AR & VR - Peru

  • Peru
  • The projected revenue in the AR & VR market for Peru is expected to reach US$46.6m by 2024.
  • This revenue is projected to show an annual growth rate (CAGR 2024-2028) of 9.92%, resulting in a projected market volume of US$68.0m by 2028.
  • Among the different segments in this market, the largest market share belongs to AR Advertising, with a market volume of US$15.4m in 2024.
  • The United States is the country generating the most revenue in the AR & VR market, with a projected market volume of US$10,900.0m in 2024.
  • In terms of user base, it is expected that the number of users in Peru will amount to 16,170.0k users by 2028.
  • The user penetration rate is projected to be 42.4% in 2024 and is expected to increase to 44.9% by 2028.
  • The average revenue per user (ARPU) is expected to be US$3.2.
  • It is important to note that the revenue values mentioned here only account for B2C revenues.
  • Therefore, according to the displayed market share of B2C, 0.00 of the total market (B2C & B2B) in Peru is covered.
  • Peru's AR & VR market is rapidly growing, with a focus on immersive experiences that showcase the country's rich cultural heritage.
 
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Analyst Opinion

The AR & VR market in Peru is experiencing significant growth and development, driven by customer preferences for immersive experiences and the increasing availability of advanced technology. Customer preferences in Peru are shifting towards more interactive and engaging experiences, which is driving the demand for AR & VR technologies.

Consumers are increasingly seeking out virtual reality experiences for entertainment, gaming, and even education. Additionally, businesses are recognizing the potential of AR & VR for marketing and advertising, as these technologies offer unique and engaging ways to interact with customers. One of the key trends in the AR & VR market in Peru is the increasing adoption of these technologies in various industries.

For example, the tourism industry is leveraging AR & VR to provide virtual tours of popular destinations, allowing potential visitors to experience the sights and sounds of Peru without leaving their homes. Similarly, the real estate industry is using AR & VR to showcase properties to potential buyers, providing them with a virtual walkthrough of the property. This trend is driven by the desire to provide customers with more immersive and realistic experiences, ultimately leading to increased sales and customer satisfaction.

Another trend in the market is the development of locally-produced AR & VR content. As the demand for AR & VR experiences grows, local content creators and developers are emerging to meet this demand. This not only contributes to the growth of the AR & VR market in Peru but also promotes the local creative industry.

In addition to customer preferences and trends, there are also local special circumstances that contribute to the development of the AR & VR market in Peru. For example, the government has been actively promoting the adoption of new technologies, including AR & VR, as part of its efforts to drive economic growth and innovation. This support from the government creates a favorable environment for businesses and entrepreneurs to invest in AR & VR technologies.

Underlying macroeconomic factors also play a role in the development of the AR & VR market in Peru. The country's stable economic growth and increasing disposable income levels have contributed to the rising demand for new and innovative technologies. As more consumers have the means to invest in AR & VR devices and experiences, the market continues to expand.

Overall, the AR & VR market in Peru is experiencing growth and development due to customer preferences for immersive experiences, the emergence of local content creators, government support, and favorable macroeconomic conditions. As these factors continue to drive the market, we can expect to see further advancements and opportunities in the AR & VR industry in Peru.

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
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