by industry), virtual Headquarters (HQ) (broken out by industry), and virtual events.
  • Dedicated video conferencing hardware includes forecasts for revenue and shipments by type (personal and room-scale) and region.
  • Topline forecast for digital twins and simulations (software and services) by region.
full contents...
Enterprise Metaverse Market Update
Presentation | 4Q 2022 | PT-2544
Table of Contents

Enterprise and Industrial Metaverse

Simulations and Digital Twins

Immersive C&C and Virtual HQ

Dedicated Video Conferencing Hardware

Focus on Foundational Elements of the Metaverse

Push for Pre-Pandemic Conditions + Immersive?

Spotlight on ROI & the Metaverse 

 
Critical Questions Answered
  • How impactful will immersive collaboration be compared to the overall growth in video-based collaboration? When will there be an inflection point in growth for immersive? And what are some of the drivers?
  • How will enabling technologies like Augmented Reality (AR)/smart glasses and 5G-Advanced impact collaboration?
  • What do the growth prospects for collaboration look like coming out of the pandemic?
  • What is the market opportunity for digital twins and simulations (software and services)?
Research Highlights
  • This research provides additional qualitative analysis to the most recent Enterprise Metaverse: Future of Work market data (MD-EVED-102).
  • Collaboration revenue and forecasts across services/platforms and dedicated video conferencing hardware by region (North America, Western Europe, Eastern Europe, Asia-Pacific, Latin America, and the Middle East & Africa).
  • Collaboration services/platforms revenue split by immersive and non-immersive. Immersive includes immersive collaboration, virtual Headquarters (HQ), and virtual events.
  • Topline digital twin and simulation (software and services) revenue.
full contents...
Table of Contents
 

1. EXECUTIVE SUMMARY

2. RECOMMENDATIONS

2.1. Communication Service Providers
2.2. Infrastructure Vendors
2.3. Hyperscalers
2.4. System Integrators

3. DEFINING THE METAVERSE

4. METAVERSE USE CASES FOR ENTERPRISES

4.1. Human-to-Human Use Cases
4.2. Human-To-Machine Use Cases

5. TECHNOLOGY REQUIREMENTS TO ENABLE METAVERSE USE CASES

5.1. From Web 1.0 to Web 3.0
5.2. The Role of 5G to Enable Metaverse Applications
5.3. Technology Implications

6. COMMERCIAL IMPLICATIONS

6.1. Shape of the Supply Chain
6.2. Business Models
6.3. Monetizing Strategy

7. ENTERPRISE METAVERSE MARKET LANDSCAPE

7.1. Communication Service Providers
7.2. Infrastructure Vendors
7.3. Hyperscalers

8. MARKET FORECAST FOR ENTERPRISE METAVERSE USE CASES

8.1. Methodology

9. CONCLUDING REMARKS

 
 
Critical Questions Answered
  • What are the key metaverse use cases for enterprise deployments? How will the metaverse be deployed for enterprise applications?
  • What role will cellular connectivity (and 5G) play to enable enterprise metaverse use cases?
  • What does the supply chain for enterprise metaverse applications look like? What role will carriers play in providing metaverse platforms and applications to enterprises?
Research Highlights
  • Worldwide forecast on carrier revenue from enterprise metaverse applications from 2021 to 2030.
  • Detailed analysis of the enterprise metaverse supply chain and key market activities.
  • Extensive discussion of different business models and monetizing strategies for enterprise metaverse applications.
full contents...
Enterprise Metaverse: Future of Work
Market Data | 1Q 2022 | MD-EVED-101
Datasets
  1. Enterprise Metaverse Collaboration Revenue
Tables
  1. Total Collaboration Revenue by Region, World Markets: 2020 to 2030
  2. Total Collaboration Revenue (Disaggregated) by Region, World Markets: 2020 to 2030
  3. Immersive Collaboration and Related Cloud Service Revenue by Region, World Markets: 2020 to 2030
  4. Total Collaboration and Related Cloud Service Revenue by Region, World Markets: 2020 to 2030
  5. Immersive Collaboration Revenue by Region, World Markets: 2020 to 2030
  6. Virtual HQ Revenue by Region, World Markets: 2020 to 2030
  7. Virtual Events Revenue by Region, World Markets: 2020 to 2030
  8. Dedicated Video Conferencing Hardware Shipments by Region, World Markets: 2020 to 2030
  9. Dedicated Video Conferencing Hardware Revenue by Region, World Markets: 2020 to 2030
  10. Dedicated Video Conferencing Hardware Shipments by Region and Type, World Markets: 2020 to 2030
  11. Dedicated Video Conferencing Hardware ASPs by Region and Type, World Markets: 2020 to 2030
  12. Dedicated Video Conferencing Hardware Revenue by Region and Type, World Markets: 2020 to 2030
Critical Questions Answered
  • How impactful will immersive collaboration be compared to the overall growth in video-based collaboration? When will there be an inflection point in growth for immersive? And what are some of the drivers?
  • How will enabling technologies like AR/smart glasses and 5G advanced impact collaboration?
  • What does the growth prospects for collaboration look like coming out of the pandemic?
Research Highlights
  • Collaboration revenue and forecasts across services/platforms and dedicated video conferencing hardware by region (North America, Western Europe, Eastern Europe, Asia-Pacific, Latin America, Middle East & Africa).
  • Collaboration services/platforms revenue (by region) split by immersive and non-immersive. Immersive includes: immersive collaboration, virtual HQ, and virtual events.
  • Dedicated video conferencing hardware includes forecasts for revenue and shipments by type (personal and room-scale) and region.
full contents...
Spotlight on AI is Good for the Metaverse
Insight | 2Q 2023 | IN-6971
Artificial Intelligence (AI), led by generative AI, has created a new hype cycle that has seemingly pushed metaverse to the backburner. AI, however, is a critical enabling technology of the metaverse and should be viewed as such. Further the focus on AI also brings much needed development and attention to other areas like computational resources, content creation, data and workflow management, and privacy and security—all applicable to the buildup to a future metaverse.
Digital Twins Are No Longer an Interesting Concept for John Deere, They Are Essential to Optimizing Facilities
Insight | 2Q 2023 | IN-6894
John Deere’s work with Matterport demonstrates that collecting imagery and geometry for creating digital twins is the tip of the iceberg. Companies must invest resources in providing context to images and while those processes take place build enthusiasm around the potential for the digital twin to improve everyday workflows.
South Korea: Pushing 5G Boundaries with Extended Reality, Multi-Access Edge Computing, and Urban Air Mobility Technologies
Insight | 3Q 2022 | IN-6683
In this ABI Insight, we look at the latest performance updates from the largest three Communication Service Providers (CSPs) in South Korea and their attempt to identify the next big thing in 5G with investments poured into Extended Reality (XR), Multi-Access Edge Computing (MEC), and Urban Air Mobility (UAM) technologies.
The Metaverse, a Demand Driver for 5G, is Coming to More Telcos
Insight | 2Q 2022 | IN-6576
Deutsche Telekom and SK Telecom announced their plans to bring the latter’s ifland platform to Europe. The metaverse platform will push 5G services and devices, and perhaps more importantly, create new opportunities for operators to forge stronger relationships with their customers. These relationships will work toward reducing churn and creating new business opportunities for the operators. These efforts will also better leverage new advancements in technology from 5G, Artificial Intelligence (AI)/Machine Learning (ML), immersive, and more.