Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Metaverse

Metaverse Live Entertainment - Mexico

Mexico
  • The Metaverse Live Entertainment market in Mexico is projected to reach a value of US$3.6m by 2024.
  • It is expected to experience an annual growth rate (CAGR 2024-2030) of 10.61%, resulting in a projected market volume of US$6.7m by 2030.
  • The United States generates the most value in this market segment, with a projected market volume of US$89.2m by 2024.
  • In terms of user base, the Metaverse Live Entertainment market in Mexico is expected to have 74.9k users users by 2030.
  • The user penetration rate is anticipated to be 0.0% in 2024 and is projected to increase to 0.1% by 2030.
  • The average value per user (ARPU) is expected to amount to US$66.4.
  • Mexico is experiencing a surge in virtual concerts and live entertainment experiences, with a growing number of artists and audiences embracing the Metaverse.

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 Mexico is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Mexico are playing a key role in the development of the Metaverse Live Entertainment market.

    Mexican consumers are increasingly seeking immersive and interactive experiences, and the metaverse provides a unique opportunity to fulfill these preferences. The ability to connect with others in virtual spaces, attend live events, and explore virtual worlds is appealing to Mexican consumers who are looking for new and exciting forms of entertainment. Trends in the market are also contributing to the growth of the Metaverse Live Entertainment market in Mexico.

    The global rise of virtual reality (VR) and augmented reality (AR) technologies has paved the way for the metaverse to become a reality. With the increasing availability of VR and AR devices, Mexican consumers are now able to access and participate in metaverse experiences more easily. This has led to a surge in demand for metaverse live entertainment offerings, as consumers seek to engage with immersive and interactive content.

    Local special circumstances in Mexico are further driving the development of the Metaverse Live Entertainment market. The country has a vibrant entertainment industry, with a rich cultural heritage and a strong tradition of live performances. The metaverse provides a new platform for Mexican artists and performers to showcase their talents and reach a global audience.

    This has created a unique opportunity for the Mexican entertainment industry to expand its reach and diversify its revenue streams. Underlying macroeconomic factors are also contributing to the growth of the Metaverse Live Entertainment market in Mexico. The country has a large and growing middle class, with increasing disposable income and a strong appetite for entertainment.

    As the metaverse becomes more accessible and affordable, Mexican consumers are willing to spend their discretionary income on metaverse live entertainment experiences. This has attracted investment and led to the emergence of new metaverse platforms and content creators in the Mexican market. In conclusion, the Metaverse Live Entertainment market in Mexico is experiencing rapid growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

    Mexican consumers are increasingly seeking immersive and interactive experiences, and the metaverse provides a unique opportunity to fulfill these preferences. With the rise of VR and AR technologies, the metaverse has become more accessible to Mexican consumers, leading to a surge in demand for metaverse live entertainment offerings. The local entertainment industry is also embracing the metaverse as a platform to showcase Mexican talent and reach a global audience.

    With a growing middle class and increasing disposable income, Mexican consumers are willing to spend on metaverse experiences, attracting investment and driving the expansion of the market.

    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

    Access more Market Insights on Advertising & Media topics with our featured report

    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: Sep 2024

    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.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.