The virtual concert platform market size has grown strongly in recent years. It will grow from $86.85 billion in 2024 to $93.9 billion in 2025 at a compound annual growth rate (CAGR) of 8.1%. The growth during the historic period can be attributed to factors such as the rising demand for immersive digital experiences, growing popularity of live streaming among artists, increasing penetration of high-speed internet and 5G, greater adoption of smart devices and wearables, and the rising integration of blockchain and NFTs in events.
The virtual concert platform market size is expected to see strong growth in the next few years. It will grow to $127.63 billion in 2029 at a compound annual growth rate (CAGR) of 8%. The growth during the forecast period can be attributed to factors such as growing investment in the metaverse and virtual reality spaces, increasing monetization opportunities for artists, rising popularity of global cross-cultural music events, technological advancements in audio-visual quality, and increasing consumer willingness to pay for virtual entertainment. Key trends during this period include advancements in virtual reality (VR) and augmented reality (AR), the integration of blockchain technology, the convergence of technology with social media platforms, developments in 5G connectivity, and advancements in AI and machine learning.
The increasing demand for live entertainment is expected to significantly boost the growth of the virtual concert platform market. Live entertainment refers to performances presented directly to audiences in real-time, and the growing desire for authentic, emotional experiences is a key driver behind this trend. Consumers are increasingly seeking unique, immersive experiences that digital formats often fail to replicate fully. Virtual concert platforms address this demand by allowing artists to perform in real-time across the globe, offering fans interactive and engaging experiences with features such as virtual reality (VR), live streaming, avatar customization, and live chat. For example, in August 2024, the Institute of Contemporary Music Performance reported that in 2023, the UK saw a 33% increase in music tourists, with 19.2 million attendees at live music events compared to the previous year. As the demand for live entertainment grows, virtual concert platforms are expanding their presence and popularity.
Companies in the virtual concert platform market are also focusing on developing advanced technologies, such as virtual avatar platforms, to enable more interactive and immersive digital performances. These platforms allow users to create and control 3D avatars, offering a dynamic presence in virtual environments such as concerts, gaming, and other events. For example, in January 2025, the University of Birmingham launched the Joint Active Music Sessions (JAMS) platform, which uses VR headsets and iPhones to create responsive avatars for musicians to collaborate in real-time. This platform ensures precise synchronization between avatars, addressing latency issues and enhancing musical coordination, which is critical for performances and practices.
In March 2025, Infinite Reality, a US-based 3D technology company, acquired Napster for $207 million. The acquisition aims to transform Napster into an interactive social music platform that emphasizes fan engagement, including virtual concerts and branded 3D spaces. Napster, previously known for its digital music streaming service, is now positioning itself at the forefront of the virtual concert platform market by integrating immersive and social features to enhance fan interaction. This acquisition reflects the growing trend of blending music streaming with live virtual experiences to create more personalized, engaging music platforms.
Major players in the virtual concert platform market are Cisco System Inc., Zoom Video Communications Inc., Twitch Studio, GoTo Group Inc, Cvent Inc., Live Nation Entertainment, Vimeo Inc, OneCause Inc., Whova Inc., 6Connex Inc, Influitive Coorperation, EventX Limited, XRSPACE Inc, Remo Inc., DaCast Inc., Show4me Mobile World Ltd., Eventcube Limited, ESYO GmbH, Journee GmbH, Pheedloop Inc., BlueJeans Network Inc.
North America was the largest region in the virtual concert platform market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in virtual concert platform report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the virtual concert platform market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
A virtual concert platform is an online medium that allows artists to deliver live or pre-recorded performances to a global audience. It integrates interactive elements and immersive technologies to enhance the viewer experience, removing physical and geographical barriers and making live music accessible from anywhere. These platforms also create new monetization opportunities through digital ticketing, merchandise sales, and fan engagement.
The primary types of virtual concert platforms include mobile applications, web-based platforms, and virtual reality (VR) platforms. Mobile applications are smartphone and tablet apps that transform music consumption by enabling on-the-go streaming, purchasing, and interaction with extensive music libraries and live performances. The event types on these platforms include live concerts, music festivals, DJ performances, virtual meet-and-greets, and exclusive releases. Monetization models include ticket sales, subscription fees, sponsorships, and merchandise sales. These platforms are used by various user types, including individual users, artists or musicians, and event organizers.
