Metaverse AR & VR Hardware - Worldwide

  • Worldwide
  • The Metaverse AR & VR Hardware market is projected to reach a value of US$1.6bn in 2024.
  • This market segment is expected to display an annual growth rate (CAGR 2024-2030) of 12.77%, resulting in a projected market volume of US$3.3bn by 2030.
  • In 2024, in the United States is the country generating the most value in this market segment, with a projected market volume of US$405.0m.
  • Looking ahead to 2030, the number of users in the Metaverse AR & VR Hardware market is expected to reach 32.1m users.
  • The user penetration rate is projected to be 0.3% in 2024 and is forecasted to rise to 0.5% by 2030.
  • Additionally, the average value per user (ARPU) is expected to amount to US$95.7.
  • Worldwide, the demand for Metaverse AR & VR hardware is rapidly increasing, with countries like the United States leading the way in adoption and innovation.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market is experiencing significant growth worldwide, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology.

Customer preferences:
Customers are increasingly seeking immersive experiences that allow them to escape reality and engage with virtual environments. The use of augmented reality (AR) and virtual reality (VR) hardware enables users to interact with digital content in a more immersive and realistic way, enhancing their overall experience. Additionally, the growing popularity of gaming and entertainment applications is driving the demand for AR and VR hardware, as consumers seek to enhance their gaming experiences or explore virtual worlds.

Trends in the market:
One of the key trends in the Metaverse AR & VR Hardware market is the development of more advanced and sophisticated devices. Manufacturers are continuously improving the resolution, field of view, and tracking capabilities of AR and VR headsets, making them more comfortable and realistic for users. This trend is driven by the increasing demand for high-quality visuals and seamless user experiences. Another trend in the market is the integration of AR and VR technologies into various industries beyond gaming and entertainment. For example, the healthcare sector is adopting AR and VR hardware for medical training and simulation, allowing healthcare professionals to practice procedures in a safe and controlled environment. Similarly, the education sector is leveraging AR and VR hardware to create immersive learning experiences, enhancing student engagement and understanding.

Local special circumstances:
In some countries, the adoption of AR and VR hardware may be influenced by local special circumstances. For instance, in countries with a strong gaming culture, the demand for AR and VR hardware may be higher due to the popularity of gaming. Additionally, the availability of high-speed internet and infrastructure can impact the adoption of AR and VR hardware, as these technologies often require a stable and fast internet connection.

Underlying macroeconomic factors:
The growth of the Metaverse AR & VR Hardware market is also influenced by underlying macroeconomic factors. For example, the overall economic growth of a country or region can drive consumer spending power, enabling individuals to invest in AR and VR hardware. Additionally, technological advancements and investments in research and development play a crucial role in the development and availability of advanced AR and VR hardware. In conclusion, the Metaverse AR & VR Hardware market is experiencing significant growth worldwide, driven by customer preferences for immersive experiences and advancements in technology. The development of more advanced devices and the integration of AR and VR technologies into various industries are key trends in the market. Local special circumstances and underlying macroeconomic factors also influence the adoption and growth of AR and VR hardware in different countries and regions.

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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