VR Software - Romania

  • Romania
  • In 2024, the revenue in the VR Software market in Romania is projected to reach US$7.3m.
  • It is expected to show an annual growth rate (CAGR 2024-2029) of 8.59%, resulting in a projected market volume of US$11.0m by 2029.
  • The United States generates the most revenue in the VR Software market with a projected market volume of US$990.3m in 2024.
  • By 2029, the number of users in Romania is expected to amount to 367.4k users.
  • The user penetration will be 1.6% in 2024 and is expected to hit 1.9% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$23.5 .
  • Romania is becoming a hotspot for VR software development, with a growing number of innovative startups and skilled developers.
 
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Analyst Opinion

The VR Software market in Romania is experiencing significant growth, driven by customer preferences for immersive and interactive experiences, as well as the increasing availability and affordability of virtual reality technology.

Customer preferences:
In Romania, there is a growing demand for VR software that provides immersive experiences across various industries, including gaming, entertainment, education, and healthcare. Customers are increasingly seeking interactive and realistic virtual environments that allow them to explore new worlds, learn new skills, and enhance their entertainment experiences. This has led to a surge in the development and adoption of VR software in the country.

Trends in the market:
One of the key trends in the VR Software market in Romania is the increasing popularity of VR gaming. The gaming industry has embraced virtual reality technology, offering gamers a more immersive and realistic gaming experience. This trend is driving the demand for VR software that can create visually stunning and interactive gaming environments. Another trend in the market is the integration of VR technology in the education sector. Virtual reality is being used to enhance learning experiences by providing students with interactive and engaging educational content. VR software is being developed to simulate real-world scenarios and enable students to explore and learn in a virtual environment. This trend is expected to continue as educational institutions recognize the benefits of VR technology in improving student engagement and knowledge retention.

Local special circumstances:
Romania has a strong technology sector and a growing startup ecosystem, which has contributed to the development and innovation in the VR Software market. The country has a pool of talented software developers and engineers who are actively working on creating VR software solutions. Additionally, the Romanian government has been supportive of the technology industry, providing incentives and funding for startups and research and development activities. These local special circumstances have created a favorable environment for the growth of the VR Software market in Romania.

Underlying macroeconomic factors:
The growth of the VR Software market in Romania is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has increased disposable incomes and consumer spending. As a result, more consumers are able to afford virtual reality technology and are willing to invest in VR software for entertainment, education, and other purposes. Furthermore, the increasing penetration of smartphones and high-speed internet connectivity has made VR software more accessible to a wider audience. In conclusion, the VR Software market in Romania is witnessing significant growth due to customer preferences for immersive experiences, the increasing popularity of VR gaming, the integration of VR technology in education, local special circumstances such as a strong technology sector and government support, and underlying macroeconomic factors such as economic growth and increased consumer spending power. These factors are expected to continue driving the growth of the VR Software market in Romania in the coming years.

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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