VR Hardware - Nigeria

  • Nigeria
  • In Nigeria, revenue in the VR Hardware market market is projected to reach US$14.8m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.23%, resulting in a projected market volume of US$24.2m by 2029.
  • While most revenue is generated China with a projected market volume of US$2,902.0m in 2024, in Nigeria is also witnessing growth in this market.
  • In the VR Hardware market market, the number of users in Nigeria is expected to amount to 283.8k users by 2029.
  • User penetration will be 0.1% in 2024 and is expected to hit 0.1% by 2029.
  • The average revenue per user (ARPU) in Nigeria is expected to amount to US$66.3.
  • In Nigeria, the increasing interest in immersive technologies is driving a burgeoning demand for VR hardware among educational institutions and entertainment sectors.
 
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Analyst Opinion

The VR Hardware market in Nigeria is experiencing significant growth and development.

Customer preferences:
Customers in Nigeria are increasingly interested in virtual reality (VR) technology and are willing to invest in VR hardware. This is driven by the growing popularity of gaming and entertainment industries in the country. Nigerian consumers are seeking immersive and interactive experiences, and VR technology provides a unique and engaging way to meet these demands. Additionally, the younger population in Nigeria, who are more tech-savvy and open to new experiences, are driving the demand for VR hardware.

Trends in the market:
One of the key trends in the VR Hardware market in Nigeria is the increasing availability and affordability of VR headsets. As technology advances and production costs decrease, VR headsets are becoming more accessible to a wider range of consumers. This has led to an increase in the adoption of VR technology in Nigeria, as more people are able to purchase VR headsets for personal use. Another trend in the market is the rise of VR arcades and gaming centers. These establishments provide customers with the opportunity to experience VR technology without having to invest in expensive VR hardware themselves. VR arcades and gaming centers are becoming popular social destinations, attracting both avid gamers and casual consumers who are curious about VR technology. This trend is contributing to the overall growth of the VR Hardware market in Nigeria.

Local special circumstances:
Nigeria has a large and growing population, with a significant portion of the population being young and tech-savvy. This demographic factor plays a crucial role in the development of the VR Hardware market in Nigeria. The younger population is more open to adopting new technologies and is driving the demand for VR hardware. Additionally, Nigeria has a thriving entertainment industry, including film and music, which creates opportunities for VR technology to be integrated into these sectors.

Underlying macroeconomic factors:
Nigeria is experiencing economic growth, which has a positive impact on the VR Hardware market. As the economy improves, consumers have more disposable income to spend on leisure activities, including VR hardware. Furthermore, the increasing availability of high-speed internet in Nigeria allows for seamless VR experiences, as online gaming and streaming become more accessible. The combination of economic growth and improved internet infrastructure creates a conducive environment for the development of the VR Hardware market in Nigeria. In conclusion, the VR Hardware market in Nigeria is growing due to customer preferences for immersive experiences, the availability of affordable VR headsets, the rise of VR arcades and gaming centers, the young and tech-savvy population, and the positive macroeconomic factors. These factors contribute to the increasing adoption and demand for VR hardware in Nigeria, making it a promising market for VR technology.

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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