VR Advertising - Australia & Oceania

  • Australia & Oceania
  • The VR Advertising market in Australia & Oceania is expected to witness significant growth in the coming years.
  • According to projections, the revenue in this market is estimated to reach US$3.8m in 2024.
  • Furthermore, it is anticipated that the market will experience a steady annual growth rate (CAGR 2024-2028) of 1.48%, resulting in a projected market volume of US$4.0m by 2028.
  • When it comes to generating revenue in this market, in the United States takes the lead with a projected market volume of US$47.4m in 2024.
  • This highlights the dominance of the United States in the VR Advertising market industry.
  • VR Advertising is gaining traction in Australia & Oceania, as companies leverage virtual reality to create immersive, interactive and engaging brand experiences.
 
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Analyst Opinion

The VR Advertising market in Australia & Oceania is experiencing significant growth and development, driven by various factors such as customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Australia & Oceania are increasingly shifting towards immersive and interactive experiences, which has fueled the demand for VR Advertising.

Consumers are becoming more tech-savvy and are seeking unique and engaging ways to interact with brands. VR Advertising offers an innovative and captivating platform for companies to connect with their target audience and create memorable experiences. This customer preference for immersive experiences is driving the growth of the VR Advertising market in the region.

Trends in the market indicate that VR Advertising is gaining traction across various industries in Australia & Oceania. Companies are leveraging VR technology to enhance their marketing campaigns and create personalized experiences for consumers. For example, in the tourism industry, virtual reality is being used to showcase destinations and attractions, allowing potential visitors to virtually explore and experience different locations.

This trend is not only attracting tourists but also providing valuable exposure for businesses in the region. Local special circumstances further contribute to the development of the VR Advertising market in Australia & Oceania. The region is known for its vibrant creative industry and technological advancements, making it an ideal environment for VR Advertising to thrive.

Additionally, Australia & Oceania has a diverse and multicultural population, presenting a vast market for companies to target with their VR Advertising campaigns. This diversity allows for the creation of customized content that resonates with different cultural backgrounds and preferences, further enhancing the effectiveness of VR Advertising in the region. Underlying macroeconomic factors also play a role in the growth of the VR Advertising market in Australia & Oceania.

The region has a stable and growing economy, which provides businesses with the financial resources and confidence to invest in innovative advertising strategies. Furthermore, advancements in technology and infrastructure have made VR Advertising more accessible and affordable for companies in the region. This accessibility, coupled with the rising demand for immersive experiences, has created a favorable market environment for the growth of VR Advertising in Australia & Oceania.

In conclusion, the VR Advertising market in Australia & Oceania is experiencing significant growth and development due to customer preferences for immersive experiences, market trends favoring VR Advertising, local special circumstances, and underlying macroeconomic factors. As the region continues to embrace technological advancements and creative innovation, the VR Advertising market is expected to further expand and evolve, offering new opportunities for businesses to engage with their target audience in unique and impactful ways.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR advertising revenue, which includes advertising that is integrated into the virtual world within video games and videos.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, 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 data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. 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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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