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VR Advertising - Baltics

Baltics
  • Revenue in the VR Advertising market market in the Baltics is projected to reach US$249.6k in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 1.55%, resulting in a projected market volume of US$269.6k by 2029.
  • Although most revenue is generated the United States, the Baltics are expected to contribute to the projected market volume of US$47.4m in 2024.
  • In the Baltics, VR advertising is gaining momentum as businesses increasingly leverage immersive technologies to enhance consumer engagement and brand storytelling.

The VR Advertising market includes revenues generated from video games and VR videos that can be accessed via any platform. These revenues can come from in-game advertising, i.e., the ads are placed in the virtual environment or integrated into VR videos or apps. All revenue data solely refers to B2C transactions.

In-Scope

  • In-game and video advertising displayed in virtual reality games or apps
  • Revenue from advertising integrated into virtual reality video games that can be accessed via any platform, such as Steam
  • Revenue from advertising in virtual reality video apps that can be accessed via any platform

Out-Of-Scope

  • B2B advertising revenues
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Study Details

    Revenue

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Analyst Opinion

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

    Consumers are increasingly seeking unique and engaging content that stands out from traditional advertising methods. VR Advertising provides an innovative way for brands to capture the attention of their target audience and create memorable experiences. This preference for immersive content is driving the adoption of VR Advertising in the Baltic region.

    Trends in the market are also contributing to the growth of VR Advertising in the Baltics. The increasing availability and affordability of VR devices and headsets have made it more accessible to a wider audience. This has led to an increase in the number of VR users in the region, creating a larger potential market for VR Advertising.

    Additionally, advancements in technology have improved the quality and realism of VR experiences, making them more appealing to consumers and advertisers alike. Local special circumstances in the Baltics are further driving the development of the VR Advertising market. The region has a strong tech-savvy population and a high internet penetration rate, making it an ideal market for VR Advertising.

    The Baltic countries also have a vibrant startup ecosystem and a growing number of tech companies, which are actively exploring innovative advertising solutions. This entrepreneurial spirit and willingness to embrace new technologies are helping to drive the growth of VR Advertising in the region. Underlying macroeconomic factors are also playing a role in the development of the VR Advertising market in the Baltics.

    The region has experienced steady economic growth in recent years, which has led to an increase in consumer spending power. This has created a favorable environment for advertisers to invest in new and innovative advertising methods, such as VR Advertising. The growing economy and favorable business environment are contributing to the overall growth and development of the VR Advertising market in the Baltics.

    In conclusion, the VR Advertising market in the Baltics is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards immersive and interactive experiences, the increasing availability and affordability of VR devices, the tech-savvy population, the vibrant startup ecosystem, and the favorable economic conditions are all contributing to the growth of VR Advertising in the region.

    Global Comparison

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on VR advertising revenue, which includes advertising that is integrated into the virtual world within video games and videos.

    Modeling approach / market size:

    The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, 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 data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. 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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    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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    Virtual reality (VR) - statistics & facts

    Virtual reality (VR) is a simulated experience similar to or completely different from the real world. VR aims to create a sensory experience for the user, sometimes including sight, touch, hearing, smell, or even taste. The industry is growing at a fast pace, with the global VR market size projected to increase from less than 12 billion U.S. dollars in 2022 to more than 22 billion U.S. dollars by 2025. Both the enterprise and consumer segments, including the increased development of the VR gaming industry, are expected to profit from the forecast growth.
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