VR Advertising - G7

  • G7
  • The VR Advertising market in the G7 countries is expected to witness significant growth in the coming years.
  • According to projections, the revenue in this market is forecasted to reach US$82.8m by 2024.
  • Furthermore, it is anticipated to exhibit a compound annual growth rate (CAGR 2024-2029) of 1.24%, leading to a projected market volume of US$88.1m by 2029.
  • In 2024, in the United States is projected to be the major revenue generator in this market, with a market volume of US$47.4m.
  • This highlights the dominance of the United States in the VR Advertising market within the G7 countries.
  • In the United States, VR advertising is gaining traction as brands leverage immersive experiences to engage consumers on a deeper level.
 
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Analyst Opinion

The VR Advertising market in G7 countries is experiencing significant growth and development due to changing customer preferences, emerging trends, and local special circumstances.

Customer preferences:
Customers in G7 countries are increasingly embracing virtual reality (VR) technology, which has created a growing demand for VR advertising. VR offers a unique and immersive experience that allows consumers to engage with brands in a more interactive and engaging way. This has led to a shift in customer preferences towards VR advertising, as it provides a more memorable and impactful way for brands to connect with their target audience.

Trends in the market:
One of the key trends in the VR Advertising market in G7 countries is the integration of VR technology into various industries and sectors. For example, the retail industry is using VR to create virtual showrooms where customers can explore products and make purchases without leaving their homes. Similarly, the travel and tourism industry is using VR to offer virtual tours and experiences, allowing customers to explore destinations before making travel decisions. These trends have contributed to the growth of VR advertising in G7 countries, as brands are leveraging the power of VR to create unique and engaging advertising campaigns. Another trend in the market is the increasing use of VR headsets and devices. As the technology becomes more affordable and accessible, more consumers are purchasing VR headsets and devices, creating a larger audience for VR advertising. This trend is particularly evident in countries like the United States and Japan, where there is a high adoption rate of new technologies. As a result, brands in G7 countries are investing in VR advertising to reach this expanding audience.

Local special circumstances:
Each G7 country has its own unique set of circumstances that contribute to the development of the VR Advertising market. For example, in the United States, the presence of major tech companies and a highly competitive advertising industry has led to a rapid adoption of VR advertising. In Japan, the strong gaming culture and technologically savvy population have created a fertile ground for VR advertising. Similarly, in Germany, the automotive industry is leading the way in adopting VR technology for advertising purposes.

Underlying macroeconomic factors:
The growth of the VR Advertising market in G7 countries is also influenced by underlying macroeconomic factors. For instance, the strong economic growth in countries like the United States and Germany has created a favorable environment for businesses to invest in new technologies like VR advertising. Additionally, the increasing disposable income of consumers in G7 countries has contributed to the demand for immersive and engaging advertising experiences. In conclusion, the VR Advertising market in G7 countries is experiencing growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. As customers increasingly embrace VR technology and brands recognize the potential of VR advertising, the market is expected to continue to expand in the coming years.

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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