Metaverse Live Entertainment - South Korea

  • South Korea
  • The Metaverse Live Entertainment market is projected to reach a value of €3.9m in 2024.
  • This market is expected to exhibit an annual growth rate of 10.51% (CAGR 2024-2030), resulting in a projected market volume of €7.1m by 2030.
  • Notably, United States is the primary generator of value in this market, with a projected market volume of €81.8m in 2024.
  • In terms of users, the Metaverse Live Entertainment market is expected to have around 55.9k users users by 2030.
  • The user penetration rate, which measures the proportion of the population using this market segment, 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 expected to amount to €95.7.
  • It is important to note that these projections and figures pertain to the Metaverse Live Entertainment market in South Korea.
  • South Korea's Metaverse Live Entertainment market is thriving, with virtual concerts and immersive experiences gaining immense popularity among the tech-savvy population.
 
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Analyst Opinion

The Metaverse Live Entertainment market in South Korea is experiencing significant growth and development.

Customer preferences:
South Korean consumers have shown a strong interest in immersive and interactive experiences, making the Metaverse Live Entertainment market an attractive option. This preference can be attributed to the country's technologically advanced infrastructure and high internet penetration rate. Additionally, South Koreans have a strong affinity for entertainment and are early adopters of new technologies, making them receptive to the concept of the Metaverse.

Trends in the market:
One of the key trends in the Metaverse Live Entertainment market in South Korea is the integration of virtual reality (VR) and augmented reality (AR) technologies. This allows consumers to engage with virtual environments and characters in a more realistic and interactive manner. The market is also witnessing the emergence of virtual concerts, where popular artists perform live in virtual venues, attracting a large number of fans. Furthermore, the gaming industry in South Korea is embracing the Metaverse concept, with game developers creating immersive gaming experiences that blur the lines between the virtual and physical worlds.

Local special circumstances:
South Korea has a highly developed gaming industry and is known for its competitive esports scene. This has created a strong foundation for the growth of the Metaverse Live Entertainment market, as gaming and virtual experiences are closely intertwined. Additionally, South Korea has a large and tech-savvy population, with a high demand for innovative and entertaining experiences. The country's advanced telecommunications infrastructure and widespread access to high-speed internet also contribute to the growth of the Metaverse Live Entertainment market.

Underlying macroeconomic factors:
South Korea has a robust economy and a high level of disposable income among its population. This enables consumers to spend on entertainment and leisure activities, including the Metaverse Live Entertainment market. The government of South Korea has also been supportive of the development of the digital entertainment industry, providing incentives and support for companies in this sector. These factors create a favorable environment for the growth and development of the Metaverse Live Entertainment market in South Korea. In conclusion, the Metaverse Live Entertainment market in South Korea is thriving due to customer preferences for immersive experiences, the integration of VR and AR technologies, the strong gaming industry, and the country's advanced infrastructure. With a supportive government and a tech-savvy population, South Korea is well-positioned to continue its growth in the Metaverse Live Entertainment market.

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.

Visión general

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