VR Software - Poland

  • Poland
  • The VR Software market in Poland is projected to reach a revenue of US$22.9m in 2024.
  • It is expected to exhibit an annual growth rate (CAGR 2024-2028) of 9.28%, resulting in a projected market volume of US$32.7m by 2028.
  • The United States dominates the market with a projected market volume of US$990.3m in 2024.
  • In terms of users, the VR Software market in Poland is expected to have 1,138.0k users users by 2028.
  • The user penetration rate is predicted to be 2.4% in 2024 and is expected to increase to 2.9% by 2028.
  • The average revenue per user (ARPU) is projected to be US$23.5.
  • Poland is experiencing a surge in demand for VR software, driven by its rapidly growing tech sector and a strong focus on innovation.
 
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Analyst Opinion

The VR Software market in Poland is experiencing significant growth and development due to several key factors.

Customer preferences:
Customers in Poland are increasingly interested in virtual reality technology and are seeking out VR software to enhance their gaming, entertainment, and educational experiences. The demand for immersive and interactive content has driven the growth of the VR software market, as customers are looking for new and innovative ways to engage with digital media. Additionally, the affordability and accessibility of VR headsets have made virtual reality experiences more attainable for a wider range of consumers in Poland.

Trends in the market:
One of the key trends in the VR software market in Poland is the increasing adoption of VR technology in various industries beyond gaming. Companies are utilizing VR software for training purposes, allowing employees to practice skills in a virtual environment before applying them in the real world. This has proven to be particularly valuable in industries such as healthcare, manufacturing, and construction, where hands-on experience is critical. Furthermore, the tourism industry in Poland has embraced VR technology as a means of showcasing destinations and attractions to potential visitors, providing immersive virtual tours and experiences.

Local special circumstances:
Poland has a thriving gaming industry, with a strong community of developers and enthusiasts. This has created a favorable environment for the growth of the VR software market, as there is already an existing infrastructure and talent pool that can support the development and distribution of virtual reality content. Additionally, Poland has a relatively young population that is tech-savvy and open to adopting new technologies, further driving the demand for VR software.

Underlying macroeconomic factors:
Poland has experienced steady economic growth in recent years, which has contributed to increased consumer spending power. As disposable incomes rise, consumers are more willing to invest in new technologies and experiences, including VR software. Additionally, the Polish government has shown support for the development of the technology sector, providing incentives and funding opportunities for companies in the VR software market. This favorable business environment has attracted both domestic and international companies to invest in the Polish market, further fueling its growth. In conclusion, the VR software market in Poland is experiencing rapid growth and development due to customer preferences for immersive experiences, the adoption of VR technology in various industries, the presence of a thriving gaming industry, and favorable macroeconomic factors. As virtual reality technology continues to advance and become more widely accessible, the market is expected to expand further, offering new opportunities for companies in Poland.

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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