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VR Hardware - GCC

GCC
  • In the GCC, revenue in the VR Hardware market market is projected to reach US$71.9m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.10%, leading to a projected market volume of US$111.1m by 2029.
  • While the GCC market is anticipated to grow, it is worth noting that most revenue in the VR Hardware market market is generated China, which is projected to have a market volume of US$2.9bn in 2024.
  • By 2029, the number of users in the VR Hardware market market within the GCC is expected to amount to 1.2m users.
  • User penetration in the GCC is forecasted to be 1.9% in 2024 and is expected to rise to 2.3% by 2029.
  • The average revenue per user (ARPU) in this region is anticipated to reach US$76.2.
  • In the GCC, the rising demand for immersive experiences is driving significant investments in VR hardware, enhancing sectors from entertainment to education.

The VR Hardware market covers headsets and installed units that enable a consumer to dive into the virtual world. These can either be stand-alone units, which are headsets that deliver a video and sound experience, or tethered units. Top-selling headsets include Meta Quest and Oculus Rift. Tethered units, such as PS VR, have to be installed and connected to an external device, such as a PC or gaming console. The market is divided into VR standalone HMD (Head-mounted Display) and VR Tethered HMD. Smartphone equipment, i.e., any type of gadget for phones, is not included.

In-Scope

  • All electronic devices used by consumers to access virtual reality
  • Actively installed stand-alone units (headsets), such as Meta Quest
  • Actively installed tethered units, such as PS VR, which are connected to an external unit

Out-Of-Scope

  • All non-electronic devices, such as any type of mobile phone equipment
  • B2B enterprise hardware
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Analyst Opinion

    The VR Hardware market in the GCC is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

    Customer preferences:
    Customers in the GCC region are increasingly showing a strong interest in virtual reality (VR) technology. They are attracted to the immersive and interactive experiences that VR hardware can offer, whether it's for gaming, entertainment, or professional applications. The demand for high-quality VR headsets and accessories is on the rise as customers seek to enhance their virtual reality experiences.

    Trends in the market:
    One of the key trends in the VR Hardware market in the GCC is the increasing adoption of VR headsets and accessories by gaming enthusiasts. The gaming industry is booming in the region, and VR technology is seen as a game-changer that can take gaming experiences to the next level. As a result, there is a growing demand for VR headsets with advanced features and capabilities, such as high-resolution displays, motion tracking, and immersive audio. Another trend in the market is the integration of VR technology into various industries, such as healthcare, real estate, and tourism. VR hardware is being used to create virtual simulations and training programs, allowing professionals in these industries to gain hands-on experience in a safe and controlled environment. This trend is driving the demand for VR hardware in the GCC, as businesses recognize the potential of VR technology to improve productivity, efficiency, and customer experiences.

    Local special circumstances:
    The GCC region is known for its strong emphasis on innovation and technological advancements. Governments in the region are actively promoting the adoption of emerging technologies, including VR, as part of their economic diversification strategies. This has created a favorable environment for the growth of the VR Hardware market, with increased investments in research and development, infrastructure, and talent development. Furthermore, the young and tech-savvy population in the GCC is driving the demand for VR hardware. The region has a high smartphone penetration rate, and consumers are increasingly looking for new and exciting ways to engage with technology. VR hardware provides a unique and immersive experience that appeals to this tech-savvy audience, leading to increased adoption and demand.

    Underlying macroeconomic factors:
    The GCC region is experiencing steady economic growth, driven by factors such as government spending, infrastructure development, and diversification efforts. This economic growth has led to increased disposable income and consumer spending, which in turn has fueled the demand for VR hardware. As consumers in the region become more affluent, they are willing to invest in premium VR headsets and accessories to enhance their entertainment and gaming experiences. Furthermore, the GCC region is a popular tourist destination, attracting millions of visitors each year. The tourism industry has recognized the potential of VR technology to enhance the travel experience, and VR hardware is being used to create virtual tours, interactive exhibits, and immersive entertainment for tourists. This has created a new market for VR hardware in the GCC, as businesses in the tourism sector seek to capitalize on the growing demand for virtual experiences. In conclusion, the VR Hardware market in the GCC is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The increasing adoption of VR technology by gaming enthusiasts, integration of VR into various industries, favorable government policies, tech-savvy population, and economic growth are all contributing to the expansion of the VR Hardware market in the GCC.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Apr 2024

    Source: Statista Market Insights

    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).

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    Virtual reality (VR) - statistics & facts

    Virtual reality (VR) is a simulated experience similar to or completely different from the real world. VR aims to create a sensory experience for the user, sometimes including sight, touch, hearing, smell, or even taste. The industry is growing at a fast pace, with the global VR market size projected to increase from less than 12 billion U.S. dollars in 2022 to more than 22 billion U.S. dollars by 2025. Both the enterprise and consumer segments, including the increased development of the VR gaming industry, are expected to profit from the forecast growth.
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