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Metaverse Live Entertainment - CIS

CIS
  • In 2024, the projected value in the Metaverse Live Entertainment market is estimated to reach US$3.9m.
  • It is anticipated that the market will experience an annual growth rate (CAGR 2024-2030) of 10.60%, resulting in a projected market volume of US$7.2m by 2030.
  • The United States is the primary generator of value in this market, with a projected market volume of US$89.2m in 2024.
  • Looking ahead to 2030, the number of users is expected to amount to 96.6k users, while the user penetration rate is projected to increase from 0.0% in 2024 to 0.1% by 2030.
  • Additionally, the average value per user (ARPU) is expected to be US$55.6.
  • "The CIS region is experiencing a surge in virtual reality concerts and immersive gaming experiences, making it a hotbed for Metaverse Live 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
Metaverse: market data & analysis - Cover

Market Insights report

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 CIS is experiencing significant growth and development due to changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the CIS region have shifted towards immersive and interactive experiences, which has fueled the demand for Metaverse Live Entertainment.

    Consumers are increasingly seeking unique and engaging forms of entertainment that go beyond traditional live performances. This shift in preferences is driven by a desire for personalized experiences and the ability to connect with others in virtual environments. One of the key trends in the Metaverse Live Entertainment market in CIS is the integration of virtual reality (VR) and augmented reality (AR) technologies.

    These technologies allow users to fully immerse themselves in virtual worlds and interact with digital content in real-time. This trend has opened up new possibilities for live performances, such as virtual concerts and immersive theater experiences, which are gaining popularity among consumers in the CIS region. Another trend in the market is the rise of social platforms within the metaverse.

    These platforms enable users to connect with friends, attend virtual events, and explore virtual spaces together. This social aspect of the metaverse has become an important factor in customer preferences, as it provides a sense of community and connection in a digital environment. As a result, metaverse social platforms are experiencing rapid growth and attracting a large user base in the CIS region.

    In addition to changing customer preferences and emerging trends, there are also local special circumstances that are contributing to the development of the Metaverse Live Entertainment market in CIS. The region has a rich cultural heritage and a strong tradition of performing arts, which has created a fertile ground for the adoption of metaverse technologies in the entertainment industry. Local artists and performers are embracing the metaverse as a new medium for creative expression and are actively exploring its potential.

    Furthermore, the CIS region has a large and tech-savvy population, with high internet penetration rates and a growing interest in digital entertainment. This favorable environment has attracted investments and collaborations from both local and international companies, leading to the rapid development of the Metaverse Live Entertainment market in the region. Underlying macroeconomic factors, such as the increasing digitization of the economy and the growth of the technology sector, are also driving the development of the Metaverse Live Entertainment market in CIS.

    The region is witnessing a digital transformation across various industries, and the entertainment sector is no exception. Companies are investing in metaverse technologies to stay competitive and cater to the changing demands of consumers. Overall, the Metaverse Live Entertainment market in CIS is experiencing significant growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors.

    The demand for immersive and interactive experiences, the integration of VR and AR technologies, the rise of social platforms, and the region's cultural heritage and tech-savvy population are all contributing to the expansion of the market. As the metaverse continues to evolve, it is expected to play an increasingly important role in the entertainment industry in the CIS region.

    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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