VR Advertising - BRICS

  • BRICS
  • Revenue in the VR Advertising market market in BRICS is projected to reach US$47.0m in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 1.12%, resulting in a projected market volume of US$49.1m by 2029.
  • With a projected market volume of US$48.4m in 2025, most revenue is generated the United States, highlighting the significant role of this market in the global landscape.
  • Brazil is increasingly embracing VR advertising as a potent tool for brands to engage the tech-savvy youth market and enhance customer experiences.
 
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Analyst Opinion

The VR Advertising market in BRICS 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 BRICS countries are playing a crucial role in the growth of the VR Advertising market.

Consumers in these countries are increasingly seeking immersive and interactive experiences, and virtual reality provides a unique platform for advertisers to engage with their target audience. VR Advertising offers a more personalized and engaging way for brands to connect with consumers, allowing them to experience products and services in a virtual environment. This immersive nature of VR Advertising appeals to customers who are looking for innovative and interactive marketing campaigns.

Trends in the market are also contributing to the growth of VR Advertising in BRICS. The increasing adoption of virtual reality technology and devices is creating new opportunities for advertisers. The availability of affordable VR headsets and smartphones with VR capabilities has made virtual reality more accessible to a wider audience.

This has led to a growing user base for VR content, making it an attractive platform for advertisers to reach their target market. Additionally, advancements in VR technology, such as 360-degree video and augmented reality, are enhancing the immersive experience and effectiveness of VR Advertising campaigns. Local special circumstances in each BRICS country are shaping the development of the VR Advertising market.

For example, in Brazil, the hosting of major sporting events like the FIFA World Cup and the Olympics has created a demand for innovative advertising solutions, and VR Advertising offers a unique opportunity to engage with sports fans. In Russia, the government's focus on promoting technology and innovation is driving the adoption of virtual reality, creating a favorable environment for VR Advertising. In India, the growing smartphone penetration and the rise of digital advertising are contributing to the growth of VR Advertising.

In China, the large consumer market and the strong presence of tech giants are fueling the development of VR Advertising. Underlying macroeconomic factors are also influencing the growth of the VR Advertising market in BRICS. Economic growth, increasing disposable incomes, and a growing middle class are driving consumer spending and creating opportunities for advertisers.

The rising digitalization and internet penetration in BRICS countries are also facilitating the adoption of VR Advertising. Moreover, the shift towards e-commerce and online shopping is creating a need for innovative advertising solutions, and VR Advertising provides a unique way for brands to showcase their products and services in a virtual environment. In conclusion, the VR Advertising market in BRICS is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

As consumers seek immersive and interactive experiences, VR Advertising provides a unique platform for brands to engage with their target audience. With the increasing adoption of virtual reality technology and devices, and the availability of affordable VR headsets and smartphones, VR Advertising is becoming more accessible to a wider audience. The local special circumstances in each BRICS country, along with the underlying macroeconomic factors, are further driving the growth of the VR Advertising market in the region.

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).

Overview

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