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라이브 엔터테인먼트 시장 – 2030년까지의 세계 예측

Live Entertainment Market – Global Forecast To 2030

라이브 엔터테인먼트 시장 – 음악 콘서트, 스포츠 이벤트, e스포츠, 극장·뮤지컬, AI·자동화, 모션 추적, 실시간 스트리밍, 사전 녹화·녹화 스트리밍, 전달·스트리밍 – 2030년까지의 세계 예측

Live Entertainment Market by music concerts, sports events, e-sports, theaters & musicals, Al & automation, motion tracking, real-time streaming, pre-recorded/recorded streaming, distribution & streaming – Global Forecast to 2030

조사회사MarketsandMarkets
출판년월2025년7월
페이지 수200
도표 수170
라이센스Single User License
가격USD 4,950
구성영문조사보고서

    주문/문의    조사회사/라이센스/납기안내

라이브 엔터테인먼트 시장은 2025년 2,029억 달러에서 2030년 2,702억 9,000만 달러로 연평균 5.9% 성장할 것으로 예상됩니다. 몰입감 있고 체험적인 라이브 엔터테인먼트에 대한 높은 선호도는 전통적인 이벤트 형식을 넘어 실시간으로 감성을 자극하는 경험에 대한 수요를 촉진하여 라이브 엔터테인먼트 시장의 성장을 가속화하고 있습니다.

디지털 스트리밍 플랫폼의 급속한 확장은 더 폭넓은 접근성과 전 세계 시청자 참여를 가능하게 함으로써 이러한 추세를 더욱 뒷받침하고 있습니다. 또한, AR/VR 및 개인 맞춤형 콘텐츠 제공과 같은 팬 중심적이고 인터랙티브한 기술의 부상은 사용자 참여도와 충성도를 높이고 있습니다. 음악, 스포츠, e스포츠 팬층의 증가와 하이브리드 이벤트 모델을 통한 수익 및 도달 범위 극대화에 대한 관심이 증가하면서 상당한 시장 기회가 창출되고 있습니다. 그러나 시장은 상당한 제약에 직면해 있습니다. 무단 스트리밍으로 인한 수익 누출은 콘텐츠 수익화에 심각한 어려움을 야기하고 있으며, 시청자 세분화와 플랫폼 포화로 인해 제공업체가 모든 채널에서 일관된 시청률을 확보하고 유지하는 것이 점점 더 어려워지고 있습니다.

MarketsandMarkets「라이브 엔터테인먼트 시장 – 음악 콘서트, 스포츠 이벤트, e스포츠, 극장·뮤지컬, AI·자동화, 모션 추적, 실시간 스트리밍, 사전 녹화·녹화 스트리밍, 전달·스트리밍 – 2030년까지의 세계 예측 – Live Entertainment Market by music concerts, sports events, e-sports, theaters & musicals, Al & automation, motion tracking, real-time streaming, pre-recorded/recorded streaming, distribution & streaming – Global Forecast to 2030」는 세계의 라이브 엔터테인먼트 시장을 세분화하고 스트리밍 유형, 응용 프로그램, 지역별로 시장 규모를 예측하고 있습니다.또한 기술, 가치 사슬, 시청 경험별로 세그먼트를 정의하고 설명합니다.또한 시장의 성장 촉진요인, 저해요인, 기회, 과제에 대해서도 고찰하고 있습니다. 대상 지역은 북미, 유럽, 중국, 아시아 태평양 (중국 제외) 및 기타 지역의 다섯 가지 주요 지역에서 시장에 대한 자세한 분석을 제공합니다. 이어 공급망 분석 외에도 주요 플레이어와 라이브 엔터테인먼트 에코시스템의 경쟁 분석도 게재하고 있습니다.

주요 게재 내용

  • 시장 개관
    • 시장 역학
    • 고객 비즈니스에 영향을 미치는 동향/디스랩션
    • 공급체인 분석
    • 에코시스템 분석
    • 사례 연구 분석
    • 법규 환경
    • 라이브 엔터테인먼트 시장에 영향을 미치는 인공지능(AI)/생성 AI(GenAI)
  • 라이브 엔터테인먼트 산업을 변화시키는 기술
    • AI 및 자동화
    • 5G 및 에지 컴퓨팅
    • 블록체인
    • 증강 현실(AR), 가상 현실(VR), 복합 현실(MR)
    • 모션 추적
    • 기타 기술
  • 라이브 엔터테인먼트 산업의 가치 사슬 분석
    • 콘텐츠 크리에이션
    • 라이브 프로덕션
    • 게재 및 스트리밍
    • 시청 경험
  • 라이브 엔터테인먼트의 가치 사슬에서 시청 경험의 단계
    • 실물/디지털 라이브 시청
    • 위성 라이브/하이브리드 시청
  • 용도별 라이브 엔터테인먼트 시장
    • 음악 콘서트
    • 스포츠 이벤트
    • e스포츠
    • 극장 및 뮤지컬
  • 스트리밍 유형별 라이브 엔터테인먼트 시장
    • 실시간 스트리밍
    • 사전 녹화 스트리밍
  • 지역별 라이브 엔터테인먼트 시장
    • 북미
      • 미국
      • 캐나다
      • 멕시코
    • 유럽
      • 독일
      • 영국
      • 이탈리아
      • 이탈리아
      • 기타 유럽
    • 중국
    • 아시아 태평양 지역
      • 일본
      • 한국
      • 인도
      • 기타 아시아 태평양 지역
    • 기타 지역(RoW)
      • 라틴 아메리카
      • 중동 및 아프리카
  • 경쟁세력도
    • 주요 플레이어별 전략 2023-2025년
    • 수익 분석 2020-2024년
    • 시장 점유율 분석 2024년
    • 기업 평가 및 재정 지표
    • 경쟁 시나리오
  • 기업 정보

