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Metaverse Live Entertainment - Serbia

Serbia
  • The projected value in the Metaverse Live Entertainment market for Serbia is expected to reach US$187.3k by 2024.
  • This value is projected to show an annual growth rate (CAGR 2024-2030) of 10.64%, resulting in a projected market volume of US$343.5k by 2030.
  • In 2024, the projected market volume in Serbia is expected to be US$89.2m, indicating that the majority of the value in the Metaverse Live Entertainment market is generated United States.
  • By 2030, the number of users in Serbia is expected to amount to 5.9k users.
  • The user penetration rate in Serbia is projected to be 0.1% in 2024 and is expected to reach 0.1% by 2030.
  • The average value per user (ARPU) in Serbia is projected to amount to US$43.1.
  • Serbia has seen a surge in virtual reality gaming experiences, with immersive Metaverse live entertainment becoming increasingly popular among its tech-savvy population.

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 Serbia is experiencing significant growth and development due to the increasing customer preferences for immersive and interactive entertainment experiences.

    Customer preferences:
    Customers in Serbia are increasingly seeking out unique and engaging entertainment experiences, and the Metaverse Live Entertainment market is able to fulfill these preferences. The immersive nature of the metaverse allows users to escape reality and enter a virtual world where they can interact with others, explore new environments, and participate in various activities. This appeals to a wide range of customers, from gamers looking for new gaming experiences to social media enthusiasts seeking virtual social interactions.

    Trends in the market:
    One of the key trends in the Metaverse Live Entertainment market in Serbia is the rise of virtual concerts and events. With the advancement of technology, artists and performers are now able to host live shows and performances in virtual environments, attracting a global audience. This trend has gained popularity in Serbia as well, with local artists and musicians embracing the metaverse as a platform to reach and engage with their fans. Virtual concerts offer a unique and immersive experience, allowing fans to feel like they are attending a live event from the comfort of their own homes. Another trend in the market is the increasing integration of virtual reality (VR) and augmented reality (AR) technologies in live entertainment experiences. These technologies enhance the immersion and interactivity of the metaverse, allowing users to have a more realistic and engaging experience. In Serbia, there is a growing demand for VR and AR-enabled metaverse experiences, ranging from virtual tours of historical sites to interactive gaming experiences.

    Local special circumstances:
    Serbia has a vibrant and talented creative community, which contributes to the growth of the Metaverse Live Entertainment market. The country has a rich cultural heritage and a strong music scene, making it an ideal environment for the development of virtual concerts and events. Additionally, the relatively affordable cost of living in Serbia allows for the establishment of virtual reality studios and the creation of high-quality metaverse content.

    Underlying macroeconomic factors:
    The growth of the Metaverse Live Entertainment market in Serbia is also influenced by underlying macroeconomic factors. The increasing internet penetration and access to high-speed internet connections have enabled more people to engage with the metaverse. Furthermore, the COVID-19 pandemic has accelerated the adoption of virtual entertainment platforms, as people turned to online alternatives during lockdowns and restrictions. This shift in consumer behavior has created new opportunities for the Metaverse Live Entertainment market to thrive in Serbia. In conclusion, the Metaverse Live Entertainment market in Serbia is witnessing significant growth and development due to the increasing customer preferences for immersive and interactive entertainment experiences. The rise of virtual concerts and events, the integration of VR and AR technologies, the vibrant creative community, and underlying macroeconomic factors all contribute to the flourishing of the market in Serbia.

    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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