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VR Hardware - Philippines

Philippines
  • In the Philippines, revenue in the VR Hardware market market is projected to reach US$51.3m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.65%, leading to a projected market volume of US$81.3m by 2029.
  • Despite in the Philippines' growth, most revenue in the global VR Hardware market market is generated China, which has a projected market volume of US$2.9bn in 2024.
  • In the Philippines, the number of users in the VR Hardware market market is anticipated to amount to 930.2k users by 2029.
  • User penetration in the Philippines will be 0.6% in 2024, with expectations to increase to 0.7% by 2029.
  • The average revenue per user (ARPU) in the Philippines is expected to reach US$70.1.
  • The Philippines is experiencing a burgeoning interest in VR hardware, driven by growing demand for immersive educational tools and entertainment experiences.

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 Philippines is experiencing significant growth and development, driven by customer preferences for immersive and interactive experiences, as well as the increasing availability and affordability of VR hardware devices. Customer preferences in the Philippines are shifting towards more immersive and interactive experiences, which is driving the demand for VR hardware.

    Consumers are increasingly seeking out new and innovative ways to engage with technology, and VR provides a unique opportunity to do so. With VR hardware, users can enter virtual worlds and interact with the environment, creating a sense of presence and realism that traditional forms of media cannot replicate. This immersive experience is particularly appealing to gamers and entertainment enthusiasts, who are willing to invest in VR hardware to enhance their gaming or entertainment experiences.

    Additionally, the growing popularity of VR applications in industries such as education, healthcare, and tourism is further fueling the demand for VR hardware in the Philippines. The VR Hardware market in the Philippines is also benefiting from the increasing availability and affordability of VR hardware devices. In recent years, there has been a proliferation of VR hardware options in the market, ranging from high-end devices to more affordable options.

    This has made VR technology more accessible to a wider range of consumers, who may have been hesitant to invest in expensive VR hardware in the past. As a result, the VR Hardware market in the Philippines is experiencing a surge in demand, as more consumers are able to purchase VR hardware devices at a lower price point. In addition to customer preferences and the availability of VR hardware devices, there are also local special circumstances that are contributing to the development of the VR Hardware market in the Philippines.

    One such circumstance is the growing tech-savvy population in the country. The Philippines has a large and rapidly growing population of young, tech-savvy individuals who are eager to embrace new technologies. This tech-savvy population is driving the demand for VR hardware, as they are more likely to be early adopters of new technologies and are willing to invest in VR hardware to enhance their digital experiences.

    Underlying macroeconomic factors are also playing a role in the development of the VR Hardware market in the Philippines. The country has been experiencing steady economic growth in recent years, which has resulted in an increase in disposable income levels. As a result, consumers in the Philippines have more purchasing power and are able to spend more on leisure and entertainment activities, including VR hardware.

    Additionally, the government in the Philippines has been supportive of the tech industry, implementing policies and initiatives to promote the growth of the sector. This supportive environment has created opportunities for VR hardware manufacturers and sellers to thrive in the market. In conclusion, the VR Hardware market in the Philippines is developing rapidly, driven by customer preferences for immersive and interactive experiences, the increasing availability and affordability of VR hardware devices, local special circumstances such as a tech-savvy population, and underlying macroeconomic factors such as steady economic growth and government support for the tech industry.

    As a result, the market is expected to continue to grow and evolve in the coming years, offering new opportunities for VR hardware manufacturers and sellers in the Philippines.

    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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