Report Overview

The live entertainment market is expected to grow from USD 202.90 billion in 2025 to USD 270.29 billion by 2030, at a CAGR of 5.9%. High preference for immersive and experiential live entertainment is accelerating the live entertainment market’s growth by fueling demand for real-time, emotionally engaging experiences that go beyond traditional event formats. This momentum is further supported by the rapid expansion of digital streaming platforms, enabling broader access and global audience participation. Additionally, the rise of fan-centric and interactive technologies, such as AR/VR and personalized content delivery, is enhancing user engagement and loyalty. A growing fan base for music, sports, and e-sports, along with the increasing focus on maximizing revenue and reach through hybrid event models, is driving significant market opportunities. However, the market faces notable restraints. Revenue leakage due to unauthorized streaming poses a serious challenge to content monetization, while audience fragmentation and platform saturation are making it increasingly difficult for providers to capture and retain consistent viewership across channels.

라이브 엔터테인먼트 시장 – 2030년까지의 세계 예측 - SEMABIZ
live-entertainment-market

“Music Concerts are set to hold the second-largest share in the live entertainment market by 2025”

Music concerts are estimated to have the second-largest market share in 2025, driven by a steady increase in global tour activity, festival attendance, and fan loyalty across genres. Artists and promoters are leveraging high production values, immersive technologies, and exclusive merchandise to enhance the live experience and boost revenue. The segment also benefits from global streaming exposure, which builds anticipation for in-person performances.

“Real-time streaming to witness fastest growth due to surge in on-demand content and low latency requirements”

Real-time streaming is projected to grow at the highest CAGR during the forecast period, driven by rising demand for interactive and immersive content such as live sports, concerts, and e-sports. North America emerged as the largest market for real-time streaming, owing to its advanced digital infrastructure, high consumer spending on live content, and dominance of key streaming platforms and content creators. Additionally, Asia Pacific is expected to register strong growth due to increasing internet penetration and smartphone usage in emerging economies.

라이브 엔터테인먼트 시장 – 2030년까지의 세계 예측 - region
live-entertainment-market-region

“US leads North America’s live entertainment market, driven by high consumer spending and digital integration”

The US is poised to lead the North American live entertainment market both in terms of size and growth through the forecast period. As the largest market, the US benefits from a well-established infrastructure for large-scale events, high per capita entertainment spending, and a mature ecosystem of promoters, artists, and streaming platforms. It also accounts for a high number of ticketed events across music concerts, sports, and theater. The country’s fast-paced digital integration and adoption of hybrid event formats are further driving market expansion, positioning it as the fastest-growing geography within the region. Additionally, strong demand for experiential entertainment post-pandemic and strategic investments by major players continue to reinforce the US’s market leadership.

Breakdown of primaries

A variety of executives from key organizations operating in the live entertainment market were interviewed in-depth, including CEOs, marketing directors, and innovation and technology directors.

  • By Company Type: Tier 1 –47%, Tier 2 – 36%, and Tier 3 – 17%
  • By Designation: C-level Executives – 58%, Directors – 28%, and Others – 14%
  • By Region: North America – 43%, Europe – 27%, China–12%, Asia Pacific (Excl. China)– 10%, and RoW – 8%

The live entertainment market is dominated by globally established players such as Live Nation Worldwide, Inc. (US), Disney (US), AEG (US), CTS EVENTIM AG & Co. KGaA (Germany), Liberty Media Corporation (US), MSG Entertainment Holdings, LLC (US), Endeavor Operating Company, LLC  (US), Savvy Games Group (Saudi Arabia), Twitch Interactive, Inc (US), Cirque du Soleil (Canada), and Spotify Technology S.A (Sweden). The study includes an in-depth competitive analysis of these key players in the live entertainment market, with their company profiles, recent developments, and key market strategies.

라이브 엔터테인먼트 시장 – 2030년까지의 세계 예측 - ecosystem
live-entertainment-market-ecosystem

Study Coverage

The report segments the live entertainment market and forecasts its size by streaming type, application, and region. The report also defines and describes segments by technology, value chain, and viewing experience. The report also discusses the drivers, restraints, opportunities, and challenges pertaining to the market. It gives a detailed view of the market across five main geographies—North America, Europe, China, Asia Pacific (Excl. China), and RoW. A supply chain analysis has been included in the report, along with the key players and their competitive analysis of the live entertainment ecosystem.

