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
| 조사회사 | MarketsandMarkets |
| 출판년월 | 2025년7월 |
| 페이지 수 | 200 |
| 도표 수 | 170 |
| 라이센스 | Single User License |
| 가격 | USD 4,950 |
| 구성 | 영문조사보고서 |
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
- 북미
- 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.

“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.

“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.

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