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VR Advertising - Russia

Russia
  • In Russia, revenue in the VR Advertising market market is projected to reach US$2.2m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 1.92%, leading to a projected market volume of US$2.4m by 2029.
  • While a projected market volume of US$47.4m in 2024 indicates significant activity, most revenue is generated the United States.
  • In Russia, the adoption of VR advertising is gaining traction as brands increasingly seek innovative ways to engage tech-savvy consumers in immersive experiences.

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 Russia is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Russia are shifting towards immersive and interactive advertising experiences.

    Consumers are increasingly seeking more engaging and personalized content, and virtual reality (VR) advertising offers a unique opportunity to deliver on these preferences. VR allows brands to create immersive experiences that captivate consumers and leave a lasting impression. This level of engagement is particularly appealing to younger demographics who are more open to new technologies and enjoy exploring virtual worlds.

    Trends in the market indicate a growing adoption of VR advertising in Russia. The increasing availability of VR devices, such as headsets and smartphones, has made it more accessible for consumers to experience VR content. This has created a larger audience for VR advertising campaigns, leading to increased demand from brands and advertisers.

    Additionally, advancements in VR technology have made it easier and more cost-effective for companies to create and distribute VR content, further driving the growth of the market. Local special circumstances in Russia also contribute to the development of the VR Advertising market. Russia has a strong gaming culture, with a large population of gamers and a thriving gaming industry.

    This provides a solid foundation for the adoption of VR technology, as gamers are already familiar with immersive experiences and are more likely to embrace VR advertising. Furthermore, Russia has a growing middle class with increasing disposable income, which creates a favorable environment for consumer spending on VR devices and content. Underlying macroeconomic factors also play a role in the growth of the VR Advertising market in Russia.

    The country has been investing in the development of its technology sector, with a focus on emerging technologies like VR. The government has implemented initiatives to support the growth of VR technology, including funding research and development projects and providing tax incentives for companies in the sector. These efforts have helped to create a favorable business environment for VR advertising companies, attracting both domestic and international players to the market.

    In conclusion, the VR Advertising market in Russia is experiencing growth and development due to customer preferences for immersive and interactive experiences, market trends towards VR adoption, local special circumstances including a strong gaming culture and a growing middle class, and underlying macroeconomic factors such as government support for the technology sector. These factors combined create a favorable environment for the expansion of VR advertising in Russia.

    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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