Key Benefits of Buying the Report

  • Analysis of key drivers (High preference for immersive and experiential live entertainment; Rapid expansion of digital streaming platforms; Rise of fan-centric and interactive technologies; Growing fan base for music, sports, and e-sports; Rising focus on maximizing revenue and reach through hybrid event models), restraints (Revenue leakage due to unauthorized streaming; Audience fragmentation and platform saturation), opportunities (Application of Web3 and blockchain technologies in live entertainment; Development of sustainable and eco-friendly event models; Expansion of live entertainment industry into untapped regional markets), and challenge (High complexity and expenses associated with hybrid models; Technology gaps and infrastructure limitations in emerging markets) influencing the growth of the live entertainment market.
  • Solution/Service Development/Innovation: Detailed insights on upcoming technologies, research and development activities, and new solution/service launches in the live entertainment market.
  • Market Development: Comprehensive information about lucrative markets – the report analyses the live entertainment market across varied regions.
  • Market Diversification: Exhaustive information about new solutions/services, untapped geographies, recent developments, and investments in the live entertainment market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players such as Live Nation Worldwide, Inc., Disney, CTS EVENTIM AG & Co. KGaA, Liberty Media Corporation, and MSG Entertainment Holdings, LLC, among others.

Table of Contents

1               INTRODUCTION              18

1.1           STUDY OBJECTIVES       18

1.2           MARKET DEFINITION   18

1.3           STUDY SCOPE   19

1.3.1        MARKETS COVERED AND REGIONAL SCOPE      19

1.3.2        INCLUSIONS AND EXCLUSIONS 19

1.3.3        YEARS CONSIDERED      20

1.4           CURRENCY CONSIDERED            20

1.5           LIMITATIONS    20

1.6           STAKEHOLDERS               21

2               RESEARCH METHODOLOGY       22

2.1           RESEARCH DATA              22

2.1.1        SECONDARY DATA          23

2.1.1.1    Major secondary sources     23

2.1.1.2    Key data from secondary sources       23

2.1.2        PRIMARY DATA 24

2.1.2.1    List of primary interview participants               24

2.1.2.2    Key data from primary sources           25

2.1.2.3    Key industry insights           25

2.1.2.4    Breakdown of primary interviews      26

2.1.3        SECONDARY AND PRIMARY RESEARCH 27

2.2           MARKET SIZE ESTIMATION         27

2.2.1        BOTTOM-UP APPROACH              29

2.2.1.1    Approach to estimate market size using bottom-up approach                 29

2.2.2        TOP-DOWN APPROACH                29

2.2.2.1    Approach to estimate market size using top-down approach                 30

2.3           DATA TRIANGULATION                31

2.4           RESEARCH ASSUMPTIONS           32

2.5           RESEARCH LIMITATIONS             32

2.6           RISK ASSESSMENT           33

3               EXECUTIVE SUMMARY  34

4               PREMIUM INSIGHTS       38

4.1           ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LIVE ENTERTAINMENT MARKET         38

