VR Hardware - Egypt

  • Egypt
  • In Egypt, the revenue in the VR Hardware market market is projected to reach US$20.6m in 2024.
  • The revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 9.57%, leading to a projected market volume of US$32.5m by 2029.
  • While most revenue in the VR Hardware market market is generated China, Egypt's market is also developing.
  • By 2029, the number of users in the VR Hardware market market in Egypt is expected to reach 342.7k users.
  • User penetration in Egypt will be 0.2% in 2024 and is projected to increase to 0.3% by 2029.
  • The average revenue per user (ARPU) in Egypt is expected to amount to US$76.0.
  • Egypt's VR hardware market is witnessing a surge in interest from both educational institutions and entertainment sectors, reflecting a growing appetite for immersive technologies.
 
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Analyst Opinion

The VR Hardware market in Egypt is experiencing significant growth and development in recent years. Customer preferences for immersive and interactive experiences, along with advancements in technology, are driving the demand for VR hardware in the country.

Customer preferences:
Egyptian consumers are increasingly seeking out immersive and interactive experiences, and VR technology provides a unique opportunity to fulfill these preferences. The ability to explore virtual worlds, play games, and engage in virtual simulations appeals to a wide range of demographics, including both young and older consumers. Additionally, the growing popularity of VR gaming and entertainment experiences has contributed to the increased demand for VR hardware.

Trends in the market:
One of the key trends in the VR Hardware market in Egypt is the adoption of VR headsets for gaming purposes. Gaming enthusiasts are embracing VR technology as it allows them to have a more immersive and realistic gaming experience. The availability of a wide range of VR games and applications further enhances the appeal of VR headsets in Egypt. Another trend in the market is the use of VR hardware for educational and training purposes. Educational institutions and businesses are recognizing the potential of VR technology to enhance learning and training experiences. VR headsets are being used to simulate real-world scenarios, allowing students and employees to practice and develop skills in a safe and controlled environment.

Local special circumstances:
Egypt has a young and tech-savvy population, which contributes to the growing demand for VR hardware. The country has a large youth population that is eager to embrace new technologies and experiences. This demographic factor, combined with the increasing availability and affordability of VR hardware, has created a favorable environment for the growth of the VR Hardware market in Egypt.

Underlying macroeconomic factors:
The growth of the VR Hardware market in Egypt is also influenced by several macroeconomic factors. The country's improving economy and rising disposable income levels have made VR hardware more accessible to a larger segment of the population. As more consumers have the financial means to purchase VR headsets, the demand for VR hardware continues to increase. Furthermore, the government's focus on promoting technology and innovation has created a supportive environment for the development of the VR Hardware market. Initiatives and incentives aimed at fostering the growth of the technology sector have encouraged investment and innovation in VR hardware. In conclusion, the VR Hardware market in Egypt is experiencing significant growth and development driven by customer preferences for immersive experiences, the adoption of VR headsets for gaming and educational purposes, the young and tech-savvy population, and the supportive macroeconomic factors. As technology continues to advance and VR hardware becomes more accessible, the market is expected to further expand in the coming years.

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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