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Metaverse Live Entertainment - Portugal

Portugal
  • The projected value in the Metaverse Live Entertainment market for the year 2024 is estimated to reach US$864.7k.
  • It is anticipated that this value will experience an annual growth rate (CAGR 2024-2030) of 10.63%, resulting in a projected market volume of US$1.6m by the year 2030.
  • The United States is currently the largest generator of value in this market, with a projected market volume of US$89.2m for the year 2024.
  • In terms of user base, it is expected that the number of users in the Metaverse Live Entertainment market will reach 8.8k users by the year 2030.
  • The user penetration rate, which stands at 0.1% in 2024, is projected to increase to 0.1% by 2030.
  • Furthermore, the average value per user (ARPU) is anticipated to amount to US$133.6.
  • It should be noted that these figures pertain to the global market of Metaverse Live Entertainment market, and not specifically to in Portugal.
  • Portugal is experiencing a surge in virtual live entertainment events, with local artists and musicians embracing the Metaverse as a platform for interactive performances.

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 Portugal is experiencing significant growth and development in recent years.

    Customer preferences:
    Portuguese consumers have shown a strong interest in immersive and interactive experiences, which has contributed to the rise of the Metaverse Live Entertainment market. They seek entertainment options that go beyond traditional forms, such as concerts and theater shows, and are increasingly drawn to virtual experiences that offer unique and engaging content. The convenience and accessibility of the metaverse have also appealed to consumers, allowing them to participate in live events from the comfort of their own homes.

    Trends in the market:
    One of the key trends in the Metaverse Live Entertainment market in Portugal is the increasing number of virtual concerts and events. Artists and performers are leveraging the metaverse to reach a wider audience and provide an interactive experience that transcends physical limitations. Virtual concerts not only offer a unique way for fans to connect with their favorite artists, but they also provide opportunities for artists to experiment with innovative performances and visual effects. Another trend in the market is the emergence of virtual reality (VR) experiences. Portuguese consumers are embracing VR technology as a means to immerse themselves in virtual worlds and explore new forms of entertainment. VR experiences in the metaverse allow users to engage with virtual environments, interact with other users, and participate in various activities, such as gaming, socializing, and attending virtual events.

    Local special circumstances:
    Portugal's strong tourism industry plays a significant role in the development of the Metaverse Live Entertainment market. The country attracts millions of visitors each year, and the metaverse offers a way to extend the tourism experience beyond physical boundaries. Virtual tours, virtual reality experiences, and virtual events provide tourists with a unique way to explore Portugal's cultural heritage, landmarks, and attractions, even when they are not physically present in the country.

    Underlying macroeconomic factors:
    The growth of the Metaverse Live Entertainment market in Portugal is also driven by the increasing availability and affordability of technology. The widespread adoption of smartphones, high-speed internet, and VR devices has made it easier for consumers to access and engage with the metaverse. Additionally, the COVID-19 pandemic has accelerated the digital transformation of various industries, including entertainment, leading to a greater emphasis on virtual experiences and online platforms. In conclusion, the Metaverse Live Entertainment market in Portugal is experiencing rapid growth and development due to customer preferences for immersive and interactive experiences, the emergence of virtual concerts and VR experiences, the country's strong tourism industry, and underlying macroeconomic factors such as technological advancements and the impact of the COVID-19 pandemic. These factors have created a favorable environment for the metaverse to thrive in Portugal, offering consumers unique and engaging entertainment options.

    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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