市場調査レポート
商品コード
1777938

ライブエンターテインメントの世界市場:用途別、ストリーミングタイプ別、地域別 - 2030年までの予測

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


出版日
ページ情報
英文 200 Pages
納期
即納可能 即納可能とは
カスタマイズ可能
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=150.39円
ライブエンターテインメントの世界市場:用途別、ストリーミングタイプ別、地域別 - 2030年までの予測
出版日: 2025年07月23日
発行: MarketsandMarkets
ページ情報: 英文 200 Pages
納期: 即納可能 即納可能とは
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

ライブエンターテインメントの市場規模は、2025年の2,029億米ドルから2030年には2,702億9,000万米ドルに成長し、CAGRは5.9%になると予測されています。

没入型・体験型のライブエンターテインメントに対する高い嗜好が、従来のイベント形式を超えたリアルタイムで感情移入できる体験への需要を煽り、ライブエンターテインメント市場の成長を加速させています。

調査範囲
調査対象年 2021年~2030年
基準年 2024年
予測期間 2025年~2030年
検討単位 金額(10億米ドル)
セグメント別 用途別、ストリーミングタイプ別、地域別
対象地域 北米、欧州、アジア太平洋、その他の地域

この勢いは、デジタル・ストリーミング・プラットフォームの急速な拡大によってさらに後押しされ、より幅広いアクセスと世界な視聴者の参加を可能にしています。さらに、AR/VRやパーソナライズされたコンテンツ配信など、ファン中心のインタラクティブ技術の台頭が、ユーザーエンゲージメントとロイヤルティを高めています。音楽、スポーツ、eスポーツのファン層が拡大していることに加え、ハイブリッド・イベント・モデルを通じて収益とリーチを最大化することへの注目が高まっていることが、大きな市場機会を促進しています。しかし、市場は顕著な抑制要因に直面しています。無許可ストリーミングによる収益漏れは、コンテンツの収益化にとって深刻な課題であり、視聴者の断片化とプラットフォームの飽和は、プロバイダーがチャンネルを超えて一貫した視聴者を獲得し、維持することをますます困難にしています。

Live Entertainment Market-IMG1

音楽コンサートは、世界のツアー活動の着実な増加、フェスティバルの観客動員数、ジャンル横断的なファンのロイヤリティによって、2025年には第2位の市場シェアを占めると推定されます。アーティストやプロモーターは、高い演出効果、没入型テクノロジー、限定商品などを活用してライブ体験を向上させ、収益を高めています。また、このセグメントは、ストリーミングによる世界の露出からも利益を得ており、対面パフォーマンスへの期待感を高めています。

リアルタイムストリーミングは、ライブスポーツ、コンサート、eスポーツなどのインタラクティブで没入型のコンテンツに対する需要の高まりにより、予測期間中に最も高いCAGRで成長すると予測されています。北米は、先進的なデジタルインフラ、ライブコンテンツへの高い消費支出、主要なストリーミングプラットフォームとコンテンツクリエーターの優位性により、リアルタイムストリーミングの最大市場として浮上しました。また、アジア太平洋地域は、新興国におけるインターネット普及率とスマートフォン利用率の増加により、力強い成長が見込まれています。

米国は、予測期間を通じて北米のライブエンターテインメント市場を規模と成長の両面でリードするとみられています。最大の市場である米国は、大規模イベントのためのインフラが確立されていること、一人当たりの娯楽支出が高いこと、プロモーター、アーティスト、ストリーミング・プラットフォームのエコシステムが成熟していることなどの利点があります。また、音楽コンサート、スポーツ、演劇など、チケット制イベントの数も多いです。同国は、デジタル統合とハイブリッド・イベント形式の採用が急速に進んでおり、市場拡大をさらに後押ししているため、同地域で最も急成長している地域と位置づけられています。さらに、パンデミック後の体験型エンタテインメントに対する旺盛な需要と大手企業による戦略的投資により、米国の市場リーダーシップは引き続き強化されています。

当レポートでは、世界のライブエンターテインメント市場について調査し、用途別、ストリーミングタイプ別、地域別動向、および市場に参入する企業のプロファイルなどをまとめています。

目次

第1章 イントロダクション

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 重要考察

第5章 市場概要

  • イントロダクション
  • 市場力学
  • 顧客ビジネスに影響を与える動向/混乱
  • サプライチェーン分析
  • エコシステム分析
  • ケーススタディ分析
  • 規制状況
  • AI/生成AIがライブエンターテイメント市場に与える影響

