
A virtual entertainment event is an online or digital gathering that provides participants with engaging and interactive entertainment experiences, typically through the use of technology and the internet. These events aim to replicate the enjoyment and social interaction of traditional in-person entertainment events, such as concerts, festivals, conferences, and performances, in a virtual or digital environment. Virtual entertainment events have gained prominence due to the increasing availability of high-speed internet, advanced streaming platforms, and the need for remote engagement, especially in situations where physical gatherings are restricted or limited.
The global market for Virtual Entertainment Event was estimated to be worth US$ 124770 million in 2023 and is forecast to a readjusted size of US$ 44410 million by 2030 with a CAGR of 21.2% during the forecast period 2024-2030
The trend of combining virtual and in-person elements continues to grow. Hybrid events allow organizers to cater to both remote and on-site audiences, offering a broader reach and flexibility for participants.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Virtual Entertainment Event, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Virtual Entertainment Event by region & country, by Type, and by Application.
The Virtual Entertainment Event market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Entertainment Event.
Market Segmentation
By Company
Townscript
Gains Etertainment
OnStage Systems
Toshiba
Blue Spark
COREX
Ubivent
Alcatel-Lucent
Zoom Video Communications
Huawei
Segment by Type:
Virtual Magic Show
Virtual Live Concert
Virtual DJ
Virtual Exhibition
Others
Segment by Application
Corporate
Individual
Others
By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
U.A.E
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Virtual Entertainment Event manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Virtual Entertainment Event in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Virtual Entertainment Event in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 Market Overview
1.1 Virtual Entertainment Event Product Introduction
1.2 Global Virtual Entertainment Event Market Size Forecast
1.3 Virtual Entertainment Event Market Trends & Drivers
1.3.1 Virtual Entertainment Event Industry Trends
1.3.2 Virtual Entertainment Event Market Drivers & Opportunity
1.3.3 Virtual Entertainment Event Market Challenges
1.3.4 Virtual Entertainment Event Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Virtual Entertainment Event Players Revenue Ranking (2023)
2.2 Global Virtual Entertainment Event Revenue by Company (2019-2024)
2.3 Key Companies Virtual Entertainment Event Manufacturing Base Distribution and Headquarters
2.4 Key Companies Virtual Entertainment Event Product Offered
2.5 Key Companies Time to Begin Mass Production of Virtual Entertainment Event
2.6 Virtual Entertainment Event Market Competitive Analysis
2.6.1 Virtual Entertainment Event Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Virtual Entertainment Event Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Entertainment Event as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Virtual Magic Show
3.1.2 Virtual Live Concert
3.1.3 Virtual DJ
3.1.4 Virtual Exhibition
3.1.5 Others
3.2 Global Virtual Entertainment Event Sales Value by Type
3.2.1 Global Virtual Entertainment Event Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Virtual Entertainment Event Sales Value, by Type (2019-2030)
3.2.3 Global Virtual Entertainment Event Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Corporate
4.1.2 Individual
4.1.3 Others
4.2 Global Virtual Entertainment Event Sales Value by Application
4.2.1 Global Virtual Entertainment Event Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Virtual Entertainment Event Sales Value, by Application (2019-2030)
4.2.3 Global Virtual Entertainment Event Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Virtual Entertainment Event Sales Value by Region
5.1.1 Global Virtual Entertainment Event Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Virtual Entertainment Event Sales Value by Region (2019-2024)
5.1.3 Global Virtual Entertainment Event Sales Value by Region (2025-2030)
5.1.4 Global Virtual Entertainment Event Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Virtual Entertainment Event Sales Value, 2019-2030
5.2.2 North America Virtual Entertainment Event Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Virtual Entertainment Event Sales Value, 2019-2030
5.3.2 Europe Virtual Entertainment Event Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Virtual Entertainment Event Sales Value, 2019-2030
5.4.2 Asia Pacific Virtual Entertainment Event Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Virtual Entertainment Event Sales Value, 2019-2030
5.5.2 South America Virtual Entertainment Event Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Virtual Entertainment Event Sales Value, 2019-2030
