VR Software - Netherlands

  • Netherlands
  • The Netherlands is projected to witness a significant growth in the VR Software market, with its revenue estimated to reach US$47.4m by 2024.
  • This can be attributed to an expected annual growth rate (CAGR 2024-2028) of 9.27%, resulting in a projected market volume of US$67.6m by 2028.
  • The United States is currently the dominant player in the market, generating the majority of the revenue with a projected market volume of US$990.3m in 2024.
  • In terms of user base, the VR Software market in the Netherlands is expected to attract a significant number of users, reaching 2.4m users by 2028.
  • The user penetration rate is projected to increase from 11.5% in 2024 to 13.2% by 2028.
  • This growth in user base and penetration rate is likely to contribute to the overall revenue growth.
  • Furthermore, the average revenue per user (ARPU) is expected to be US$23.4, reflecting the potential for generating substantial revenue from each user in the VR Software market.
  • With these optimistic projections, in the Netherlands is positioned to be a key player in the global VR Software market.
  • The Netherlands is at the forefront of VR software development, with a thriving ecosystem of innovative startups and a supportive government.
 
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Analyst Opinion

The VR Software market in Netherlands is experiencing steady growth due to increasing customer preferences for immersive and interactive experiences, as well as the local special circumstances that support the development of the market. Additionally, underlying macroeconomic factors such as the country's strong economy and technological advancements contribute to the growth of the VR Software market.

Customer preferences:
Customers in Netherlands are increasingly seeking immersive and interactive experiences, which has led to a growing demand for VR software. This trend can be attributed to the desire for more engaging entertainment options, as well as the increasing use of VR technology in various industries such as gaming, education, and healthcare. The ability of VR software to provide realistic and lifelike experiences appeals to customers who are looking for unique and memorable experiences.

Trends in the market:
One of the key trends in the VR Software market in Netherlands is the adoption of VR technology in the gaming industry. The country has a strong gaming culture, with a large number of gamers and gaming companies. As a result, there is a high demand for VR software that can enhance the gaming experience and provide more immersive gameplay. This trend is expected to continue as gaming companies invest in VR technology and develop more VR-compatible games. Another trend in the market is the use of VR software in the education sector. Netherlands has a well-developed education system and is known for its innovative approach to education. VR software is being used to create virtual classrooms and simulations, allowing students to explore and learn in a more interactive and engaging way. This trend is driven by the desire to enhance the learning experience and provide students with practical and hands-on training.

Local special circumstances:
Netherlands has a strong technological infrastructure, which supports the development and adoption of VR software. The country is known for its advanced IT sector and has a high level of internet penetration. This provides a solid foundation for the growth of the VR Software market, as it ensures that customers have access to the necessary hardware and connectivity to use VR software. Furthermore, Netherlands has a vibrant startup ecosystem and a supportive business environment. This encourages innovation and entrepreneurship in the VR Software market, as startups and small businesses have access to funding, resources, and mentorship. The presence of incubators and accelerators also helps to nurture and grow VR software companies, fostering a competitive and dynamic market.

Underlying macroeconomic factors:
The strong economy of Netherlands plays a significant role in the growth of the VR Software market. The country has a high GDP per capita and a stable business environment, which attracts investments and encourages consumer spending. This provides a favorable market for VR software companies, as customers have the purchasing power to invest in VR technology and software. Additionally, the technological advancements in Netherlands contribute to the growth of the VR Software market. The country is known for its innovation and has a strong focus on research and development. This enables VR software companies to develop cutting-edge products and solutions, driving the adoption of VR technology in various industries. In conclusion, the VR Software market in Netherlands is developing due to increasing customer preferences for immersive experiences, the adoption of VR technology in gaming and education, the local special circumstances that support the growth of the market, and the underlying macroeconomic factors such as the strong economy and technological advancements.

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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