Metaverse AR & VR Hardware - Poland

  • Poland
  • The Metaverse AR & VR Hardware market in Poland is projected to reach a value of US$7.7m by 2024.
  • This market segment is expected to demonstrate a compound annual growth rate (CAGR 2024-2030) of 12.53%, resulting in a projected market volume of US$15.7m by 2030.
  • In 2024, in the United States is anticipated to generate the highest market volume, estimated at US$405.0m.
  • The number of users in the Metaverse AR & VR Hardware market is expected to reach 159.5k users by 2030.
  • The user penetration rate is projected to be 0.2% in 2024 and is expected to increase to 0.4% by 2030.
  • The average value per user (ARPU) is estimated to be US$87.1.
  • Poland is experiencing a growing demand for Metaverse AR & VR Hardware, driven by its flourishing tech industry and increasing consumer interest in immersive digital experiences.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in Poland is experiencing significant growth and development, driven by customer preferences for immersive experiences and the increasing availability of advanced technologies. Customer preferences in the Metaverse AR & VR Hardware market in Poland are heavily influenced by the desire for immersive and interactive experiences.

Consumers are increasingly seeking more engaging and realistic virtual reality experiences, which has led to a growing demand for high-quality AR and VR hardware. Additionally, the popularity of gaming and entertainment applications in the country has contributed to the adoption of AR and VR technologies, as consumers look for enhanced experiences in these sectors. Trends in the Metaverse AR & VR Hardware market in Poland reflect the global market, with a focus on technological advancements and innovation.

The market is witnessing the development of more advanced and sophisticated AR and VR devices, such as headsets with higher resolution, improved tracking capabilities, and enhanced user interfaces. These advancements are aimed at providing users with a more immersive and realistic experience, driving the demand for AR and VR hardware in the country. Additionally, the market is witnessing a shift towards standalone devices, eliminating the need for external hardware or wires, which further enhances the user experience and convenience.

Local special circumstances in Poland contribute to the growth of the Metaverse AR & VR Hardware market. The country has a thriving tech industry and a strong focus on innovation, which has led to the development of a robust ecosystem for AR and VR technologies. Poland is home to several startups and tech companies specializing in AR and VR, which are driving the development and adoption of advanced hardware solutions.

Additionally, the country has a growing gaming and entertainment industry, which provides a strong customer base for AR and VR hardware. Underlying macroeconomic factors also play a role in the development of the Metaverse AR & VR Hardware market in Poland. The country has a strong economy and a large population, which provides a significant market for AR and VR hardware.

Additionally, the government has been supportive of the tech industry and has implemented policies to encourage innovation and entrepreneurship. These factors create a favorable environment for the growth of the Metaverse AR & VR Hardware market in Poland. In conclusion, the Metaverse AR & VR Hardware market in Poland is experiencing significant growth and development, driven by customer preferences for immersive experiences, technological advancements, local special circumstances, and underlying macroeconomic factors.

The market is expected to continue growing as AR and VR technologies become more advanced and accessible to a wider audience.

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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