4.2           LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY                 39

4.3          LIVE ENTERTAINMENT MARKET FOR MUSIC CONCERTS, BY GEOGRAPHY                39

5               MARKET OVERVIEW       40

5.1           INTRODUCTION              40

5.2           MARKET DYNAMICS       40

5.2.1        DRIVERS               41

5.2.1.1    High preference for immersive and experiential live entertainment        41

5.2.1.2    Rapid expansion of digital streaming platforms               41

5.2.1.3    Rise of fan-centric and interactive technologies              42

5.2.1.4    Growing fan base for music, sports, and e-sports            42

5.2.1.5    Rising focus on maximizing revenue and reach through

hybrid event models             43

5.2.2        RESTRAINTS      44

5.2.2.1    Revenue leakage due to unauthorized streaming             44

5.2.2.2    Audience fragmentation and platform saturation            45

5.2.3        OPPORTUNITIES              45

5.2.3.1    Application of Web3 and blockchain technologies in

live entertainment                 45

5.2.3.2    Development of sustainable and eco-friendly event models                 46

5.2.3.3    Expansion of live entertainment industry into untapped

regional markets   47

5.2.4        CHALLENGES    48

5.2.4.1    High complexity and expenses associated with hybrid models                 48

5.2.4.2    Technology gaps and infrastructure limitations in emerging markets  48

5.3           TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS            49

5.4           SUPPLY CHAIN ANALYSIS             50

5.5           ECOSYSTEM ANALYSIS  52

5.6           CASE STUDY ANALYSIS 55

5.7           REGULATORY LANDSCAPE         61

5.7.1        REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  62

5.8           IMPACT OF AI/GEN AI ON LIVE ENTERTAINMENT MARKET               65

5.8.1        INTRODUCTION              65

5.8.2        USE OF GEN AI IN LIVE ENTERTAINMENT            66

5.8.3        IMPACT ON LIVE ENTERTAINMENT MARKET     66

6               TECHNOLOGIES TRANSFORMING LIVE ENTERTAINMENT INDUSTRY    68

6.1           INTRODUCTION              68

6.2           AI & AUTOMATION         68

6.2.1        ENHANCING PERSONALIZATION AND OPERATIONAL EFFICIENCY       68

6.3           5G AND EDGE COMPUTING        69

6.3.1        REVOLUTIONIZING REAL-TIME STREAMING AND INTERACTIVITY                69

6.4           BLOCKCHAIN    71

6.4.1        ENHANCING SECURITY AND TRANSPARENCY IN LIVE ENTERTAINMENT           71

6.5           AUGMENTED REALITY, VIRTUAL REALITY, AND MIXED REALITY               72

6.5.1        IMMERSING AUDIENCES IN FUTURE OF LIVE ENTERTAINMENT           72

6.6           MOTION TRACKING       73

6.6.1        ENABLING REAL-TIME INTERACTION AND ENHANCED IMMERSION       73

6.7           HAPTIC TECHNOLOGY 75

6.7.1        ADDING SENSORY DIMENSION TO LIVE ENTERTAINMENT           75

6.8           OTHER TECHNOLOGIES               76

7               VALUE CHAIN ANALYSIS FOR LIVE ENTERTAINMENT INDUSTRY           78

7.1           INTRODUCTION              78

7.2           CONTENT CREATION    78

7.2.1        RISE OF IMMERSIVE AND PERSONALIZED EXPERIENCES                 78

7.3           LIVE PRODUCTION         80

7.3.1        INTRODUCTION OF AUTOMATION AND SMART PRODUCTION SYSTEMS                80

7.4           DISTRIBUTION AND STREAMING             81

7.4.1        ACCELERATION OF HYBRID AND DIRECT-TO-CONSUMER MODELS     81

7.5           VIEWING EXPERIENCE  82

7.5.1        DEMAND FOR INTERACTIVITY AND IMMERSION                 82

8               VIEWING EXPERIENCE PHASE IN LIVE ENTERTAINMENT VALUE CHAIN   84

8.1           INTRODUCTION              84

8.2           IN-PERSON/REAL LIVE VIEWING               84

8.2.1        EXPERIENTIAL DEMAND SURGE IN POST-DIGITAL FATIGUE ERA    84

8.3           VIRTUAL/DIGITAL LIVE VIEWING            85

8.3.1        IMMERSIVE DIGITAL WORLDS AND BORDERLESS PARTICIPATION               85

8.4           SATELLITE LIVE/HYBRID VIEWING         85

8.4.1        HIGH-FIDELITY REACH AND GLOBAL SYNCHRONIZATION       85

9               LIVE ENTERTAINMENT MARKET, BY APPLICATION                 87

9.1           INTRODUCTION              88

9.2           MUSIC CONCERTS           90

9.2.1        ENHANCING CONCERT ACCESSIBILITY THROUGH STREAMING AND

SOCIAL PLATFORMS TO BOOST SEGMENTAL GROWTH                 90

9.3           SPORTS EVENTS               93

9.3.1        GROWING FAN ENGAGEMENT THROUGH IMMERSIVE IN-STADIUM EXPERIENCES TO DRIVE MARKET 93

9.4           E-SPORTS            95

9.4.1        RISING DIGITAL CONSUMPTION AND COMPETITIVE GAMING CULTURE AMONG YOUTHS TO SUPPORT MARKET GROWTH             95

9.5           THEATERS & MUSICALS                97

9.5.1        DEMAND FOR CULTURALLY RICH, STORYTELLING-BASED LIVE EXPERIENCES TO FUEL SEGMENTAL GROWTH                 97

10            LIVE ENTERTAINMENT MARKET, BY STREAMING TYPE                 100

10.1         INTRODUCTION              101

10.2         REAL-TIME STREAMING                102

10.2.1      COMMERCIAL EVOLUTION OF DIGITAL ENTERTAINMENT TO

BOOST SEGMENTAL GROWTH  102

10.3         PRE-RECORDED/RECORDED STREAMING            103

10.3.1      MULTI-PLATFORM DISTRIBUTION VALUE TO MAXIMIZE PRE-RECORDED CONTENT ACCESSIBILITY  103

11            LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY                 104

11.1         INTRODUCTION              105

11.2         NORTH AMERICA             107

11.2.1      MACROECONOMIC OUTLOOK FOR NORTH AMERICA                 107

11.2.2      US           110

11.2.2.1  Robust consumer spending and diversified event ecosystem to

drive market          110

11.2.3      CANADA               112

11.2.3.1  Private-sector investments in venue expansion and touring infrastructure projects to fuel market growth  112

11.2.4      MEXICO                114

11.2.4.1  Cultural tradition of community-centered celebrations to

foster market growth            114

11.3         EUROPE               115

11.3.1      MACROECONOMIC OUTLOOK FOR EUROPE      115

11.3.2      GERMANY           118

11.3.2.1  Strong infrastructure and deep-rooted music & festival culture to support market growth        118

11.3.3      UK          119

11.3.3.1  High per capita event spending and developments in ticketing and digital monetization to contribute to market growth               119

11.3.4      ITALY    121

11.3.4.1  Heritage venues and tourism-fueled demand to create opportunities         121

11.3.5      REST OF EUROPE             122

11.4         CHINA  123

11.4.1      MACROECONOMIC OUTLOOK FOR CHINA          123

11.4.2      URBAN AFFLUENCE, PLATFORM-LED ENGAGEMENT, AND GOVERNMENT CULTURAL PROMOTION TO ACCELERATE MARKET GROWTH          124

