Meta Platforms had ****** full-time employees as of December 2024, down from ****** people in 2023. As of December 2023, more than ******* employees at tech companies worldwide were laid off throughout the year across more than 1,000 companies. Facebook: how it all beganIn 2003, a sophomore at named Mark Zuckerberg hacked into protected areas of the university's computer network in order to find photos of other students. He then would pair two of them next to each other on a program called “Facemash” and ask users to choose the more attractive person. At the beginning of 2004, Zuckerberg launched “The Facebook,” a social network dedicated to Harvard students, which later grew to encompass Columbia, Yale and Stanford. The popularity of this new service sky-rocketed and in mid-2004, Zuckerberg interrupted his studies and moved his operation to Palo Alto, California, in the heart of Silicon Valley. By 2006, Facebook was open to the general public. In 2020, the company reported almost ** billion U.S. dollars in revenue and a net income of ***** billion US dollars. It is also the most popular social network in the world, with *** billion monthly active users as of December 2020. Facebook employee diversity criticismLike many other tech companies, Facebook has been criticized for having a diversity problem. As of June 2020, tech positions, as well as management roles in U.S. offices were overwhelmingly occupied by men. Furthermore, almost ** percent of Facebook employees in the U.S. are White and only *** percent are African-American, which has sparked concern regarding representation and equal opportunities. Around **** percent of senior level positions are occupied by White employees and only *** percent by Hispanic-Americans.
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Meta Platforms, Inc. engages in the development of products that enable people to connect and share with friends and family through mobile devices, personal computers, virtual reality headsets, and wearables worldwide. It operates in two segments, Family of Apps and Reality Labs. The Family of Apps segment offers Facebook, which enables people to share, discuss, discover, and connect with interests; Instagram, a community for sharing photos, videos, and private messages, as well as feed, stories, reels, video, live, and shops; Messenger, a messaging application for people to connect with friends, family, communities, and businesses across platforms and devices through text, audio, and video calls; and WhatsApp, a messaging application that is used by people and businesses to communicate and transact privately. The Reality Labs segment provides augmented and virtual reality related products comprising consumer hardware, software, and content that help people feel connected, anytime, and anywhere. The company was formerly known as Facebook, Inc. and changed its name to Meta Platforms, Inc. in October 2021. Meta Platforms, Inc. was incorporated in 2004 and is headquartered in Menlo Park, California.
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According to Cognitive Market Research, The Global Business Metaverse market will grow at a compound annual growth rate (CAGR) of 52.90% from 2023 to 2030. Increasing the Use of Metaverse Platforms by People to Provide Viable Market Output
A significant market driver for Business Metaverse has been the rapid and escalating adoption of metaverse platforms. These platforms, encompassing virtual reality, augmented reality, and online 3D spaces, are witnessing increased utilization across industries. The metaverse offers a dynamic and interactive setting, with virtual events, conferences, and product launches becoming more prevalent.
For instance, Meta invested $150 billion to train the next generation of creators to build immersive educational content on 28th October 2021. Facebook changed its name to Meta Platforms Inc. to reflect the focus and interest on metaphors. The company has started working on ways to protect users in the metaverse. It has collaborated with Color in Tech, a UK-based organization that works on a transparent and inclusive Tech economy. This collaboration will increase competition and will support new ideas in this field.
(Source:about.fb.com/news/2021/10/facebook-company-is-now-meta/)
Moreover, the metaverse's potential to revolutionize e-commerce, gaming, education, and remote work drives investment and innovation. As businesses recognize the metaverse's ability to amplify brand presence and customer experiences, the market is poised for significant growth, prompting technological advancements and transformative economic opportunities.
Market Dynamics of Business Metaverse
Technological Fragmentation to Hinder Market Growth
The constraints of technological fragmentation affected the Business Metaverse market. The diverse range of virtual environments, platforms, and protocols complicated cross-platform transactions and collaboration. Additionally, concerns surrounding data privacy and security within interconnected virtual spaces can lead to hesitancy among consumers and enterprises. Ensuring smoother cross-platform experiences and fostering trust among users and businesses can drive the market's growth.
