VR Hardware - Hungary

  • Hungary
  • Hungary is projected to witness a significant growth in the VR Hardware market.
  • By 2024, the revenue in this market is expected to reach US$25.5m.
  • Furthermore, there is an anticipated annual growth rate of 10.31% (CAGR 2024-2028), resulting in a projected market volume of US$37.7m by 2028.
  • Considering the global market, in China holds the majority of revenue in the VR Hardware market, with a projected market volume of US$2,902.0m in 2024.
  • This showcases in China's dominance in this market.
  • As for the number of users, it is expected to reach 404.4k users by 2028.
  • In 2024, the user penetration is estimated to be 3.3%, and this figure is projected to increase to 4.2% by 2028.
  • This indicates a growing interest and adoption of VR Hardware market among users.
  • In terms of average revenue per user (ARPU), it is expected to amount to US$77.6.
  • This figure reflects the average amount of revenue generated per user in the VR Hardware market.
  • Thus, in Hungary can expect significant growth and opportunities within the VR Hardware market in the coming years.
  • Hungary is experiencing a surge in demand for VR hardware, with local companies developing innovative devices to cater to the growing market.
 
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Analyst Opinion

The VR Hardware market in Hungary is experiencing steady growth and development.

Customer preferences:
Hungarian consumers are increasingly interested in virtual reality technology, as it offers immersive and interactive experiences. They are attracted to the idea of being able to explore virtual worlds, play games, and watch movies in a more engaging and realistic way. Additionally, the younger generation in Hungary is particularly enthusiastic about VR technology, as they are more tech-savvy and open to new experiences.

Trends in the market:
One of the key trends in the VR Hardware market in Hungary is the increasing demand for standalone VR headsets. These devices do not require a connection to a computer or gaming console, making them more accessible and convenient for consumers. Standalone VR headsets are also becoming more affordable, which is driving their popularity in the Hungarian market. Another trend in the market is the integration of VR technology in various industries. Hungarian businesses are recognizing the potential of VR in areas such as education, healthcare, real estate, and tourism. For example, VR can be used in schools to enhance learning experiences, in hospitals for medical training, in real estate for virtual property tours, and in tourism for virtual travel experiences. This growing adoption of VR technology across different sectors is fueling the demand for VR hardware in Hungary.

Local special circumstances:
Hungary has a vibrant gaming industry, with several local game development studios and a growing community of gamers. This has created a favorable environment for the VR Hardware market to thrive. Hungarian game developers are creating VR games and experiences that cater to the local market, which further drives the demand for VR hardware. Additionally, Hungary has a strong tradition of film-making, and VR technology is being embraced by the local film industry as a new medium for storytelling. This collaboration between the gaming and film industries is contributing to the growth of the VR Hardware market in Hungary.

Underlying macroeconomic factors:
The Hungarian economy has been experiencing steady growth in recent years, which has led to an increase in disposable income among consumers. This has made VR hardware more affordable and accessible to a larger segment of the population. Additionally, the government of Hungary has been supportive of the technology sector and has implemented policies to promote innovation and entrepreneurship. This favorable business environment has attracted VR hardware manufacturers and developers to invest in the Hungarian market, further driving its growth.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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