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VR Hardware - Brazil

Brazil
  • In Brazil, revenue in the VR Hardware market market is projected to reach US$277.4m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 9.62%, leading to a projected market volume of US$439.2m by 2029.
  • Although the majority of revenue is generated China, Brazil's VR Hardware market market is also significant.
  • In this market, the number of users in Brazil is expected to total 4.6m users by 2029.
  • User penetration is forecasted to be 1.7% in 2024 and is expected to increase to 2.1% by 2029.
  • The average revenue per user (ARPU) in Brazil is projected to amount to US$74.0.
  • Brazil's burgeoning interest in virtual reality hardware is fueled by a growing tech-savvy youth population eager for immersive gaming and educational experiences.

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
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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 Brazil is experiencing significant growth and development in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this positive trajectory.

    Customer preferences in Brazil are increasingly leaning towards immersive and interactive experiences. As technology continues to advance, consumers are seeking more realistic and engaging ways to interact with digital content. Virtual reality (VR) provides a unique opportunity for users to fully immerse themselves in virtual worlds, making it an appealing choice for entertainment, gaming, and even educational purposes.

    The demand for VR Hardware in Brazil is driven by these customer preferences for immersive experiences. Trends in the market further support the growth of the VR Hardware industry in Brazil. As the technology becomes more accessible and affordable, more companies are entering the market and offering a wider range of VR Hardware options.

    This increased competition leads to innovation and the development of more advanced and user-friendly VR devices. Additionally, the growing popularity of VR gaming and entertainment in Brazil is driving the demand for VR Hardware. With the rise of e-sports and virtual reality arcades, there is a need for high-quality VR devices to enhance the gaming experience.

    Local special circumstances in Brazil also contribute to the development of the VR Hardware market. Brazil has a large and tech-savvy population, making it an attractive market for VR companies. The country also has a strong gaming culture, with a significant number of gamers and gaming events.

    This creates a favorable environment for the adoption and growth of VR Hardware. Furthermore, Brazil's growing middle class and increasing disposable income allow more consumers to afford VR devices, driving market demand. Underlying macroeconomic factors play a crucial role in the development of the VR Hardware market in Brazil.

    The country's stable economic growth and improving infrastructure support the expansion of the technology sector, including VR Hardware. Additionally, government initiatives and investments in technology and innovation further stimulate the market. Brazil's large population and vast market potential also make it an attractive destination for VR companies looking to expand their global reach.

    In conclusion, the VR Hardware market in Brazil is experiencing significant growth and development due to customer preferences for immersive experiences, trends in the market, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and become more accessible, the VR Hardware industry in Brazil is expected to continue its upward trajectory.

    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).

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    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    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.
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