VR Hardware - Indonesia

  • Indonesia
  • The VR Hardware market in Indonesia is projected to reach a revenue of US$120.4m in 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2029) of 9.62%, resulting in a projected market volume of US$190.6m by 2029.
  • in China generates the highest revenue in the VR Hardware market, with a projected market volume of US$2,902.0m in 2024.
  • In Indonesia's VR Hardware market, the number of users is expected to amount to 1.9m users by 2029.
  • The user penetration rate is 0.5% in 2024 and is expected to increase to 0.6% by 2029.
  • The average revenue per user (ARPU) is expected to be US$80.9 in Indonesia's VR Hardware market.
  • In Indonesia, the VR hardware market is experiencing rapid growth due to increasing consumer demand for immersive gaming experiences.
 
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Analyst Opinion

The VR Hardware market in Indonesia is showing signs of steady growth and development.

Customer preferences:
Customers in Indonesia are increasingly drawn towards VR Hardware due to its immersive and interactive nature. The ability to experience virtual reality offers a unique and engaging way to consume content and participate in various activities. This has led to a growing demand for VR headsets and other related hardware devices in the Indonesian market.

Trends in the market:
One of the key trends in the VR Hardware market in Indonesia is the increasing availability of affordable and entry-level VR devices. As technology advances and production costs decrease, more affordable options are becoming accessible to a wider range of consumers. This has resulted in a larger customer base and increased adoption of VR Hardware in the country. Another trend in the market is the integration of VR technology into various industries and sectors. VR Hardware is being utilized in fields such as gaming, entertainment, education, healthcare, and tourism. This diversification of applications has further boosted the demand for VR devices in Indonesia.

Local special circumstances:
Indonesia, with its large and growing population, presents a significant market opportunity for VR Hardware manufacturers and suppliers. The country's youthful demographic, coupled with increasing disposable incomes, has contributed to the rising demand for VR devices. Additionally, the government's efforts to promote the digital economy and technological innovation have created a favorable environment for the growth of the VR Hardware market.

Underlying macroeconomic factors:
The economic growth and stability of Indonesia have played a crucial role in the development of the VR Hardware market. As the country's economy continues to expand, more consumers have the means to invest in VR devices. Furthermore, the increasing internet penetration and smartphone usage in Indonesia have facilitated the adoption of VR technology. In conclusion, the VR Hardware market in Indonesia is witnessing steady growth and development. Customer preferences for immersive and interactive experiences, along with the availability of affordable devices, are driving the market forward. The integration of VR technology into various industries and the favorable local circumstances in Indonesia further contribute to the market's growth. With the country's strong macroeconomic factors supporting the expansion of the VR Hardware market, the future looks promising for this industry in Indonesia.

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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