Metaverse AR & VR Hardware - G7

  • G7
  • The projected value in the Metaverse AR & VR Hardware market is set to reach US$0.8bn in 2024.
  • This market segment is expected to demonstrate an annual growth rate (CAGR 2024-2030) of 12.72%.
  • As a result, the projected market volume is estimated to reach US$1.6bn by 2030.
  • In 2024, in the United States is projected to generate the highest market volume, with a value of US$405.0m.
  • This indicates that the majority of value in the Metaverse AR & VR Hardware market is generated within the United States, a member of the G7 countries.
  • Furthermore, it is anticipated that the number of users in this market segment will reach 15.8m users by 2030.
  • The user penetration rate is expected to be 1.0% in 2024 and is projected to increase to 2.0% by 2030.
  • Lastly, the average value per user (ARPU) is estimated to be US$96.5 in the Metaverse AR & VR Hardware market.
  • Japan leads the G7 in the Metaverse AR & VR Hardware market with its cutting-edge technology and high consumer adoption rate.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in G7 is experiencing significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in the G7 countries have shown a strong preference for immersive and interactive experiences, which has fueled the demand for Metaverse AR & VR Hardware. The ability to explore virtual worlds, play games, and engage in social interactions in a realistic and immersive manner has captivated consumers in these countries. Additionally, the increasing adoption of virtual reality technology in various industries such as healthcare, education, and entertainment has further boosted the demand for AR & VR hardware.

Trends in the market:
One of the key trends in the Metaverse AR & VR Hardware market in G7 is the development of more advanced and user-friendly devices. Manufacturers are constantly innovating to create lighter, more comfortable, and more immersive headsets. This trend is driven by the growing demand for AR & VR experiences and the need for devices that can deliver high-quality visuals and seamless interactions. Additionally, there is a growing focus on developing wireless and standalone devices, which offer greater convenience and mobility to users. Another trend in the market is the integration of augmented reality (AR) and virtual reality (VR) technologies. This convergence allows users to seamlessly transition between real and virtual environments, enhancing the overall immersive experience. The integration of AR and VR technologies also opens up new possibilities for applications in various industries, such as retail, architecture, and manufacturing.

Local special circumstances:
Each G7 country has its own unique set of circumstances that contribute to the development of the Metaverse AR & VR Hardware market. For example, the United States has a strong ecosystem of technology companies and venture capital funding, which has fostered innovation and growth in the AR & VR industry. In Japan, there is a strong gaming culture and a high level of technological adoption, which has led to a significant demand for AR & VR hardware. Germany, known for its engineering prowess, has seen the emergence of several startups and research institutions focused on developing AR & VR technologies.

Underlying macroeconomic factors:
The growth of the Metaverse AR & VR Hardware market in G7 is also influenced by underlying macroeconomic factors. Countries with a strong economy and high disposable income levels tend to have a larger consumer base for AR & VR hardware. Additionally, government support and favorable regulatory policies can stimulate investment and innovation in the AR & VR industry. The G7 countries, being some of the world's largest economies, provide a conducive environment for the growth of the Metaverse AR & VR Hardware market. In conclusion, the Metaverse AR & VR Hardware market in G7 is experiencing significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The demand for immersive and interactive experiences, advancements in technology, integration of AR and VR, and favorable economic conditions are driving the growth of the market in these countries.

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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