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VR Hardware - Colombia

Colombia
  • In Colombia, revenue in the VR Hardware market market is projected to reach US$36.2m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.11%, resulting in a projected market volume of US$55.9m by 2029.
  • While most revenue in the global VR Hardware market market is generated China with a projected market volume of US$2.9bn in 2024, in Colombia is also part of this growing market.
  • The number of users in the VR Hardware market market in Colombia is expected to amount to 575.3k users by 2029.
  • User penetration in Colombia will be 0.9% in 2024 and is anticipated to reach 1.1% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Colombia is expected to amount to US$79.4.
  • Colombia's burgeoning interest in immersive experiences is driving innovation in VR hardware, fostering a vibrant ecosystem for both local developers and international partnerships.

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 Colombia has been experiencing steady growth in recent years, driven by increasing customer preferences for immersive gaming experiences and advancements in technology.

    Customer preferences:
    Colombian consumers are increasingly interested in immersive gaming experiences, which has led to a growing demand for VR hardware. The younger generation, in particular, is highly tech-savvy and enthusiastic about new technologies. They are seeking more interactive and realistic gaming experiences, and VR offers exactly that. Additionally, VR hardware is not limited to gaming; it is also being used for educational and training purposes. This versatility has further contributed to the growing popularity of VR hardware in Colombia.

    Trends in the market:
    One of the key trends in the VR hardware market in Colombia is the increasing availability and affordability of VR headsets. As technology advances, VR headsets have become more accessible to a wider range of consumers. This has led to an increase in the adoption of VR hardware by both casual and hardcore gamers. Furthermore, there has been a rise in the number of VR gaming arcades and entertainment centers in Colombia, providing consumers with the opportunity to experience VR without having to invest in expensive hardware. Another trend in the market is the integration of VR technology into other industries. For example, VR is being used in the real estate sector to provide virtual property tours, allowing potential buyers to explore properties without physically visiting them. Similarly, VR is being used in the tourism industry to offer virtual travel experiences, giving consumers a taste of different destinations before making their travel plans. This integration of VR technology into various industries is expanding the market potential for VR hardware in Colombia.

    Local special circumstances:
    Colombia has a growing middle class with increasing disposable income, which has contributed to the demand for VR hardware. As more consumers have the financial means to invest in entertainment and technology, the market for VR hardware has expanded. Additionally, Colombia has a vibrant gaming community, with a large number of gamers and gaming enthusiasts. This has created a strong demand for VR hardware, as gamers are always looking for new and exciting ways to enhance their gaming experiences.

    Underlying macroeconomic factors:
    Colombia has seen steady economic growth in recent years, which has positively impacted the VR hardware market. As the economy improves, consumers have more disposable income to spend on leisure activities and entertainment, including VR hardware. Furthermore, advancements in technology have made VR hardware more affordable and accessible, allowing a larger segment of the population to participate in the market. In conclusion, the VR Hardware market in Colombia is experiencing growth due to increasing customer preferences for immersive gaming experiences, the availability and affordability of VR headsets, the integration of VR technology into other industries, a growing middle class with disposable income, and steady economic growth. These factors are driving the demand for VR hardware in Colombia and are expected to continue fueling market growth 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).

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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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