VR Software - Hungary

  • Hungary
  • The VR Software market in Hungary is expected to achieve a revenue of US$10.1m by 2024.
  • This projection indicates an annual growth rate (CAGR 2024-2028) of 9.76%, leading to a market volume of US$14.7m by 2028.
  • The United States generates the highest revenue in this market, with an estimated market volume of US$990.3m in 2024.
  • In terms of user base, the VR Software market in Hungary is projected to reach 510.3k users users by 2028.
  • The user penetration rate is expected to be 4.3% in 2024 and is anticipated to increase to 5.3% by 2028.
  • The average revenue per user (ARPU) is projected to be US$23.5.
  • Hungary is emerging as a hub for innovative VR software development, attracting both local talent and international investments.
 
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Analyst Opinion

The VR Software market in Hungary is experiencing significant growth and development. Customer preferences are shifting towards immersive virtual reality experiences, which is driving the demand for VR software. Additionally, local special circumstances and underlying macroeconomic factors are contributing to the expansion of the market.

Customer preferences:
Customers in Hungary are increasingly seeking immersive and interactive experiences. This has led to a growing demand for VR software that can provide realistic virtual environments and simulations. The popularity of VR gaming is also on the rise, with customers looking for high-quality software that can enhance their gaming experiences. Furthermore, there is a growing interest in VR software for educational and training purposes, as it allows for hands-on learning and skill development.

Trends in the market:
One of the key trends in the VR software market in Hungary is the development of VR applications for various industries. Companies are leveraging VR technology to create virtual tours, product demonstrations, and training programs. This trend is particularly evident in the real estate and tourism sectors, where VR software is being used to showcase properties and attractions to potential customers. Another trend is the integration of VR software with other emerging technologies, such as artificial intelligence and Internet of Things. This integration allows for more personalized and interactive virtual experiences.

Local special circumstances:
Hungary has a strong technology sector and a growing startup ecosystem. This provides a conducive environment for the development and adoption of VR software. The country also has a young and tech-savvy population, which is driving the demand for innovative VR solutions. Additionally, Hungary has a rich cultural heritage and a thriving tourism industry. VR software is being used to preserve and promote cultural heritage, as well as enhance the tourism experience.

Underlying macroeconomic factors:
Hungary has been experiencing steady economic growth in recent years, which has contributed to the overall development of the VR software market. The increasing disposable income of consumers has allowed for greater spending on entertainment and technology products, including VR software. Furthermore, the government has been supportive of the technology sector and has implemented various initiatives to promote innovation and entrepreneurship. These factors have created a favorable environment for the growth of the VR software market in Hungary. In conclusion, the VR software market in Hungary is witnessing significant growth and development due to shifting customer preferences, local special circumstances, and underlying macroeconomic factors. The demand for immersive virtual reality experiences is driving the market, with customers seeking high-quality software for gaming, education, and training purposes. The development of VR applications for various industries and the integration with other emerging technologies are also key trends in the market. Hungary's strong technology sector, young population, and supportive government policies further contribute to the expansion of the VR software market.

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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