The virtual concert platform market research report is one of a series of new reports that provides virtual concert platform market statistics, including the virtual concert platform industry global market size, regional shares, competitors with the virtual concert platform market share, detailed virtual concert platform market segments, market trends, and opportunities, and any further data you may need to thrive in the virtual concert platform industry. This virtual concert platform market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The virtual concert platform market consists of revenues earned by entities by providing services such as live streaming of performances, on-demand concerts, tipping and donations, and performance feedback tools. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual concert platform market includes sales of VR headsets, motion capture equipment, haptic feedback devices, streaming, and production hardware. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The virtual concert platform market size is expected to see strong growth in the next few years. It will grow to $127.63 billion in 2029 at a compound annual growth rate (CAGR) of 8%. The growth during the forecast period can be attributed to factors such as growing investment in the metaverse and virtual reality spaces, increasing monetization opportunities for artists, rising popularity of global cross-cultural music events, technological advancements in audio-visual quality, and increasing consumer willingness to pay for virtual entertainment. Key trends during this period include advancements in virtual reality (VR) and augmented reality (AR), the integration of blockchain technology, the convergence of technology with social media platforms, developments in 5G connectivity, and advancements in AI and machine learning.
The increasing demand for live entertainment is expected to significantly boost the growth of the virtual concert platform market. Live entertainment refers to performances presented directly to audiences in real-time, and the growing desire for authentic, emotional experiences is a key driver behind this trend. Consumers are increasingly seeking unique, immersive experiences that digital formats often fail to replicate fully. Virtual concert platforms address this demand by allowing artists to perform in real-time across the globe, offering fans interactive and engaging experiences with features such as virtual reality (VR), live streaming, avatar customization, and live chat. For example, in August 2024, the Institute of Contemporary Music Performance reported that in 2023, the UK saw a 33% increase in music tourists, with 19.2 million attendees at live music events compared to the previous year. As the demand for live entertainment grows, virtual concert platforms are expanding their presence and popularity.
Companies in the virtual concert platform market are also focusing on developing advanced technologies, such as virtual avatar platforms, to enable more interactive and immersive digital performances. These platforms allow users to create and control 3D avatars, offering a dynamic presence in virtual environments such as concerts, gaming, and other events. For example, in January 2025, the University of Birmingham launched the Joint Active Music Sessions (JAMS) platform, which uses VR headsets and iPhones to create responsive avatars for musicians to collaborate in real-time. This platform ensures precise synchronization between avatars, addressing latency issues and enhancing musical coordination, which is critical for performances and practices.
In March 2025, Infinite Reality, a US-based 3D technology company, acquired Napster for $207 million. The acquisition aims to transform Napster into an interactive social music platform that emphasizes fan engagement, including virtual concerts and branded 3D spaces. Napster, previously known for its digital music streaming service, is now positioning itself at the forefront of the virtual concert platform market by integrating immersive and social features to enhance fan interaction. This acquisition reflects the growing trend of blending music streaming with live virtual experiences to create more personalized, engaging music platforms.
Major players in the virtual concert platform market are Cisco System Inc., Zoom Video Communications Inc., Twitch Studio, GoTo Group Inc, Cvent Inc., Live Nation Entertainment, Vimeo Inc, OneCause Inc., Whova Inc., 6Connex Inc, Influitive Coorperation, EventX Limited, XRSPACE Inc, Remo Inc., DaCast Inc., Show4me Mobile World Ltd., Eventcube Limited, ESYO GmbH, Journee GmbH, Pheedloop Inc., BlueJeans Network Inc.
North America was the largest region in the virtual concert platform market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in virtual concert platform report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the virtual concert platform market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
A virtual concert platform is an online medium that allows artists to deliver live or pre-recorded performances to a global audience. It integrates interactive elements and immersive technologies to enhance the viewer experience, removing physical and geographical barriers and making live music accessible from anywhere. These platforms also create new monetization opportunities through digital ticketing, merchandise sales, and fan engagement.
The primary types of virtual concert platforms include mobile applications, web-based platforms, and virtual reality (VR) platforms. Mobile applications are smartphone and tablet apps that transform music consumption by enabling on-the-go streaming, purchasing, and interaction with extensive music libraries and live performances. The event types on these platforms include live concerts, music festivals, DJ performances, virtual meet-and-greets, and exclusive releases. Monetization models include ticket sales, subscription fees, sponsorships, and merchandise sales. These platforms are used by various user types, including individual users, artists or musicians, and event organizers.
