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VR Advertising - Poland

Poland
  • In Poland, revenue in the VR Advertising market market is projected to reach US$1.2m in 2025.
  • The revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 1.14%, culminating in a projected market volume of US$1.2m by 2029.
  • While a significant portion of revenue is generated the United States, Poland's market is also anticipated to contribute, with a projected market volume of US$48.4m in 2025.
  • In Poland, the VR advertising sector is rapidly evolving, driven by increasing consumer engagement and innovative marketing strategies among local brands.

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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AR & VR: market data & analysis
Study Details

    Revenue

    Most recent update:

    Source: Statista Market Insights

    Most recent update:

    Source: Statista Market Insights

    Analyst Opinion

    The VR Advertising market in Poland has been experiencing significant growth in recent years, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Poland have played a key role in the development of the VR Advertising market.

    Polish consumers are increasingly seeking immersive and interactive experiences, and virtual reality offers a unique opportunity to engage with brands in a more personal and engaging way. Additionally, Polish consumers are becoming more tech-savvy and open to trying new technologies, which has further fueled the demand for VR Advertising. Trends in the market have also contributed to the growth of VR Advertising in Poland.

    One of the key trends is the increasing adoption of virtual reality headsets and devices. As the technology becomes more accessible and affordable, more Polish consumers are purchasing VR devices, creating a larger audience for VR Advertising campaigns. Furthermore, there is a growing number of VR content creators and developers in Poland, which has led to a wider variety of VR Advertising options and experiences for brands to choose from.

    Local special circumstances have also played a role in the development of the VR Advertising market in Poland. Poland has a strong gaming and technology industry, which has provided a solid foundation for the growth of VR Advertising. The presence of skilled VR developers and content creators has helped drive innovation and creativity in the market, resulting in more engaging and impactful VR Advertising campaigns.

    Underlying macroeconomic factors have also contributed to the growth of the VR Advertising market in Poland. The Polish economy has been experiencing steady growth in recent years, leading to increased consumer spending power. This has allowed more Polish consumers to invest in VR devices and accessories, creating a larger market for VR Advertising.

    Additionally, the advertising industry in Poland has been evolving, with brands looking for new and innovative ways to reach their target audience. VR Advertising offers a unique and effective solution to this demand, further driving its growth in the market. In conclusion, the VR Advertising market in Poland has been growing rapidly due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

    Polish consumers' desire for immersive experiences, coupled with the increasing adoption of VR devices and the presence of a strong gaming and technology industry, has created a favorable environment for the development of VR Advertising. With the continued growth of the Polish economy and the evolving advertising industry, the VR Advertising market in Poland is expected to continue its upward trajectory in the coming years.

    Global Comparison

    Most recent update:

    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:

    Source: Statista Market Insights

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    Virtual reality (VR) - statistics & facts

    Virtual reality (VR) is a term used to describe a simulated experience, with this experience either mimicking the real world or presenting a new world entirely. 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 consumer VR market projected to increase from less than 16 billion U.S. dollars in 2024 to more than 18 billion U.S. dollars by the end of 2025. The continued development of the VR gaming industry is expected to contribute to growth across both the consumer and enterprise segments of the market, while businesses will further look to VR to streamline processes such as customer experience, remote collaboration, and training.
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