Impact of COVID–19 on the Business Metaverse Market
The pandemic accelerated the development and adoption of metaverse solutions, reshaping how businesses engage with customers and operate in a digitally transformed landscape. As physical interactions became limited, businesses turned to virtual environments for networking, collaboration, and commerce. Companies adapted their strategies to encompass virtual events, remote work setups, and immersive customer experiences. However, challenges like connectivity disparities and privacy concerns arose. Introduction of Business Metaverse
Technological advancements such as innovations in VR, AR and blockchain, increase in remote work using virtual collaboration tools, increasing use of metaverse in the gaming industry, integration of e-commerce, increased use of digital platforms into industries for regular operations, increased use of metaverse in art and recreational activities, emerging opportunities from various markets and brand promotions widen the Business Metaverse market.
These developments empower businesses to offer better-tailored solutions and services, which, in turn, contribute to the growth of the Business Metaverse industry.
For instance, in November 2021, Barbados, a Caribbean country, was the first to have an embassy in the metaverse. The country is establishing an embassy in the metaverse and formally declaring virtual property its absolute territory. The Ministry of Foreign Affairs and Foreign Trade of Barbados and Decentraland joined a contract to create a virtual embassy. Moreover, the government is also working to make agreements with other metaverse platforms, including SuperWorld, Somnium Space, and others.
In 2024, Meta Platforms generated a revenue of over 164 billion U.S. dollars, up from 134 billion USD in 2023. The majority of Meta’s profits come from its advertising revenue.Meta’s total Family of Apps revenue for 2022 amounted to 114 billion U.S. dollars. Additionally, Meta’s Reality Labs, the company’s VR division, generated around 2.1 billion dollars. Meta’s marketing expenditure for 2022 amounted to just over 15 billion U.S. dollars, up from 14 billion U.S. dollars in the previous year. Increasing audience base despite privacy misgivings Meta’s user numbers have continued to grow steadily throughout past years. In the fourth quarter of 2022, there was a total of 3.74 billion worldwide users across all of Meta’s platforms. For this same time frame, the company recorded 407 million monthly active users across Europe. Downloads of Meta’s app Oculus, for which virtual reality headsets are required, increased greatly from 2020 to 2021, reaching a total of 10.62 million downloads by the end of last year. Up until 2021, downloads had grown in a steady manner but from 2020 to 2021, they more than doubled.User numbers have increased despite data security issues and past controversy such as the Cambridge Analytica scandal in 2018. There remains skepticism surrounding the idea of the metaverse in which Meta aims to immerse itself. Of surveyed adults in the United States, the majority said that they were concerned about their privacy if Meta were to succeed in creating the metaverse.
In 2023, it was estimated that the global metaverse market stood at **** billion U.S. dollars. In 2024, this is expected to rise to ***** billion U.S. dollars, before surging to over ************ U.S. dollars by 2030. Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. Development of the metaverse will require collaboration Immersive technologies were once again placed in the spotlight following Facebook’s rebranding to Meta Platforms. Although the concept of the metaverse was nothing new and with a number of companies already developing their own version, it was with Mark Zuckerberg’s plans to bring the metaverse to life that the concept became well known. However, for the metaverse to come to fruition, it will depend upon collaboration across companies, creators, and policymakers. News around the metaverse highlighted the potential of XR In addition to Meta, tech giants including Apple, Nvidia, and Qualcomm have also shown a desire to invest in the concept. Much like the wider extended reality (XR), a market that includes augmented reality and virtual reality, the metaverse is a complex digital environment. As a result, this opens a range of opportunities for companies across all sectors to benefit and become involved. The metaverse, and an array of other XR applications, will benefit as more companies enter the market offering a range of new XR devices and services.
