VR Hardware - BRICS

  • BRICS
  • In China, revenue in the VR Hardware market market is projected to reach US$4.1bn in 2025.
  • The revenue in this market is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 9.20%, resulting in a projected market volume of US$5.8bn by 2029.
  • With a projected market volume of US$3,366.0m in 2025, China will generate the majority of the revenue.
  • The number of users in the VR Hardware market market China is expected to amount to 52.7m users by 2029.
  • User penetration in this market will be 1.3% in 2025 and is anticipated to reach 1.6% by 2029.
  • The average revenue per user (ARPU) China is expected to amount to US$94.3.
  • Brazil is witnessing a surge in VR hardware adoption, driven by increasing investment in tech startups and a growing interest in immersive gaming experiences.
 
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Analyst Opinion

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

Customer preferences:
Customers in BRICS countries are increasingly showing a preference for VR Hardware due to its immersive and interactive nature. VR headsets and accessories are becoming popular among gamers, as they provide a more realistic and engaging gaming experience. Additionally, VR technology is being adopted by various industries such as healthcare, real estate, and education, where it is used for training, simulations, and virtual tours. The demand for VR Hardware is also driven by the growing interest in virtual reality content, including movies, games, and virtual experiences.

Trends in the market:
One of the key trends in the VR Hardware market in BRICS is the increasing affordability and accessibility of VR devices. As technology advances and production costs decrease, VR headsets and accessories are becoming more affordable for a wider range of consumers. This trend is driving the adoption of VR Hardware in BRICS countries, as more people are able to purchase and experience virtual reality. Another trend in the market is the development of wireless VR technology. Traditional VR headsets require a wired connection to a computer or gaming console, which limits mobility and convenience. However, advancements in wireless technology have led to the introduction of wireless VR headsets, allowing users to move freely and experience VR without the need for cables. This trend is particularly appealing to gamers and professionals who require mobility and flexibility in their VR experiences.

Local special circumstances:
Each BRICS country has its own unique circumstances that contribute to the development of the VR Hardware market. For example, in Brazil, the gaming industry is growing rapidly, with a large consumer base of gamers who are eager to embrace new technologies. In Russia, there is a strong interest in VR technology for military and defense applications, as well as for entertainment purposes. India has a thriving tech industry and a young, tech-savvy population, making it an attractive market for VR Hardware. China, being the largest market in the region, has a strong manufacturing base and a growing middle class that is driving the demand for VR Hardware.

Underlying macroeconomic factors:
The growth of the VR Hardware market in BRICS is also influenced by underlying macroeconomic factors. These include factors such as economic growth, disposable income, and technological advancements. As BRICS countries experience economic growth and an increase in disposable income, consumers have more purchasing power to invest in VR Hardware. Additionally, advancements in technology and the availability of high-speed internet contribute to the development of the VR Hardware market, as they enable seamless and immersive VR experiences. In conclusion, the VR Hardware market in BRICS is witnessing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As VR technology becomes more affordable and accessible, and as wireless VR solutions emerge, the demand for VR Hardware is expected to continue to rise in BRICS countries.

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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