Metaverse AR & VR Hardware - Austria

  • Austria
  • The projected value in the Metaverse AR & VR Hardware market for Austria is expected to reach US$7.3m in 2024.
  • The market is anticipated to experience an annual growth rate (CAGR 2024-2030) of 12.63%, resulting in a projected market volume of US$15.0m by 2030.
  • In Austria, the market volume is projected to be US$405.0m in 2024, making it one of the countries generating the most value in the Metaverse AR & VR Hardware market.
  • The number of users in Austria is expected to reach 150.4k users by 2030, indicating a growing user base.
  • User penetration is estimated to be 0.9% in 2024 and is predicted to increase to 1.7% by 2030.
  • The average value per user (ARPU) in Austria is projected to amount to US$88.1.
  • Austria is experiencing a surge in demand for Metaverse AR & VR hardware, driven by its strong tech-savvy population and innovative startups in the sector.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in Austria is experiencing steady growth and development. Customer preferences are shifting towards immersive and interactive experiences, driving the demand for AR and VR hardware. The market is also influenced by local special circumstances and underlying macroeconomic factors.

Customer preferences:
Austrian consumers are increasingly seeking immersive and interactive experiences, which has led to a growing demand for AR and VR hardware. The desire to explore virtual worlds, play games, and engage in virtual social interactions has fueled the adoption of these technologies. Additionally, the younger generation, in particular, is embracing AR and VR as a form of entertainment and education. The demand for high-quality and user-friendly AR and VR hardware is on the rise, as customers seek devices that offer a seamless and immersive experience.

Trends in the market:
One of the key trends in the Metaverse AR & VR Hardware market in Austria is the increasing popularity of standalone VR headsets. These devices provide a wireless and untethered experience, allowing users to move freely in virtual environments. Standalone VR headsets are becoming more affordable and accessible, attracting a wider consumer base. Moreover, advancements in technology have led to improved graphics and performance, enhancing the overall immersive experience. Another trend in the market is the integration of augmented reality (AR) and virtual reality (VR) technologies. Companies are developing hybrid devices that combine both AR and VR capabilities, offering users a versatile and multifunctional experience. This convergence of technologies allows for a seamless transition between the real world and virtual environments, enabling users to interact with virtual objects while remaining aware of their physical surroundings.

Local special circumstances:
Austria has a strong gaming and entertainment industry, which has contributed to the growth of the Metaverse AR & VR Hardware market. The country is home to several game development studios and hosts various gaming events and exhibitions. This ecosystem supports the adoption of AR and VR technologies, as developers create immersive and engaging experiences for Austrian consumers. Additionally, Austria's tourism sector has recognized the potential of AR and VR in enhancing visitor experiences, leading to collaborations between technology companies and tourism organizations.

Underlying macroeconomic factors:
The growth of the Metaverse AR & VR Hardware market in Austria is also influenced by underlying macroeconomic factors. The country has a stable economy and a high standard of living, which allows consumers to invest in premium AR and VR hardware. The increasing disposable income and willingness to spend on entertainment contribute to the market's expansion. Additionally, Austria's strong technological infrastructure and access to high-speed internet enable seamless connectivity and enhance the overall AR and VR experience. In conclusion, the Metaverse AR & VR Hardware market in Austria is experiencing growth due to shifting customer preferences towards immersive experiences, the integration of AR and VR technologies, local special circumstances such as a strong gaming industry, and underlying macroeconomic factors such as a stable economy and high disposable income. The market is expected to continue evolving as technology advances and consumer demand for immersive and interactive experiences continues to grow.

Methodology

Data coverage:

Figures are based on in-app spending, consumer spending, online and offline sales, and data from the AR & VR market in the AMI.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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