VR Advertising - Singapore

  • Singapore
  • The VR Advertising market in Singapore is expected to witness a significant growth in revenue, projected to reach US$0.6m in 2024.
  • This growth is anticipated to continue with an annual growth rate of 1.53% (CAGR 2024-2028), resulting in a projected market volume of US$0.7m by 2028.
  • It is noteworthy that in the United States is currently the leader in this market segment, generating the highest revenue with a projected market volume of US$47.4m in 2024.
  • Singapore is leading the way in VR advertising, with its tech-savvy population and strong government support for innovation.
 
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Analyst Opinion

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

Customer preferences:
Customers in Singapore are increasingly embracing virtual reality (VR) technology, which is fueling the demand for VR advertising. VR offers a unique and immersive experience that captures the attention of consumers and allows them to engage with brands in a more interactive and memorable way. This appeals to tech-savvy Singaporean consumers who are always seeking new and innovative experiences. Additionally, VR advertising provides a personalized and targeted approach, allowing brands to deliver tailored messages to their specific target audience.

Trends in the market:
One of the key trends in the VR Advertising market in Singapore is the integration of VR technology with social media platforms. This allows brands to reach a wider audience and leverage the power of social media influencers to promote their products or services. The use of VR in social media advertising creates a more interactive and engaging experience for users, increasing brand exposure and driving customer engagement. Another trend in the market is the adoption of VR advertising by various industries, including real estate, travel, and entertainment. Real estate developers are using VR technology to showcase properties in a virtual environment, allowing potential buyers to explore and visualize the spaces before making a purchase decision. Similarly, travel companies are using VR to provide virtual tours of destinations, giving customers a taste of the experience and enticing them to book their next vacation. The entertainment industry is also leveraging VR to create immersive experiences for moviegoers and gamers, enhancing their overall entertainment experience.

Local special circumstances:
Singapore is known for its highly developed and technologically advanced economy, making it an ideal market for VR advertising. The country's strong infrastructure and high internet penetration rate provide a solid foundation for the adoption of VR technology. Additionally, Singaporeans have a high disposable income and a strong appetite for new and innovative experiences, making them receptive to VR advertising campaigns.

Underlying macroeconomic factors:
The growing VR Advertising market in Singapore is also influenced by underlying macroeconomic factors. The government of Singapore has been actively promoting the adoption of emerging technologies, including VR, through various initiatives and funding support. This has created a favorable environment for businesses to invest in VR advertising and drive its growth. Furthermore, Singapore's strategic location as a global financial hub and its strong international connectivity make it an attractive market for multinational companies looking to expand their VR advertising campaigns. In conclusion, the VR Advertising market in Singapore is experiencing significant growth and development due to customer preferences for immersive experiences, market trends such as integration with social media platforms and adoption by various industries, local special circumstances including a technologically advanced economy and high disposable income, and underlying macroeconomic factors such as government support and Singapore's global connectivity.

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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