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Metaverse Live Entertainment - Hong Kong

Hong Kong
  • The Metaverse Live Entertainment market is forecasted to reach a value of US$1.5m in 2025.
  • This market segment is expected to experience a steady annual growth rate (CAGR 2025-2030) of 11.27%, resulting in a projected market volume of US$2.5m by 2030.
  • In terms of market volume, United States dominates with a projected market volume of US$96.4m in 2025.
  • Within the Metaverse Live Entertainment market, the number of users is projected to reach 6.8k users by 2030.
  • User penetration, which currently stands at 0.1% in 2025, is expected to increase to 0.1% by 2030.
  • The average Value per user (ARPU) is expected to be approximately US$287.9.
  • Hong Kong's Metaverse live entertainment market is flourishing with virtual concerts and immersive gaming experiences.

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:

    Source: Statista Market Insights

    Most recent update:

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse Live Entertainment market in Hong Kong is experiencing significant growth and development due to several factors. Customer preferences are shifting towards immersive and interactive experiences, while technological advancements and favorable economic conditions are driving the market forward.

    Customer preferences in Hong Kong are increasingly leaning towards immersive and interactive entertainment experiences. People are seeking more engaging and interactive forms of entertainment that go beyond traditional passive consumption. The Metaverse Live Entertainment market offers a unique opportunity for individuals to actively participate in virtual worlds and engage with various forms of entertainment, such as concerts, gaming, and social interactions.

    This shift in customer preferences is fueling the demand for Metaverse Live Entertainment experiences in Hong Kong. Trends in the market show a growing number of companies and developers entering the Metaverse Live Entertainment space in Hong Kong. This influx of competition is driving innovation and pushing the boundaries of what is possible in virtual entertainment.

    Companies are investing in the development of virtual venues, where users can attend live concerts, conferences, and other events from the comfort of their homes. Additionally, gaming companies are integrating Metaverse elements into their games, creating immersive experiences that blur the lines between reality and virtual worlds. These trends indicate a strong market potential for Metaverse Live Entertainment in Hong Kong.

    Local special circumstances in Hong Kong, such as its dense population and limited physical space, contribute to the development of the Metaverse Live Entertainment market. With limited physical venues and a high population density, traditional entertainment options can be crowded and limited in availability. The Metaverse offers a solution by providing virtual spaces that can accommodate a large number of users simultaneously, without the constraints of physical limitations.

    This makes Metaverse Live Entertainment a convenient and accessible option for Hong Kong residents, further driving its growth. Underlying macroeconomic factors, such as technological advancements and favorable economic conditions, are also contributing to the development of the Metaverse Live Entertainment market in Hong Kong. Technological advancements in virtual reality, augmented reality, and connectivity have made immersive virtual experiences more accessible and realistic.

    These advancements have lowered the barriers to entry for both consumers and developers, leading to increased adoption of Metaverse Live Entertainment. Additionally, Hong Kong's favorable economic conditions, including a strong economy and high disposable income, provide a conducive environment for the growth of the Metaverse Live Entertainment market. In conclusion, the Metaverse Live Entertainment market in Hong Kong is experiencing significant growth and development due to shifting customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

    The demand for immersive and interactive entertainment experiences, coupled with technological advancements and favorable economic conditions, are driving the growth of this market in Hong Kong.

    Reach

    Most recent update:

    Source: Statista Market Insights

    Global Comparison

    Most recent update:

    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:

    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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