第6章 ライブエンターテイメント業界を変革するテクノロジー

  • イントロダクション
  • AIと自動化
  • 5Gとエッジコンピューティング
  • ブロックチェーン
  • 拡張現実、仮想現実、複合現実
  • モーショントラッキング
  • 触覚技術
  • その他

第7章 ライブエンターテイメント産業のバリューチェーン分析

  • イントロダクション
  • コンテンツ制作
  • ライブプロダクション
  • 配信とストリーミング
  • 視聴体験

第8章 ライブエンターテインメントバリューチェーンにおける視聴体験フェーズ

  • イントロダクション
  • 対面/リアルライブ視聴
  • バーチャル/デジタルライブ視聴
  • 衛星ライブ/ハイブリッド視聴

第9章 ライブエンターテイメント市場(用途別)

  • イントロダクション
  • 音楽コンサート
  • スポーツイベント
  • eスポーツ
  • 劇場とミュージカル

第10章 ライブエンターテイメント市場(ストリーミングタイプ別)

  • イントロダクション
  • リアルタイムストリーミング
  • 事前録画/録画ストリーミング

第11章 ライブエンターテイメント市場(地域別)

  • イントロダクション
  • 北米
    • 北米のマクロ経済見通し
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • 欧州のマクロ経済見通し
    • ドイツ
    • 英国
    • イタリア
    • その他
  • 中国
    • 中国のマクロ経済見通し
    • 都市の豊かさ、プラットフォーム主導のエンゲージメント、そして政府による文化振興が市場成長を加速させる
  • アジア太平洋
    • アジア太平洋のマクロ経済見通し
    • 日本
    • 韓国
    • インド
    • その他
  • その他の地域
    • ROWのマクロ経済見通し
    • ラテンアメリカ
    • 中東・アフリカ

第12章 競合情勢

  • 概要
  • 主要参入企業が採用する戦略(2023年~2025年)
  • 収益分析、2020年~2024年
  • 市場シェア分析、2024年
  • 企業評価と財務指標
  • 競合シナリオ

第13章 企業プロファイル

  • 主要参入企業
    • LIVE NATION WORLDWIDE, INC.
    • AEG
    • CTS EVENTIM AG & CO. KGAA
    • LIBERTY MEDIA CORPORATION
    • ENDEAVOR OPERATING COMPANY, LLC
    • SAVVY GAMES GROUP
    • TWITCH INTERACTIVE, INC.
    • CIRQUE DU SOLEIL
    • DISNEY
    • MSG ENTERTAINMENT HOLDINGS, LLC
    • HYBE
    • SPOTIFY TECHNOLOGY S.A.