11.5         ASIA PACIFIC     125

11.5.1      MACROECONOMIC OUTLOOK FOR ASIA PACIFIC                 126

11.5.2      JAPAN   129

11.5.2.1  Strong base of consumers willing to pay for immersive, premium experiences to drive market                 129

11.5.3      SOUTH KOREA  130

11.5.3.1  Digitally native audience and high-tech integration in entertainment experiences to spur demand     130

11.5.4      INDIA    132

11.5.4.1  Expanding youth demographic and mobile-first digital consumption to stimulate market growth         132

11.5.5      REST OF ASIA PACIFIC   133

11.6         ROW      134

11.6.1      MACROECONOMIC OUTLOOK FOR ROW              134

11.6.2      LATIN AMERICA                136

11.6.2.1  Rising adoption of digital platforms for ticketing and growing international tours to spur demand   136

11.6.3      MIDDLE EAST & AFRICA                138

11.6.3.1  Government-led investments and liberalization of entertainment sector to drive market          138

12            COMPETITIVE LANDSCAPE         140

12.1         OVERVIEW          140

12.2         STRATEGIES ADOPTED BY KEY PLAYERS, 2023–2025                 140

12.3         REVENUE ANALYSIS, 2020–2024  143

12.4         MARKET SHARE ANALYSIS, 2024                 144

12.5         COMPANY VALUATION AND FINANCIAL METRICS                 146

12.6         COMPETITIVE SCENARIO             147

12.6.1      SOLUTION/SERVICE LAUNCHES               147

12.6.1.1  Deals      148

12.6.1.2  Expansions             151

12.6.1.3  Other developments             152

13            COMPANY PROFILES      154

13.1         KEY PLAYERS     154

13.1.1      LIVE NATION WORLDWIDE, INC.              154

13.1.1.1  Business overview 154

13.1.1.2  Solutions/Services offered  155

13.1.1.3  Recent developments           156

13.1.1.3.1                Deals      156

13.1.1.3.2                Other developments             157

13.1.2      AEG        158

13.1.2.1  Business overview 158

13.1.2.2  Solutions/Services offered  159

13.1.2.3  Recent developments           159

13.1.2.3.1                Deals      159

13.1.2.3.2                Expansions             161

13.1.2.3.3                Other developments             162

13.1.3      CTS EVENTIM AG & CO. KGAA   163

13.1.3.1  Business overview 163

13.1.3.2  Solutions/Services offered  165

13.1.3.3  Recent developments           165

13.1.3.3.1                Deals      165

13.1.3.3.2                Other developments             167

13.1.4      LIBERTY MEDIA CORPORATION               168

13.1.4.1  Business overview 168

13.1.4.2  Solutions/Services offered  170

13.1.4.3  Recent developments           170

13.1.4.3.1                Deals      170

13.1.5      ENDEAVOR OPERATING COMPANY, LLC               171

13.1.5.1  Business overview 171

13.1.5.2  Solutions/Services offered  172

13.1.5.3  Recent developments           172

13.1.5.3.1                Deals      172

13.1.6      SAVVY GAMES GROUP   174

13.1.6.1  Business overview 174

13.1.6.2  Solutions/Services offered  175

13.1.6.3  Recent developments           175

13.1.6.3.1                Deals      175

13.1.7      TWITCH INTERACTIVE, INC.       177

13.1.7.1  Business overview 177

13.1.7.2  Solutions/Services offered  178

13.1.8      CIRQUE DU SOLEIL         179

13.1.8.1  Business overview 179

13.1.8.2  Solutions/Services offered  180

13.1.8.3  Recent developments           180

13.1.8.3.1                Solution/Service launches  180

13.1.8.3.2                Deals      181

13.1.9      DISNEY 182

13.1.9.1  Business overview 182

13.1.9.2  Solutions/Services offered  184

13.1.9.3  Recent developments           184

13.1.9.3.1                Deals      184

13.1.9.3.2                Other developments             185

13.1.10   MSG ENTERTAINMENT HOLDINGS, LLC                186

13.1.10.1                 Business overview 186

13.1.10.2                 Solutions/Services offered  187

13.1.10.3                 Recent developments           188

13.1.10.3.1             Deals      188

13.1.11   HYBE     189

13.1.11.1                 Business overview 189

13.1.11.2                 Solutions/Services offered  190

13.1.12   SPOTIFY TECHNOLOGY S.A.       191

13.1.12.1                 Business overview 191

13.1.12.2                 Solutions/Services offered  192

14            APPENDIX           193

14.1         INSIGHTS FROM INDUSTRY EXPERTS     193

14.2         DISCUSSION GUIDE        194

14.3         KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL                196

14.4         CUSTOMIZATION OPTIONS        198

14.5         RELATED REPORTS         198

14.6         AUTHOR DETAILS           199

LIST OF TABLES

TABLE 1                INCLUDED AND EXCLUDED SEGMENTS                 19

TABLE 2                KEY SECONDARY SOURCES         23

TABLE 3                KEY PARTICIPANTS IN PRIMARY INTERVIEWS                 24

TABLE 4                RISK FACTOR ANALYSIS                33

TABLE 5                ROLE OF COMPANIES IN LIVE ENTERTAINMENT ECOSYSTEM       53

TABLE 6                CASE STUDY 1: LEVERAGING XR AND VIRTUAL AVATARS IN ABBA VOYAGE TO DELIVER FUTURISTIC AND EMOTIONALLY IMMERSIVE CONCERT EXPERIENCE       55

TABLE 7                CASE STUDY 2: REPLACING FIREWORKS WITH DRONE LIGHT SHOWS IN

OLYMPICS TO REDUCE ENVIRONMENTAL FOOTPRINT 56

TABLE 8                CASE STUDY 3: IMPLEMENTING WRAP-AROUND LED SCREEN AT SPHERE TO ENHANCE AUDIENCE INTERACTION AND OFFER IMMERSIVE EXPERIENCE      57

