VR Software - Ireland

  • Ireland
  • The VR Software market in Ireland is projected to generate a revenue of US$15.0m by 2024.
  • This estimation is based on an anticipated annual growth rate (CAGR 2024-2028) of 9.09%, leading to a projected market volume of US$21.2m by 2028.
  • In 2024, in the United States is expected to dominate the market with a projected market volume of US$990.3m.
  • Looking ahead, the number of users in the VR Software market is forecasted to reach 737.2k users by 2028.
  • The user penetration rate is expected to be 12.5% in 2024 and is projected to increase to 14.2% by 2028.
  • Furthermore, the average revenue per user (ARPU) is anticipated to be US$23.5.
  • Ireland's VR software market is thriving, with a strong focus on creating immersive gaming experiences.
 
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Analyst Opinion

The VR Software market in Ireland is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Ireland are shifting towards immersive and interactive experiences, which is fueling the demand for VR software.

Consumers are increasingly seeking unique and engaging content, and VR software provides the opportunity to explore virtual worlds, play games, and experience virtual simulations. This growing preference for immersive experiences is driving the adoption of VR software across various industries, including gaming, entertainment, education, and healthcare. Trends in the market are also contributing to the development of the VR Software market in Ireland.

One major trend is the increasing availability and affordability of VR headsets and devices. As the cost of VR hardware continues to decrease, more consumers and businesses in Ireland are able to access and utilize VR software. This is leading to a wider adoption of VR technology and driving the growth of the VR Software market.

Another trend in the market is the integration of VR software with other emerging technologies such as artificial intelligence (AI) and Internet of Things (IoT). This integration allows for more advanced and interactive VR experiences, enhancing the overall user experience. For example, VR software combined with AI can create personalized and adaptive virtual environments, while VR software integrated with IoT can enable real-time interaction and data exchange between virtual and physical objects.

These advancements are driving innovation in the VR Software market and attracting both consumers and businesses in Ireland. Local special circumstances also play a role in the development of the VR Software market in Ireland. The country has a strong tech industry and is home to many innovative startups and technology companies.

This vibrant ecosystem fosters collaboration and innovation, creating a conducive environment for the growth of the VR Software market. Additionally, Ireland's favorable business environment and government support for technology and innovation further contribute to the development of the VR Software market. Underlying macroeconomic factors, such as economic growth and disposable income, also influence the development of the VR Software market in Ireland.

As the economy grows and consumers have more disposable income, they are more likely to invest in VR software and related hardware. Furthermore, the increasing popularity of VR software contributes to job creation and economic growth in the technology sector, further fueling the development of the market. In conclusion, the VR Software market in Ireland is experiencing growth and development due to customer preferences for immersive experiences, trends in the market such as the availability of affordable VR hardware and integration with emerging technologies, local special circumstances such as a strong tech industry and government support, and underlying macroeconomic factors including economic growth and disposable income.

These factors are driving the adoption and utilization of VR software across various industries in Ireland.

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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