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VR Advertising - Finland

Finland
  • In Finland, revenue in the VR Advertising market market is projected to reach US$689.6k in 2024.
  • The revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 1.29%, leading to a projected market volume of US$735.4k by 2029.
  • However, it is notable that most revenue is generated the United States, with a projected market volume of US$47.4m in 2024.
  • In Finland, the burgeoning VR advertising market is increasingly attracting innovative tech companies, enhancing immersive consumer experiences and reshaping digital marketing strategies.

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 Finland has been experiencing significant growth in recent years, driven by customer preferences for immersive and interactive advertising experiences.

    Customer preferences:
    Customers in Finland are increasingly seeking out unique and engaging advertising experiences. Traditional forms of advertising, such as television commercials and print ads, are becoming less effective in capturing their attention. As a result, there is a growing demand for VR advertising that allows consumers to interact with brands and products in a virtual environment. This immersive experience not only grabs their attention but also creates a lasting impression, leading to increased brand awareness and customer engagement.

    Trends in the market:
    One of the key trends in the VR Advertising market in Finland is the integration of VR technology into various industries and sectors. Companies are exploring innovative ways to incorporate VR into their marketing strategies, whether it's through virtual showrooms, product demonstrations, or interactive storytelling. This trend is driven by the desire to provide customers with a unique and memorable experience that sets brands apart from their competitors. Another trend in the market is the rise of VR gaming as a platform for advertising. Finland has a strong gaming industry, and many companies are leveraging this expertise to create immersive VR games that include branded content and advertisements. This approach allows advertisers to reach a highly engaged and captive audience while also providing gamers with new and exciting experiences.

    Local special circumstances:
    Finland has a highly developed technology sector, with a strong focus on innovation and creativity. This environment fosters the growth of VR advertising, as companies and entrepreneurs are constantly pushing the boundaries of what is possible with VR technology. Additionally, Finland has a high level of digital literacy among its population, making it easier for consumers to adopt and engage with VR advertising.

    Underlying macroeconomic factors:
    The VR Advertising market in Finland is also influenced by macroeconomic factors, such as the overall economic stability and consumer spending power. As the Finnish economy continues to grow, consumers have more disposable income to spend on innovative and immersive experiences. This provides an opportunity for advertisers to invest in VR advertising and reach a receptive audience. In conclusion, the VR Advertising market in Finland is experiencing growth due to customer preferences for immersive and interactive advertising experiences. The integration of VR technology into various industries, the rise of VR gaming as an advertising platform, and Finland's innovative technology sector are all contributing to this trend. Additionally, the overall economic stability and consumer spending power in Finland create a favorable environment for the growth of VR advertising.

    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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