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AR & VR - Lithuania

Lithuania
  • In Lithuania, revenue in the AR & VR market market is projected to reach US$19.7m in 2024.
  • It is expected that revenue will exhibit an annual growth rate (CAGR 2024-2029) of 9.80%, leading to a projected market volume of US$31.4m by 2029.
  • The largest market within this market in Lithuania is AR Software, which is anticipated to have a market volume of US$5.7m in 2024.
  • While most revenue is generated the United States, in Lithuania is also expected to contribute significantly with a projected market volume of US$10.9bn in 2024.
  • The number of users in the AR & VR market market in Lithuania is forecasted to reach 1.4m users by 2029.
  • User penetration in Lithuania is expected to be 50.5% in 2024 and is projected to increase to 52.6% by 2029.
  • Additionally, the average revenue per user (ARPU) in Lithuania is expected to amount to US$14.5.
  • Lithuania is increasingly positioning itself as a hub for AR & VR innovation, driven by a burgeoning tech ecosystem and supportive government initiatives.

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

    Consumers are increasingly seeking innovative ways to engage with content, whether it be in entertainment, gaming, or education. The ability to explore virtual worlds and interact with digital objects in real-time is highly appealing to Lithuanian consumers, driving the adoption of AR & VR technologies. Trends in the market indicate that the AR & VR industry in Lithuania is expanding rapidly.

    There has been a surge in the development of AR & VR applications and content, catering to various sectors such as tourism, real estate, healthcare, and retail. This growth is fueled by advancements in technology, making AR & VR more accessible and affordable. Additionally, there is a growing ecosystem of startups and tech companies in Lithuania that are focusing on AR & VR, further contributing to the market's expansion.

    Local special circumstances also play a role in the development of the AR & VR market in Lithuania. The country has a highly skilled workforce in the technology sector, with a strong emphasis on innovation and entrepreneurship. This has created a favorable environment for the growth of AR & VR startups and the establishment of research and development centers.

    Furthermore, Lithuania's strategic location within the European Union provides access to a large market and favorable business conditions, attracting foreign investments in the AR & VR sector. Underlying macroeconomic factors contribute to the development of the AR & VR market in Lithuania. The country has a stable economy and a high level of digital infrastructure, providing a solid foundation for the adoption of AR & VR technologies.

    Additionally, government initiatives and policies support the growth of the technology sector, including AR & VR. This includes funding programs, tax incentives, and partnerships with industry stakeholders, which encourage innovation and investment in the AR & VR market. In conclusion, the AR & VR market in Lithuania is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

    The demand for immersive and interactive experiences, coupled with advancements in technology and a favorable business environment, are driving the expansion of the AR & VR industry in Lithuania.

    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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    Extended reality (XR) is an umbrella term for all immersive technologies including augmented reality (AR), virtual reality (VR), and mixed reality (MR), plus those that are yet to be created. XR technologies extend the reality we experience by either merging the virtual and “real” worlds or by creating a fully immersive experience. The global XR market is expected to grow considerably in the coming years, with XR innovation expected to be strong in the United States and across Asia, notably in Japan and China, as well as Germany and the United Kingdom in Europe.
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