๐Ÿ“ˆ2.1 Market Review

Sizeable Niche Market, Metaverse and Blockchain Market

The total size of the global gaming market was $196.8 billion in 2022, which was an increase of 2.1% compared to 2021. In addition, the forecasted growth of the gaming market in 2025 is a stable CAGR of 4.2% and a market value of $225.7 billion with 35 billion gamers.

In addition, the number of gamers is expected to increase from 2.9 billion in 2020 to 3.5 billion by 2025. (Data source: Newzoo Game Report 2022)

However, in a situation where a turning point is needed due to problems with personal information, data, items, and goods in the game, the game content market has undergone a paradigm shift with the emergence of new technologies related to the 4th industry such as VR and AR, along with blockchain technology and the metaverse.

First, the blockchain market is expected grow to a market of $163.83 billion in 2029, with an average annual growth rate (CAGR) of 56.3% with $4.9 billion in 2021 and $7.18 billion in 2022. By having the advantage of being able to operate an autonomous ecosystem with the new business paradigm of blockchain technology and cryptocurrency introduction, the blockchain market is steadily growing.

In the case of the metaverse, the global market size was 27.21-30 billion dollars in 2020, but is expected to reach 4-5 trillion dollars by 2030. The metaverse serves as a pan-industrial technology platform by joining game and content creators with great growth opportunities through the synergy of various fields such as content consumption, e-learning, e-commerce, and gaming.

With the development of such technology, we have conceived the Carrieverse, which is a life-friendly content metaverse that aims to deliver differentiated digital experiences by providing family-type content.

At a time when the boundaries between the virtual world and the real world are blurring more than ever, we want to provide users with a satisfying experience on a differentiated platform as an all-in-one metaverse with user-centered games, education, socializing, and communication.

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