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Metaverse Live Entertainment - Lithuania

Lithuania
  • The Metaverse Live Entertainment market is projected to reach a value of US$176.5k in 2024.
  • This market is expected to show an annual growth rate (CAGR 2024-2030) of 10.64%, resulting in a projected market volume of US$323.8k by 2030.
  • In Lithuania, the projected market volume in 2024 is US$89.2m, making it one of the major contributors to the market.
  • By 2030, the number of users in the Metaverse Live Entertainment market is expected to reach 2.2k users.
  • The user penetration rate is projected to be 0.1% in 2024 and is expected to increase to 0.1% by 2030.
  • The average value per user (ARPU) is expected to amount to US$109.0.
  • Lithuania's Metaverse Live Entertainment market is booming, with a growing number of virtual reality concerts and immersive theater experiences attracting a tech-savvy audience.

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
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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 Lithuania is experiencing significant growth and development, driven by changing customer preferences and the emergence of new technological advancements. Customer preferences in the Metaverse Live Entertainment market in Lithuania are shifting towards immersive and interactive experiences.

    Consumers are increasingly seeking out virtual reality (VR) and augmented reality (AR) experiences that allow them to engage with their favorite artists and performers in a more intimate and personalized way. This trend is fueled by the desire for unique and memorable experiences that go beyond traditional live entertainment formats. Trends in the market indicate a growing demand for virtual concerts, gaming events, and virtual meet-and-greets with artists.

    These experiences offer fans the opportunity to connect with their favorite performers in a virtual environment, eliminating geographical barriers and providing access to a global audience. The Metaverse Live Entertainment market in Lithuania is witnessing a rise in the number of virtual events and platforms that cater to this demand, providing a wide range of immersive experiences for consumers. Local special circumstances in Lithuania contribute to the development of the Metaverse Live Entertainment market.

    The country has a strong technology infrastructure and a high level of digital literacy among its population. This creates a favorable environment for the adoption of virtual reality and augmented reality technologies, enabling the growth of the Metaverse Live Entertainment market. Additionally, the relatively small size of the country allows for easier collaboration between artists, event organizers, and technology companies, fostering innovation and creativity in the market.

    Underlying macroeconomic factors also play a role in the development of the Metaverse Live Entertainment market in Lithuania. The country has a stable economy and a growing middle class, which has led to an increase in disposable income and discretionary spending. As a result, consumers are more willing to invest in unique and immersive entertainment experiences, driving the demand for Metaverse Live Entertainment offerings.

    Furthermore, the COVID-19 pandemic has accelerated the adoption of virtual events and digital platforms, as traditional live entertainment venues faced restrictions and closures. This has further fueled the growth of the Metaverse Live Entertainment market in Lithuania. In conclusion, the Metaverse Live Entertainment market in Lithuania is experiencing growth and development due to changing customer preferences, technological advancements, local special circumstances, and underlying macroeconomic factors.

    The demand for immersive and interactive experiences, coupled with a strong technology infrastructure and favorable economic conditions, has created a conducive environment for the market to thrive. As the market continues to evolve, it is expected to offer even more innovative and engaging experiences for consumers in Lithuania.

    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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