第14章 付録

図表

List of Tables

  • TABLE 1 INCLUDED AND EXCLUDED SEGMENTS
  • TABLE 2 KEY SECONDARY SOURCES
  • TABLE 3 KEY PARTICIPANTS IN PRIMARY INTERVIEWS
  • TABLE 4 RISK FACTOR ANALYSIS
  • TABLE 5 ROLE OF COMPANIES IN LIVE ENTERTAINMENT ECOSYSTEM
  • TABLE 6 CASE STUDY 1: LEVERAGING XR AND VIRTUAL AVATARS IN ABBA VOYAGE TO DELIVER FUTURISTIC AND EMOTIONALLY IMMERSIVE CONCERT EXPERIENCE
  • TABLE 7 CASE STUDY 2: REPLACING FIREWORKS WITH DRONE LIGHT SHOWS IN OLYMPICS TO REDUCE ENVIRONMENTAL FOOTPRINT
  • TABLE 8 CASE STUDY 3: IMPLEMENTING WRAP-AROUND LED SCREEN AT SPHERE TO ENHANCE AUDIENCE INTERACTION AND OFFER IMMERSIVE EXPERIENCE
  • TABLE 9 CASE STUDY 4: DEPLOYING AI-POWERED REAL-TIME CROWD ANALYTICS AT O2 ARENA TO ENSURE VENUE SAFETY AND IMPROVE PLACEMENT OF SERVICES
  • TABLE 10 CASE STUDY 5: EMPLOYING NFTS AND BLOCKCHAIN TICKETING MODEL AT COACHELLA TO AVOID COUNTERFEITING, DUPLICATION, AND SCALPING ISSUES
  • TABLE 11 CASE STUDY 6: MERGING PHYSICAL SHOWS WITH IMMERSIVE VIRTUAL EXPERIENCES THROUGH BLACKPINK'S HYBRID CONCERT MODEL
  • TABLE 12 CASE STUDY 7: TRANSFORMING GAMING PLATFORM INTO LIVE MUSIC VENUE AT FORTNITE CONCERT TO STRENGTHEN BOND BETWEEN GAMING AND MUSIC CULTURE
  • TABLE 13 LIVE ENTERTAINMENT MARKET: REGULATIONS
  • TABLE 14 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 15 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 16 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 17 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 18 LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 19 LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 20 MUSIC CONCERTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2021-2024 (USD BILLION)
  • TABLE 21 MUSIC CONCERTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2025-2030 (USD BILLION)
  • TABLE 22 SPORTS EVENTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2021-2024 (USD BILLION)
  • TABLE 23 SPORTS EVENTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2025-2030 (USD BILLION)
  • TABLE 24 E-SPORTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2021-2024 (USD BILLION)
  • TABLE 25 E-SPORTS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2025-2030 (USD BILLION)
  • TABLE 26 THEATERS & MUSICALS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2021-2024 (USD BILLION)
  • TABLE 27 THEATERS & MUSICALS: LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2025-2030 (USD BILLION)
  • TABLE 28 LIVE ENTERTAINMENT MARKET, BY STREAMING TYPE, 2021-2024 (USD BILLION)
  • TABLE 29 LIVE ENTERTAINMENT MARKET, BY STREAMING TYPE, 2025-2030 (USD BILLION)
  • TABLE 30 LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2021-2024 (USD BILLION)
  • TABLE 31 LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY, 2025-2030 (USD BILLION)
  • TABLE 32 NORTH AMERICA: LIVE ENTERTAINMENT MARKET, BY COUNTRY, 2021-2024 (USD BILLION)
  • TABLE 33 NORTH AMERICA: LIVE ENTERTAINMENT MARKET, BY COUNTRY, 2025-2030 (USD BILLION)
  • TABLE 34 NORTH AMERICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 35 NORTH AMERICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 36 US: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 37 US: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 38 CANADA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 39 CANADA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 40 MEXICO: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 41 MEXICO: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 42 EUROPE: LIVE ENTERTAINMENT MARKET, BY COUNTRY, 2021-2024 (USD BILLION)
  • TABLE 43 EUROPE: LIVE ENTERTAINMENT MARKET, BY COUNTRY, 2025-2030 (USD BILLION)
  • TABLE 44 EUROPE: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 45 EUROPE: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 46 GERMANY: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 47 GERMANY: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 48 UK: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 49 UK: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 50 ITALY: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 51 ITALY: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 52 REST OF EUROPE: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 53 REST OF EUROPE: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 54 CHINA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 55 CHINA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 56 ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY COUNTRY, 2021-2024 (USD BILLION)
