The global metaverse for mental health market size was valued at USD 1.51 billion in 2023 and is expected to surpass around USD 12.54 billion by 2032, at a CAGR of 26.50% from 2023 to 2032.
Key Takeaways
- North America contributed more than 38% of revenue share in 2022.
- Europe region is estimated to expand the fastest CAGR between 2023 and 2032.
- By component, the hardware segment has held the largest market share of 65% in 2022.
- By component, the software segment is anticipated to grow at a remarkable CAGR of 28.4% between 2023 and 2032.
- By application, the therapy and counseling segment generated over 68% of revenue share in 2022.
- By application, the mental health education segment is expected to expand at the fastest CAGR over the projected period.
- By technology, the Virtual Reality (VR) segment has held the largest market share of 52% in 2022.
- By technology, the Augmented Reality (AR) segment is anticipated to grow at a remarkable CAGR over the projected period.
- By end-user, the healthcare institutions segment had the largest market share of 49% in 2022.
- By end-user, the mental health professionals segment is expected to expand at the fastest CAGR over the projected period.
The Metaverse for Mental Health market is experiencing a significant surge in attention and investment as technology converges with mental well-being solutions. In recent years, the concept of the metaverse has expanded beyond gaming and social interactions to encompass therapeutic and mental health applications. This burgeoning market is characterized by virtual environments designed to offer immersive and therapeutic experiences, providing users with innovative tools to address various mental health challenges.
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Growth Factors:
Several key factors contribute to the growth of the Metaverse in the mental health market. Firstly, the increasing prevalence of mental health issues has led to a growing demand for accessible and effective solutions. The metaverse offers a unique approach, providing users with a safe and interactive space to engage in therapeutic activities, connect with mental health professionals, and access support networks. Additionally, advancements in virtual reality (VR) and augmented reality (AR) technologies contribute to the market’s expansion, enhancing the realism and effectiveness of mental health interventions within the metaverse. As awareness of the potential benefits grows and stigma surrounding mental health decreases, the market is poised for sustained growth, with innovation and collaboration driving the development of diverse and impactful mental health solutions within the metaverse
Metaverse for Mental Health Market Scope
Report Coverage | Details |
Growth Rate from 2023 to 2032 | CAGR of 26.50% |
Market Size in 2023 | USD 1.51 Billion |
Market Size by 2032 | USD 12.54 Billion |
Largest Market | North America |
Base Year | 2022 |
Forecast Period | 2023 to 2032 |
Segments Covered | By Component, By Application, By Technology, and By End User |
Regions Covered | North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa |
Recent Developments
- In 2022, GE Healthcare (US) partnered with MediviewXR (US) to co-create the OmnifyXR medical imaging system. This collaboration is dedicated to advancing medical imaging technology, potentially transforming how healthcare professionals interact with and utilize medical data for diagnosis and treatment.
- In 2023, NVIDIA Corporation (US) and Microsoft (US) joined forces to bridge Microsoft 365 apps with NVIDIA Omniverse. This collaboration aims to enable digital transformation, facilitate industrial metaverse integration, and empower the training of advanced generative AI models, among other applications.
Metaverse for Mental Health Market Players
- Facebook, Inc. (Meta Platforms, Inc.)
