VR Advertising - France

  • France
  • The VR Advertising market in France is expected to generate a revenue of US$5.1m by 2024.
  • It is projected to experience an annual growth rate (CAGR 2024-2028) of 1.06%, leading to a market volume of US$5.3m by 2028.
  • The United States remains the top revenue generator in this market segment, with a projected market volume of US$47.4m in 2024.
  • France's VR advertising market is thriving due to the country's embrace of innovative technology and strong creative industries.
 
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Analyst Opinion

The VR Advertising market in France is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in France are increasingly embracing virtual reality technology, which has led to a growing demand for VR Advertising. This can be attributed to the immersive and interactive nature of virtual reality, which allows advertisers to create unique and engaging experiences for their target audience. Additionally, customers are becoming more receptive to VR Advertising as they seek out innovative and entertaining content.

Trends in the market:
One of the key trends in the VR Advertising market in France is the integration of virtual reality into various industries. Companies across sectors such as automotive, retail, travel, and entertainment are leveraging VR Advertising to enhance their marketing campaigns and provide customers with a more immersive brand experience. This trend is driven by the increasing availability and affordability of VR devices, as well as advancements in VR technology. Another trend in the market is the rise of VR gaming and entertainment. The popularity of virtual reality gaming has grown significantly in recent years, with consumers seeking out new and exciting gaming experiences. This presents a lucrative opportunity for advertisers to reach a highly engaged and captive audience through in-game VR Advertising. Additionally, VR entertainment experiences such as virtual concerts, events, and virtual tours are gaining traction, providing advertisers with new avenues to connect with consumers.

Local special circumstances:
France has a strong creative and artistic culture, which has contributed to the growth of the VR Advertising market. French consumers appreciate innovative and visually appealing content, making virtual reality an attractive medium for advertisers. Additionally, France has a robust gaming industry, with a large number of game developers and studios. This ecosystem provides a fertile ground for the development of VR gaming and entertainment, further fueling the growth of the VR Advertising market.

Underlying macroeconomic factors:
The French economy is experiencing steady growth, which has a positive impact on the VR Advertising market. As the economy expands, businesses have more resources to invest in advertising and marketing, including VR Advertising. Furthermore, the increasing adoption of digital technologies and the proliferation of internet access in France have created a conducive environment for the growth of VR Advertising. With more consumers going online and engaging with digital content, advertisers are turning to virtual reality as a way to stand out and capture their attention. In conclusion, the VR Advertising market in France is thriving due to customer preferences for immersive experiences, market trends such as the integration of VR into various industries and the rise of VR gaming and entertainment, local special circumstances including France's creative culture and strong gaming industry, and underlying macroeconomic factors such as economic growth and digital adoption. As virtual reality continues to evolve and become more accessible, the VR Advertising market in France is expected to further expand and innovate.

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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