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Metaverse Live Entertainment - Benelux

Benelux
  • The Benelux region is expected to witness significant growth in the Metaverse Live Entertainment market.
  • By 2024, the market value is projected to reach US$4.3m.
  • This growth is anticipated to continue, with an estimated compound annual growth rate (CAGR) of 10.62% from 2024 to 2030.
  • By the end of this period, the market volume is projected to reach US$7.8m.
  • In 2024, United States is expected to dominate the market, generating a market volume of US$89.2m.
  • However, it is important to note that the Benelux region also holds significant potential in this market.
  • Looking at the number of users, the Metaverse Live Entertainment market is expected to have approximately 30.8k users users in the Benelux region by 2030.
  • This indicates a steady increase compared to the projected user penetration of 0.1% in 2024, which is estimated to reach 0.1% by 2030.
  • Furthermore, the average value per user (ARPU) is expected to be US$189.6 in the Benelux region.
  • This metric provides insights into the revenue generated per user and highlights the potential for monetization within the Metaverse Live Entertainment market.
  • Overall, the Metaverse Live Entertainment market in the Benelux region is projected to experience substantial growth, with increasing market value, user base, and average value per user.
  • This presents promising opportunities for businesses and investors in this market segment.
  • In the Benelux market, Metaverse Live Entertainment is gaining popularity as virtual reality experiences provide a unique and immersive form of entertainment.

Definition:

The Live Entertainment market refers to the use of virtual and augmented reality technology to create immersive experiences for live events and performances. This includes virtual concerts, theater productions, and comedy shows. These events can be attended by users in the metaverse, who can interact with each other and the performers in real time.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases and consumer spending. Key players in the market include companies, such as live events in Fortnite with performances by Marshmello or Travis Scott. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Virtual concerts, such as Travis Scott in the metaverse
  • Virtual festivals, such as the Metaverse Festival
  • Virtual art galleries, such as VR Museum of Fine Art

Out-Of-Scope

  • Live concerts streamed, such as streaming on Twitch or Youtube
  • Sport events streamed, such as Football
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Metaverse: market data & analysis

Study Details

    Market Size

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse Live Entertainment market in Benelux is experiencing significant growth and development.

    Customer preferences:
    Customers in Benelux have shown a strong preference for immersive and interactive experiences in the Metaverse Live Entertainment market. They are seeking unique and engaging virtual events that offer a sense of community and connection. The demand for live concerts, festivals, and theatrical performances in the metaverse has been on the rise as people look for alternative ways to enjoy entertainment from the comfort of their own homes. Additionally, customers in Benelux value high-quality production and seamless user experiences in the metaverse.

    Trends in the market:
    One of the key trends in the Metaverse Live Entertainment market in Benelux is the increasing adoption of virtual reality (VR) technology. VR headsets are becoming more accessible and affordable, allowing a larger audience to participate in immersive experiences. This trend has led to the emergence of virtual reality concerts and events, where users can feel like they are physically present in the metaverse. Another trend is the integration of social features in the metaverse, enabling users to interact with each other and form virtual communities. This has created opportunities for virtual meetups, fan gatherings, and even virtual marketplaces for merchandise.

    Local special circumstances:
    Benelux has a rich cultural heritage and a vibrant arts scene. The region is known for its love of music, festivals, and live performances. The Metaverse Live Entertainment market in Benelux has capitalized on this cultural background by offering virtual experiences that cater to the local tastes and preferences. Virtual concerts featuring popular local artists and virtual replicas of iconic music venues have gained popularity among the audience. Furthermore, the region's small geographical size and high population density make it easier to reach a large number of potential customers, contributing to the growth of the market.

    Underlying macroeconomic factors:
    The growth of the Metaverse Live Entertainment market in Benelux can be attributed to several underlying macroeconomic factors. Firstly, advancements in technology have made it easier and more affordable to create and host virtual events. This has lowered the barrier to entry for both established and emerging artists, leading to a wider variety of virtual experiences available to customers. Secondly, the COVID-19 pandemic has accelerated the adoption of virtual entertainment as traditional live events were canceled or restricted. The need for alternative forms of entertainment has driven the demand for metaverse experiences. Lastly, the increasing digitalization of the economy has created a favorable environment for the growth of the Metaverse Live Entertainment market. People are becoming more comfortable with online platforms and are willing to explore new ways of experiencing entertainment in the digital realm.

    Reach

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    Metaverse - Statistics & Facts

    Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. As an evolution of social technologies, the metaverse allows digital representations of people, avatars, to interact with each other in a variety of settings. Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using virtual reality (VR) headsets, augmented reality (AR) glasses, smartphone apps, or other devices.
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