VR Hardware - D-A-CH

  • D-A-CH
  • The VR Hardware market in D-A-CH is projected to reach a revenue of US$0.8bn in 2024.
  • This revenue is expected to show a compound annual growth rate (CAGR) of 9.20% from 2024 to 2029, resulting in a projected market volume of US$1.2bn by 2029.
  • In 2024, in China is the leading generator of revenue in the VR Hardware market with a projected market volume of US$2,902.0m.
  • By 2029, the number of users in the VR Hardware market is expected to amount to 10.5m users in D-A-CH.
  • User penetration, which is the percentage of the population using VR Hardware market, is projected to be 8.4% in 2024 and is expected to reach 10.4% by 2029.
  • The average revenue per user (ARPU) is expected to be US$89.6.
  • In D-A-CH, the demand for VR hardware is rapidly growing, with Germany leading the way in terms of adoption and innovation.
 
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Analyst Opinion

The VR Hardware market in D-A-CH is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the D-A-CH region are playing a crucial role in the development of the VR Hardware market.

Customers are increasingly seeking immersive and interactive experiences, and VR technology provides just that. The demand for VR headsets and accessories is rising as consumers look for ways to enhance their gaming, entertainment, and educational experiences. Additionally, the growing popularity of virtual reality in industries such as healthcare, real estate, and automotive is further driving the demand for VR Hardware.

Trends in the market are also contributing to the growth of the VR Hardware market in D-A-CH. One key trend is the increasing affordability and accessibility of VR devices. As technology advances and production costs decrease, VR headsets are becoming more affordable for a wider range of consumers.

This trend is attracting new customers and expanding the market potential for VR Hardware in the region. Furthermore, the development of wireless VR solutions is gaining traction, allowing users to experience virtual reality without being tethered to a computer or gaming console. This trend is enhancing the mobility and convenience of VR, making it even more appealing to consumers.

Local special circumstances in the D-A-CH region are also influencing the development of the VR Hardware market. Germany, Switzerland, and Austria are known for their strong engineering and manufacturing industries. This expertise in precision engineering and technological innovation is translating into the production of high-quality VR Hardware.

The region's reputation for excellence in engineering and manufacturing is attracting both domestic and international players in the VR market, further fueling the growth of the industry. Underlying macroeconomic factors are also playing a role in the development of the VR Hardware market in D-A-CH. The region has a strong economy with high disposable income levels, allowing consumers to invest in high-end VR devices.

Additionally, the D-A-CH region has a well-established gaming and entertainment industry, which serves as a strong foundation for the growth of the VR Hardware market. The region's focus on innovation and technology also creates a favorable environment for the adoption of VR technology. In conclusion, the VR Hardware market in D-A-CH is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

The increasing demand for immersive experiences, affordability of VR devices, engineering expertise, and strong economy are all contributing to the growth of the VR Hardware market in the region.

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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