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

VR Hardware - Bangladesh

Bangladesh
  • In Bangladesh, revenue in the VR Hardware market market is projected to reach US$6.8m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.61%, leading to a projected market volume of US$9.7m by 2029.
  • Although most revenue in the VR Hardware market market is generated China, the market is still developing in Bangladesh.
  • In this market, the number of users in Bangladesh is anticipated to reach 133.4k users by 2029.
  • User penetration in Bangladesh will be 0.1% in 2024 and is expected to increase to 0.1% by 2029.
  • Additionally, the average revenue per user (ARPU) in the VR Hardware market market in Bangladesh is expected to amount to US$63.2.
  • In Bangladesh, the burgeoning interest in immersive technology is propelling the VR hardware market, particularly among educational institutions and tech startups.

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 Bangladesh is experiencing significant growth and development, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology and increasing affordability.

    Customer preferences:
    Bangladeshi consumers are increasingly seeking immersive and interactive experiences, which is fueling the demand for VR hardware. The ability to transport oneself into virtual worlds and engage with digital content in a more realistic and engaging manner is highly appealing to a wide range of users. Additionally, the younger generation in Bangladesh is particularly interested in gaming and entertainment experiences, which further drives the demand for VR hardware.

    Trends in the market:
    One of the key trends in the VR Hardware market in Bangladesh is the increasing availability and affordability of VR devices. As technology continues to advance, the cost of VR hardware has been decreasing, making it more accessible to a larger segment of the population. This has led to a growing number of consumers adopting VR devices for personal use, such as gaming, entertainment, and educational purposes. Another trend is the integration of VR technology into various industries, including healthcare, real estate, and tourism. In the healthcare sector, VR is being used for medical training, therapy, and rehabilitation. Real estate companies are utilizing VR to showcase properties to potential buyers, allowing them to virtually walk through homes and visualize the space. Similarly, the tourism industry is embracing VR to provide virtual tours of destinations, giving travelers a taste of the experience before they visit.

    Local special circumstances:
    Bangladesh has a young and tech-savvy population, which contributes to the growing demand for VR hardware. The country has a large youth demographic, with a significant portion of the population falling within the age range that is most interested in VR experiences. This demographic factor, combined with increasing internet penetration and smartphone usage, creates a favorable environment for the adoption of VR technology. Additionally, the government of Bangladesh has been actively promoting the development of the digital economy, including the adoption of emerging technologies like VR. This support from the government has created a conducive environment for the growth of the VR Hardware market in the country.

    Underlying macroeconomic factors:
    The growing VR Hardware market in Bangladesh is also influenced by underlying macroeconomic factors. The country has been experiencing steady economic growth, which has led to an increase in disposable income among consumers. As a result, more individuals are able to afford VR devices, driving the demand for such products. Furthermore, the increasing internet penetration and smartphone usage in Bangladesh have created a strong foundation for the adoption of VR technology. With more people having access to high-speed internet and smartphones, the infrastructure is in place to support the use of VR devices and applications. In conclusion, the VR Hardware market in Bangladesh is witnessing significant growth and development due to customer preferences for immersive experiences, advancements in technology, increasing affordability, and favorable local circumstances. The availability and affordability of VR devices, as well as the integration of VR technology into various industries, are driving the market forward. With a young and tech-savvy population, along with government support and favorable macroeconomic factors, the VR Hardware market in Bangladesh is poised for further expansion in the coming years.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Key Players

    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.