  • TABLE 57 ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY COUNTRY, 2025-2030 (USD BILLION)
  • TABLE 58 ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 59 ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 60 JAPAN: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 61 JAPAN: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 62 SOUTH KOREA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 63 SOUTH KOREA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 64 INDIA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 65 INDIA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 66 REST OF ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 67 REST OF ASIA PACIFIC: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 68 ROW: LIVE ENTERTAINMENT MARKET, BY REGION, 2021-2024 (USD BILLION)
  • TABLE 69 ROW: LIVE ENTERTAINMENT MARKET, BY REGION, 2025-2030 (USD BILLION)
  • TABLE 70 ROW: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 71 ROW: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 72 LATIN AMERICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 73 LATIN AMERICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 74 MIDDLE EAST & AFRICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2021-2024 (USD BILLION)
  • TABLE 75 MIDDLE EAST & AFRICA: LIVE ENTERTAINMENT MARKET, BY APPLICATION, 2025-2030 (USD BILLION)
  • TABLE 76 LIVE ENTERTAINMENT MARKET: OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, 2023-2025
  • TABLE 77 LIVE ENTERTAINMENT MARKET: DEGREE OF COMPETITION, 2024
  • TABLE 78 LIVE ENTERTAINMENT MARKET: SOLUTION/SERVICE LAUNCHES, DECEMBER 2023-JUNE 2025
  • TABLE 79 LIVE ENTERTAINMENT MARKET: DEALS, DECEMBER 2023-JUNE 2025
  • TABLE 80 LIVE ENTERTAINMENT MARKET: EXPANSIONS, DECEMBER 2023-JUNE 2025
  • TABLE 81 LIVE ENTERTAINMENT MARKET: OTHER DEVELOPMENTS, DECEMBER 2023-JUNE 2025
  • TABLE 82 LIVE NATION WORLDWIDE, INC.: COMPANY OVERVIEW
  • TABLE 83 LIVE NATION WORLDWIDE, INC.: SOLUTIONS/SERVICES OFFERED
  • TABLE 84 LIVE NATION WORLDWIDE, INC.: DEALS
  • TABLE 85 LIVE NATION WORLDWIDE, INC.: OTHER DEVELOPMENTS
  • TABLE 86 AEG: COMPANY OVERVIEW
  • TABLE 87 AEG: SOLUTIONS/SERVICES OFFERED
  • TABLE 88 AEG: DEALS
  • TABLE 89 AEG: EXPANSIONS
  • TABLE 90 AEG: OTHER DEVELOPMENTS
  • TABLE 91 CTS EVENTIM AG & CO. KGAA: COMPANY OVERVIEW
  • TABLE 92 CTS EVENTIM AG & CO. KGAA: SOLUTIONS/SERVICES OFFERED
  • TABLE 93 CTS EVENTIM AG & CO. KGAA: DEALS
  • TABLE 94 CTS EVENTIM AG & CO. KGAA: OTHER DEVELOPMENTS
  • TABLE 95 LIBERTY MEDIA CORPORATION: COMPANY OVERVIEW
  • TABLE 96 LIBERTY MEDIA CORPORATION: SOLUTIONS/SERVICES OFFERED
  • TABLE 97 LIBERTY MEDIA CORPORATION: DEALS
  • TABLE 98 ENDEAVOR OPERATING COMPANY, LLC: COMPANY OVERVIEW
  • TABLE 99 ENDEAVOR OPERATING COMPANY, LLC: SOLUTIONS/SERVICES OFFERED
  • TABLE 100 ENDEAVOR OPERATING COMPANY, LLC: DEALS
  • TABLE 101 SAVVY GAMES GROUP: COMPANY OVERVIEW
  • TABLE 102 SAVVY GAMES GROUP: SOLUTIONS/SERVICES OFFERED
  • TABLE 103 SAVVY GAMES GROUP: DEALS
  • TABLE 104 TWITCH INTERACTIVE, INC.: COMPANY OVERVIEW
  • TABLE 105 TWITCH INTERACTIVE, INC.: SOLUTIONS/SERVICES OFFERED
  • TABLE 106 CIRQUE DU SOLEIL: COMPANY OVERVIEW
  • TABLE 107 CIRQUE DU SOLEIL: SOLUTIONS/SERVICES OFFERED
  • TABLE 108 CIRQUE DU SOLEIL: SOLUTION/SERVICE LAUNCHES
  • TABLE 109 CIRQUE DU SOLEIL: DEALS
  • TABLE 110 DISNEY: COMPANY OVERVIEW
  • TABLE 111 DISNEY: SOLUTIONS/SERVICES OFFERED
  • TABLE 112 DISNEY: DEALS
  • TABLE 113 DISNEY: OTHER DEVELOPMENTS
  • TABLE 114 MSG ENTERTAINMENT HOLDINGS, LLC: COMPANY OVERVIEW
  • TABLE 115 MSG ENTERTAINMENT HOLDINGS, LLC: SOLUTIONS/SERVICES OFFERED
  • TABLE 116 MSG ENTERTAINMENT HOLDINGS, LLC: DEALS
  • TABLE 117 HYBE: COMPANY OVERVIEW
  • TABLE 118 HYBE: SOLUTIONS/SERVICES OFFERED
  • TABLE 119 SPOTIFY TECHNOLOGY S.A.: COMPANY OVERVIEW
  • TABLE 120 SPOTIFY TECHNOLOGY S.A.: SOLUTIONS/SERVICES OFFERED

