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VR Hardware - China

China
  • In China, revenue in the VR Hardware market market is projected to reach US$2.9bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.64%, resulting in a projected market volume of US$4.8bn by 2029.
  • With a projected market volume of US$2.9bn in 2024, most revenue is generated China.
  • In the VR Hardware market market with[globalrevenue_currentlayer_yeartoday_maxcountrynameprep], the number of users is expected to amount to 41.5m users by 2029.
  • User penetration will be 2.1% in 2024 and is expected to hit 2.9% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$98.3.
  • China's VR hardware market is rapidly evolving, driven by strong government support and increasing consumer interest in immersive technologies for entertainment and education.

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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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 China has been experiencing significant growth in recent years, driven by customer preferences for immersive gaming and entertainment experiences, as well as the increasing adoption of virtual reality technology in various industries.

    Customer preferences:
    Chinese consumers have shown a strong interest in VR hardware, particularly in gaming and entertainment. With a large population of tech-savvy consumers, there is a growing demand for immersive experiences that VR can provide. The younger generation, in particular, is driving the demand for VR gaming, as they seek more interactive and realistic gaming experiences. Additionally, the popularity of VR arcades and theme parks has also contributed to the growth of the VR hardware market in China.

    Trends in the market:
    One of the key trends in the VR hardware market in China is the increasing affordability and accessibility of VR devices. As technology advances and production costs decrease, VR headsets and accessories have become more affordable for a wider range of consumers. This has led to a higher adoption rate of VR hardware in China, as more people are able to purchase and experience VR technology. Another trend in the market is the integration of VR technology into industries beyond gaming and entertainment. Various sectors, such as education, healthcare, real estate, and tourism, are exploring the use of VR to enhance their services and improve customer experiences. For example, VR is being used in schools to provide immersive educational content, in hospitals for virtual surgeries and therapy sessions, and in the real estate industry for virtual property tours. This diversification of VR applications is expanding the market potential for VR hardware in China.

    Local special circumstances:
    China's large population and growing middle class are key factors driving the growth of the VR hardware market. With a population of over 1. 4 billion, there is a significant consumer base for VR products. Additionally, the rising disposable income of the middle class has made VR hardware more affordable and accessible to a larger segment of the population. Furthermore, the Chinese government has been actively supporting the development of the VR industry. Through initiatives and policies, the government has encouraged investment in VR technology, research and development, and the establishment of VR content and experience centers. This support has created a favorable environment for the growth of the VR hardware market in China.

    Underlying macroeconomic factors:
    China's strong economic growth and increasing urbanization have contributed to the expansion of the VR hardware market. As the economy continues to grow, more consumers have the purchasing power to invest in VR devices. Additionally, the rapid urbanization in China has led to the development of modern entertainment venues, such as shopping malls and amusement parks, which are incorporating VR technology to attract customers. In conclusion, the VR hardware market in China is experiencing significant growth due to customer preferences for immersive experiences, the increasing affordability of VR devices, the integration of VR technology into various industries, the large population and rising middle class, the government support, and the underlying macroeconomic factors. As the market continues to evolve, we can expect further advancements in VR technology and an expansion of its applications in China.

    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).

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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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