VR Advertising - Indonesia

  • Indonesia
  • In Indonesia, revenue in the VR Advertising market market is projected to reach US$1.7m in 2024.
  • The revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 1.47%, leading to a projected market volume of US$1.9m by 2029.
  • While a projected market volume of US$47.4m in 2024 indicates significant revenue generation, it is important to note that most revenue is generated the United States.
  • In Indonesia, the growing smartphone penetration is driving innovative VR advertising strategies, reshaping consumer engagement in the rapidly evolving digital landscape.
 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

Virtual Reality (VR) Advertising is a rapidly developing market in Indonesia, driven by customer preferences for immersive and interactive advertising experiences. With the increasing popularity of VR technology worldwide, Indonesia has seen a surge in demand for VR Advertising as businesses seek innovative ways to engage with their target audience.

Customer preferences:
Indonesian consumers have shown a growing interest in immersive experiences, making VR Advertising an appealing medium for businesses. The interactive nature of VR allows consumers to actively engage with brands, creating a more memorable and impactful advertising experience. Additionally, VR Advertising offers a unique opportunity for businesses to showcase their products or services in a virtual environment, allowing consumers to visualize and experience them firsthand.

Trends in the market:
One of the key trends in the VR Advertising market in Indonesia is the integration of VR technology into various industries. From real estate to tourism, businesses are leveraging VR Advertising to provide virtual tours and experiences, giving consumers a taste of what they have to offer. This trend is particularly prominent in the tourism sector, where VR Advertising allows potential travelers to explore destinations and attractions virtually, enticing them to visit in person. Another trend in the market is the adoption of VR Advertising by e-commerce platforms. With the rise of online shopping in Indonesia, e-commerce companies are using VR Advertising to enhance the shopping experience for consumers. By creating virtual stores and product demonstrations, businesses can provide a more immersive and interactive shopping experience, increasing consumer engagement and driving sales.

Local special circumstances:
Indonesia's large and tech-savvy population presents a unique opportunity for the growth of the VR Advertising market. With a population of over 270 million people, there is a significant consumer base for businesses to target. Additionally, Indonesia has a high smartphone penetration rate, with many consumers already equipped with the necessary hardware to experience VR Advertising. Furthermore, Indonesia's tourism industry is a major driver of the VR Advertising market. As one of the top tourist destinations in Southeast Asia, Indonesia attracts millions of visitors each year. By leveraging VR Advertising, businesses in the tourism sector can showcase the country's natural beauty and cultural attractions, enticing travelers to choose Indonesia as their next destination.

Underlying macroeconomic factors:
Indonesia's growing middle class and increasing disposable income are contributing to the development of the VR Advertising market. As more consumers have the means to afford VR devices, the demand for VR Advertising is expected to rise. Additionally, the government's focus on digital transformation and innovation is creating a favorable environment for the growth of VR Advertising in Indonesia. In conclusion, the VR Advertising market in Indonesia is experiencing significant growth due to customer preferences for immersive experiences, integration of VR technology into various industries, Indonesia's large and tech-savvy population, the importance of the tourism industry, and underlying macroeconomic factors such as the growing middle class and government support for digital innovation. As businesses continue to recognize the potential of VR Advertising, we can expect further expansion and innovation in this market in the coming years.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)