VR Hardware - Czechia

  • Czechia
  • In Czechia, revenue in the VR Hardware market market is projected to reach US$39.9m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.94%, resulting in a projected market volume of US$61.2m by 2029.
  • Although the majority of revenue is generated China with a projected market volume of US$2,902.0m in 2024, the VR Hardware market market in Czechia is also anticipated to grow.
  • The number of users in the VR Hardware market market in Czechia is expected to amount to 595.5k users by 2029.
  • User penetration in the country will be 4.6% in 2024 and is anticipated to increase to 5.7% by 2029.
  • The average revenue per user (ARPU) in Czechia is expected to amount to US$82.6.
  • Czechia's VR hardware market is experiencing a surge in interest, driven by a growing gaming community and increasing investments in immersive technology.
 
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Analyst Opinion

The VR Hardware market in Czechia has been experiencing steady growth in recent years, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology.

Customer preferences:
Customers in Czechia are increasingly seeking out VR hardware as a way to enhance their gaming and entertainment experiences. The ability to fully immerse oneself in virtual worlds and interact with them in a realistic manner has become a major draw for consumers. Additionally, the growing popularity of VR gaming and the availability of a wide range of VR content have contributed to the increased demand for VR hardware in the country.

Trends in the market:
One of the key trends in the VR hardware market in Czechia is the increasing adoption of standalone VR headsets. These headsets offer a more convenient and user-friendly experience compared to tethered headsets, as they do not require a separate PC or gaming console to operate. This has made VR more accessible to a wider range of consumers, leading to a surge in demand for standalone headsets. Another trend in the market is the focus on improving the visual quality and comfort of VR hardware. Manufacturers are constantly striving to enhance the resolution and clarity of VR displays, as well as reduce the weight and improve the ergonomics of the headsets. These advancements in technology have made VR experiences more immersive and comfortable, further driving the demand for VR hardware in Czechia.

Local special circumstances:
Czechia has a strong gaming culture, with a significant number of gamers and gaming enthusiasts in the country. This has created a favorable environment for the growth of the VR hardware market, as gamers are often early adopters of new technologies. The presence of gaming events and conventions in Czechia has also helped to increase awareness and interest in VR hardware among consumers.

Underlying macroeconomic factors:
The overall economic stability and growth in Czechia have also played a role in the development of the VR hardware market. As the economy has continued to improve, consumers have had more disposable income to spend on entertainment and leisure activities, including VR hardware. The increasing popularity of VR gaming and the availability of a wide range of VR content have also contributed to the growth of the market. In conclusion, the VR Hardware market in Czechia is experiencing growth due to customer preferences for immersive experiences, advancements in technology, and the country's strong gaming culture. The increasing adoption of standalone VR headsets and the focus on improving visual quality and comfort are key trends in the market. The overall economic stability and growth in Czechia have also contributed to the development of the VR hardware market.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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