AR & VR - Estonia

  • Estonia
  • The AR & VR market in Estonia is projected to reach a revenue of US$14.1m by 2024.
  • This is expected to grow at an annual rate of 10.80% (CAGR 2024-2029), resulting in a projected market volume of US$23.5m by 2029.
  • Among the market segments, AR Software dominates with a market volume of US$4.5m in 2024.
  • The United States generates the highest revenue with a projected market volume of US$10,900.0m in 2024.
  • In terms of user base, the AR & VR market in Estonia is expected to have 756.6k users users by 2029.
  • User penetration is estimated to be 56.6% in 2024 and is projected to increase to 58.4% by 2029.
  • The average revenue per user (ARPU) is expected to be US$18.8.
  • It is important to note that the revenue values mentioned here only account for B2C revenues.
  • This means that the displayed market share of B2C covers 0.00 of the total market (B2C & B2B).
  • Estonia is emerging as a hub for AR & VR innovation, with its strong tech ecosystem and supportive government policies.
 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The AR & VR market in Estonia is witnessing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in Estonia are increasingly drawn to the immersive experiences offered by AR and VR technologies. The younger population, in particular, is showing a strong interest in these technologies, seeking out virtual reality gaming experiences and augmented reality applications for entertainment and education purposes. Additionally, businesses across various sectors are recognizing the potential of AR and VR technologies to enhance customer engagement and improve operational efficiency.

Trends in the market:
One of the key trends in the AR & VR market in Estonia is the adoption of these technologies in the tourism and hospitality industry. Virtual reality tours and augmented reality guides are being used to provide immersive experiences for tourists, showcasing the country's rich cultural heritage and natural beauty. This trend is expected to continue as Estonia aims to attract more international visitors. Another trend is the integration of AR and VR technologies in the healthcare sector. Virtual reality is being used for pain management and rehabilitation purposes, while augmented reality is being utilized for surgical planning and medical training. These applications are improving patient outcomes and enhancing the efficiency of healthcare professionals.

Local special circumstances:
Estonia has a strong digital infrastructure and a tech-savvy population, which creates a favorable environment for the growth of the AR & VR market. The country is known for its innovative startup ecosystem and has a number of companies specializing in AR and VR technologies. This fosters collaboration and knowledge sharing, driving further development and innovation in the market.

Underlying macroeconomic factors:
Estonia's strong economic growth and government support for the technology sector are contributing to the development of the AR & VR market. The country has a favorable business environment and offers various incentives and grants to attract foreign investment and promote innovation. This enables AR and VR companies to thrive and expand their operations in Estonia. In conclusion, the AR & VR market in Estonia is experiencing significant growth and development, driven by customer preferences for immersive experiences, trends in the market such as adoption in the tourism and healthcare sectors, local special circumstances including a strong digital infrastructure and innovative startup ecosystem, and underlying macroeconomic factors such as strong economic growth and government support for the technology sector.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the AR & VR market. AR and VR enable consumers to experience a new dimension, using either a headset or installed units, as they combine the real and virtual worlds. Consumer revenue figures refer to revenues relating to AR hardware, AR software, VR hardware, VR software, and spending on AR and VR advertising. Both digital and non-digital revenues are included.

Modeling approach / Market size:

Market sizes are determined through a top-down approach, building on specific predefined factors for each market market. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports. In addition, we use relevant key market indicators and data from country-specific associations, such as consumer spending, internet penetration, 4G coverage, and historical developments. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

The market is updated twice a year in case market dynamics change. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)