Metaverse Live Entertainment - G7

  • G7
  • The Metaverse Live Entertainment market is anticipated to reach a value of US$142.3m in 2024.
  • This market segment is projected to exhibit a compound annual growth rate (CAGR 2024-2030) of 10.28%, resulting in a market volume of US$255.9m by 2030.
  • The United States, as part of the G7 countries, is expected to generate the highest value in this market, with a projected market volume of US$89.2m in 2024.
  • Furthermore, the number of users in the Metaverse Live Entertainment market is estimated to reach 0.6m users by 2030.
  • User penetration is anticipated to be 0.1% in 2024 and is projected to rise to 0.1% by 2030.
  • The average value per user (ARPU) is expected to be US$0.3k.
  • In the United States, the Metaverse Live Entertainment market is booming with innovative virtual reality experiences and immersive live performances.
 
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Analyst Opinion

The Metaverse Live Entertainment market in G7 countries is experiencing significant growth and development. As more people seek immersive and interactive experiences, the demand for live entertainment in the metaverse has skyrocketed. This trend can be attributed to several factors, including customer preferences, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in G7 countries have shown a strong preference for unique and personalized experiences. They are increasingly seeking entertainment options that go beyond traditional forms of live performances, such as concerts and theater shows. The metaverse offers a virtual space where individuals can engage with live entertainment in innovative ways, including virtual concerts, interactive gaming experiences, and virtual reality theater performances. This appeals to customers who are looking for novel and engaging experiences that can be enjoyed from the comfort of their own homes.

Trends in the market:
One of the key trends in the Metaverse Live Entertainment market in G7 countries is the rise of virtual concerts. With advancements in technology and the increasing popularity of virtual reality, artists and musicians are leveraging the metaverse to reach a global audience. Virtual concerts allow artists to perform live shows in virtual venues, providing an immersive experience for fans. This trend has gained momentum as it offers a solution to the limitations imposed by physical venues and allows artists to connect with fans on a global scale. Another trend in the market is the integration of gaming and live entertainment in the metaverse. Gaming has become a mainstream form of entertainment, and the metaverse provides an opportunity to combine the interactive nature of gaming with live performances. This fusion has led to the emergence of virtual gaming concerts and events, where players can interact with both the game and the live entertainment simultaneously. This trend caters to the growing demand for interactive and engaging experiences among gamers and music enthusiasts.

Local special circumstances:
Each G7 country has its own unique set of circumstances that contribute to the development of the Metaverse Live Entertainment market. For example, in the United States, the presence of a strong technology and entertainment industry has paved the way for the growth of virtual reality and metaverse-based entertainment. In Japan, a country known for its vibrant gaming culture, the integration of gaming and live entertainment in the metaverse has gained significant traction. These local special circumstances have created a favorable environment for the expansion of the Metaverse Live Entertainment market in G7 countries.

Underlying macroeconomic factors:
The growth of the Metaverse Live Entertainment market in G7 countries is also influenced by underlying macroeconomic factors. The increasing accessibility of high-speed internet and the widespread adoption of smartphones and other devices have made it easier for individuals to access and engage with metaverse-based entertainment. Additionally, the COVID-19 pandemic has accelerated the shift towards digital forms of entertainment, as people seek alternative ways to experience live performances while adhering to social distancing measures. These factors have created a conducive environment for the growth and development of the Metaverse Live Entertainment market in G7 countries.

Methodology

Data coverage:

Figures are based on in-app spending, consumer spending, app downloads, and investment and funding data.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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