Metaverse Live Entertainment - BRICS

  • BRICS
  • The projected value in the Metaverse Live Entertainment market is set to reach US$20.4m in 2025.
  • The market is expected to exhibit a compound annual growth rate (CAGR 2025-2030) of 11.19%, resulting in a projected market volume of US$34.6m by 2030.
  • In 2025, United States is the primary generator of value in the Metaverse Live Entertainment market, with a projected market volume of US$96.4m.
  • By 2030, the number of users in this market is expected to reach 1.0m users.
  • The user penetration rate is projected to be 0.0% in 2025 and is expected to increase to 0.1% by 2030.
  • The average value per user (ARPU) is projected to amount to US$27.5.
  • Brazil is experiencing a surge in live virtual concerts, with artists embracing the Metaverse to connect with fans in innovative ways.
 
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Analyst Opinion

The Metaverse Live Entertainment market in BRICS is experiencing significant growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Metaverse Live Entertainment market are shifting towards immersive and interactive experiences.

Consumers are increasingly seeking out virtual reality (VR) and augmented reality (AR) experiences that allow them to engage with live events and entertainment from the comfort of their own homes. This preference for immersive experiences is driving the demand for Metaverse Live Entertainment platforms and services in BRICS countries. Trends in the market include the rise of virtual concerts and events.

Artists and performers are leveraging the power of the Metaverse to reach a global audience and create unique and engaging experiences. Virtual concerts allow fans to attend live performances from anywhere in the world, eliminating the need for physical travel and expanding the potential audience size. This trend is particularly prominent in Brazil, where the music industry has a strong presence and virtual concerts have gained significant popularity.

Another trend in the market is the integration of social features into Metaverse Live Entertainment platforms. Users are increasingly looking for opportunities to connect and interact with others in virtual spaces. Metaverse platforms are incorporating social elements such as virtual chat rooms, avatars, and multiplayer games to enhance the overall experience.

This trend is evident in Russia, where social interaction and community-building are highly valued. Local special circumstances in BRICS countries are also contributing to the development of the Metaverse Live Entertainment market. For example, in China, the government has been actively promoting the development of the digital economy, including the Metaverse sector.

This support has led to the emergence of innovative Metaverse platforms and a thriving ecosystem of virtual experiences. Additionally, the young and tech-savvy population in India is driving the demand for immersive entertainment experiences, creating a favorable environment for the growth of the Metaverse Live Entertainment market. Underlying macroeconomic factors such as increasing internet penetration, advancements in technology, and rising disposable incomes are fueling the growth of the Metaverse Live Entertainment market in BRICS countries.

As more people gain access to high-speed internet and affordable devices, the potential audience for Metaverse platforms and services expands. Moreover, the growing middle class in BRICS countries has more disposable income to spend on entertainment, creating a lucrative market for Metaverse Live Entertainment providers. In conclusion, the Metaverse Live Entertainment market in BRICS is experiencing rapid growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors.

The shift towards immersive experiences, the rise of virtual concerts, the integration of social features, government support, and favorable economic conditions are all contributing to the expansion of the market in BRICS 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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