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Metaverse Live Entertainment - France

France
  • The Metaverse Live Entertainment market is anticipated to reach a value of US$8.2m in 2025, according to projections.
  • This market segment is expected to exhibit an annual growth rate (CAGR 2025-2030) of 11.18%, resulting in a projected market volume of US$13.9m by 2030.
  • in France, being a significant player in this market, is projected to contribute to a market volume of US$96.4m in 2025.
  • In terms of user base, the number of users in the Metaverse Live Entertainment market is expected to reach 59.6k users by 2030.
  • User penetration is predicted to be 0.1% in 2025, and it is estimated to rise to 0.1% by 2030.
  • The average Value per user (ARPU) is projected to be US$180.7.
  • France's Metaverse Live Entertainment market is flourishing, with an abundance of immersive experiences and cutting-edge technology.

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
CONTENTBOX_CAPTION_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 France is experiencing significant growth and development. Customer preferences are shifting towards immersive and interactive experiences, leading to increased demand for virtual concerts, events, and performances. This trend is driven by several factors, including advancements in technology, changing consumer behavior, and the impact of the COVID-19 pandemic.

    Customer preferences:
    Customers in France are increasingly seeking out unique and engaging entertainment experiences. The Metaverse Live Entertainment market offers a new and exciting way to enjoy live performances, allowing individuals to immerse themselves in virtual worlds and interact with artists and fellow fans. This appeals to a wide range of demographics, from tech-savvy younger generations to older individuals looking for novel entertainment options.

    Trends in the market:
    One of the key trends in the Metaverse Live Entertainment market in France is the rise of virtual concerts. Artists and musicians are leveraging virtual reality (VR) and augmented reality (AR) technologies to create immersive performances that can be enjoyed from the comfort of home. These virtual concerts not only provide a unique and interactive experience for fans but also allow artists to reach a global audience without the limitations of physical venues. Another trend is the integration of social elements into virtual events. Virtual platforms are incorporating features that enable attendees to connect and interact with each other, creating a sense of community and camaraderie. This social aspect enhances the overall experience and encourages repeat participation, as individuals can engage with like-minded individuals and share their enjoyment of the event.

    Local special circumstances:
    France has a rich cultural heritage and is known for its vibrant arts and entertainment scene. The Metaverse Live Entertainment market in France builds upon this tradition by combining technology with artistic expression. French consumers have a strong appreciation for the arts and are eager to explore new forms of entertainment. The country's thriving creative industry provides a fertile ground for the development and adoption of Metaverse Live Entertainment.

    Underlying macroeconomic factors:
    The COVID-19 pandemic has had a significant impact on the entertainment industry, with live events being canceled or postponed. The Metaverse Live Entertainment market in France has emerged as a viable alternative, allowing artists and performers to continue reaching their audience despite the restrictions imposed by the pandemic. This has accelerated the adoption of virtual events and created a favorable environment for the growth of the market. Additionally, advancements in technology have made immersive experiences more accessible and affordable. The increasing availability of VR and AR devices, coupled with improved internet connectivity, has opened up new possibilities for the Metaverse Live Entertainment market in France. As these technologies continue to evolve and become more widespread, the market is expected to further expand and diversify. In conclusion, the Metaverse Live Entertainment market in France is experiencing rapid growth fueled by evolving customer preferences, technological advancements, and the impact of the COVID-19 pandemic. Virtual concerts and interactive events are gaining popularity, providing unique and engaging experiences for consumers. France's rich cultural heritage and strong appreciation for the arts contribute to the market's development. The ongoing advancements in technology and the need for alternative entertainment options are expected to drive further growth in the Metaverse Live Entertainment market in France.

    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.

    Advertising & Media

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    Metaverse: market data & analysis - BackgroundMetaverse: market data & analysis - Cover

    Key Market Indicators

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

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

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