Skip to main content
  1. Market Insights
  2. Advertising and media
  3. AR & VR

VR Hardware - Baltics

Baltics
  • In the Baltic region, the revenue in the VR Hardware market market is projected to reach US$15.3m in 2024.
  • This revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 9.77%, leading to a projected market volume of US$24.4m by 2029.
  • While the majority of revenue is generated China, the Baltic countries are expected to contribute to this market as well.
  • In the VR Hardware market market within the Baltics, the number of users is expected to amount to 255.7k users by 2029.
  • User penetration will be 3.4% in 2024 and is projected to increase to 4.6% by 2029.
  • The average revenue per user (ARPU) in this market is expected to reach US$77.3.
  • The Baltic States are increasingly embracing VR hardware, driven by a burgeoning tech ecosystem and strong governmental support for digital innovation.

The VR Hardware market covers headsets and installed units that enable a consumer to dive into the virtual world. These can either be stand-alone units, which are headsets that deliver a video and sound experience, or tethered units. Top-selling headsets include Meta Quest and Oculus Rift. Tethered units, such as PS VR, have to be installed and connected to an external device, such as a PC or gaming console. The market is divided into VR standalone HMD (Head-mounted Display) and VR Tethered HMD. Smartphone equipment, i.e., any type of gadget for phones, is not included.

In-Scope

  • All electronic devices used by consumers to access virtual reality
  • Actively installed stand-alone units (headsets), such as Meta Quest
  • Actively installed tethered units, such as PS VR, which are connected to an external unit

Out-Of-Scope

  • All non-electronic devices, such as any type of mobile phone equipment
  • B2B enterprise hardware
AR & VR: market data & analysis - Cover

Market Insights report

AR & VR: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Analyst Opinion

    The VR Hardware market in Baltics is experiencing significant growth and development.

    Customer preferences:
    Customers in the Baltics are increasingly interested in immersive virtual reality experiences, driving the demand for VR hardware. The younger generation, in particular, is drawn to the cutting-edge technology and the ability to explore virtual worlds. Additionally, businesses in the region are recognizing the potential of VR for various applications, such as training, marketing, and entertainment.

    Trends in the market:
    One of the key trends in the VR Hardware market in Baltics is the increasing availability and affordability of VR headsets. As technology advances and production costs decrease, more consumers are able to purchase VR headsets for personal use. This trend is further supported by the growing number of VR content and applications available, providing users with a wide range of experiences to choose from. Another trend in the market is the integration of VR technology into other industries. For example, the tourism industry in the Baltics is leveraging VR to offer virtual tours and experiences, allowing potential visitors to explore destinations before making travel decisions. This trend is also seen in the real estate sector, where VR is used for virtual property tours, giving potential buyers a more immersive and interactive viewing experience.

    Local special circumstances:
    The Baltics, comprising Estonia, Latvia, and Lithuania, have a strong technology and innovation focus. Estonia, in particular, has been recognized as a digital leader in Europe and has a thriving startup ecosystem. This environment fosters the development and adoption of VR technology, with local companies and entrepreneurs driving innovation in the VR Hardware market. Furthermore, the Baltics have a relatively small population compared to other European countries. This presents both opportunities and challenges for the VR Hardware market. On one hand, the smaller market size means that companies can quickly reach a significant portion of the population. On the other hand, it also means that the market may become saturated more quickly, leading to increased competition among VR hardware providers.

    Underlying macroeconomic factors:
    The overall economic growth and stability in the Baltics contribute to the development of the VR Hardware market. The region has experienced steady economic growth in recent years, with increasing disposable incomes and consumer spending. This provides consumers with the financial means to invest in VR hardware and related accessories. Additionally, the Baltics have a strong digital infrastructure and high internet penetration rates, which are essential for the adoption and use of VR technology. The availability of high-speed internet and reliable connectivity enables users to access and download VR content seamlessly, enhancing the overall VR experience. In conclusion, the VR Hardware market in the Baltics is driven by customer preferences for immersive experiences, the availability of affordable VR headsets, and the integration of VR technology into various industries. The region's strong technology focus, relatively small population, and favorable macroeconomic factors further contribute to the growth and development of the market.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Apr 2024

    Source: Statista Market Insights

    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).

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    AR & VR: market data & analysis - BackgroundAR & VR: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    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.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.