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.
Most recent update: Apr 2024
Source: Statista Market Insights
Most recent update: Apr 2024
Source: Statista Market Insights
The VR Advertising market in Egypt has been experiencing significant growth in recent years, driven by customer preferences for immersive and engaging advertising experiences.
Customer preferences: Customers in Egypt are increasingly seeking out unique and interactive advertising experiences that can capture their attention and leave a lasting impression. Virtual reality (VR) advertising offers a new and innovative way for brands to connect with their target audience, allowing them to fully immerse themselves in a virtual environment and engage with the advertisement on a deeper level. This level of interactivity and engagement is highly appealing to customers in Egypt, who are looking for more personalized and engaging advertising experiences.
Trends in the market: One of the key trends in the VR Advertising market in Egypt is the use of VR technology in the real estate industry. Real estate developers are leveraging VR advertising to showcase their properties in a more immersive and realistic way, allowing potential buyers to virtually tour properties and experience them firsthand. This trend is driven by the desire to provide customers with a more interactive and engaging way to explore and evaluate properties, ultimately increasing the chances of making a sale. Another trend in the market is the use of VR advertising in the tourism industry. Egypt is a popular tourist destination, known for its rich history and cultural heritage. VR advertising allows tourists to virtually explore popular attractions and historical sites before they even arrive in the country. This not only helps to generate interest and excitement among potential tourists but also provides them with a preview of what they can expect during their visit. This trend is particularly important in light of the COVID-19 pandemic, which has limited travel and made virtual experiences more valuable.
Local special circumstances: Egypt has a large and growing youth population, with a high percentage of tech-savvy individuals who are eager to embrace new technologies. This demographic is particularly receptive to VR advertising, as they are more likely to own VR headsets and have the necessary technical skills to engage with VR content. This presents a unique opportunity for brands to target this demographic through immersive and interactive VR advertising campaigns.
Underlying macroeconomic factors: The VR Advertising market in Egypt is also influenced by underlying macroeconomic factors. Egypt has been experiencing steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has created a favorable environment for brands to invest in advertising and marketing initiatives, including VR advertising. Additionally, the government of Egypt has been actively promoting the development of the technology sector, which has further contributed to the growth of the VR Advertising market. In conclusion, the VR Advertising market in Egypt is developing rapidly due to customer preferences for immersive and engaging advertising experiences. The use of VR technology in real estate and tourism industries, along with the country's large youth population and favorable macroeconomic factors, are driving the growth of this market. As VR technology continues to advance and become more accessible, we can expect to see further expansion and innovation in the VR Advertising market in Egypt.
Most recent update: Apr 2024
Source: Statista Market Insights
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).Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights