VR Advertising - United States

  • United States
  • In the United States, revenue in the VR Advertising market market is projected to reach US$47.4m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 1.24%.
  • This growth will result in a projected market volume of US$50.4m by 2029.
  • With a projected market volume of US$47.4m in 2024, it is evident that most revenue is generated the United States.
  • In the United States, VR advertising is increasingly being integrated into immersive experiences, enhancing consumer engagement and brand storytelling across various industries.
 
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Analyst Opinion

The VR Advertising market in United States is experiencing significant growth and development due to several key factors.

Customer preferences:
Customers in the United States have shown a growing interest in immersive and interactive advertising experiences, which has fueled the demand for VR advertising. The ability to engage with brands and products in a virtual environment has captured the attention of consumers, leading to increased adoption of VR advertising campaigns. Additionally, the younger demographic in the United States, who are more tech-savvy and open to new experiences, have shown a particular affinity for VR advertising.

Trends in the market:
One of the major trends in the VR advertising market in the United States is the integration of VR technology into existing marketing strategies. Companies are leveraging VR to create unique and memorable experiences for their customers, allowing them to interact with products and brands in a way that traditional advertising cannot replicate. This trend is driven by the desire to stand out in a crowded advertising landscape and create a lasting impression on consumers. Another trend in the market is the rise of VR gaming and entertainment. The United States has a strong gaming culture, and VR technology has been embraced by gamers as a way to enhance their gaming experience. As a result, advertisers are capitalizing on this trend by incorporating VR elements into gaming and entertainment content, providing opportunities for immersive advertising within these platforms.

Local special circumstances:
The United States has a highly developed advertising industry, with a large number of companies and agencies that specialize in creating innovative and impactful campaigns. This competitive landscape has driven the adoption of VR advertising as a way for brands to differentiate themselves and capture the attention of consumers. Additionally, the United States is home to many technology companies that are at the forefront of VR development, which has facilitated the growth of the VR advertising market in the country.

Underlying macroeconomic factors:
The strong economy in the United States has played a role in the development of the VR advertising market. As consumer confidence and spending power increase, companies are willing to invest in new and innovative advertising strategies, including VR. The availability of capital and resources has allowed advertisers to experiment with VR technology and create compelling campaigns that resonate with consumers. In conclusion, the VR advertising market in the United States is experiencing growth and development due to customer preferences for immersive experiences, the integration of VR technology into marketing strategies, the rise of VR gaming and entertainment, a competitive advertising landscape, and a strong economy. These factors are driving the adoption of VR advertising and shaping the future of the market in the United States.

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
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