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 Virtual Entertainment Event market is projected to reach US$ 44410 million in 2029, increasing from US$ 124770 million in 2022, with the CAGR of 21.2% during the period of 2023 to 2029.
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, based on historical analysis (2018-2022) and forecast calculation (2023-2029), aims to help readers to get a comprehensive understanding of global Virtual Entertainment Event market with multiple angles, which provides sufficient supports to readers’ strategy and decision making.
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
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
The Virtual Entertainment Event report covers below items:
Chapter 1: Product Basic Information (Definition, Type and Application)
Chapter 2: Global market size, regional market size. Âé¶¹Ô´´ Opportunities and Challenges
Chapter 3: Companies’ Competition Patterns
Chapter 4: Product Type Analysis
Chapter 5: Product Application Analysis
Chapter 6 to 10: Country Level Value Analysis
Chapter 11: Companies’ Outline
Chapter 12: Âé¶¹Ô´´ Conclusions
Chapter 13: Research Methodology and Data Source
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global Virtual Entertainment Event Âé¶¹Ô´´ Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Virtual Magic Show
1.2.3 Virtual Live Concert
1.2.4 Virtual DJ
1.2.5 Virtual Exhibition
1.2.6 Others
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global Virtual Entertainment Event Âé¶¹Ô´´ Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Corporate
1.3.3 Individual
1.3.4 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Virtual Entertainment Event Âé¶¹Ô´´ Perspective (2018-2029)
2.2 Virtual Entertainment Event Growth Trends by Region
2.2.1 Global Virtual Entertainment Event Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 Virtual Entertainment Event Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 Virtual Entertainment Event Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 Virtual Entertainment Event Âé¶¹Ô´´ Dynamics
2.3.1 Virtual Entertainment Event Industry Trends
2.3.2 Virtual Entertainment Event Âé¶¹Ô´´ Drivers
2.3.3 Virtual Entertainment Event Âé¶¹Ô´´ Challenges
2.3.4 Virtual Entertainment Event Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top Virtual Entertainment Event Players by Revenue
3.1.1 Global Top Virtual Entertainment Event Players by Revenue (2018-2023)
3.1.2 Global Virtual Entertainment Event Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global Virtual Entertainment Event Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Virtual Entertainment Event Revenue
3.4 Global Virtual Entertainment Event Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global Virtual Entertainment Event Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Entertainment Event Revenue in 2022
3.5 Virtual Entertainment Event Key Players Head office and Area Served
3.6 Key Players Virtual Entertainment Event Product Solution and Service
3.7 Date of Enter into Virtual Entertainment Event Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual Entertainment Event Breakdown Data by Type
4.1 Global Virtual Entertainment Event Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global Virtual Entertainment Event Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 Virtual Entertainment Event Breakdown Data by Application
5.1 Global Virtual Entertainment Event Historic Âé¶¹Ô´´ Size by Application (2018-2023)
5.2 Global Virtual Entertainment Event Forecasted Âé¶¹Ô´´ Size by Application (2024-2029)
6 North America
6.1 North America Virtual Entertainment Event Âé¶¹Ô´´ Size (2018-2029)
6.2 North America Virtual Entertainment Event Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Virtual Entertainment Event Âé¶¹Ô´´ Size by Country (2018-2023)
6.4 North America Virtual Entertainment Event Âé¶¹Ô´´ Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Virtual Entertainment Event Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe Virtual Entertainment Event Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Virtual Entertainment Event Âé¶¹Ô´´ Size by Country (2018-2023)