List of Figures

  • FIGURE 1 LIVE ENTERTAINMENT MARKET SEGMENTATION AND REGIONAL SCOPE
  • FIGURE 2 YEARS CONSIDERED FOR STUDY
  • FIGURE 3 LIVE ENTERTAINMENT MARKET: RESEARCH DESIGN
  • FIGURE 4 DATA GATHERED THROUGH PRIMARY SOURCES
  • FIGURE 5 INSIGHTS FROM INDUSTRY EXPERTS
  • FIGURE 6 PRIMARY INTERVIEW BREAKDOWN: BY COMPANY TYPE, DESIGNATION, AND REGION
  • FIGURE 7 APPROACH 1 (SUPPLY SIDE): REVENUE GENERATED BY KEY SOLUTION/SERVICE PROVIDERS IN LIVE ENTERTAINMENT ECOSYSTEM
  • FIGURE 8 APPROACH 2 (DEMAND SIDE): MARKET ESTIMATION BASED ON REGION
  • FIGURE 9 BOTTOM-UP APPROACH
  • FIGURE 10 TOP-DOWN APPROACH
  • FIGURE 11 DATA TRIANGULATION
  • FIGURE 12 ASSUMPTIONS CONSIDERED
  • FIGURE 13 STUDY LIMITATIONS
  • FIGURE 14 LIVE ENTERTAINMENT MARKET, 2021-2030 (USD BILLION)
  • FIGURE 15 MUSIC CONCERTS SEGMENT TO RECORD HIGHEST CAGR FROM 2025 TO 2030
  • FIGURE 16 REAL-TIME STREAMING SEGMENT TO REGISTER HIGHER CAGR BETWEEN 2025 AND 2030
  • FIGURE 17 NORTH AMERICA TO ACCOUNT FOR LARGEST SHARE OF GLOBAL LIVE ENTERTAINMENT MARKET IN 2025
  • FIGURE 18 RISING DEMAND FOR HYBRID AND VIRTUAL CONCERTS WORLDWIDE TO DRIVE MARKET
  • FIGURE 19 US TO ACCOUNT FOR LARGEST SHARE OF GLOBAL LIVE ENTERTAINMENT MARKET IN 2025
  • FIGURE 20 NORTH AMERICA TO CAPTURE LARGEST SHARE OF LIVE ENTERTAINMENT MARKET FOR MUSIC CONCERTS IN 2025
  • FIGURE 21 LIVE ENTERTAINMENT MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 22 IMPACT OF DRIVERS ON LIVE ENTERTAINMENT MARKET
  • FIGURE 23 IMPACT OF RESTRAINTS ON LIVE ENTERTAINMENT MARKET
  • FIGURE 24 IMPACT OF OPPORTUNITIES ON LIVE ENTERTAINMENT MARKET
  • FIGURE 25 IMPACT OF CHALLENGES ON LIVE ENTERTAINMENT MARKET
  • FIGURE 26 TRENDS/DISRUPTIONS INFLUENCING CUSTOMER BUSINESS
  • FIGURE 27 LIVE ENTERTAINMENT MARKET: SUPPLY CHAIN ANALYSIS
  • FIGURE 28 LIVE ENTERTAINMENT ECOSYSTEM ANALYSIS
  • FIGURE 29 ADOPTION OF GEN AI IN LIVE ENTERTAINMENT
  • FIGURE 30 VALUE CHAIN ANALYSIS: LIVE ENTERTAINMENT INDUSTRY
  • FIGURE 31 MUSIC CONCERTS TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 32 CHINA TO EXHIBIT HIGHEST CAGR IN LIVE ENTERTAINMENT MARKET FOR MUSIC CONCERTS DURING FORECAST PERIOD
  • FIGURE 33 LIVE ENTERTAINMENT MARKET IN ASIA PACIFIC FOR SPORTS EVENTS TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 34 REAL-TIME STREAMING SEGMENT TO EXHIBIT HIGHER CAGR DURING FORECAST PERIOD
  • FIGURE 35 SOUTH KOREA TO RECORD HIGHEST CAGR IN GLOBAL LIVE ENTERTAINMENT MARKET DURING FORECAST PERIOD
  • FIGURE 36 NORTH AMERICA TO ACCOUNT FOR LARGEST MARKET SHARE IN 2025
  • FIGURE 37 SNAPSHOT OF LIVE ENTERTAINMENT MARKET IN NORTH AMERICA
  • FIGURE 38 SNAPSHOT OF LIVE ENTERTAINMENT MARKET IN EUROPE
  • FIGURE 39 SNAPSHOT OF LIVE ENTERTAINMENT MARKET IN ASIA PACIFIC
  • FIGURE 40 REVENUE ANALYSIS OF TOP 5 PLAYERS IN LIVE ENTERTAINMENT MARKET, 2020-2024
  • FIGURE 41 MARKET SHARE ANALYSIS OF KEY COMPANIES, 2024
  • FIGURE 42 COMPANY VALUATION
  • FIGURE 43 FINANCIAL METRICS (EV/EBITDA)
  • FIGURE 44 LIVE NATION WORLDWIDE, INC.: COMPANY SNAPSHOT
  • FIGURE 45 CTS EVENTIM AG & CO. KGAA: COMPANY SNAPSHOT
  • FIGURE 46 LIBERTY MEDIA CORPORATION: COMPANY SNAPSHOT
  • FIGURE 47 DISNEY: COMPANY SNAPSHOT
  • FIGURE 48 MSG ENTERTAINMENT HOLDINGS, LLC: COMPANY SNAPSHOT
  • FIGURE 49 HYBE: COMPANY SNAPSHOT
  • FIGURE 50 SPOTIFY TECHNOLOGY S.A.: COMPANY SNAPSHOT
目次
Product Code: SE 9459

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.

