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Metaverse Live Entertainment - India

India
  • The projected value in the Metaverse Live Entertainment market for India is expected to reach US$8.0m in 2024.
  • This value is projected to show an annual growth rate (CAGR 2024-2030) of 10.55%, resulting in a projected market volume of US$14.6m by 2030.
  • In 2024, in India is expected to contribute to a projected market volume of US$89.2m.
  • This indicates that a significant portion of the market value is generated in India.
  • Looking ahead to 2030, the number of users in the Metaverse Live Entertainment market in India is expected to amount to 643.3k users.
  • The user penetration rate is projected to increase from 0.0% in 2024 to 0.0% by 2030.
  • Furthermore, the average value per user (ARPU) in India is expected to amount to US$16.9.
  • These numbers highlight the potential growth and value of the Metaverse Live Entertainment market in India.
  • India's Metaverse live entertainment market is witnessing a surge in virtual concerts and interactive 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: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse Live Entertainment market in India is experiencing significant growth and development due to several key factors.

    Customer preferences:
    In India, there is a growing demand for immersive and interactive entertainment experiences. Consumers are increasingly seeking out unique and engaging forms of entertainment that go beyond traditional forms such as movies or live performances. The Metaverse Live Entertainment market offers a wide range of virtual experiences, allowing users to explore new worlds, interact with virtual characters, and participate in virtual events. This appeals to the tech-savvy Indian population, especially the younger generation who are eager to embrace new technologies and experiences.

    Trends in the market:
    One of the key trends in the Metaverse Live Entertainment market in India is the rise of virtual concerts and events. With the advent of advanced virtual reality (VR) and augmented reality (AR) technologies, artists and performers are able to create immersive and interactive virtual experiences for their fans. These virtual concerts allow fans to enjoy live performances from the comfort of their own homes, eliminating the need for physical venues and travel. This trend has gained significant traction in India, with both local and international artists organizing virtual concerts and events to cater to the growing demand. Another trend in the market is the integration of social elements into the Metaverse Live Entertainment experiences. Users are increasingly looking for opportunities to connect and interact with other users in virtual environments. This has led to the development of virtual social platforms within the Metaverse, where users can meet, chat, and engage in various activities together. This social aspect of the Metaverse Live Entertainment market is particularly appealing to the Indian population, which values community and social interactions.

    Local special circumstances:
    India is a country with a large and diverse population, and this diversity is reflected in the Metaverse Live Entertainment market. There is a wide range of virtual experiences and content available, catering to different interests and preferences. From virtual art galleries and museums to virtual gaming tournaments and sports events, there is something for everyone in the Indian Metaverse. This diversity and variety contribute to the growth and popularity of the market, as it allows users to find experiences that resonate with their individual tastes and interests.

    Underlying macroeconomic factors:
    India's rapidly growing digital infrastructure and smartphone penetration are key macroeconomic factors driving the growth of the Metaverse Live Entertainment market. With increasing internet access and affordability of smartphones, more Indians are gaining access to the Metaverse and virtual experiences. This has created a large and growing user base for Metaverse Live Entertainment platforms and content creators to tap into. Furthermore, the COVID-19 pandemic has also played a role in the development of the Metaverse Live Entertainment market in India. With restrictions on physical gatherings and events, virtual entertainment options have become increasingly popular. The Metaverse provides a safe and convenient alternative for people to enjoy live performances and events from the comfort of their own homes. This shift in consumer behavior has accelerated the adoption and growth of the Metaverse Live Entertainment market in India. In conclusion, the Metaverse Live Entertainment market in India is experiencing significant growth and development due to customer preferences for immersive and interactive entertainment experiences, the rise of virtual concerts and events, the integration of social elements, local special circumstances, and underlying macroeconomic factors such as India's digital infrastructure and the impact of the COVID-19 pandemic.

    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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