TABLE 9                CASE STUDY 4: DEPLOYING AI-POWERED REAL-TIME CROWD ANALYTICS AT O2 ARENA TO ENSURE VENUE SAFETY AND IMPROVE PLACEMENT OF SERVICES           58

TABLE 10              CASE STUDY 5: EMPLOYING NFTS AND BLOCKCHAIN TICKETING MODEL AT COACHELLA TO AVOID COUNTERFEITING, DUPLICATION, AND SCALPING ISSUES                 59

TABLE 11              CASE STUDY 6: MERGING PHYSICAL SHOWS WITH IMMERSIVE VIRTUAL EXPERIENCES THROUGH BLACKPINK’S HYBRID CONCERT MODEL             60

TABLE 12              CASE STUDY 7: TRANSFORMING GAMING PLATFORM INTO LIVE MUSIC

VENUE AT FORTNITE CONCERT TO STRENGTHEN BOND BETWEEN GAMING

AND MUSIC CULTURE   60

TABLE 13              LIVE ENTERTAINMENT MARKET: REGULATIONS  61

TABLE 14              NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  62

TABLE 15              EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  63

TABLE 16              ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  64

TABLE 17              ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,

AND OTHER ORGANIZATIONS  65

TABLE 18              LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021–2024 (USD BILLION)               88

TABLE 19              LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025–2030 (USD BILLION)               89

TABLE 20              MUSIC CONCERTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY,

2021–2024 (USD BILLION)             91

TABLE 21              MUSIC CONCERTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY,

2025–2030 (USD BILLION)             92

TABLE 22              SPORTS EVENTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY,

2021–2024 (USD BILLION)             94

TABLE 23              SPORTS EVENTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY,

2025–2030 (USD BILLION)             95

TABLE 24              E-SPORTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY,

2021–2024 (USD BILLION)             97

TABLE 25              E-SPORTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY,

2025–2030 (USD BILLION)             97

TABLE 26              THEATERS & MUSICALS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY,

2021–2024 (USD BILLION)             98

TABLE 27              THEATERS & MUSICALS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY,

2025–2030 (USD BILLION)             99

TABLE 28              LIVE ENTERTAINMENT MARKET, BY STREAMING TYPE, 2021–2024 (USD BILLION)      101

TABLE 29              LIVE ENTERTAINMENT MARKET, BY STREAMING TYPE, 2025–2030 (USD BILLION)      102

TABLE 30              LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2021–2024 (USD BILLION) 106

TABLE 31              LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2025–2030 (USD BILLION) 106

TABLE 32              NORTH AMERICA: LIVE ENTERTAINMENT MARKET, BY COUNTRY,

2021–2024 (USD BILLION)             108

TABLE 33              NORTH AMERICA: LIVE ENTERTAINMENT MARKET, BY COUNTRY,

2025–2030 (USD BILLION)             109

TABLE 34              NORTH AMERICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             109

TABLE 35              NORTH AMERICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             109

TABLE 36              US: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021–2024 (USD BILLION)               111

TABLE 37              US: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025–2030 (USD BILLION)               111

TABLE 38              CANADA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             113

TABLE 39              CANADA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             113

TABLE 40              MEXICO: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             114

TABLE 41              MEXICO: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             114

TABLE 42              EUROPE: LIVE ENTERTAINMENT MARKET, BY COUNTRY,

2021–2024 (USD BILLION)             117

TABLE 43              EUROPE: LIVE ENTERTAINMENT MARKET, BY COUNTRY,

2025–2030 (USD BILLION)             117

TABLE 44              EUROPE: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             117

TABLE 45              EUROPE: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             118

TABLE 46              GERMANY: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             119

TABLE 47              GERMANY: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             119

TABLE 48              UK: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021–2024 (USD BILLION)               120

TABLE 49              UK: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025–2030 (USD BILLION)               120

TABLE 50              ITALY: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             121

TABLE 51              ITALY: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             122

TABLE 52              REST OF EUROPE: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             123

TABLE 53              REST OF EUROPE: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             123

TABLE 54              CHINA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             125

TABLE 55              CHINA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             125

TABLE 56              ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY COUNTRY,

2021–2024 (USD BILLION)             127

TABLE 57              ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY COUNTRY,

2025–2030 (USD BILLION)             128

TABLE 58              ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             128

TABLE 59              ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             128

TABLE 60              JAPAN: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             130

TABLE 61              JAPAN: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             130

TABLE 62              SOUTH KOREA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             131

TABLE 63              SOUTH KOREA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             131

TABLE 64              INDIA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             132

TABLE 65              INDIA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             133

TABLE 66              REST OF ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             133

TABLE 67              REST OF ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             134

TABLE 68              ROW: LIVE ENTERTAINMENT MARKET, BY REGION, 2021–2024 (USD BILLION)           135

TABLE 69              ROW: LIVE ENTERTAINMENT MARKET, BY REGION, 2025–2030 (USD BILLION)           135

TABLE 70              ROW: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             135

TABLE 71              ROW: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             136

TABLE 72              LATIN AMERICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             137

TABLE 73              LATIN AMERICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             137

TABLE 74              MIDDLE EAST & AFRICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2021–2024 (USD BILLION)             139

TABLE 75              MIDDLE EAST & AFRICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION,