Scope of the Report
Years Considered for the Study2021-2030
Base Year2024
Forecast Period2025-2030
Units ConsideredValue (USD Billion)
SegmentsBy streaming type, application and region
Regions coveredNorth America, Europe, APAC, RoW

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.

Live Entertainment Market - IMG1

"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

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
  • 1.3 STUDY SCOPE
    • 1.3.1 MARKETS COVERED AND REGIONAL SCOPE
    • 1.3.2 INCLUSIONS AND EXCLUSIONS
    • 1.3.3 YEARS CONSIDERED
  • 1.4 CURRENCY CONSIDERED
  • 1.5 LIMITATIONS
  • 1.6 STAKEHOLDERS

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • 2.1.1 SECONDARY DATA
      • 2.1.1.1 Major secondary sources
      • 2.1.1.2 Key data from secondary sources
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 List of primary interview participants
      • 2.1.2.2 Key data from primary sources
      • 2.1.2.3 Key industry insights
      • 2.1.2.4 Breakdown of primary interviews
    • 2.1.3 SECONDARY AND PRIMARY RESEARCH
  • 2.2 MARKET SIZE ESTIMATION
    • 2.2.1 BOTTOM-UP APPROACH
      • 2.2.1.1 Approach to estimate market size using bottom-up approach
    • 2.2.2 TOP-DOWN APPROACH
      • 2.2.2.1 Approach to estimate market size using top-down approach
  • 2.3 DATA TRIANGULATION
  • 2.4 RESEARCH ASSUMPTIONS
  • 2.5 RESEARCH LIMITATIONS
  • 2.6 RISK ASSESSMENT

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN LIVE ENTERTAINMENT MARKET
  • 4.2 LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY
  • 4.3 LIVE ENTERTAINMENT MARKET FOR MUSIC CONCERTS, BY GEOGRAPHY

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • 5.2.1 DRIVERS
      • 5.2.1.1 High preference for immersive and experiential live entertainment
      • 5.2.1.2 Rapid expansion of digital streaming platforms
      • 5.2.1.3 Rise of fan-centric and interactive technologies
      • 5.2.1.4 Growing fan base for music, sports, and e-sports
      • 5.2.1.5 Rising focus on maximizing revenue and reach through hybrid event models
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 Revenue leakage due to unauthorized streaming
      • 5.2.2.2 Audience fragmentation and platform saturation
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Application of Web3 and blockchain technologies in live entertainment
      • 5.2.3.2 Development of sustainable and eco-friendly event models
      • 5.2.3.3 Expansion of live entertainment industry into untapped regional markets
    • 5.2.4 CHALLENGES
      • 5.2.4.1 High complexity and expenses associated with hybrid models
      • 5.2.4.2 Technology gaps and infrastructure limitations in emerging markets
  • 5.3 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.4 SUPPLY CHAIN ANALYSIS
  • 5.5 ECOSYSTEM ANALYSIS
  • 5.6 CASE STUDY ANALYSIS
  • 5.7 REGULATORY LANDSCAPE
    • 5.7.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • 5.8 IMPACT OF AI/GEN AI ON LIVE ENTERTAINMENT MARKET
    • 5.8.1 INTRODUCTION
    • 5.8.2 USE OF GEN AI IN LIVE ENTERTAINMENT
    • 5.8.3 IMPACT ON LIVE ENTERTAINMENT MARKET

6 TECHNOLOGIES TRANSFORMING LIVE ENTERTAINMENT INDUSTRY

  • 6.1 INTRODUCTION
  • 6.2 AI & AUTOMATION
    • 6.2.1 ENHANCING PERSONALIZATION AND OPERATIONAL EFFICIENCY
  • 6.3 5G AND EDGE COMPUTING
    • 6.3.1 REVOLUTIONIZING REAL-TIME STREAMING AND INTERACTIVITY
  • 6.4 BLOCKCHAIN
    • 6.4.1 ENHANCING SECURITY AND TRANSPARENCY IN LIVE ENTERTAINMENT
  • 6.5 AUGMENTED REALITY, VIRTUAL REALITY, AND MIXED REALITY
    • 6.5.1 IMMERSING AUDIENCES IN FUTURE OF LIVE ENTERTAINMENT
  • 6.6 MOTION TRACKING
    • 6.6.1 ENABLING REAL-TIME INTERACTION AND ENHANCED IMMERSION
  • 6.7 HAPTIC TECHNOLOGY
    • 6.7.1 ADDING SENSORY DIMENSION TO LIVE ENTERTAINMENT
  • 6.8 OTHER TECHNOLOGIES

