AR & VR - Romania

  • Romania
  • The AR & VR market in Romania is projected to reach a revenue of US$71.8m in 2024.
  • The market is expected to show an annual growth rate (CAGR 2024-2028) of 9.98%, resulting in a projected market volume of US$105.1m by 2028.
  • In Romania, the largest market segment is VR Hardware, which is expected to have a market volume of US$20.2m in 2024.
  • The United States generates the most revenue in the AR & VR market, with a projected market volume of US$10,900.0m in 2024.
  • By 2028, the number of users in Romania is expected to amount to 9,586.0k users.
  • The user penetration rate will be 47.9% in 2024 and is expected to reach 50.1% by 2028.
  • The average revenue per user (ARPU) is projected to be US$7.6.
  • It is important to note that the revenue values displayed here only account for B2C revenues.
  • This means that the displayed market share of B2C covers 0.00 of the total market (B2C & B2B).
  • Romania is emerging as a hotbed for AR & VR innovation, with a growing number of startups and a supportive tech ecosystem.
 
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Analyst Opinion

The AR & VR market in Romania is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Romania are shifting towards immersive and interactive experiences, which is fueling the demand for AR & VR technologies.

Consumers are increasingly seeking unique and engaging ways to interact with products and services, and AR & VR provide an innovative solution. These technologies allow users to explore virtual environments, try out products virtually, and even participate in virtual events and experiences. The growing interest in these immersive experiences is driving the adoption of AR & VR technologies in Romania.

Trends in the market are also contributing to the development of the AR & VR market in Romania. The increasing availability of affordable VR headsets and AR-enabled smartphones has made these technologies more accessible to a wider audience. This has led to a surge in the number of AR & VR applications and content being developed specifically for the Romanian market.

Companies are recognizing the potential of these technologies to enhance their products and services, and are investing in AR & VR development to stay competitive. Additionally, the gaming industry is embracing AR & VR technologies, with virtual reality gaming experiences gaining popularity among Romanian gamers. Local special circumstances in Romania are also playing a role in the growth of the AR & VR market.

The country has a strong IT sector and a skilled workforce, which has facilitated the development and adoption of AR & VR technologies. Romanian companies are actively involved in the development of AR & VR applications and content, contributing to the growth of the market. Furthermore, the government has shown support for the tech industry, providing incentives and support for companies working in the AR & VR space.

This favorable business environment has attracted both local and international players to invest in the AR & VR market in Romania. Underlying macroeconomic factors are also driving the development of the AR & VR market in Romania. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending.

This has created a favorable market for AR & VR technologies, as consumers have more purchasing power to invest in these innovative products and experiences. Additionally, the growing tourism industry in Romania presents opportunities for AR & VR applications in the travel and hospitality sectors. In conclusion, the AR & VR market in Romania is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

The demand for immersive and interactive experiences, the availability of affordable AR & VR technologies, the support of the government, and the favorable economic conditions are all contributing to the expansion of the AR & VR market in Romania.

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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