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Metaverse Live Entertainment - Taiwan

Taiwan
  • The Metaverse Live Entertainment market is projected to reach a value of US$1.9m in 2024.
  • This market is expected to demonstrate an annual growth rate (CAGR 2024-2030) of 10.64%, resulting in a projected market volume of US$3.5m by 2030.
  • The United States is the primary contributor to the market, with a projected market volume of US$89.2m in 2024.
  • In terms of users, the Metaverse Live Entertainment market is expected to have 26.5k users 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.
  • The average value per user (ARPU) is forecasted to be US$97.2.
  • It is worth noting that this data specifically pertains to the Metaverse Live Entertainment market and does not account for other market segments or industries.
  • Additionally, please keep in mind that these projections are subject to change based on various factors and should be interpreted with caution.
  • Taiwan's Metaverse Live Entertainment market is booming, with virtual concerts and immersive experiences gaining popularity among tech-savvy Taiwanese consumers.

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 Taiwan is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Taiwan are contributing to the growth of the Metaverse Live Entertainment market.

    Taiwanese consumers are increasingly seeking immersive and interactive entertainment experiences. They are looking for ways to escape the limitations of the physical world and explore virtual realms. The Metaverse Live Entertainment market offers them the opportunity to engage with virtual worlds, socialize with others, and participate in unique and exciting activities.

    This aligns with the preferences of Taiwanese consumers who value novel and cutting-edge experiences. Trends in the market are also fueling the growth of the Metaverse Live Entertainment industry in Taiwan. The advancement of technology, particularly in the areas of virtual reality (VR) and augmented reality (AR), has opened up new possibilities for immersive entertainment experiences.

    This has led to the development of virtual concerts, virtual reality gaming, and other forms of interactive entertainment in the metaverse. Taiwanese companies are capitalizing on these trends by creating innovative and engaging content that caters to the preferences of local consumers. Local special circumstances further contribute to the growth of the Metaverse Live Entertainment market in Taiwan.

    The country has a highly developed technology sector and a strong gaming culture, which provide a solid foundation for the development of the Metaverse industry. Taiwanese companies have the expertise and resources to create high-quality metaverse experiences that resonate with local consumers. Additionally, Taiwan has a large and tech-savvy population, making it an ideal market for Metaverse Live Entertainment.

    Underlying macroeconomic factors also play a role in the growth of the Metaverse Live Entertainment market in Taiwan. The country has a stable and growing economy, which provides a favorable business environment for companies in the entertainment industry. The government has also recognized the potential of the Metaverse industry and has been supportive of its development through policies and initiatives.

    This has encouraged investment and innovation in the Metaverse Live Entertainment sector, further driving its growth. In conclusion, the Metaverse Live Entertainment market in Taiwan is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Taiwanese consumers are seeking immersive and interactive entertainment experiences, and the advancement of technology has made this possible.

    The country's strong technology sector, gaming culture, and supportive government policies have also contributed to the growth of the Metaverse Live Entertainment industry. As a result, the market in Taiwan is poised for further expansion in the coming years.

    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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