7 VALUE CHAIN ANALYSIS FOR LIVE ENTERTAINMENT INDUSTRY

  • 7.1 INTRODUCTION
  • 7.2 CONTENT CREATION
    • 7.2.1 RISE OF IMMERSIVE AND PERSONALIZED EXPERIENCES
  • 7.3 LIVE PRODUCTION
    • 7.3.1 INTRODUCTION OF AUTOMATION AND SMART PRODUCTION SYSTEMS
  • 7.4 DISTRIBUTION AND STREAMING
    • 7.4.1 ACCELERATION OF HYBRID AND DIRECT-TO-CONSUMER MODELS
  • 7.5 VIEWING EXPERIENCE
    • 7.5.1 DEMAND FOR INTERACTIVITY AND IMMERSION

8 VIEWING EXPERIENCE PHASE IN LIVE ENTERTAINMENT VALUE CHAIN

  • 8.1 INTRODUCTION
  • 8.2 IN-PERSON/REAL LIVE VIEWING
    • 8.2.1 EXPERIENTIAL DEMAND SURGE IN POST-DIGITAL FATIGUE ERA
  • 8.3 VIRTUAL/DIGITAL LIVE VIEWING
    • 8.3.1 IMMERSIVE DIGITAL WORLDS AND BORDERLESS PARTICIPATION
  • 8.4 SATELLITE LIVE/HYBRID VIEWING
    • 8.4.1 HIGH-FIDELITY REACH AND GLOBAL SYNCHRONIZATION

9 LIVE ENTERTAINMENT MARKET, BY APPLICATION

  • 9.1 INTRODUCTION
  • 9.2 MUSIC CONCERTS
    • 9.2.1 ENHANCING CONCERT ACCESSIBILITY THROUGH STREAMING AND SOCIAL PLATFORMS TO BOOST SEGMENTAL GROWTH
  • 9.3 SPORTS EVENTS
    • 9.3.1 GROWING FAN ENGAGEMENT THROUGH IMMERSIVE IN-STADIUM EXPERIENCES TO DRIVE MARKET
  • 9.4 E-SPORTS
    • 9.4.1 RISING DIGITAL CONSUMPTION AND COMPETITIVE GAMING CULTURE AMONG YOUTHS TO SUPPORT MARKET GROWTH
  • 9.5 THEATERS & MUSICALS
    • 9.5.1 DEMAND FOR CULTURALLY RICH, STORYTELLING-BASED LIVE EXPERIENCES TO FUEL SEGMENTAL GROWTH

10 LIVE ENTERTAINMENT MARKET, BY STREAMING TYPE

  • 10.1 INTRODUCTION
  • 10.2 REAL-TIME STREAMING
    • 10.2.1 COMMERCIAL EVOLUTION OF DIGITAL ENTERTAINMENT TO BOOST SEGMENTAL GROWTH
  • 10.3 PRE-RECORDED/RECORDED STREAMING
    • 10.3.1 MULTI-PLATFORM DISTRIBUTION VALUE TO MAXIMIZE PRE-RECORDED CONTENT ACCESSIBILITY

11 LIVE ENTERTAINMENT MARKET, BY GEOGRAPHY

  • 11.1 INTRODUCTION
  • 11.2 NORTH AMERICA
    • 11.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA
    • 11.2.2 US
      • 11.2.2.1 Robust consumer spending and diversified event ecosystem to drive market
    • 11.2.3 CANADA
      • 11.2.3.1 Private-sector investments in venue expansion and touring infrastructure projects to fuel market growth
    • 11.2.4 MEXICO
      • 11.2.4.1 Cultural tradition of community-centered celebrations to foster market growth
  • 11.3 EUROPE
    • 11.3.1 MACROECONOMIC OUTLOOK FOR EUROPE
    • 11.3.2 GERMANY
      • 11.3.2.1 Strong infrastructure and deep-rooted music & festival culture to support market growth
    • 11.3.3 UK
      • 11.3.3.1 High per capita event spending and developments in ticketing and digital monetization to contribute to market growth
    • 11.3.4 ITALY
      • 11.3.4.1 Heritage venues and tourism-fueled demand to create opportunities
    • 11.3.5 REST OF EUROPE
  • 11.4 CHINA
    • 11.4.1 MACROECONOMIC OUTLOOK FOR CHINA
    • 11.4.2 URBAN AFFLUENCE, PLATFORM-LED ENGAGEMENT, AND GOVERNMENT CULTURAL PROMOTION TO ACCELERATE MARKET GROWTH
  • 11.5 ASIA PACIFIC
    • 11.5.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
    • 11.5.2 JAPAN
      • 11.5.2.1 Strong base of consumers willing to pay for immersive, premium experiences to drive market
    • 11.5.3 SOUTH KOREA
      • 11.5.3.1 Digitally native audience and high-tech integration in entertainment experiences to spur demand
    • 11.5.4 INDIA
      • 11.5.4.1 Expanding youth demographic and mobile-first digital consumption to stimulate market growth
    • 11.5.5 REST OF ASIA PACIFIC
  • 11.6 ROW
    • 11.6.1 MACROECONOMIC OUTLOOK FOR ROW
    • 11.6.2 LATIN AMERICA
      • 11.6.2.1 Rising adoption of digital platforms for ticketing and growing international tours to spur demand
    • 11.6.3 MIDDLE EAST & AFRICA
      • 11.6.3.1 Government-led investments and liberalization of entertainment sector to drive market