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Explore Meta’s SWOT, PESTLE, value chain, ESG strategies, financials, and trends in social media and AI.: “ Read More
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The Immersive Technology Market size was valued at USD 34.16 billion in 2023 and is projected to reach USD 169.38 billion by 2032, exhibiting a CAGR of 25.7 % during the forecasts period. The immersive technology market again includes the technologies, which can offer experience like a simulation, mainly involving the use of Virtual Reality (VR), Augmented Reality (AR), or Mixed Reality (MR). These technologies are applied in the fields of gaming, education, healthcare as well as real estate, with the main applications of engaging and efficient training, effective learning, as well as virtual property viewing. Some of the trends worth pointing at include the broad and growing use of AR and VR in consumer and enterprise contexts, integration of AI into the solutions, improved hardware, including headsets and haptic controllers. With companies continuously using product solutions for engagement and training, the immersive technology solution market will experience impressive growth thus changing the way users experience the content. Recent developments include: In October 2023, EON Reality announced its collaboration with Elixir Traders Limited, a company involved in wholesale activity of household goods, to infuse Extended Reality (XR) technology into different sectors of the U.K. market. This incorporation not only would help improve operating procedures, but also move industries forward into data-driven decisions and immersive interactions , In June 2023, Meta launched Meta Quest 3, its next-generation virtual and mixed reality headset that claims to offer stronger performance, higher resolution, innovative Meta Reality technology, and a more comfortable form factor for its users , In May 2023, Ultraleap Limited (Leap Motion, Inc.) launched the Leap Motion Controller 2, a second-generation hand-tracking camera that allows users to interact with digital information in 3D using their own hands. The camera is compatible across all platforms and complimentary hardware, such as PCs, holographic displays, VR, and AR .
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The Metaverse Market report segments the industry into By Type (AR & VR Hardware, Social Media Engagement (Ads), Virtual Live Entertainment - Epic Games and Roblox, Gaming Services), By End-User Industry (Gaming, Media & Entertainment, Commercial, Retail, Others), and Geography (North America, Europe, Asia, Australia and New Zealand, Latin America). Get five years of historical data alongside five-year market forecasts.
The metaverse market in Japan was projected to reach *** billion Japanese yen in fiscal year 2024. It was expected that the market, which in this case excludes services that exclusively focus on video games, will reach a value of more than *** trillion yen by fiscal year 2028. The metaverse concept The concept of the metaverse has garnered increasing attention in recent years, not least because Facebook announced in October 2021 that it would change its company name to Meta Platforms to emphasize its commitment to this immersive technology. Although there are varying definitions, the word is frequently used today to refer to virtual spaces in which people interact with each other in the form of avatars, often facilitated by devices such as head-mounted displays (HMDs) for extended reality (XR). Since the metaverse can act as an enhanced form of social media that brings people together and enables companies to connect more deeply with their customers, it may create valuable economic effects, such as boosting sales via e-commerce. The metaverse and Japanese content producers It is expected that the growth of the metaverse market will be impacted to a significant degree by the adoption of dedicated hardware and the ability of content creators to attract users. In the case of Japan, several gaming companies are actively pursuing metaverse projects, such as Bandai Namco, Square Enix, and GREE. Many others engage in related technologies, such as blockchain services, which enable the use of non-fungible tokens (NFTs) in virtual economies. Aside from game developers, there are companies from a number of different industries, such as music, education, and tourism, that provide content to metaverse platforms.
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[Keywords] Market include Meta Company, HTC Corporation, Facebook Inc, Infinity Augmented Reality, Canon Inc
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Facebook probably needs no introduction; nonetheless, here is a quick history of the company. The world’s biggest and most-famous social network was launched by Mark Zuckerberg while he was a...
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Credit report of Meta Special Aerospace contains unique and detailed export import market intelligence with it's phone, email, Linkedin and details of each import and export shipment like product, quantity, price, buyer, supplier names, country and date of shipment.
