VR Hardware - ASEAN

  • ASEAN
  • The VR Hardware market in ASEAN is predicted to see a substantial growth in revenue, with projections indicating a reach of US$355.2m in 2024.
  • This growth is expected to continue at an annual rate of 9.55% (CAGR 2024-2029), resulting in a projected market volume of US$560.5m by 2029.
  • in China stands out as the leading revenue generator in the VR Hardware market, with a projected market volume of US$2,902.0m in 2024.
  • Looking at the user base, the number of VR Hardware market users is expected to reach 6.0m users by 2029.
  • User penetration is predicted to increase from 0.8% in 2024 to 0.9% by 2029.
  • The average revenue per user (ARPU) is forecasted to be US$74.4.
  • In Singapore, the demand for VR hardware is steadily increasing as the government encourages innovation and invests in technology.
 
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Analyst Opinion

The VR Hardware market in ASEAN is experiencing significant growth and development, driven by customer preferences for immersive and interactive experiences, as well as the increasing availability of VR content and applications.

Customer preferences:
Customers in ASEAN are increasingly seeking immersive and interactive experiences, and VR technology offers a unique opportunity to fulfill these preferences. VR Hardware provides users with the ability to explore virtual worlds, play games, and even engage in virtual social interactions. The demand for VR Hardware is also driven by the growing popularity of VR content, such as virtual reality games, virtual tours, and virtual reality videos.

Trends in the market:
One of the key trends in the VR Hardware market in ASEAN is the increasing adoption of standalone VR headsets. Standalone VR headsets, which do not require a separate computer or smartphone to operate, offer convenience and ease of use for consumers. These headsets are becoming more affordable and accessible, making them a popular choice among customers in ASEAN. Another trend in the market is the development of VR arcades and experience centers. These venues allow customers to try out VR Hardware and experience virtual reality in a social setting. VR arcades and experience centers are gaining popularity in ASEAN as they provide customers with the opportunity to try out VR technology before making a purchase, and also offer a social and interactive experience.

Local special circumstances:
ASEAN is a diverse region with varying levels of technological infrastructure and consumer preferences. Some countries in ASEAN, such as Singapore and Malaysia, have a more developed technology infrastructure and higher disposable income, which makes them key markets for VR Hardware. On the other hand, countries like Indonesia and the Philippines have a large population and a growing middle class, presenting a significant growth opportunity for VR Hardware manufacturers.

Underlying macroeconomic factors:
The growth of the VR Hardware market in ASEAN is also influenced by underlying macroeconomic factors. The region has been experiencing economic growth, which has led to an increase in disposable income and consumer spending. This, in turn, has contributed to the rising demand for VR Hardware. Additionally, the increasing popularity of e-commerce in ASEAN has made it easier for customers to purchase VR Hardware online, further driving market growth. In conclusion, the VR Hardware market in ASEAN is growing rapidly due to customer preferences for immersive experiences, the availability of VR content, and the increasing adoption of standalone VR headsets. The development of VR arcades and experience centers also contributes to market growth. However, it is important to consider the local special circumstances and underlying macroeconomic factors that influence the market dynamics in each country within ASEAN.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR hardware revenue, which includes digital spending on hardware (stand-alone and tethered units) that enables consumers to dive into the virtual world.

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
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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