12 COMPETITIVE LANDSCAPE

  • 12.1 OVERVIEW
  • 12.2 STRATEGIES ADOPTED BY KEY PLAYERS, 2023-2025
  • 12.3 REVENUE ANALYSIS, 2020-2024
  • 12.4 MARKET SHARE ANALYSIS, 2024
  • 12.5 COMPANY VALUATION AND FINANCIAL METRICS
  • 12.6 COMPETITIVE SCENARIO
    • 12.6.1 SOLUTION/SERVICE LAUNCHES
      • 12.6.1.1 Deals
      • 12.6.1.2 Expansions
      • 12.6.1.3 Other developments

13 COMPANY PROFILES

  • 13.1 KEY PLAYERS
    • 13.1.1 LIVE NATION WORLDWIDE, INC.
      • 13.1.1.1 Business overview
      • 13.1.1.2 Solutions/Services offered
      • 13.1.1.3 Recent developments
        • 13.1.1.3.1 Deals
        • 13.1.1.3.2 Other developments
    • 13.1.2 AEG
      • 13.1.2.1 Business overview
      • 13.1.2.2 Solutions/Services offered
      • 13.1.2.3 Recent developments
        • 13.1.2.3.1 Deals
        • 13.1.2.3.2 Expansions
        • 13.1.2.3.3 Other developments
    • 13.1.3 CTS EVENTIM AG & CO. KGAA
      • 13.1.3.1 Business overview
      • 13.1.3.2 Solutions/Services offered
      • 13.1.3.3 Recent developments
        • 13.1.3.3.1 Deals
        • 13.1.3.3.2 Other developments
    • 13.1.4 LIBERTY MEDIA CORPORATION
      • 13.1.4.1 Business overview
      • 13.1.4.2 Solutions/Services offered
      • 13.1.4.3 Recent developments
        • 13.1.4.3.1 Deals
    • 13.1.5 ENDEAVOR OPERATING COMPANY, LLC
      • 13.1.5.1 Business overview
      • 13.1.5.2 Solutions/Services offered
      • 13.1.5.3 Recent developments
        • 13.1.5.3.1 Deals
    • 13.1.6 SAVVY GAMES GROUP
      • 13.1.6.1 Business overview
      • 13.1.6.2 Solutions/Services offered
      • 13.1.6.3 Recent developments
        • 13.1.6.3.1 Deals
    • 13.1.7 TWITCH INTERACTIVE, INC.
      • 13.1.7.1 Business overview
      • 13.1.7.2 Solutions/Services offered
    • 13.1.8 CIRQUE DU SOLEIL
      • 13.1.8.1 Business overview
      • 13.1.8.2 Solutions/Services offered
      • 13.1.8.3 Recent developments
        • 13.1.8.3.1 Solution/Service launches
        • 13.1.8.3.2 Deals
    • 13.1.9 DISNEY
      • 13.1.9.1 Business overview
      • 13.1.9.2 Solutions/Services offered
      • 13.1.9.3 Recent developments
        • 13.1.9.3.1 Deals
        • 13.1.9.3.2 Other developments
    • 13.1.10 MSG ENTERTAINMENT HOLDINGS, LLC
      • 13.1.10.1 Business overview
      • 13.1.10.2 Solutions/Services offered
      • 13.1.10.3 Recent developments
        • 13.1.10.3.1 Deals
    • 13.1.11 HYBE
      • 13.1.11.1 Business overview
      • 13.1.11.2 Solutions/Services offered
    • 13.1.12 SPOTIFY TECHNOLOGY S.A.
      • 13.1.12.1 Business overview
      • 13.1.12.2 Solutions/Services offered

14 APPENDIX

  • 14.1 INSIGHTS FROM INDUSTRY EXPERTS
  • 14.2 DISCUSSION GUIDE
  • 14.3 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 14.4 CUSTOMIZATION OPTIONS
  • 14.5 RELATED REPORTS
  • 14.6 AUTHOR DETAILS