5.6.2 Middle East & Africa Virtual Entertainment Event Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Virtual Entertainment Event Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Virtual Entertainment Event Sales Value
6.3 United States
6.3.1 United States Virtual Entertainment Event Sales Value, 2019-2030
6.3.2 United States Virtual Entertainment Event Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Virtual Entertainment Event Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Virtual Entertainment Event Sales Value, 2019-2030
6.4.2 Europe Virtual Entertainment Event Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Virtual Entertainment Event Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Virtual Entertainment Event Sales Value, 2019-2030
6.5.2 China Virtual Entertainment Event Sales Value by Type (%), 2023 VS 2030
6.5.3 China Virtual Entertainment Event Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Virtual Entertainment Event Sales Value, 2019-2030
6.6.2 Japan Virtual Entertainment Event Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Virtual Entertainment Event Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Virtual Entertainment Event Sales Value, 2019-2030
6.7.2 South Korea Virtual Entertainment Event Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Virtual Entertainment Event Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Virtual Entertainment Event Sales Value, 2019-2030
6.8.2 Southeast Asia Virtual Entertainment Event Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Virtual Entertainment Event Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Virtual Entertainment Event Sales Value, 2019-2030
6.9.2 India Virtual Entertainment Event Sales Value by Type (%), 2023 VS 2030
6.9.3 India Virtual Entertainment Event Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Townscript
7.1.1 Townscript Profile
7.1.2 Townscript Main Business
7.1.3 Townscript Virtual Entertainment Event Products, Services and Solutions
7.1.4 Townscript Virtual Entertainment Event Revenue (US$ Million) & (2019-2024)
7.1.5 Townscript Recent Developments
7.2 Gains Etertainment
7.2.1 Gains Etertainment Profile
7.2.2 Gains Etertainment Main Business
7.2.3 Gains Etertainment Virtual Entertainment Event Products, Services and Solutions
7.2.4 Gains Etertainment Virtual Entertainment Event Revenue (US$ Million) & (2019-2024)
7.2.5 Gains Etertainment Recent Developments
7.3 OnStage Systems
7.3.1 OnStage Systems Profile
7.3.2 OnStage Systems Main Business
7.3.3 OnStage Systems Virtual Entertainment Event Products, Services and Solutions
7.3.4 OnStage Systems Virtual Entertainment Event Revenue (US$ Million) & (2019-2024)
7.3.5 Toshiba Recent Developments
7.4 Toshiba
7.4.1 Toshiba Profile
7.4.2 Toshiba Main Business
7.4.3 Toshiba Virtual Entertainment Event Products, Services and Solutions
7.4.4 Toshiba Virtual Entertainment Event Revenue (US$ Million) & (2019-2024)
7.4.5 Toshiba Recent Developments
7.5 Blue Spark
7.5.1 Blue Spark Profile
7.5.2 Blue Spark Main Business
7.5.3 Blue Spark Virtual Entertainment Event Products, Services and Solutions
7.5.4 Blue Spark Virtual Entertainment Event Revenue (US$ Million) & (2019-2024)
7.5.5 Blue Spark Recent Developments
7.6 COREX
7.6.1 COREX Profile
7.6.2 COREX Main Business
7.6.3 COREX Virtual Entertainment Event Products, Services and Solutions
7.6.4 COREX Virtual Entertainment Event Revenue (US$ Million) & (2019-2024)
7.6.5 COREX Recent Developments
7.7 Ubivent
7.7.1 Ubivent Profile
7.7.2 Ubivent Main Business
7.7.3 Ubivent Virtual Entertainment Event Products, Services and Solutions
7.7.4 Ubivent Virtual Entertainment Event Revenue (US$ Million) & (2019-2024)
7.7.5 Ubivent Recent Developments
7.8 Alcatel-Lucent
7.8.1 Alcatel-Lucent Profile
7.8.2 Alcatel-Lucent Main Business
7.8.3 Alcatel-Lucent Virtual Entertainment Event Products, Services and Solutions
7.8.4 Alcatel-Lucent Virtual Entertainment Event Revenue (US$ Million) & (2019-2024)
7.8.5 Alcatel-Lucent Recent Developments
7.9 Zoom Video Communications
7.9.1 Zoom Video Communications Profile
7.9.2 Zoom Video Communications Main Business
7.9.3 Zoom Video Communications Virtual Entertainment Event Products, Services and Solutions
7.9.4 Zoom Video Communications Virtual Entertainment Event Revenue (US$ Million) & (2019-2024)
7.9.5 Zoom Video Communications Recent Developments
7.10 Huawei
7.10.1 Huawei Profile
7.10.2 Huawei Main Business
7.10.3 Huawei Virtual Entertainment Event Products, Services and Solutions
7.10.4 Huawei Virtual Entertainment Event Revenue (US$ Million) & (2019-2024)
7.10.5 Huawei Recent Developments
8 Industry Chain Analysis
8.1 Virtual Entertainment Event Industrial Chain
8.2 Virtual Entertainment Event Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Virtual Entertainment Event Sales Model
8.5.2 Sales Channel
8.5.3 Virtual Entertainment Event Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Townscript
Gains Etertainment
OnStage Systems
Toshiba
Blue Spark
COREX
Ubivent
Alcatel-Lucent
Zoom Video Communications
Huawei
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Ìý
*If Applicable.
