Metaverse Live Entertainment - New Zealand

  • New Zealand
  • The projected value of the Metaverse Live Entertainment market in 2024 is estimated to reach US$0.9m.
  • This market is expected to experience an annual growth rate of 10.59% between 2024 and 2030, resulting in a projected market volume of US$1.6m by 2030.
  • It is worth noting that in the United States dominates this market, generating the highest market volume of US$89.2m in 2024.
  • Looking at the number of users in the Metaverse Live Entertainment market, it is expected to reach 6.5k users by 2030.
  • User penetration, which is the percentage of users in relation to the total population, is projected to increase from 0.1% in 2024 to 0.1% by 2030.
  • Furthermore, the average value per user (ARPU) is expected to amount to US$186.0.
  • These figures indicate the potential growth and profitability of the Metaverse Live Entertainment market in New Zealand.
  • New Zealand's thriving gaming culture and tech-savvy population make it a prime market for the growth of Metaverse Live Entertainment experiences.
 
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Analyst Opinion

The Metaverse Live Entertainment market in New Zealand is experiencing significant growth and development, driven by evolving customer preferences and local special circumstances.

Customer preferences:
Customers in New Zealand are increasingly seeking immersive and interactive entertainment experiences, which has fueled the demand for Metaverse Live Entertainment. This trend is driven by the desire for unique and engaging experiences that go beyond traditional forms of entertainment. Additionally, the younger demographic in New Zealand is particularly drawn to the Metaverse, as they are more technologically savvy and open to exploring virtual worlds.

Trends in the market:
One of the key trends in the Metaverse Live Entertainment market in New Zealand is the rise of virtual concerts and events. With advancements in technology, artists and performers are now able to create virtual experiences that closely resemble real-life concerts, allowing fans to enjoy live performances from the comfort of their own homes. This trend has gained traction due to the COVID-19 pandemic, which restricted physical gatherings and led to a surge in virtual events. Another trend in the market is the integration of social elements within the Metaverse. Users in New Zealand are increasingly looking for ways to connect and interact with others in virtual spaces, creating a sense of community and shared experiences. This has led to the development of virtual worlds where people can socialize, attend events, and participate in various activities together.

Local special circumstances:
New Zealand's relatively small population and geographic isolation have played a role in the development of the Metaverse Live Entertainment market. With limited physical venues and touring opportunities, artists and event organizers in New Zealand have turned to the Metaverse as a way to reach a wider audience and overcome geographical barriers. This has resulted in the growth of virtual events and performances, providing opportunities for local talent to showcase their work on a global scale.

Underlying macroeconomic factors:
The growth of the Metaverse Live Entertainment market in New Zealand is also influenced by underlying macroeconomic factors. The country has a strong digital infrastructure and high internet penetration, enabling seamless access to virtual experiences. Additionally, the government's support for the creative industries and innovation has created a conducive environment for the development of the Metaverse market. In conclusion, the Metaverse Live Entertainment market in New Zealand is experiencing growth and development due to evolving customer preferences, local special circumstances, and underlying macroeconomic factors. The demand for immersive and interactive entertainment experiences, the rise of virtual concerts and social integration, as well as the country's small population and geographic isolation, contribute to the growth of the market. With a strong digital infrastructure and government support, New Zealand is well-positioned to capitalize on the opportunities presented by the Metaverse.

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.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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