Industry case study · music-venues
Musicians perform together across three venues
Understand what a multi-venue 5G music demonstration actually proved—and how to pilot connected performance without confusing collaboration funding for ticket revenue.
An Immersive Live research brief about an external industry project. Immersive Live did not deliver this project, and the featured organization does not endorse this site.

Preview
On 3 March 2022, a Digital Catapult–led consortium presented the 5G Festival showcase: 21 artists performed across Brighton Dome, the O2 Blueroom and Metropolis Studios, linked with 5G, synchronized audio, immersive mixes and 360-degree video for in-person and remote audiences. The organizer describes the showcase as the culmination of a two-year, £5 million collaboration. That budget is collaboration funding, not revenue, and the demonstration does not prove repeat-event profitability or universal low latency on ordinary mobile networks. This Immersive Live brief separates documented production architecture from wishful commercial claims and outlines an original limited-scale pilot focused on latency, rehearsal discipline, rights and audience-path measures.
What you will learn
- Multi-venue performance is a chain of network, audio, monitoring, musical direction and fallbacks.
- A completed technology demonstration is not a proof of recurring profit or everyday mobile latency.
- Pilot with two controlled sites, explicit latency budgets and per-device audience metrics before scaling.
Reported outcome. The organizer documents 21 artists performing across three venues on 3 March 2022, following a two-year, £5 million collaboration.
Contents
- Executive summary
- Organization and setting
- The problem
- What was built
- Technology and delivery
- Reported outcomes
- Lessons
- Applying the idea to your project
- Proposed pilot
- Risks and constraints
- Sources and methodology
- Invitation
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Sources
- Digital Catapult · 2022-04-08 · reviewed 2026-10-23
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