- MindMaze
- Relax VR
- Psious
- XRHealth
- Limbix
- Virtue
- PsycApps
- VRChat
- vSpatial
- Ovation VR
- Oxford VR
- Tribeca Care
- Luminous Cities
- Floreo, Inc
Table of Content:
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology (Premium Insights)
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Metaverse for Mental Health Market
5.1. COVID-19 Landscape: Metaverse for Mental Health Industry Impact
5.2. COVID 19 – Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Metaverse for Mental Health Market, By Component
8.1. Metaverse for Mental Health Market, by Component, 2023-2032
8.1.1. Hardware
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Software
8.1.2.1. Market Revenue and Forecast (2020-2032)
8.1.3. Service
8.1.3.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global Metaverse for Mental Health Market, By Application
9.1. Metaverse for Mental Health Market, by Application, 2023-2032
9.1.1. Therapy and Counseling
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. Mental Health Education
9.1.2.1. Market Revenue and Forecast (2020-2032)
9.1.3. Mindfulness and Meditation
9.1.3.1. Market Revenue and Forecast (2020-2032)
9.1.4. Others
9.1.4.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global Metaverse for Mental Health Market, By Technology
10.1. Metaverse for Mental Health Market, by Technology, 2023-2032
10.1.1. Virtual Reality (VR)
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Augmented Reality (AR)
10.1.2.1. Market Revenue and Forecast (2020-2032)
10.1.3. Mixed Reality (MR)
10.1.3.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global Metaverse for Mental Health Market, By End User
11.1. Metaverse for Mental Health Market, by End User, 2023-2032
11.1.1. Individuals
11.1.1.1. Market Revenue and Forecast (2020-2032)
11.1.2. Mental Health Professionals
11.1.2.1. Market Revenue and Forecast (2020-2032)
11.1.3. Healthcare Institutions
11.1.3.1. Market Revenue and Forecast (2020-2032)
11.1.4. Others
11.1.4.1. Market Revenue and Forecast (2020-2032)
Chapter 12. Global Metaverse for Mental Health Market, Regional Estimates and Trend Forecast
12.1. North America
12.1.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.2. Market Revenue and Forecast, by Application (2020-2032)
12.1.3. Market Revenue and Forecast, by Technology (2020-2032)
12.1.4. Market Revenue and Forecast, by End User (2020-2032)
12.1.5. U.S.
12.1.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.5.2. Market Revenue and Forecast, by Application (2020-2032)
12.1.5.3. Market Revenue and Forecast, by Technology (2020-2032)
12.1.5.4. Market Revenue and Forecast, by End User (2020-2032)
12.1.6. Rest of North America
12.1.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.1.6.2. Market Revenue and Forecast, by Application (2020-2032)
12.1.6.3. Market Revenue and Forecast, by Technology (2020-2032)
12.1.6.4. Market Revenue and Forecast, by End User (2020-2032)
12.2. Europe
12.2.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.2. Market Revenue and Forecast, by Application (2020-2032)
12.2.3. Market Revenue and Forecast, by Technology (2020-2032)
12.2.4. Market Revenue and Forecast, by End User (2020-2032)
12.2.5. UK
12.2.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.5.2. Market Revenue and Forecast, by Application (2020-2032)
12.2.5.3. Market Revenue and Forecast, by Technology (2020-2032)
12.2.5.4. Market Revenue and Forecast, by End User (2020-2032)
12.2.6. Germany
12.2.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.6.2. Market Revenue and Forecast, by Application (2020-2032)
12.2.6.3. Market Revenue and Forecast, by Technology (2020-2032)
12.2.6.4. Market Revenue and Forecast, by End User (2020-2032)
12.2.7. France
12.2.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.7.2. Market Revenue and Forecast, by Application (2020-2032)
12.2.7.3. Market Revenue and Forecast, by Technology (2020-2032)
12.2.7.4. Market Revenue and Forecast, by End User (2020-2032)
12.2.8. Rest of Europe
12.2.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.2.8.2. Market Revenue and Forecast, by Application (2020-2032)
12.2.8.3. Market Revenue and Forecast, by Technology (2020-2032)
12.2.8.4. Market Revenue and Forecast, by End User (2020-2032)
12.3. APAC
12.3.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.2. Market Revenue and Forecast, by Application (2020-2032)
12.3.3. Market Revenue and Forecast, by Technology (2020-2032)
12.3.4. Market Revenue and Forecast, by End User (2020-2032)
12.3.5. India
12.3.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.5.2. Market Revenue and Forecast, by Application (2020-2032)
