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VR Advertising - Serbia

Serbia
  • In Serbia, revenue in the VR Advertising market market is projected to reach US$127.6k in 2024.
  • It is anticipated that revenue will exhibit an annual growth rate (CAGR 2024-2029) of 1.52%, leading to a projected market volume of US$137.6k by 2029.
  • While most revenue is generated the United States, in Serbia is also expected to contribute to the projected market volume of US$47.4m in 2024.
  • Serbia is increasingly embracing VR advertising as a dynamic tool for local businesses, enhancing customer engagement through immersive digital 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 Serbia has witnessed significant growth in recent years, driven by changing customer preferences and increasing adoption of virtual reality technology. Customer preferences in Serbia have shifted towards more immersive and interactive advertising experiences, leading to a rise in demand for VR advertising.

    Consumers are increasingly seeking unique and engaging content that stands out from traditional advertising methods. VR advertising offers a novel way for brands to capture the attention of their target audience and create memorable experiences. Trends in the market show that businesses in Serbia are increasingly incorporating VR technology into their marketing strategies.

    This includes using VR headsets and devices to create virtual environments where consumers can interact with products or services. These immersive experiences allow customers to visualize and experience products in a more realistic and engaging way, leading to increased brand awareness and customer loyalty. Local special circumstances in Serbia, such as a growing tech-savvy population and increasing internet penetration, have contributed to the development of the VR advertising market.

    The country has seen a rise in the number of VR content creators and developers, who are creating innovative and captivating VR experiences for brands. Additionally, the Serbian government has been supportive of the tech industry, providing incentives and funding for VR projects, which has further fueled the growth of the VR advertising market. Underlying macroeconomic factors, such as the overall economic growth and consumer spending power in Serbia, have also played a role in the development of the VR advertising market.

    As the economy improves and disposable income increases, consumers are more willing to invest in VR devices and experiences. This has created a favorable environment for businesses to invest in VR advertising and reach a larger audience. In conclusion, the VR Advertising market in Serbia is experiencing significant growth due to changing customer preferences, increasing adoption of VR technology, local special circumstances, and underlying macroeconomic factors.

    Businesses in Serbia are recognizing the potential of VR advertising to create immersive and interactive experiences that resonate with consumers. As the market continues to evolve, it is expected that VR advertising will become an integral part of marketing strategies in Serbia.

    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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