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VR Hardware - MENA

MENA
  • In MENA, revenue in the VR Hardware market market is projected to reach US$169.5m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.29%, resulting in a projected market volume of US$264.3m by 2029.
  • With a projected market volume of US$2.9bn in 2024, most revenue in the VR Hardware market market is generated China.
  • In MENA, the number of users in the VR Hardware market market is expected to amount to 2.9m users by 2029.
  • User penetration in MENA will be 0.7% in 2024 and is expected to hit 0.8% by 2029.
  • The average revenue per user (ARPU) in MENA is expected to amount to US$73.1.
  • The MENA region is experiencing a significant surge in VR hardware investments, driven by growing interest in immersive technologies across entertainment and education sectors.

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 Middle East and North Africa (MENA) is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors contribute to this positive trajectory.

    Customer preferences in the MENA region are driving the demand for VR Hardware. Consumers in this region are increasingly seeking immersive experiences and are willing to invest in VR devices to enhance their entertainment and gaming experiences. Additionally, the growing popularity of virtual reality in industries such as healthcare, education, and tourism is also contributing to the demand for VR Hardware.

    Trends in the market indicate a strong growth potential for VR Hardware in the MENA region. The adoption of VR technology is increasing as more companies and organizations recognize its potential for enhancing their operations and customer experiences. This is particularly evident in the gaming industry, where VR gaming is gaining traction and attracting a dedicated user base.

    Furthermore, the MENA region is witnessing a rise in the number of VR arcades and entertainment centers, providing consumers with access to VR experiences without the need to invest in expensive hardware. Local special circumstances also play a role in the development of the VR Hardware market in MENA. The region has a young and tech-savvy population, which is driving the demand for innovative technologies such as virtual reality.

    Moreover, governments in the MENA region are actively promoting the adoption of VR technology as part of their efforts to diversify their economies and attract foreign investment. This support from the government creates a favorable environment for the growth of the VR Hardware market. Underlying macroeconomic factors further contribute to the development of the VR Hardware market in MENA.

    The region is experiencing economic growth, which leads to an increase in disposable income and consumer spending. As a result, more individuals are able to afford VR devices and are willing to invest in them. Additionally, the MENA region is witnessing a rapid expansion of the technology sector, with increased investments in research and development.

    This fosters innovation and the development of new VR Hardware products, further driving the market growth. In conclusion, the VR Hardware market in MENA is developing at a rapid pace due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The increasing demand for immersive experiences, the adoption of VR technology in various industries, the young and tech-savvy population, government support, economic growth, and the expansion of the technology sector are all contributing to the positive trajectory of the VR Hardware market in MENA.

    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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    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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