2025–2030 (USD BILLION)             139

TABLE 76              LIVE ENTERTAINMENT MARKET: OVERVIEW OF STRATEGIES ADOPTED

BY KEY PLAYERS, 2023–2025          141

TABLE 77              LIVE ENTERTAINMENT MARKET: DEGREE OF COMPETITION, 2024       144

TABLE 78              LIVE ENTERTAINMENT MARKET: SOLUTION/SERVICE LAUNCHES,

DECEMBER 2023–JUNE 2025          147

TABLE 79              LIVE ENTERTAINMENT MARKET: DEALS, DECEMBER 2023–JUNE 2025          148

TABLE 80              LIVE ENTERTAINMENT MARKET: EXPANSIONS, DECEMBER 2023–JUNE 2025          151

TABLE 81              LIVE ENTERTAINMENT MARKET: OTHER DEVELOPMENTS,

DECEMBER 2023–JUNE 2025          152

TABLE 82              LIVE NATION WORLDWIDE, INC.: COMPANY OVERVIEW          154

TABLE 83              LIVE NATION WORLDWIDE, INC.: SOLUTIONS/SERVICES OFFERED              155

TABLE 84              LIVE NATION WORLDWIDE, INC.: DEALS                 156

TABLE 85              LIVE NATION WORLDWIDE, INC.: OTHER DEVELOPMENTS              157

TABLE 86              AEG: COMPANY OVERVIEW        158

TABLE 87              AEG: SOLUTIONS/SERVICES OFFERED  159

TABLE 88              AEG: DEALS        159

TABLE 89              AEG: EXPANSIONS           161

TABLE 90              AEG: OTHER DEVELOPMENTS  162

TABLE 91              CTS EVENTIM AG & CO. KGAA: COMPANY OVERVIEW          163

TABLE 92              CTS EVENTIM AG & CO. KGAA: SOLUTIONS/SERVICES OFFERED              165

TABLE 93              CTS EVENTIM AG & CO. KGAA: DEALS   165

TABLE 94              CTS EVENTIM AG & CO. KGAA: OTHER DEVELOPMENTS              167

TABLE 95              LIBERTY MEDIA CORPORATION: COMPANY OVERVIEW          168

TABLE 96              LIBERTY MEDIA CORPORATION: SOLUTIONS/SERVICES OFFERED              170

TABLE 97              LIBERTY MEDIA CORPORATION: DEALS                 170

TABLE 98              ENDEAVOR OPERATING COMPANY, LLC: COMPANY OVERVIEW   171

TABLE 99              ENDEAVOR OPERATING COMPANY, LLC: SOLUTIONS/SERVICES OFFERED              172

TABLE 100            ENDEAVOR OPERATING COMPANY, LLC: DEALS                 172

TABLE 101            SAVVY GAMES GROUP: COMPANY OVERVIEW                 174

TABLE 102            SAVVY GAMES GROUP: SOLUTIONS/SERVICES OFFERED             175

TABLE 103            SAVVY GAMES GROUP: DEALS   175

TABLE 104            TWITCH INTERACTIVE, INC.: COMPANY OVERVIEW          177

TABLE 105            TWITCH INTERACTIVE, INC.: SOLUTIONS/SERVICES OFFERED              178

TABLE 106            CIRQUE DU SOLEIL: COMPANY OVERVIEW                 179

TABLE 107            CIRQUE DU SOLEIL: SOLUTIONS/SERVICES OFFERED             180

TABLE 108            CIRQUE DU SOLEIL: SOLUTION/SERVICE LAUNCHES          180

TABLE 109            CIRQUE DU SOLEIL: DEALS         181

TABLE 110            DISNEY: COMPANY OVERVIEW 182

TABLE 111            DISNEY: SOLUTIONS/SERVICES OFFERED                 184

TABLE 112            DISNEY: DEALS 184

TABLE 113            DISNEY: OTHER DEVELOPMENTS            185

TABLE 114            MSG ENTERTAINMENT HOLDINGS, LLC: COMPANY OVERVIEW   186

TABLE 115            MSG ENTERTAINMENT HOLDINGS, LLC: SOLUTIONS/SERVICES OFFERED              187

TABLE 116            MSG ENTERTAINMENT HOLDINGS, LLC: DEALS                 188

TABLE 117            HYBE: COMPANY OVERVIEW      189

TABLE 118            HYBE: SOLUTIONS/SERVICES OFFERED 190

TABLE 119            SPOTIFY TECHNOLOGY S.A.: COMPANY OVERVIEW          191

TABLE 120            SPOTIFY TECHNOLOGY S.A.: SOLUTIONS/SERVICES OFFERED              192

LIST OF FIGURES

FIGURE 1              LIVE ENTERTAINMENT MARKET SEGMENTATION AND REGIONAL SCOPE              19

FIGURE 2              YEARS CONSIDERED FOR STUDY              20

FIGURE 3              LIVE ENTERTAINMENT MARKET: RESEARCH DESIGN                22

FIGURE 4              DATA GATHERED THROUGH PRIMARY SOURCES             25

FIGURE 5              INSIGHTS FROM INDUSTRY EXPERTS     25

FIGURE 6              PRIMARY INTERVIEW BREAKDOWN: BY COMPANY TYPE,

DESIGNATION, AND REGION     26

FIGURE 7              APPROACH 1 (SUPPLY SIDE): REVENUE GENERATED BY KEY SOLUTION/SERVICE PROVIDERS IN LIVE ENTERTAINMENT ECOSYSTEM 28