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The Metaverse market is experiencing explosive growth, projected to reach $365.21 million in 2025 and exhibiting a remarkable Compound Annual Growth Rate (CAGR) of 63.64%. This rapid expansion is fueled by several key drivers. The increasing adoption of Virtual Reality (VR) and Augmented Reality (AR) devices is creating immersive experiences, attracting significant investment from technology giants like Meta Platforms, Microsoft, and Tencent. Furthermore, advancements in hardware and software components, coupled with the development of robust platforms and engaging content, are further accelerating market penetration. The gaming industry, with titles like Roblox and metaverse platforms like Decentraland, plays a significant role, demonstrating the potential for revenue generation within virtual worlds. Emerging trends include the integration of blockchain technology for decentralized ownership and the rise of metaverse-as-a-service (MaaS) platforms, allowing businesses to create their own virtual spaces. However, challenges remain, including concerns about data privacy, security vulnerabilities, and the need for widespread internet accessibility to fully realize the metaverse's potential. Despite these hurdles, the long-term outlook remains extremely positive, with significant opportunities for growth across various sectors, including entertainment, education, healthcare, and commerce. The segmentation of the Metaverse market reveals considerable opportunity across different device types (VR/AR, computing devices) and components (hardware, software, services). Companies like Accenture and Infosys are leveraging their expertise to offer consulting and development services, contributing to the market's robust ecosystem. Geographic analysis indicates a strong presence across North America and Europe, with APAC exhibiting significant growth potential, primarily driven by the expanding markets in China. The competitive landscape is dynamic, with established tech giants alongside innovative startups vying for market share. Strategic partnerships, acquisitions, and the continuous development of innovative technologies will be crucial for companies to maintain a competitive edge. The overall market trajectory suggests a sustained period of high growth, promising substantial returns for investors and significant transformation across numerous industries in the coming years. Understanding the interplay of these factors—technology advancements, evolving user preferences, and regulatory frameworks—is key to navigating the rapidly evolving Metaverse landscape.
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Metaverse in Media Market Overview The metaverse in the media market is projected to grow at a CAGR of 15.3% from 2025 to 2033, reaching a value of $11.66 billion by 2033. The key drivers of this growth include the increasing adoption of virtual reality (VR) and augmented reality (AR) technologies, the rise of immersive gaming, and the growing use of blockchain and artificial intelligence (AI) to enhance user experiences. The entertainment segment is expected to dominate the market, followed by corporate, education, and healthcare. Market Trends and Competitive Landscape Major trends in the metaverse in the media market include the development of haptic suits and other wearable devices to enhance user immersion, the integration of AI to create more personalized and engaging experiences, and the proliferation of virtual and hybrid events. Prominent companies in the market include Tencent, Sandbox, Meta Platforms Inc., Roblox Corporation, Snap Inc., Alphabet, NVIDIA, Unity Technologies, Amazon, Decentraland, Epic Games, and Microsoft. These companies are investing heavily in research and development to gain a competitive edge and establish themselves as leaders in the evolving metaverse landscape. Key drivers for this market are: Immersive storytelling experiences, Virtual events and concerts; Brand collaborations in virtual worlds; Advertising in immersive environments; Interactive gaming partnerships. Potential restraints include: Immersive user experiences, Digital content diversification; Cross-platform interoperability; Virtual advertising opportunities; Enhanced social interaction.
Which county has the most Facebook users? There are more than 383 million Facebook users in India alone, making it the leading country in terms of Facebook audience size. To put this into context, if India’s Facebook audience were a country, then it would be ranked third in terms of largest population worldwide. Apart from India, there are several other markets with more than 100 million Facebook users each: The United States, Indonesia, and Brazil with 196.9 million, 122.3 million, and 111.65 million Facebook users respectively. Facebook – the most used social media Meta, the company that was previously called Facebook, owns four of the most popular social media platforms worldwide, WhatsApp, Facebook Messenger, Facebook, and Instagram. As of the third quarter of 2021, there were around 3.5 billion cumulative monthly users of the company’s products worldwide. With around 2.9 billion monthly active users, Facebook is the most popular social media worldwide. With an audience of this scale, it is no surprise that the vast majority of Facebook’s revenue is generated through advertising. Facebook usage by device As of July 2021, it was found that 98.5 percent of active users accessed their Facebook account from mobile devices. In fact, almost 81.8 percent of Facebook audiences worldwide access the platform only via mobile phone. Facebook is not only available through mobile browser as the company has published several mobile apps for users to access their products and services. As of the third quarter 2021, the four core Meta products were leading the ranking of most downloaded mobile apps worldwide, with WhatsApp amassing approximately six billion downloads.
