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VR Hardware - Mexico

Mexico
  • In Mexico, revenue in the VR Hardware market market is projected to reach US$157.3m in 2024.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.64%, leading to a projected market volume of US$249.3m by 2029.
  • While most revenue in the VR Hardware market market is generated China, the Mexican market is also experiencing growth.
  • The number of users in the VR Hardware market market in Mexico is expected to amount to 3.9m users by 2029.
  • User penetration in Mexico will be 2.4% in 2024 and is anticipated to reach 2.9% by 2029.
  • The average revenue per user (ARPU) in Mexico is expected to amount to US$51.6.
  • In Mexico, the demand for VR hardware is rapidly increasing, driven by growing interest in immersive gaming and educational applications.

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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AR & VR: market data & analysis

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

    Customer preferences:
    Mexican consumers have shown a growing interest in virtual reality (VR) technology, which has contributed to the development of the VR Hardware market in the country. The immersive and interactive nature of VR experiences appeals to customers who are seeking new and exciting forms of entertainment. Additionally, the younger generation in Mexico, who are more tech-savvy and open to adopting new technologies, are driving the demand for VR Hardware.

    Trends in the market:
    One of the key trends in the VR Hardware market in Mexico is the increasing availability and affordability of VR devices. As technology advances and production costs decrease, VR headsets and other hardware have become more accessible to a wider range of consumers. This trend has led to an increase in the adoption of VR technology in various industries, including gaming, education, healthcare, and tourism. Another trend in the market is the development of VR content and applications specifically tailored to the Mexican market. Local companies and developers are creating VR experiences that cater to the unique preferences and interests of Mexican consumers. This localization of content has further fueled the demand for VR Hardware in the country.

    Local special circumstances:
    Mexico has a vibrant gaming and entertainment industry, which has played a significant role in the development of the VR Hardware market. The country is home to a large number of game developers and studios, who are actively exploring the potential of VR technology. This has resulted in the creation of high-quality VR games and experiences that attract both local and international customers. Furthermore, Mexico's tourism industry has recognized the value of VR technology in enhancing the visitor experience. VR Hardware is being utilized in various tourist destinations and attractions to provide immersive virtual tours and simulations. This application of VR in the tourism sector has not only increased visitor engagement but also contributed to the growth of the VR Hardware market.

    Underlying macroeconomic factors:
    Mexico's growing middle class and increasing disposable income levels have played a significant role in the development of the VR Hardware market. As more consumers have the financial means to purchase VR devices, the demand for VR Hardware has risen. Additionally, the Mexican government has been actively promoting the adoption of digital technologies, including VR, as part of its broader economic development strategy. This support from the government has created a favorable environment for the growth of the VR Hardware market in Mexico. In conclusion, the VR Hardware market in Mexico is experiencing rapid growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The increasing interest in VR technology, the availability of affordable devices, the localization of content, the presence of a vibrant gaming and entertainment industry, the utilization of VR in the tourism sector, and the growing middle class and government support all contribute to the thriving VR Hardware market in Mexico.

    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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