VR Software - Norway

  • Norway
  • The VR Software market in Norway is predicted to generate a revenue of US$19.8m in 2024.
  • It is expected to experience a compound annual growth rate (CAGR) of 9.06% from 2024 to 2028, resulting in a projected market volume of US$28.0m by 2028.
  • The United States dominates the market, generating the highest revenue with a projected market volume of US$990.3m in 2024.
  • By 2028, the number of users in the VR Software market in Norway is expected to reach 973.5k users.
  • The user penetration rate is projected to be 15.3% in 2024 and is anticipated to increase to 17.2% by 2028.
  • The average revenue per user (ARPU) is expected to be US$23.5.
  • Norway's VR software market is booming, driven by a strong focus on immersive gaming experiences and innovative applications in sectors like healthcare and education.
 
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Analyst Opinion

The VR Software market in Norway 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:
Norwegian consumers have shown a strong interest in VR Software, seeking out immersive experiences that allow them to escape reality and engage with virtual environments. This preference for immersive experiences is reflected in the growing demand for VR Software in various industries, including gaming, entertainment, education, and healthcare. Additionally, the increasing popularity of VR headsets and devices among Norwegian consumers has further fueled the demand for VR Software.

Trends in the market:
One of the key trends in the VR Software market in Norway is the adoption of VR technology in the gaming industry. Norwegian gamers are increasingly embracing VR games, seeking out more immersive and realistic gaming experiences. This trend has led to a rise in the development and availability of VR Software specifically tailored for gaming purposes. Another trend in the market is the integration of VR Software in the education sector. Norwegian educational institutions are recognizing the potential of VR technology to enhance the learning experience for students. VR Software is being used to create virtual classrooms, allowing students to explore and interact with educational content in a more engaging and interactive manner. Furthermore, the healthcare industry in Norway has also witnessed the adoption of VR Software. Virtual reality is being utilized for various purposes, such as pain management, rehabilitation, and mental health therapy. The use of VR Software in healthcare has the potential to revolutionize patient care and treatment outcomes.

Local special circumstances:
Norway's strong focus on innovation and technology has created a favorable environment for the growth of the VR Software market. The country has a highly skilled workforce and a supportive ecosystem for startups and technology companies. This has led to the emergence of several Norwegian VR Software companies that are developing cutting-edge solutions for both domestic and international markets.

Underlying macroeconomic factors:
The strong economy in Norway has played a significant role in the growth of the VR Software market. With a high standard of living and disposable income, Norwegian consumers have the means to invest in VR headsets and devices, driving the demand for VR Software. Additionally, the government's focus on promoting technological advancements and digitalization has also contributed to the growth of the VR Software market in Norway. In conclusion, the VR Software market in Norway is experiencing significant growth due to customer preferences for immersive experiences, particularly in the gaming, education, and healthcare sectors. The integration of VR technology in these industries is driving the demand for VR Software. Norway's focus on innovation, strong economy, and supportive ecosystem have created a favorable environment for the growth of the VR Software market in the country.

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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