7.4 Europe Virtual Entertainment Event Âé¶¹Ô´´ Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Virtual Entertainment Event Âé¶¹Ô´´ Size (2018-2029)
8.2 Asia-Pacific Virtual Entertainment Event Âé¶¹Ô´´ Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Virtual Entertainment Event Âé¶¹Ô´´ Size by Region (2018-2023)
8.4 Asia-Pacific Virtual Entertainment Event Âé¶¹Ô´´ Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Virtual Entertainment Event Âé¶¹Ô´´ Size (2018-2029)
9.2 Latin America Virtual Entertainment Event Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Virtual Entertainment Event Âé¶¹Ô´´ Size by Country (2018-2023)
9.4 Latin America Virtual Entertainment Event Âé¶¹Ô´´ Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Virtual Entertainment Event Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East & Africa Virtual Entertainment Event Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Virtual Entertainment Event Âé¶¹Ô´´ Size by Country (2018-2023)
10.4 Middle East & Africa Virtual Entertainment Event Âé¶¹Ô´´ Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Townscript
11.1.1 Townscript Company Detail
11.1.2 Townscript Business Overview
11.1.3 Townscript Virtual Entertainment Event Introduction
11.1.4 Townscript Revenue in Virtual Entertainment Event Business (2018-2023)
11.1.5 Townscript Recent Development
11.2 Gains Etertainment
11.2.1 Gains Etertainment Company Detail
11.2.2 Gains Etertainment Business Overview
11.2.3 Gains Etertainment Virtual Entertainment Event Introduction
11.2.4 Gains Etertainment Revenue in Virtual Entertainment Event Business (2018-2023)
11.2.5 Gains Etertainment Recent Development
11.3 OnStage Systems
11.3.1 OnStage Systems Company Detail
11.3.2 OnStage Systems Business Overview
11.3.3 OnStage Systems Virtual Entertainment Event Introduction
11.3.4 OnStage Systems Revenue in Virtual Entertainment Event Business (2018-2023)
11.3.5 OnStage Systems Recent Development
11.4 Toshiba
11.4.1 Toshiba Company Detail
11.4.2 Toshiba Business Overview
11.4.3 Toshiba Virtual Entertainment Event Introduction
11.4.4 Toshiba Revenue in Virtual Entertainment Event Business (2018-2023)
11.4.5 Toshiba Recent Development
11.5 Blue Spark
11.5.1 Blue Spark Company Detail
11.5.2 Blue Spark Business Overview
11.5.3 Blue Spark Virtual Entertainment Event Introduction
11.5.4 Blue Spark Revenue in Virtual Entertainment Event Business (2018-2023)
11.5.5 Blue Spark Recent Development
11.6 COREX
11.6.1 COREX Company Detail
11.6.2 COREX Business Overview
11.6.3 COREX Virtual Entertainment Event Introduction
11.6.4 COREX Revenue in Virtual Entertainment Event Business (2018-2023)
11.6.5 COREX Recent Development
11.7 Ubivent
11.7.1 Ubivent Company Detail
11.7.2 Ubivent Business Overview
11.7.3 Ubivent Virtual Entertainment Event Introduction
11.7.4 Ubivent Revenue in Virtual Entertainment Event Business (2018-2023)
11.7.5 Ubivent Recent Development
11.8 Alcatel-Lucent
11.8.1 Alcatel-Lucent Company Detail
11.8.2 Alcatel-Lucent Business Overview
11.8.3 Alcatel-Lucent Virtual Entertainment Event Introduction
11.8.4 Alcatel-Lucent Revenue in Virtual Entertainment Event Business (2018-2023)
11.8.5 Alcatel-Lucent Recent Development
11.9 Zoom Video Communications
11.9.1 Zoom Video Communications Company Detail
11.9.2 Zoom Video Communications Business Overview
11.9.3 Zoom Video Communications Virtual Entertainment Event Introduction
11.9.4 Zoom Video Communications Revenue in Virtual Entertainment Event Business (2018-2023)
11.9.5 Zoom Video Communications Recent Development
11.10 Huawei
11.10.1 Huawei Company Detail
11.10.2 Huawei Business Overview
11.10.3 Huawei Virtual Entertainment Event Introduction
11.10.4 Huawei Revenue in Virtual Entertainment Event Business (2018-2023)
11.10.5 Huawei Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Townscript
Gains Etertainment
OnStage Systems
Toshiba
Blue Spark
COREX
Ubivent
Alcatel-Lucent
Zoom Video Communications
Huawei
Ìý
Ìý
*If Applicable.