The virtual concert platform market research report is one of a series of new reports that provides virtual concert platform market statistics, including the virtual concert platform industry global market size, regional shares, competitors with the virtual concert platform market share, detailed virtual concert platform market segments, market trends, and opportunities, and any further data you may need to thrive in the virtual concert platform industry. This virtual concert platform market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The virtual concert platform market consists of revenues earned by entities by providing services such as live streaming of performances, on-demand concerts, tipping and donations, and performance feedback tools. The market value includes the value of related goods sold by the service provider or included within the service offering. The virtual concert platform market includes sales of VR headsets, motion capture equipment, haptic feedback devices, streaming, and production hardware. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Virtual Concert Platform Market Characteristics3. Virtual Concert Platform Market Trends And Strategies4. Virtual Concert Platform Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market32. Global Virtual Concert Platform Market Competitive Benchmarking And Dashboard33. Key Mergers And Acquisitions In The Virtual Concert Platform Market34. Recent Developments In The Virtual Concert Platform Market
5. Global Virtual Concert Platform Growth Analysis And Strategic Analysis Framework
6. Virtual Concert Platform Market Segmentation
7. Virtual Concert Platform Market Regional And Country Analysis
8. Asia-Pacific Virtual Concert Platform Market
9. China Virtual Concert Platform Market
10. India Virtual Concert Platform Market
11. Japan Virtual Concert Platform Market
12. Australia Virtual Concert Platform Market
13. Indonesia Virtual Concert Platform Market
14. South Korea Virtual Concert Platform Market
15. Western Europe Virtual Concert Platform Market
16. UK Virtual Concert Platform Market
17. Germany Virtual Concert Platform Market
18. France Virtual Concert Platform Market
19. Italy Virtual Concert Platform Market
20. Spain Virtual Concert Platform Market
21. Eastern Europe Virtual Concert Platform Market
22. Russia Virtual Concert Platform Market
23. North America Virtual Concert Platform Market
24. USA Virtual Concert Platform Market
25. Canada Virtual Concert Platform Market
26. South America Virtual Concert Platform Market
27. Brazil Virtual Concert Platform Market
28. Middle East Virtual Concert Platform Market
29. Africa Virtual Concert Platform Market
30. Virtual Concert Platform Market Competitive Landscape And Company Profiles
31. Virtual Concert Platform Market Other Major And Innovative Companies
35. Virtual Concert Platform Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Virtual Concert Platform Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on virtual concert platform market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for virtual concert platform ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual concert platform market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Platform Type: Mobile Applications; Web-Based Platforms; Virtual Reality (VR) Platforms2) By Event Type: Live Concerts; Music Festivals; DJ Performances; Virtual Meet-And-Greets; Exclusive Releases
3) By Monetization Model: Ticket Sales; Subscription Fees; Sponsorships; Merchandise Sales
4) By User Type: Individual Users; Artists Or Musicians; Event Organizers
Subsegments:
1) By Mobile Applications: iPhone Operating System (iOS) Applications; Android Applications; Cross-Platform Applications2) By Web-Based Platforms: Streaming Websites; Social Media Platforms; Event-Specific Websites
3) By Virtual Reality (VR) Platforms: Virtual Reality (VR) Concerts Via Standalone Virtual Reality (VR) Headsets; Virtual Reality (VR) Concerts Via PC-Connected Virtual Reality (VR) Systems; Virtual Reality (VR) Concerts Via Mobile-based Virtual Reality (VR) Systems
Key Companies Profiled: Cisco System Inc.; Zoom Video Communications Inc.; Twitch Studio; GoTo Group Inc; Cvent Inc.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Cisco System Inc.
- Zoom Video Communications Inc.
- Twitch Studio
- GoTo Group Inc
- Cvent Inc.
- Live Nation Entertainment
- Vimeo Inc
- OneCause Inc.
- Whova Inc.
- 6Connex Inc
- Influitive Coorperation
- EventX Limited
- XRSPACE Inc
- Remo Inc.
- DaCast Inc.
- Show4me Mobile World Ltd.
- Eventcube Limited
- ESYO GmbH
- Journee GmbH
- Pheedloop Inc.
- BlueJeans Network Inc