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Since going mainstream over a decade ago, hundreds of millions of Americans have embraced social networking sites, including Meta, X, LinkedIn and dozens more. People use these networks to maintain relationships with friends, follow the news and share photos and videos. By leveraging user data for targeted advertisements, where most revenue is derived, sites have been able to capitalize on the popularity of their platforms. As a result, industry revenue has surged at a CAGR of 20.3% over the past five years, including a climb of 12.0% to total an estimated $104.9 billion in 2024 alone. The industry has benefited from the continual shift of advertising spending to the internet, the proliferation of internet-connected mobile devices and more powerful networks. The industry is highly concentrated, with the top three companies making up a significant portion of industry revenue in 2024. Because of its early entry into the sector, Meta (previously Facebook) alone holds most of the market in 2024. The company's high market share and tremendously strong profit have resulted in the average industry profit margin accounting for 30.1% of revenue in 2024. Despite the industry's high profit level, many smaller companies operate at a loss. Since most industry revenue is generated through advertisements, sites must have a large and active user base to successfully attract advertisers. Many websites offer free services to gain users, but it can take a significant amount of time to build up a large user base, and many companies fail to do so before running out of money. Moving forward, industry revenue growth will slow somewhat because of deaccelerated growth in the number of mobile internet connections and the percentage of services conducted online, both of which are critical drivers for social networking sites. Nonetheless, the industry will grow substantially, increasing at a CAGR of 10.7% to $230.6 billion in 2029. Despite less pronounced revenue growth, new sites will continue to enter the industry and exacerbate competition. To compete, social networking sites are poised to focus on serving niche markets and advertisers' interests.
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As of February 2025, Meta's largest audience were women and men aged 25 to 34 years, with each group making up 12.2 percent of users, respectively. Overall, less than 15 percent of Meta's audience, which includes platforms Facebook, Instagram, and Messenger, were aged between 65 years and above.
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BASE YEAR | 2024 |
HISTORICAL DATA | 2019 - 2024 |
REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
MARKET SIZE 2023 | 0.2(USD Billion) |
MARKET SIZE 2024 | 0.21(USD Billion) |
MARKET SIZE 2032 | 0.37(USD Billion) |
SEGMENTS COVERED | End Use Industry ,Product Grade ,Application ,Regional |
COUNTRIES COVERED | North America, Europe, APAC, South America, MEA |
KEY MARKET DYNAMICS | Rising demand for highperformance protective materials Growing adoption in aerospace and defense applications Increasing use in electronics and automotive industries Environmental regulations driving demand for sustainable materials Technological advancements in fiber production |
MARKET FORECAST UNITS | USD Billion |
KEY COMPANIES PROFILED | Kolon Industries ,Teijin Limited ,Toray Industries ,Huntsman International LLC ,BASF SE ,Furukawa Electric Company ,Krosaki Harima Corporation ,Mitsubishi Chemical Corporation ,SaintGobain ,DuPont ,JX Nippon Mining & Metal Corporation ,Johns Manville ,Solvay ,Nippon Felt Company |
MARKET FORECAST PERIOD | 2025 - 2032 |
KEY MARKET OPPORTUNITIES | Protective Apparel and Equipment HighPerformance Composites Aerospace and Defense Electrical Insulation Filtration |
COMPOUND ANNUAL GROWTH RATE (CAGR) | 7.19% (2025 - 2032) |
Meta Platforms had ****** full-time employees as of December 2024, down from ****** people in 2023. As of December 2023, more than ******* employees at tech companies worldwide were laid off throughout the year across more than 1,000 companies. Facebook: how it all beganIn 2003, a sophomore at named Mark Zuckerberg hacked into protected areas of the university's computer network in order to find photos of other students. He then would pair two of them next to each other on a program called “Facemash” and ask users to choose the more attractive person. At the beginning of 2004, Zuckerberg launched “The Facebook,” a social network dedicated to Harvard students, which later grew to encompass Columbia, Yale and Stanford. The popularity of this new service sky-rocketed and in mid-2004, Zuckerberg interrupted his studies and moved his operation to Palo Alto, California, in the heart of Silicon Valley. By 2006, Facebook was open to the general public. In 2020, the company reported almost ** billion U.S. dollars in revenue and a net income of ***** billion US dollars. It is also the most popular social network in the world, with *** billion monthly active users as of December 2020. Facebook employee diversity criticismLike many other tech companies, Facebook has been criticized for having a diversity problem. As of June 2020, tech positions, as well as management roles in U.S. offices were overwhelmingly occupied by men. Furthermore, almost ** percent of Facebook employees in the U.S. are White and only *** percent are African-American, which has sparked concern regarding representation and equal opportunities. Around **** percent of senior level positions are occupied by White employees and only *** percent by Hispanic-Americans.