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Metaverse Live Entertainment - Northern Africa

Northern Africa
  • The Metaverse Live Entertainment market is projected to reach a value of US$2.0m in 2024.
  • It is expected to experience an annual growth rate (CAGR 2024-2030) of 10.63%, resulting in a projected market volume of US$3.7m by 2030.
  • It is worth noting that the majority of the market value, which is estimated to be US$89.2m in 2024, is generated United States.
  • In terms of user base, the number of users in the Metaverse Live Entertainment market is expected to reach 142.4k users by 2030.
  • The user penetration rate is projected to be 0.1% in 2024 and is expected to increase to 0.1% by 2030.
  • Lastly, the average value per user (ARPU) is projected to amount to US$19.5.
  • It is important to mention that these projections are specific to the Metaverse Live Entertainment market and do not represent the entire entertainment industry within the Northern Africa region.
  • In Northern Africa, the Metaverse Live Entertainment market is thriving, with virtual concerts and immersive experiences gaining popularity among tech-savvy youth.

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 Northern Africa has been experiencing significant growth and development in recent years. Customer preferences in the region have shifted towards virtual experiences and live entertainment in the Metaverse.

    This can be attributed to several factors, including the increasing availability of high-speed internet and the growing popularity of virtual reality technologies. Additionally, the COVID-19 pandemic has accelerated the adoption of virtual platforms for entertainment purposes, as people seek alternative ways to engage with live events and performances. Trends in the market indicate a strong demand for virtual concerts, festivals, and other live entertainment experiences.

    Virtual concerts allow fans to enjoy their favorite artists' performances from the comfort of their own homes, eliminating the need for travel and physical attendance. This trend has not only expanded the reach of artists and performers but has also provided a unique and immersive experience for fans. Local special circumstances in Northern Africa have contributed to the growth of the Metaverse Live Entertainment market.

    The region has a rich cultural heritage and a vibrant music and entertainment scene. Virtual platforms provide an opportunity to showcase and promote local talent to a global audience. Furthermore, the relatively young population in Northern Africa is technologically savvy and eager to explore new forms of entertainment.

    Underlying macroeconomic factors also play a role in the development of the Metaverse Live Entertainment market in Northern Africa. The region has witnessed steady economic growth in recent years, leading to an increase in disposable income and consumer spending. This has created a favorable environment for the adoption of virtual entertainment platforms and the willingness to pay for virtual experiences.

    In conclusion, the Metaverse Live Entertainment market in Northern Africa is experiencing growth and development due to shifting customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and virtual experiences become more immersive, the market is expected to further expand, providing exciting opportunities for both consumers and businesses in the region.

    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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