VR Advertising - CIS

  • CIS
  • The VR Advertising market in the CIS is estimated to witness a significant growth in revenue, with projections indicating a staggering amount of US$2.2m by the year 2024.
  • Furthermore, it is expected that the market will experience a steady annual growth rate of 1.92% (CAGR 2024-2029), resulting in a projected market volume of US$2.4m by 2029.
  • It is worth noting that in the United States holds the majority share of the market, generating a substantial revenue of US$47.4m in 2024.
  • In the CIS market, VR Advertising is gaining traction as businesses recognize its potential to engage consumers in immersive and interactive experiences.
 
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Analyst Opinion

The VR Advertising market in CIS is experiencing significant growth and development, driven by customer preferences for immersive and interactive advertising experiences.

Customer preferences:
Customers in the CIS region are increasingly seeking out unique and engaging advertising experiences. They are drawn to virtual reality (VR) advertising because it allows them to fully immerse themselves in a brand's message and interact with the content in a way that traditional advertising cannot provide. This preference for immersive experiences is fueled by the desire to escape from everyday life and engage with brands in a more personal and memorable way.

Trends in the market:
One of the key trends in the VR Advertising market in CIS is the increasing adoption of VR technology by businesses and advertisers. As VR technology becomes more accessible and affordable, companies are recognizing the potential of VR advertising to capture the attention of their target audience and deliver a more impactful message. This trend is driving the development of VR advertising platforms and solutions that cater specifically to the needs of businesses in the CIS region. Another trend in the market is the integration of VR advertising with social media platforms. As social media continues to play a significant role in people's lives, advertisers are finding ways to leverage VR technology to create unique and shareable content that can go viral on platforms like Instagram, Facebook, and TikTok. This trend is particularly popular among younger demographics who are more likely to engage with immersive and interactive content.

Local special circumstances:
The CIS region has a large and diverse population, with different countries and cultures within its borders. This presents both opportunities and challenges for VR advertising. On one hand, advertisers have the opportunity to create targeted and localized VR advertising campaigns that resonate with specific segments of the population. On the other hand, they must navigate the cultural nuances and preferences of each country to ensure their campaigns are effective and well-received.

Underlying macroeconomic factors:
The growth of the VR Advertising market in CIS is also influenced by underlying macroeconomic factors. The region has seen steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. As people have more money to spend, they are more likely to invest in VR technology and engage with VR advertising. Additionally, the increasing penetration of smartphones and internet connectivity in the region has made VR advertising more accessible to a wider audience. In conclusion, the VR Advertising market in CIS is developing rapidly due to customer preferences for immersive experiences, the adoption of VR technology by businesses, the integration of VR advertising with social media platforms, and the underlying macroeconomic factors in the region. Advertisers in the CIS region have the opportunity to create targeted and localized VR advertising campaigns that resonate with their target audience, while also navigating the cultural nuances and preferences of each country.

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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