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VR Hardware - Lithuania

Lithuania
  • In Lithuania, revenue in the VR Hardware market market is projected to reach US$5.4m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.58%, which will result in a projected market volume of US$8.6m by 2029.
  • While most revenue in the VR Hardware market market is generated China, Lithuania's market shows significant potential.
  • By 2029, the number of users in the VR Hardware market market in Lithuania is expected to reach 87.7k users.
  • User penetration in Lithuania will be 2.5% in 2024 and is anticipated to increase to 3.4% by 2029.
  • The average revenue per user (ARPU) in Lithuania is expected to amount to US$80.1.
  • Lithuania's burgeoning VR hardware market is increasingly driven by advancements in local tech startups, fostering innovation and attracting international partnerships.

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

    Customer preferences:
    In Lithuania, there is a growing interest in immersive virtual reality experiences, which is fueling the demand for VR hardware. Customers are increasingly seeking out VR headsets and accessories that offer high-quality graphics, realistic audio, and comfortable fit. They are also looking for devices that are compatible with a wide range of applications and games. Additionally, customers in Lithuania are increasingly interested in VR hardware that is portable and easy to use, allowing them to enjoy virtual reality experiences anywhere and anytime.

    Trends in the market:
    One of the key trends in the VR Hardware market in Lithuania is the increasing adoption of VR headsets for gaming purposes. Gaming enthusiasts are embracing the immersive experience that VR technology provides, and this has led to a surge in the demand for VR headsets specifically designed for gaming. Furthermore, there is a growing trend of using VR hardware for educational and training purposes. Schools, universities, and businesses are recognizing the potential of VR technology to enhance learning and skills development. This trend is driving the demand for VR hardware in the education and training sectors.

    Local special circumstances:
    Lithuania has a strong technology and innovation ecosystem, with a number of startups and tech companies focusing on VR development. This has created a favorable environment for the growth of the VR Hardware market. Additionally, the government of Lithuania has been actively promoting the adoption of VR technology in various sectors, including education, healthcare, and tourism. These initiatives have created awareness and generated interest in VR hardware among businesses and consumers.

    Underlying macroeconomic factors:
    The overall economic growth and stability in Lithuania have contributed to the development of the VR Hardware market. As the economy continues to grow, consumers have more disposable income to spend on leisure activities, including VR hardware. Furthermore, the increasing availability of high-speed internet and the growing smartphone penetration rate have made VR experiences more accessible to a larger population. These factors have created a conducive environment for the growth of the VR Hardware market in Lithuania. In conclusion, the VR Hardware market in Lithuania is experiencing significant growth and development due to customer preferences for immersive experiences, trends in the market such as gaming and education, local special circumstances including a strong technology ecosystem and government initiatives, and underlying macroeconomic factors such as economic growth and increased internet connectivity. As the market continues to evolve, it is expected that the demand for VR hardware in Lithuania will continue to increase.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Key Players

    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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