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Metaverse Live Entertainment - Eastern Asia

Eastern Asia
  • The Metaverse Live Entertainment market in Eastern Asia is projected to reach a value of US$50.8m by 2024.
  • It is expected to grow at an annual growth rate (CAGR 2024-2030) of 10.61%, resulting in a projected market volume of US$92.9m by 2030.
  • In 2024, United States dominates the market with a projected market volume of US$89.2m.
  • By 2030, the number of users in the Metaverse Live Entertainment market is expected to reach 810.7k users.
  • The user penetration rate is projected to be 0.0% in 2024 and is expected to increase to 0.1% by 2030.
  • The average value per user (ARPU) is expected to be US$85.5.
  • In Eastern Asia, virtual concerts and live performances in the Metaverse are gaining immense popularity among tech-savvy consumers.

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 Eastern Asia is experiencing significant growth and development. Customer preferences in the region are driving this trend, as consumers are increasingly seeking immersive and interactive entertainment experiences.

    The Metaverse Live Entertainment market offers a unique combination of virtual reality, augmented reality, and live performances, allowing users to engage with their favorite artists and performers in a virtual environment. This appeals to a wide range of customers, including tech-savvy younger generations and those looking for novel and engaging entertainment options. Trends in the market include the rise of virtual concerts and events, where users can attend live performances by their favorite artists from the comfort of their own homes.

    This not only provides convenience and accessibility but also opens up new opportunities for artists to reach a global audience without the limitations of physical venues. Additionally, virtual reality experiences are becoming more sophisticated, allowing users to explore virtual worlds and interact with other users in real-time, creating a sense of community and social connection. Local special circumstances in Eastern Asia contribute to the growth of the Metaverse Live Entertainment market.

    The region has a strong technology infrastructure and a high level of internet penetration, providing a solid foundation for the development and adoption of virtual reality and augmented reality technologies. Additionally, Eastern Asia has a vibrant entertainment industry with a large number of popular artists and performers, making it an attractive market for Metaverse Live Entertainment companies. Underlying macroeconomic factors also play a role in the development of the market.

    Eastern Asia has experienced rapid economic growth in recent years, leading to an increase in disposable income and consumer spending. This allows consumers to invest in new and innovative entertainment experiences, such as the Metaverse Live Entertainment market. Furthermore, the COVID-19 pandemic has accelerated the adoption of virtual and online entertainment platforms, as people seek alternative ways to engage with their favorite artists and performers while adhering to social distancing measures.

    In conclusion, the Metaverse Live Entertainment market in Eastern Asia is thriving due to customer preferences for immersive and interactive entertainment experiences, as well as local special circumstances and underlying macroeconomic factors. As technology continues to advance and consumer demand for virtual experiences grows, the market is expected to further expand and evolve in the coming years.

    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

    Explore more high-quality data on related topic

    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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