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Metaverse Live Entertainment - Finland

Finland
  • The projected value in the Metaverse Live Entertainment market for Finland is expected to reach US$1.0m in 2024.
  • This indicates a projected market volume of US$1.9m by 2030, with an annual growth rate (CAGR 2024-2030) of 10.63%.
  • In 2024, the projected market volume is estimated to be US$89.2m, with the majority of the value being generated United States.
  • By 2030, the number of users in the Metaverse Live Entertainment market for Finland is expected to amount to 6.4k users.
  • The user penetration rate is projected to be 0.1% in 2024 and is expected to increase to 0.1% by 2030.
  • Furthermore, the average value per user (ARPU) is anticipated to amount to US$223.1.
  • "Finland, known for its cutting-edge technology and innovative gaming industry, is at the forefront of the Metaverse Live Entertainment market, offering immersive and interactive experiences to its tech-savvy population."

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 Finland is experiencing significant growth and development due to various factors.

    Customer preferences:
    Customers in Finland are increasingly drawn to immersive and interactive experiences, which has fueled the demand for Metaverse Live Entertainment. The ability to engage with virtual environments and connect with others in real-time appeals to the tech-savvy Finnish population. Additionally, the convenience and accessibility of experiencing live entertainment from the comfort of their own homes has also contributed to the popularity of the Metaverse in Finland.

    Trends in the market:
    One of the key trends in the Metaverse Live Entertainment market in Finland is the rise of virtual concerts and events. Finnish music artists and performers are leveraging the Metaverse to reach a wider audience and create unique and memorable experiences. By hosting virtual concerts, these artists can connect with fans not only in Finland but also globally, expanding their reach and increasing their fan base. This trend is further fueled by advancements in virtual reality and augmented reality technologies, allowing for a more immersive and realistic concert experience. Another trend in the market is the integration of social elements within the Metaverse. Finnish consumers value social interactions and the sense of community, and the Metaverse provides a platform for people to connect and engage with others who share similar interests. Virtual worlds and platforms within the Metaverse offer opportunities for socializing, networking, and even attending virtual parties and gatherings. This social aspect adds a new dimension to the live entertainment experience and further drives its popularity in Finland.

    Local special circumstances:
    Finland has a strong technology infrastructure and a highly educated population, making it an ideal market for the Metaverse Live Entertainment industry. The country has a high internet penetration rate, and the majority of the population is digitally literate. This favorable environment has facilitated the adoption and acceptance of the Metaverse, allowing for its rapid growth in the live entertainment sector. Furthermore, Finland has a vibrant and innovative startup ecosystem. This has led to the emergence of several Finnish companies specializing in Metaverse technologies and platforms. These companies are at the forefront of developing cutting-edge solutions for the live entertainment industry, further propelling the growth of the Metaverse in Finland.

    Underlying macroeconomic factors:
    The overall economic stability in Finland has also contributed to the development of the Metaverse Live Entertainment market. With a strong GDP per capita and a high standard of living, Finnish consumers have the disposable income to invest in virtual experiences and entertainment. This has created a favorable market environment for the Metaverse industry to thrive. In conclusion, the Metaverse Live Entertainment market in Finland is experiencing significant growth and development due to customer preferences for immersive experiences, the rise of virtual concerts and social elements within the Metaverse, local special circumstances such as a strong technology infrastructure and an innovative startup ecosystem, and underlying macroeconomic factors such as economic stability and high disposable income. These factors have created a thriving market for the Metaverse in Finland, catering to the preferences and demands of the Finnish population.

    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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