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VR Hardware - CIS

CIS
  • In the CIS region, revenue in the VR Hardware market market is projected to reach US$155.1m in 2024.
  • This revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 9.11%, leading to a projected market volume of US$239.9m by 2029.
  • While the majority of revenue is generated China, the CIS region contributes to the overall market dynamics.
  • By 2029, the number of users in the VR Hardware market market within the CIS is expected to amount to 2.7m users.
  • User penetration in this region will be 1.4% in 2024, with an expected increase to 1.9% by 2029.
  • Furthermore, the average revenue per user (ARPU) in the CIS is expected to amount to US$74.4.
  • In the CIS region, there is a growing interest in VR hardware, driven by increased investments in digital transformation and immersive technologies across various sectors.

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

    Virtual reality (VR) hardware is experiencing significant growth in the CIS region, driven by customer preferences, market trends, and local special circumstances.

    Customer preferences:
    Customers in the CIS region are increasingly seeking immersive and interactive experiences, which has fueled the demand for VR hardware. The ability to explore virtual worlds, play games, and engage in virtual training programs has captured the interest of consumers. Additionally, the younger demographic in the region is particularly drawn to the novelty and entertainment value of VR technology.

    Trends in the market:
    One of the key trends in the VR hardware market in the CIS region is the increasing availability of affordable VR headsets. As technology advances and production costs decrease, more affordable options are becoming accessible to a wider range of consumers. This has led to a surge in demand for VR headsets, as price is no longer a major barrier to entry. Another trend in the market is the growing popularity of VR gaming. The CIS region has a strong gaming culture, and VR gaming has emerged as a new and exciting way for gamers to experience their favorite titles. This trend is driving the demand for high-quality VR hardware that can deliver immersive gaming experiences.

    Local special circumstances:
    The CIS region has a large population of tech-savvy individuals who are eager to adopt new technologies. This has created a favorable environment for the growth of the VR hardware market. Additionally, the region has a growing number of VR arcades and entertainment centers, which provide consumers with the opportunity to experience VR technology without having to invest in their own hardware. This has helped to popularize VR technology and increase awareness among consumers.

    Underlying macroeconomic factors:
    The CIS region is experiencing economic growth, which has led to an increase in disposable income. As a result, consumers have more purchasing power and are more willing to invest in VR hardware. Additionally, the region has a young and tech-savvy population, which is driving the demand for innovative technologies such as VR. In conclusion, the VR hardware market in the CIS region is experiencing significant growth due to customer preferences for immersive experiences, market trends such as the availability of affordable VR headsets and the popularity of VR gaming, local special circumstances such as a tech-savvy population and the presence of VR arcades, and underlying macroeconomic factors such as economic growth and a young population.

    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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