VR Hardware - G7

  • G7
  • The VR Hardware market is forecasted to witness a significant growth in revenue, reaching a staggering US$5.3bn by the year 2024.
  • This growth is expected to continue at an impressive compound annual growth rate (CAGR) of 8.56% from 2024 to 2029, resulting in a projected market volume of US$8.0bn by 2029.
  • It is worth noting that in China dominates this market, generating the highest revenue with a projected market volume of US$2,902.0m in 2024.
  • In terms of user base, the VR Hardware market is expected to witness a substantial increase in the number of users, reaching 72.4m users by 2029.
  • The user penetration rate, which currently stands at 7.8% in 2024, is projected to reach 9.2% by 2029.
  • This indicates a growing interest and adoption of VR Hardware market among consumers.
  • Furthermore, the average revenue per user (ARPU) in the VR Hardware market is expected to be US$86.6.
  • This metric provides insight into the profitability and value generated by each user in the market.
  • It is important to mention that these projections and figures are specifically applicable to the G7 country, which comprises the world's leading advanced economies.
  • In Japan, the VR Hardware market is booming with the rise of virtual reality arcades and a strong demand for high-quality VR headsets.
 
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Analyst Opinion

The VR Hardware market in G7 is experiencing significant growth and development due to several key factors. Customer preferences for immersive and interactive experiences, along with advancements in technology, are driving the increased demand for VR hardware. Additionally, local special circumstances and underlying macroeconomic factors are contributing to the growth of the market.

Customer preferences:
Customers in the G7 countries have shown a strong preference for immersive and interactive experiences, which is driving the demand for VR hardware. Virtual reality allows users to fully immerse themselves in virtual environments, providing a unique and engaging experience. This has led to a growing interest in VR gaming, entertainment, and educational applications. The ability to explore virtual worlds, interact with virtual objects, and even collaborate with others in virtual spaces is highly appealing to customers in the G7 countries.

Trends in the market:
One of the key trends in the VR Hardware market in G7 is the increasing adoption of VR headsets. These devices, such as Oculus Rift, HTC Vive, and PlayStation VR, offer a high-quality and immersive VR experience. The demand for VR headsets is driven by the growing availability of VR content, including games, movies, and virtual tours. As more content becomes available, customers are looking to invest in VR headsets to fully enjoy these experiences. Another trend in the market is the development of standalone VR devices. Standalone devices, such as the Oculus Quest, do not require a PC or console to operate, making them more accessible and convenient for customers. These devices are gaining popularity among casual users and are expected to contribute to the overall growth of the VR Hardware market in G7.

Local special circumstances:
Each G7 country has its own unique set of circumstances that contribute to the development of the VR Hardware market. For example, in the United States, the presence of a strong gaming industry and a tech-savvy population has fueled the demand for VR hardware. In Japan, where gaming and technology are also highly popular, there is a strong interest in VR for both gaming and entertainment purposes. In Germany, there is a growing demand for VR hardware in the automotive and manufacturing industries. VR technology is being used for training purposes, allowing workers to practice complex tasks in a virtual environment. This has led to an increased adoption of VR hardware in these sectors.

Underlying macroeconomic factors:
The growth of the VR Hardware market in G7 is also influenced by underlying macroeconomic factors. The stable economic conditions in these countries, along with the high disposable income of consumers, have contributed to the increased demand for VR hardware. Additionally, advancements in technology and the availability of affordable VR devices have made it more accessible to a wider range of customers. Furthermore, government initiatives and investments in research and development have supported the growth of the VR Hardware market. Governments in G7 countries recognize the potential of VR technology and are providing support to companies in this sector. This has led to the development of innovative VR hardware and the expansion of the market. In conclusion, the VR Hardware market in G7 is experiencing significant growth and development due to customer preferences for immersive experiences, advancements in technology, local special circumstances, and underlying macroeconomic factors. The increasing adoption of VR headsets and the development of standalone devices are key trends in the market. The unique circumstances in each G7 country, along with stable economic conditions and government support, are driving the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR hardware revenue, which includes digital spending on hardware (stand-alone and tethered units) that enables consumers to dive into the virtual world.

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
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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