FIGURE 8              APPROACH 2 (DEMAND SIDE): MARKET ESTIMATION BASED ON REGION              28

FIGURE 9              BOTTOM-UP APPROACH              29

FIGURE 10            TOP-DOWN APPROACH                30

FIGURE 11            DATA TRIANGULATION                31

FIGURE 12            ASSUMPTIONS CONSIDERED     32

FIGURE 13            STUDY LIMITATIONS    32

FIGURE 14            LIVE ENTERTAINMENT MARKET, 2021–2030 (USD BILLION) 35

FIGURE 15            MUSIC CONCERTS SEGMENT TO RECORD HIGHEST CAGR FROM 2025 TO 2030         36

FIGURE 16            REAL-TIME STREAMING SEGMENT TO REGISTER HIGHER CAGR

BETWEEN 2025 AND 2030               36

FIGURE 17            NORTH AMERICA TO ACCOUNT FOR LARGEST SHARE OF

GLOBAL LIVE ENTERTAINMENT MARKET IN 2025             37

FIGURE 18            RISING DEMAND FOR HYBRID AND VIRTUAL CONCERTS WORLDWIDE

TO DRIVE MARKET         38

FIGURE 19            US TO ACCOUNT FOR LARGEST SHARE OF GLOBAL LIVE ENTERTAINMENT

MARKET IN 2025                39

FIGURE 20            NORTH AMERICA TO CAPTURE LARGEST SHARE OF LIVE ENTERTAINMENT

MARKET FOR MUSIC CONCERTS IN 2025                39

FIGURE 21            LIVE ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES,

AND CHALLENGES          40

FIGURE 22            IMPACT OF DRIVERS ON LIVE ENTERTAINMENT MARKET         44

FIGURE 23            IMPACT OF RESTRAINTS ON LIVE ENTERTAINMENT MARKET         45

FIGURE 24            IMPACT OF OPPORTUNITIES ON LIVE ENTERTAINMENT MARKET         47

FIGURE 25            IMPACT OF CHALLENGES ON LIVE ENTERTAINMENT MARKET         49

FIGURE 26            TRENDS/DISRUPTIONS INFLUENCING CUSTOMER BUSINESS   49

FIGURE 27            LIVE ENTERTAINMENT MARKET: SUPPLY CHAIN ANALYSIS              50

FIGURE 28            LIVE ENTERTAINMENT ECOSYSTEM ANALYSIS                 52

FIGURE 29            ADOPTION OF GEN AI IN LIVE ENTERTAINMENT           66

FIGURE 30            VALUE CHAIN ANALYSIS: LIVE ENTERTAINMENT INDUSTRY    78

FIGURE 31            MUSIC CONCERTS TO RECORD HIGHEST CAGR DURING FORECAST PERIOD       88

FIGURE 32            CHINA TO EXHIBIT HIGHEST CAGR IN LIVE ENTERTAINMENT MARKET FOR

MUSIC CONCERTS DURING FORECAST PERIOD 92

FIGURE 33            LIVE ENTERTAINMENT MARKET IN ASIA PACIFIC FOR SPORTS EVENTS TO

GROW AT HIGHEST CAGR DURING FORECAST PERIOD 94

FIGURE 34            REAL-TIME STREAMING SEGMENT TO EXHIBIT HIGHER CAGR

DURING FORECAST PERIOD       101

FIGURE 35            SOUTH KOREA TO RECORD HIGHEST CAGR IN GLOBAL LIVE ENTERTAINMENT MARKET DURING FORECAST PERIOD                105

FIGURE 36            NORTH AMERICA TO ACCOUNT FOR LARGEST MARKET SHARE IN 2025 106

FIGURE 37            SNAPSHOT OF LIVE ENTERTAINMENT MARKET IN NORTH AMERICA       108

FIGURE 38            SNAPSHOT OF LIVE ENTERTAINMENT MARKET IN EUROPE         116

FIGURE 39            SNAPSHOT OF LIVE ENTERTAINMENT MARKET IN ASIA PACIFIC                127

FIGURE 40            REVENUE ANALYSIS OF TOP 5 PLAYERS IN LIVE ENTERTAINMENT

MARKET, 2020–2024          143

FIGURE 41            MARKET SHARE ANALYSIS OF KEY COMPANIES, 2024        144

FIGURE 42            COMPANY VALUATION 146

FIGURE 43            FINANCIAL METRICS (EV/EBITDA)          146

FIGURE 44            LIVE NATION WORLDWIDE, INC.: COMPANY SNAPSHOT          155

FIGURE 45            CTS EVENTIM AG & CO. KGAA: COMPANY SNAPSHOT          164

FIGURE 46            LIBERTY MEDIA CORPORATION: COMPANY SNAPSHOT          169

FIGURE 47            DISNEY: COMPANY SNAPSHOT 183

FIGURE 48            MSG ENTERTAINMENT HOLDINGS, LLC: COMPANY SNAPSHOT   187

FIGURE 49            HYBE: COMPANY SNAPSHOT     190

FIGURE 50            SPOTIFY TECHNOLOGY S.A.: COMPANY SNAPSHOT          192


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