VR Hardware - Poland

  • Poland
  • The VR Hardware market in Poland is projected to reach a revenue of US$57.4m in 2024.
  • This is expected to show an annual growth rate of 10.09% (CAGR 2024-2028), resulting in a projected market volume of US$84.3m 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 VR Hardware market users in Poland is expected to reach 913.9k users.
  • The user penetration rate is projected to be 1.9% in 2024 and is expected to increase to 2.4% by 2028.
  • The average revenue per user (ARPU) is expected to amount to US$75.8 in Poland.
  • Poland is experiencing a surge in demand for VR hardware, with an increasing number of tech-savvy consumers embracing immersive virtual reality experiences.
 
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Analyst Opinion

Virtual reality (VR) hardware has been gaining popularity in Poland as more and more consumers are embracing this immersive technology. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to the development of the VR hardware market in Poland.

Customer preferences:
Polish consumers have shown a growing interest in VR hardware, seeking a more immersive and interactive experience in various fields such as gaming, entertainment, education, and training. The desire to escape reality and explore virtual worlds has driven the demand for VR headsets and accessories. Additionally, the younger generation, which is more tech-savvy, has been particularly attracted to VR technology, further fueling the market growth.

Trends in the market:
One of the key trends in the VR hardware market in Poland is the increasing availability of affordable VR devices. As the technology matures and production costs decrease, more affordable options have entered the market, making VR hardware accessible to a wider audience. This has led to a surge in demand and adoption of VR devices. Another trend is the integration of VR technology into various industries. Poland has seen the implementation of VR in sectors such as architecture, real estate, healthcare, and tourism. For example, architects and real estate developers are using VR to offer virtual tours of properties, allowing potential buyers to experience the space before making a purchase decision. This trend has opened up new opportunities for VR hardware providers to cater to specific industry needs.

Local special circumstances:
Poland's strong gaming culture has played a significant role in the development of the VR hardware market. The country has a thriving gaming industry, with a large number of gamers and gaming enthusiasts. This has created a fertile ground for the adoption of VR technology, as gamers are often early adopters of new hardware and technologies. The demand for VR headsets and accessories among gamers has been a driving force behind the market growth. Additionally, Poland has a growing startup ecosystem, with many innovative companies focusing on VR technology. These startups are developing VR applications and content, which further drives the demand for VR hardware. The presence of these local players contributes to the overall development and advancement of the VR hardware market in Poland.

Underlying macroeconomic factors:
Poland's strong economic growth and increasing disposable income have also contributed to the development of the VR hardware market. As the economy expands, consumers have more purchasing power, allowing them to invest in new technologies and experiences. The willingness to spend on VR hardware has been bolstered by the overall positive economic climate in the country. Furthermore, the government's support for innovation and technology has created a favorable environment for the VR hardware market to thrive. Initiatives and funding programs aimed at promoting research and development in emerging technologies have encouraged local companies to invest in VR hardware and software development. This support has helped propel the growth of the VR hardware market in Poland. In conclusion, the VR hardware market in Poland has experienced significant growth due to customer preferences for immersive experiences, the availability of affordable devices, the integration of VR technology into various industries, Poland's strong gaming culture, the presence of innovative startups, and the country's positive macroeconomic factors. As these factors continue to evolve and advance, the VR hardware market in Poland is expected to further expand and diversify.

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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