Metaverse Live Entertainment - United States

  • United States
  • The projected value in the Metaverse Live Entertainment market is expected to reach €82.7m by 2024.
  • This market segment is anticipated to grow at an annual growth rate (CAGR 2024-2030) of 10.37%, resulting in a projected market volume of €149.5m by 2030.
  • It is worth noting that United States is the primary generator of this value, with a projected market volume of €82.7m in 2024.
  • In terms of user numbers, the Metaverse Live Entertainment market is expected to have approximately 289.3k users users by 2030.
  • The user penetration rate is projected to be 0.1% in 2024, with an expected increase to 0.1% by 2030.
  • Additionally, the average value per user (ARPU) is anticipated to be €0.4k.
  • The United States is experiencing a surge in demand for immersive live entertainment experiences in the Metaverse.
 
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Analyst Opinion

The Metaverse Live Entertainment market in the United States is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in the United States are increasingly seeking immersive and interactive entertainment experiences, which has fueled the growth of the Metaverse Live Entertainment market. The desire for virtual reality (VR) and augmented reality (AR) experiences has created a demand for live entertainment events that can be accessed and enjoyed from the comfort of one's own home. This shift in customer preferences has led to the rise of virtual concerts, virtual reality gaming tournaments, and other interactive entertainment experiences within the Metaverse.

Trends in the market:
One of the key trends driving the Metaverse Live Entertainment market in the United States is the convergence of technology and entertainment. Advancements in virtual reality, augmented reality, and live streaming technologies have made it possible for users to participate in live events and interact with virtual environments in real-time. This has opened up new opportunities for artists, musicians, and content creators to engage with their audience in innovative ways. Additionally, the COVID-19 pandemic has accelerated the adoption of virtual entertainment platforms, as people were unable to attend physical events. This trend is expected to continue as consumers become more comfortable with virtual experiences and seek out novel forms of entertainment.

Local special circumstances:
The United States has a vibrant entertainment industry and a large consumer base, which has contributed to the growth of the Metaverse Live Entertainment market. The country is home to many influential artists, musicians, and content creators who have embraced virtual platforms to connect with their fans. Furthermore, the United States has a strong infrastructure for technology and internet connectivity, which has facilitated the widespread adoption of virtual entertainment platforms. These local special circumstances have created a fertile ground for the Metaverse Live Entertainment market to thrive.

Underlying macroeconomic factors:
The United States has a robust economy and a high level of disposable income, which has allowed consumers to invest in virtual reality and augmented reality devices to enhance their entertainment experiences. Additionally, the availability of high-speed internet and the widespread use of smartphones have made virtual entertainment more accessible to a larger audience. The growth of the Metaverse Live Entertainment market in the United States is also supported by the presence of major technology companies and venture capitalists who are investing in the development of virtual platforms and content creation. These underlying macroeconomic factors have created a favorable environment for the expansion of the Metaverse Live Entertainment market in the United States. Overall, the Metaverse Live Entertainment market in the United States is experiencing rapid growth and development due to customer preferences for immersive experiences, trends in the market driven by technology advancements and the impact of the COVID-19 pandemic, local special circumstances including a vibrant entertainment industry and strong technology infrastructure, and underlying macroeconomic factors such as a robust economy and high level of disposable income.

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.

Vue d’ensemble

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