VR Hardware - EU-27

  • EU-27
  • The VR Hardware market in the EU-27 is projected to reach a revenue of US$2.4bn in 2024.
  • It is expected to maintain an annual growth rate (CAGR 2024-2029) of 9.27%, resulting in a projected market volume of US$3.7bn by 2029.
  • in China is the leading revenue generator in the VR Hardware market, with a projected market volume of US$2,902.0m in 2024.
  • By 2029, the number of users in the EU-27 VR Hardware market is expected to reach 33.3m users.
  • The user penetration is projected to be 6.3% in 2024 and is expected to increase to 7.8% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$87.8.
  • The VR hardware market in Germany is experiencing steady growth due to high consumer demand and a strong tech-savvy culture.
 
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Analyst Opinion

The VR Hardware market in EU-27 is experiencing significant growth and development, driven by customer preferences for immersive experiences, the emergence of new technologies, and favorable macroeconomic conditions.

Customer preferences:
Customers in the EU-27 region are increasingly seeking immersive experiences that go beyond traditional forms of entertainment and communication. Virtual reality (VR) hardware offers a unique opportunity to transport users to virtual worlds and engage with content in a more interactive and immersive manner. This has led to a growing demand for VR headsets, controllers, and other hardware devices that enable users to experience VR content.

Trends in the market:
One of the key trends in the VR Hardware market in EU-27 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 a surge in demand for VR headsets, particularly standalone devices that do not require a high-end computer or gaming console to operate. Another trend in the market is the integration of VR technology into various industries and sectors. VR hardware is being used in areas such as gaming, entertainment, education, healthcare, and even architecture and design. This diversification of VR applications has expanded the potential customer base and created new opportunities for hardware manufacturers.

Local special circumstances:
The EU-27 region is known for its strong focus on innovation and technological advancement. Several countries within the region, such as Germany and France, have established themselves as key players in the global VR industry. This has created a favorable environment for VR hardware manufacturers, who can leverage the expertise and resources available in these countries to develop and produce cutting-edge products. Furthermore, the EU-27 region has a large and affluent consumer market, which provides a significant customer base for VR hardware manufacturers. The region's high disposable income levels and willingness to adopt new technologies contribute to the growing demand for VR devices.

Underlying macroeconomic factors:
The VR Hardware market in EU-27 is also influenced by macroeconomic factors such as GDP growth, consumer spending, and technological infrastructure. As the economy of the region continues to grow, consumers have more disposable income to spend on leisure and entertainment products, including VR hardware. Additionally, the availability of high-speed internet and advanced mobile networks in the EU-27 region enables seamless VR experiences and encourages the adoption of VR hardware. The presence of robust technological infrastructure supports the development and distribution of VR content, further driving the demand for VR hardware devices. In conclusion, the VR Hardware market in EU-27 is experiencing growth and development due to customer preferences for immersive experiences, the integration of VR technology into various industries, the region's focus on innovation, and favorable macroeconomic conditions. As the market continues to evolve, we can expect to see further advancements in VR hardware technology and an expansion of its applications across different sectors.

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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