VR Hardware - Asia

  • Asia
  • Revenue in the VR Hardware market market in Asia is projected to reach US$4.7bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.15%, resulting in a projected market volume of US$7.5bn by 2029.
  • Most revenue in Asia is generated China, with a projected market volume of US$2,902.0m in 2024.
  • In the VR Hardware market market in Asia, the number of users is expected to amount to 67.9m users by 2029.
  • User penetration in Asia will be 1.2% in 2024 and is expected to hit 1.6% by 2029.
  • The average revenue per user (ARPU) in Asia is expected to amount to US$90.3.
  • As Japan increasingly embraces immersive experiences, the demand for advanced VR hardware is poised to reshape its entertainment and gaming industries.
 
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Analyst Opinion

The VR Hardware market in Asia is experiencing significant growth and development due to a combination of customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in Asia are increasingly interested in immersive and interactive experiences, which has fueled the demand for VR Hardware. The younger generation, in particular, is driving this trend, as they are more tech-savvy and open to adopting new technologies. Additionally, the growing popularity of gaming and entertainment industries in Asia has also contributed to the demand for VR Hardware.

Trends in the market:
One of the key trends in the VR Hardware market in Asia is the increasing availability and affordability of VR devices. As technology advances and production costs decrease, VR Hardware has become more accessible to a wider range of consumers. This has led to a surge in demand for VR headsets and other VR accessories in the region. Another trend in the market is the integration of VR technology into various industries. Beyond gaming and entertainment, VR is being utilized in sectors such as healthcare, education, real estate, and tourism. For example, VR is being used in medical training simulations, virtual classrooms, virtual property tours, and virtual travel experiences. This diversification of VR applications has further contributed to the growth of the VR Hardware market in Asia.

Local special circumstances:
Asia is a diverse region with different countries having their own unique circumstances that impact the VR Hardware market. For example, countries like China and South Korea have a strong gaming culture, which has led to a higher demand for VR Hardware in these markets. On the other hand, countries like Japan are known for their technological innovation and have a strong presence in the VR Hardware industry. Furthermore, the presence of local VR Hardware manufacturers and startups in Asia has also contributed to the growth of the market. These companies are able to cater to the specific needs and preferences of the local consumers, providing them with a competitive advantage.

Underlying macroeconomic factors:
The rapid economic growth in Asia has played a significant role in the development of the VR Hardware market. As disposable incomes increase and living standards improve, consumers are more willing to spend on leisure and entertainment. This has created a favorable environment for the growth of the VR Hardware market in the region. Moreover, governments in Asia are also recognizing the potential of VR technology and are investing in its development. They are providing support and incentives to VR Hardware manufacturers and startups, which has further accelerated the growth of the market. In conclusion, the VR Hardware market in Asia is experiencing substantial growth and development due to customer preferences for immersive experiences, trends in the market such as increased availability and affordability of VR devices, local special circumstances like a strong gaming culture and the presence of local VR Hardware manufacturers, and underlying macroeconomic factors such as rapid economic growth and government support.

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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