12.3.5.3. Market Revenue and Forecast, by Technology (2020-2032)
12.3.5.4. Market Revenue and Forecast, by End User (2020-2032)
12.3.6. China
12.3.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.6.2. Market Revenue and Forecast, by Application (2020-2032)
12.3.6.3. Market Revenue and Forecast, by Technology (2020-2032)
12.3.6.4. Market Revenue and Forecast, by End User (2020-2032)
12.3.7. Japan
12.3.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.7.2. Market Revenue and Forecast, by Application (2020-2032)
12.3.7.3. Market Revenue and Forecast, by Technology (2020-2032)
12.3.7.4. Market Revenue and Forecast, by End User (2020-2032)
12.3.8. Rest of APAC
12.3.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.3.8.2. Market Revenue and Forecast, by Application (2020-2032)
12.3.8.3. Market Revenue and Forecast, by Technology (2020-2032)
12.3.8.4. Market Revenue and Forecast, by End User (2020-2032)
12.4. MEA
12.4.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.2. Market Revenue and Forecast, by Application (2020-2032)
12.4.3. Market Revenue and Forecast, by Technology (2020-2032)
12.4.4. Market Revenue and Forecast, by End User (2020-2032)
12.4.5. GCC
12.4.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.5.2. Market Revenue and Forecast, by Application (2020-2032)
12.4.5.3. Market Revenue and Forecast, by Technology (2020-2032)
12.4.5.4. Market Revenue and Forecast, by End User (2020-2032)
12.4.6. North Africa
12.4.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.6.2. Market Revenue and Forecast, by Application (2020-2032)
12.4.6.3. Market Revenue and Forecast, by Technology (2020-2032)
12.4.6.4. Market Revenue and Forecast, by End User (2020-2032)
12.4.7. South Africa
12.4.7.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.7.2. Market Revenue and Forecast, by Application (2020-2032)
12.4.7.3. Market Revenue and Forecast, by Technology (2020-2032)
12.4.7.4. Market Revenue and Forecast, by End User (2020-2032)
12.4.8. Rest of MEA
12.4.8.1. Market Revenue and Forecast, by Component (2020-2032)
12.4.8.2. Market Revenue and Forecast, by Application (2020-2032)
12.4.8.3. Market Revenue and Forecast, by Technology (2020-2032)
12.4.8.4. Market Revenue and Forecast, by End User (2020-2032)
12.5. Latin America
12.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.2. Market Revenue and Forecast, by Application (2020-2032)
12.5.3. Market Revenue and Forecast, by Technology (2020-2032)
12.5.4. Market Revenue and Forecast, by End User (2020-2032)
12.5.5. Brazil
12.5.5.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.5.2. Market Revenue and Forecast, by Application (2020-2032)
12.5.5.3. Market Revenue and Forecast, by Technology (2020-2032)
12.5.5.4. Market Revenue and Forecast, by End User (2020-2032)
12.5.6. Rest of LATAM
12.5.6.1. Market Revenue and Forecast, by Component (2020-2032)
12.5.6.2. Market Revenue and Forecast, by Application (2020-2032)
12.5.6.3. Market Revenue and Forecast, by Technology (2020-2032)
12.5.6.4. Market Revenue and Forecast, by End User (2020-2032)
Chapter 13. Company Profiles
13.1. Facebook, Inc. (Meta Platforms, Inc.)
13.1.1. Company Overview
13.1.2. Product Offerings
13.1.3. Financial Performance
13.1.4. Recent Initiatives
13.2. MindMaze
13.2.1. Company Overview
13.2.2. Product Offerings
13.2.3. Financial Performance
13.2.4. Recent Initiatives
13.3. Relax VR
13.3.1. Company Overview
13.3.2. Product Offerings
13.3.3. Financial Performance
13.3.4. Recent Initiatives
13.4. Psious
13.4.1. Company Overview
13.4.2. Product Offerings
13.4.3. Financial Performance
13.4.4. Recent Initiatives
13.5. XRHealth
13.5.1. Company Overview
13.5.2. Product Offerings
13.5.3. Financial Performance
13.5.4. Recent Initiatives
13.6. Limbix
13.6.1. Company Overview
13.6.2. Product Offerings
13.6.3. Financial Performance
13.6.4. Recent Initiatives
13.7. Virtue
13.7.1. Company Overview
13.7.2. Product Offerings
13.7.3. Financial Performance
13.7.4. Recent Initiatives
13.8. PsycApps
13.8.1. Company Overview
13.8.2. Product Offerings
13.8.3. Financial Performance
13.8.4. Recent Initiatives
13.9. VRChat
13.9.1. Company Overview
13.9.2. Product Offerings
13.9.3. Financial Performance
13.9.4. Recent Initiatives
13.10. vSpatial
13.10.1. Company Overview
13.10.2. Product Offerings
13.10.3. Financial Performance
13.10.4. Recent Initiatives
Chapter 14. Research Methodology
14.1. Primary Research
14.2. Secondary Research
14.3. Assumptions
Chapter 15. Appendix
15.1. About Us
15.2. Glossary of Terms
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