VR Software - G7

  • G7
  • The VR Software market is projected to reach a revenue of US$2.0bn by 2024.
  • This market segment is expected to show a compound annual growth rate (CAGR 2024-2029) of 6.69%, resulting in a projected market volume of US$2.8bn by 2029.
  • The United States, being part of the G7 countries, is the leading revenue generator in this market with a projected market volume of US$990.3m by 2024.
  • In terms of user base, the number of users in the VR Software market is expected to reach 98.0m users by 2029.
  • User penetration, which measures the percentage of the population using VR Software market, is projected to be 10.9% in 2024 and is expected to increase to 12.5% by 2029.
  • Considering these figures, the average revenue per user (ARPU) is expected to amount to US$24.0.
  • The VR Software market presents significant growth potential in the G7 countries, with in the United States leading the way in terms of revenue generation.
  • In the United States, the VR software market is experiencing rapid growth due to increased investment in research and development.
 
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Analyst Opinion

The VR Software market in G7 has been experiencing significant growth in recent years, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology.

Customer preferences:
Customers in the G7 countries have shown a strong preference for VR software that offers realistic and engaging experiences. This includes VR gaming software, which allows users to fully immerse themselves in virtual worlds and interact with their surroundings. Additionally, there is a growing demand for VR software in the healthcare industry, where it is being used for training purposes and to improve patient outcomes.

Trends in the market:
One of the key trends in the VR Software market in G7 is the increasing adoption of VR software in the education sector. Schools and universities are incorporating VR technology into their curriculums to enhance learning experiences and provide students with a more interactive and engaging way to explore and understand complex subjects. This trend is expected to continue as educators recognize the potential of VR software to revolutionize the way students learn. Another trend in the market is the development of VR software for business applications. Companies in various industries are using VR technology for training purposes, allowing employees to practice real-life scenarios in a virtual environment. This not only improves training effectiveness but also reduces costs associated with traditional training methods. Additionally, VR software is being used for virtual meetings and collaboration, enabling teams to work together remotely and enhancing productivity.

Local special circumstances:
While the VR Software market is growing across all G7 countries, there are some local special circumstances that are influencing the market in each country. For example, in the United States, the presence of major tech companies and a strong gaming culture has contributed to the rapid adoption of VR software. In Japan, the popularity of anime and manga has led to a strong demand for VR gaming software with anime-themed content. In Germany, the automotive industry has been a key driver of VR software adoption, as companies use it for virtual car design and testing.

Underlying macroeconomic factors:
The growth of the VR Software market in G7 can also be attributed to underlying macroeconomic factors. The G7 countries have strong economies and high levels of disposable income, which has allowed consumers to invest in VR technology. Additionally, advancements in technology and the increasing affordability of VR hardware have made it more accessible to a wider range of consumers. The presence of a well-established tech industry in many G7 countries has also contributed to the development and innovation of VR software.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR software revenue, which includes revenues from video games and VR videos consumed via stand-alone or tethered units.

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:

F2The 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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