VR Advertising - Denmark

  • Denmark
  • The VR Advertising market in Denmark is projected to experience a significant growth in revenue, reaching US$0.8m in 2024.
  • This projection indicates a positive trend for the market, which is expected to continue with an annual growth rate (CAGR 2024-2028) of 1.53%.
  • By 2028, the market volume is estimated to reach US$0.8m.
  • It is worth noting that in the United States currently dominates the market, generating the highest revenue with a projected market volume of US$47.4m in 2024.
  • This showcases the strong presence and potential of the VR Advertising market in the United States.
  • Denmark is at the forefront of VR advertising, with innovative companies utilizing immersive technology to create engaging and impactful brand experiences.
 
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Analyst Opinion

The VR Advertising market in Denmark is experiencing significant growth and development due to several factors.

Customer preferences:
Customers in Denmark are increasingly embracing virtual reality technology and are open to engaging with VR advertisements. The immersive nature of VR allows for a more interactive and engaging advertising experience, which appeals to Danish consumers. Additionally, Danish consumers are known for their tech-savviness and willingness to adopt new technologies, making them a receptive audience for VR advertising.

Trends in the market:
One of the key trends in the VR Advertising market in Denmark is the integration of VR into various industries and sectors. Companies in sectors such as real estate, travel, and automotive are utilizing VR technology to provide virtual tours, test drives, and other immersive experiences to potential customers. By incorporating VR into their advertising strategies, these companies are able to showcase their products and services in a more engaging and memorable way. Another trend in the market is the increasing use of VR in experiential marketing campaigns. Danish brands are leveraging VR technology to create unique and immersive experiences for consumers, allowing them to interact with products or services in a virtual environment. This not only generates excitement and buzz around the brand but also provides valuable data and insights about consumer preferences and behavior.

Local special circumstances:
Denmark has a strong gaming and technology industry, which has contributed to the growth of the VR Advertising market. The country is home to several VR startups and companies specializing in VR development, providing a supportive ecosystem for the industry. This local expertise and infrastructure have helped drive innovation and growth in the VR Advertising market. Additionally, Denmark has a high internet penetration rate and a tech-savvy population, which creates a favorable environment for VR advertising. Danish consumers are accustomed to online advertising and are more likely to engage with VR advertisements compared to traditional forms of advertising.

Underlying macroeconomic factors:
The strong economy in Denmark has also played a role in the development of the VR Advertising market. With a high GDP per capita and a stable business environment, companies in Denmark have the resources and confidence to invest in new technologies such as VR. This has led to increased adoption of VR advertising by both large corporations and small businesses. Furthermore, the Danish government has been supportive of the technology sector and has implemented policies to encourage innovation and entrepreneurship. This has created a favorable environment for VR startups and has attracted foreign investment in the VR Advertising market. In conclusion, the VR Advertising market in Denmark is experiencing growth and development due to customer preferences for immersive and interactive advertising experiences, trends in integrating VR into various industries, local special circumstances such as a strong gaming and technology industry, and underlying macroeconomic factors such as a strong economy and government support for the technology sector.

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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