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AR & VR - Bangladesh

Bangladesh
  • In Bangladesh, the revenue in the AR & VR market market is projected to reach US$38.2m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.92%, leading to a projected market volume of US$58.5m by 2029.
  • The largest market within this market in Bangladesh is AR Advertising, which is anticipated to have a market volume of US$21.8m in 2024.
  • While most revenue is generated the United States with a projected market volume of US$10.9bn in 2024, in Bangladesh is also expected to contribute to the overall growth.
  • In the AR & VR market market in Bangladesh, the number of users is anticipated to reach 20.1m users by 2029.
  • User penetration in the country will be 9.4% in 2024 and is projected to increase to 11.0% by 2029.
  • The average revenue per user (ARPU) in Bangladesh is expected to amount to US$2.3.
  • Bangladesh is witnessing a burgeoning interest in AR and VR technologies, as local startups increasingly explore innovative applications in education and entertainment sectors.

Definition:

Augmented reality (AR) and virtual reality (VR) make it possible to combine the real and virtual worlds. AR is generally accessed via mobile phones and primarily relies on lenses. AR effects can be created by using lenses in social media apps, for example. AR is also used for displaying digital 3D objects in our surroundings, e.g., in gaming or eCommerce apps. Meanwhile, VR technology allows users to dive into the virtual world, and, unlike AR technology, it requires a headset device which enables the creation of virtual worlds.

Structure:

The AR & VR market consists of six different markets: AR Advertising, AR Hardware, AR Software, VR Advertising, VR Hardware, and VR Software. AR Advertising covers mobile advertising that is displayed in the most prominent social media apps. AR Hardware comprises AR headsets and glasses. AR Software is divided into three different application types, namely social media, gaming, and eCommerce applications, which can be accessed via the most prominent app stores. VR Advertising covers in-game advertising as well as advertising in VR videos. VR Hardware comprises both tethered head-mounted displays (HMDs) and stand-alone HMD headsets. Lastly, VR Software covers VR games and VR videos, which require headsets.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-app purchases, advertising spending, and consumer spending on apps, games, and hardware such as headsets or glasses. Sales channel data shows both online and offline revenues, which include VAT. The market only displays B2C revenues and users for the above-mentioned markets and markets; B2B and B2G revenues are not included. Additional definitions for each market can be found on the respective market pages.
Market numbers for VR headsets are also featured in the Consumer Market Insights, namely in the Gaming Equipment market of the Consumer Electronics market. Unlike the VR Hardware market in the Advertising & Media Outlook, the Gaming Equipment market also covers smartphone VR devices.
Key players in the market include companies such as Meta (Oculus VR), Microsoft (HoloLens), Snap Inc. with different lenses, and Nvidia, which offers computing hardware components.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • AR headsets and glasses, such as HoloLens
  • VR headsets, such as Meta Quest
  • AR apps, such as Snapchat or Pokémon Go
  • VR games that can be accessed via distribution platforms such as Steam
  • Apps that can be accessed via iPhones and Android phones

Out-Of-Scope

  • Cardboard VR headsets, such as Google VR
  • VR headsets for smartphones, such as Fiyapoo VR
  • Apps for Android phones that are solely available in stores such as Amazon Appstore and Microsoft Store
  • Apps available on other operating systems, such as Ubuntu
  • In-game subscriptions, such as Google Play Pass
Virtual reality (VR) - Cover

Statistics report on the virtual reality (VR) market

Virtual reality (VR)

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Analyst Opinion

    The AR & VR market in Bangladesh has been experiencing significant growth in recent years, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology.

    Customer preferences:
    Bangladeshi consumers have shown a growing interest in AR & VR technology, as they seek more engaging and interactive experiences. This includes both entertainment applications, such as gaming and virtual tours, as well as practical applications in fields like education and healthcare. The demand for AR & VR devices and content has been driven by a desire for more realistic and immersive experiences.

    Trends in the market:
    One of the key trends in the AR & VR market in Bangladesh is the increasing adoption of these technologies in the education sector. Schools and universities are incorporating AR & VR into their teaching methods to enhance learning and make it more interactive. This trend is driven by the recognition that AR & VR can provide students with a more engaging and hands-on learning experience, allowing them to visualize complex concepts and explore virtual environments. Another trend in the market is the growing popularity of AR & VR in the entertainment industry. Bangladeshi consumers are increasingly using AR & VR devices for gaming, virtual reality experiences, and immersive storytelling. This trend is fueled by the availability of a wide range of content and the increasing affordability of AR & VR devices.

    Local special circumstances:
    Bangladesh has a large and young population, which presents a significant market opportunity for AR & VR technology. The country's tech-savvy youth are early adopters of new technologies and are driving the demand for AR & VR devices and content. Additionally, the government of Bangladesh has been supportive of the development of the AR & VR industry, providing incentives and support to local companies and startups.

    Underlying macroeconomic factors:
    The growing AR & VR market in Bangladesh can also be attributed to favorable macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has allowed more consumers to afford AR & VR devices and content. Additionally, the rapid development of the country's internet infrastructure and the increasing penetration of smartphones have made AR & VR more accessible to a larger population. In conclusion, the AR & VR market in Bangladesh is experiencing significant growth due to customer preferences for immersive experiences, the adoption of these technologies in the education sector, and the increasing popularity of AR & VR in the entertainment industry. The country's large and young population, supportive government policies, and favorable macroeconomic factors have also contributed to the development of the market.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the AR & VR market. AR and VR enable consumers to experience a new dimension, using either a headset or installed units, as they combine the real and virtual worlds. Consumer revenue figures refer to revenues relating to AR hardware, AR software, VR hardware, VR software, and spending on AR and VR advertising. Both digital and non-digital revenues are included.

    Modeling approach / Market size:

    Market sizes are determined through a top-down approach, building on specific predefined factors for each market market. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports. In addition, we use relevant key market indicators and data from country-specific associations, such as consumer spending, internet penetration, 4G coverage, and historical developments. This data helps us 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 relevant market. For example, 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:

    The market is updated twice a year in case market dynamics change. The data is modeled using current exchange rates. 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).

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    Virtual reality (VR) - BackgroundVirtual reality (VR) - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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