AR & VR - Latvia

  • Latvia
  • The AR & VR market in Latvia is projected to reach a revenue of US$19.7m in 2024.
  • This is expected to show an annual growth rate (CAGR 2024-2029) of 9.50%, resulting in a projected market volume of US$31.0m by 2029.
  • The largest market segment is AR Software, with a market volume of US$6.5m in 2024.
  • The United States generates the most revenue in the AR & VR market, with a projected market volume of US$10,900.0m in 2024.
  • By 2029, the number of AR & VR market users in Latvia is expected to amount to 1,137.0k users.
  • The user penetration rate is projected to be 62.3% in 2024 and is expected to increase to 66.2% by 2029.
  • The average revenue per user (ARPU) is estimated to be US$17.5.
  • It is important to note that the revenue values mentioned above only account for B2C revenues.
  • This means that according to the displayed market share of B2C, 0.00 of the total market (B2C & B2B) is covered.
  • Latvia's AR & VR market is booming with innovative startups and investments, positioning the country as a leading hub for immersive technologies in the Baltic region.
 
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Analyst Opinion

The AR & VR market in Latvia is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Latvia are shifting towards immersive and interactive experiences, which has fueled the demand for AR & VR technologies.

Consumers are increasingly seeking innovative and engaging ways to interact with products and services, and AR & VR offer unique opportunities to enhance user experiences. This shift in customer preferences is not unique to Latvia, but is a global trend that is driving the growth of the AR & VR market worldwide. Trends in the AR & VR market in Latvia are closely aligned with global trends.

One major trend is the increasing adoption of AR & VR in various industries, including gaming, entertainment, education, healthcare, and retail. Companies in these industries are leveraging AR & VR technologies to create immersive and interactive experiences for their customers. Additionally, there is a growing focus on the development of AR & VR content and applications, as well as the improvement of hardware and software capabilities.

These trends are driving the growth of the AR & VR market in Latvia, as businesses and consumers recognize the potential of these technologies. Local special circumstances in Latvia also contribute to the development of the AR & VR market. The country has a strong and innovative technology sector, with a number of startups and established companies specializing in AR & VR.

This creates a favorable environment for the growth and adoption of AR & VR technologies. Additionally, Latvia has a highly skilled workforce, with expertise in software development and design, which supports the development and implementation of AR & VR solutions. Underlying macroeconomic factors in Latvia, such as economic stability and government support, also play a role in the development of the AR & VR market.

The country has experienced steady economic growth in recent years, which has created a favorable business environment for companies operating in the AR & VR sector. Additionally, the Latvian government has recognized the potential of AR & VR technologies and has implemented policies to support their development and adoption. This includes providing funding and resources for research and development, as well as promoting collaboration between industry players and educational institutions.

In conclusion, the AR & VR market in Latvia is experiencing growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The shift towards immersive and interactive experiences, the increasing adoption of AR & VR in various industries, the presence of a strong technology sector, and government support all contribute to the growth of the AR & VR market in Latvia.

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).

Overview

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