VR Hardware - Malaysia

  • Malaysia
  • In 2024, the VR Hardware market in Malaysia is projected to reach a revenue of US$30.4m .
  • It is expected to show an annual growth rate (CAGR 2024-2028) of 9.61%, resulting in a projected market volume of US$43.8m by 2028.
  • in China generates the most revenue in the VR Hardware market, with a projected market volume of US$2,902.0m in 2024.
  • By 2028, the number of users in Malaysia is expected to amount to 456.9k users.
  • The user penetration rate is projected to be 1.1% in 2024 and is expected to reach 1.3% by 2028.
  • The average revenue per user (ARPU) is expected to be US$79.2 .
  • Malaysia's growing demand for VR hardware is fueled by its tech-savvy population and the government's push for digital innovation.
 
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Analyst Opinion

The VR Hardware market in Malaysia is experiencing significant growth and development, driven by customer preferences, market trends, and local special circumstances. Customer preferences in Malaysia are playing a crucial role in the growth of the VR Hardware market.

Malaysians are increasingly seeking immersive and interactive experiences, and VR technology offers a unique opportunity to fulfill these desires. The younger generation, in particular, is highly interested in VR gaming and entertainment, creating a strong demand for VR headsets and accessories. Trends in the market are also contributing to the growth of VR Hardware in Malaysia.

The global VR market is expanding rapidly, with advancements in technology and increasing affordability of VR devices. This trend is reflected in Malaysia, where consumers are becoming more aware of VR technology and its potential applications beyond gaming. The demand for VR headsets for educational purposes, virtual tourism, and virtual meetings is on the rise, further driving the growth of the market.

Local special circumstances in Malaysia are also influencing the development of the VR Hardware market. The government has been actively promoting the adoption of emerging technologies, including VR, as part of its digital transformation initiatives. This has created a favorable environment for VR companies to thrive and has attracted investments in the sector.

Additionally, the growing number of tech-savvy individuals and the presence of tech hubs and innovation centers in Malaysia are contributing to the growth of the VR Hardware market. Underlying macroeconomic factors are also playing a role in the development of the VR Hardware market in Malaysia. The country's strong economic growth and rising disposable incomes have increased consumer spending power, allowing more individuals to afford VR devices.

Furthermore, the increasing penetration of smartphones and high-speed internet connectivity has facilitated the adoption of VR technology, as many VR headsets can be used in conjunction with smartphones. In conclusion, the VR Hardware market in Malaysia is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The demand for immersive and interactive experiences, advancements in technology, government support, and favorable economic conditions are all contributing to the expansion of the VR Hardware market in Malaysia.

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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