VR Hardware - Italy

  • Italy
  • Italy is projected to see a revenue of US$339.6m in the VR Hardware market by 2024.
  • This is expected to show an annual growth rate of 9.95% from 2024 to 2028, resulting in a projected market volume of US$496.3m by 2028.
  • In 2024, in China is expected to generate the most revenue in the VR Hardware market, with a projected market volume of US$2,902.0m.
  • By 2028, the number of users in the VR Hardware market is expected to reach 4.7m users.
  • User penetration is projected to be 6.2% in 2024 and is expected to increase to 8.1% by 2028.
  • The average revenue per user (ARPU) is expected to be US$92.7.
  • Italy's VR hardware market is experiencing a surge in demand due to the country's strong emphasis on tourism and cultural heritage.
 
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Analyst Opinion

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

Customer preferences:
Italian consumers have shown a growing interest in VR Hardware, seeking immersive experiences and innovative technologies. They are increasingly looking for high-quality VR headsets and accessories that provide realistic visuals, comfortable fit, and seamless performance. Additionally, there is a demand for VR hardware that is compatible with a wide range of devices, including smartphones, gaming consoles, and PCs.

Trends in the market:
One of the key trends in the VR Hardware market in Italy is the integration of VR technology into various industries. Companies are leveraging VR hardware to enhance training programs, improve product design and visualization, and create immersive marketing experiences. This trend is particularly prominent in sectors such as automotive, architecture, healthcare, and tourism. Furthermore, the gaming industry is driving the demand for VR hardware, as gamers seek more immersive and interactive gameplay experiences.

Local special circumstances:
Italy's rich cultural heritage and tourism industry provide a unique opportunity for the VR Hardware market. VR headsets and accessories are being used to offer virtual tours of historical sites, museums, and art galleries, allowing visitors to experience Italy's cultural treasures from anywhere in the world. Additionally, the COVID-19 pandemic has accelerated the adoption of VR hardware for remote work, virtual meetings, and online events, as businesses and individuals seek alternative ways to connect and collaborate.

Underlying macroeconomic factors:
Italy's strong economy and technological advancements contribute to the growth of the VR Hardware market. The country has a well-established manufacturing sector, which allows for the production of high-quality VR headsets and accessories. Furthermore, Italy's favorable business environment and government support for innovation and technology adoption provide a conducive ecosystem for the VR Hardware market to thrive. Additionally, the increasing popularity of e-commerce platforms and online marketplaces enables easy access to a wide range of VR hardware products for Italian consumers. In conclusion, the VR Hardware market in Italy is experiencing growth and development due to customer preferences for immersive experiences, the integration of VR technology into various industries, the unique opportunities provided by Italy's cultural heritage and tourism industry, and the underlying macroeconomic factors such as a strong economy and technological advancements. As the market continues to evolve, it is expected that VR hardware will play an increasingly important role in various sectors, offering innovative solutions and enhancing user experiences.

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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