VR Hardware - Estonia

  • Estonia
  • In Estonia, revenue in the VR Hardware market market is projected to reach US$4.1m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 10.37%, which will result in a projected market volume of US$6.7m by 2029.
  • While most revenue is generated China, Estonia's own projected market volume stands at US$2,902.0m in 2024.
  • In the VR Hardware market market withEstonia, the number of users is anticipated to amount to 73.5k users by 2029.
  • User penetration in Estonia will be 4.1% in 2024 and is expected to increase to 5.7% by 2029.
  • The average revenue per user (ARPU) in Estonia is expected to amount to US$76.3.
  • Estonia's burgeoning tech scene is driving innovative VR hardware development, positioning the country as a key player in the global AR & VR market.
 
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Analyst Opinion

The VR Hardware market in Estonia is experiencing steady growth and development, driven by customer preferences for immersive and interactive experiences, as well as the increasing availability and affordability of VR devices.

Customer preferences:
Customers in Estonia are increasingly drawn to VR hardware due to its ability to provide immersive and interactive experiences. VR technology allows users to explore virtual worlds, play games, and even interact with others in virtual environments. This appeals to a wide range of customers, including gamers, entertainment enthusiasts, and professionals in industries such as architecture and design. Additionally, the younger generation is particularly interested in VR technology, as they are more familiar with and open to adopting new technologies.

Trends in the market:
One of the key trends in the VR Hardware market in Estonia is the increasing availability and affordability of VR devices. As technology advances and production costs decrease, VR hardware has become more accessible to a wider range of consumers. This has led to an increase in the adoption of VR devices, as more people are able to purchase and experience the technology for themselves. Furthermore, the market is witnessing a growing number of VR content creators and developers, who are creating a diverse range of VR experiences and applications. This is driving further interest and demand for VR hardware in Estonia.

Local special circumstances:
Estonia's tech-savvy population and thriving startup ecosystem contribute to the growth of the VR Hardware market. The country has a highly skilled workforce, particularly in the fields of technology and engineering, which enables the development and production of VR devices. Additionally, Estonia has a supportive business environment, with government initiatives and funding programs that encourage innovation and entrepreneurship. This has attracted VR hardware companies and startups to establish a presence in Estonia, further driving the growth of the market.

Underlying macroeconomic factors:
The overall growth and development of the VR Hardware market in Estonia can be attributed to several underlying macroeconomic factors. Firstly, the country's strong economic performance and high disposable income levels have increased consumer spending power, allowing more people to invest in VR hardware. Additionally, Estonia's robust digital infrastructure and high internet penetration rate provide a solid foundation for the adoption of VR technology. The government's focus on digitalization and innovation also plays a role in promoting the growth of the VR Hardware market. Furthermore, Estonia's strategic location within the European Union allows companies to easily access and serve customers across the region, contributing to the market's expansion.

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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