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VR Hardware - Romania

Romania
  • In Romania, revenue in the VR Hardware market market is projected to reach US$20.2m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.83%, resulting in a projected market volume of US$30.9m by 2029.
  • While the overall VR Hardware market market is characterized by significant revenue generation, it is noteworthy that most revenue is generated China, with a projected market volume of US$2.9bn in 2024.
  • In the VR Hardware market market withRomania, the number of users is expected to amount to 312.6k users by 2029.
  • User penetration in Romania will be 1.3% in 2024 and is expected to hit 1.6% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Romania is expected to amount to US$80.1.
  • Romania's burgeoning tech landscape is fostering increased investment in VR hardware, positioning the country as an emerging hub for innovative augmented and virtual 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 Romania is experiencing significant growth and development in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this positive trend.

    Customer preferences in Romania are shifting towards immersive and interactive experiences, which is driving the demand for VR hardware. Consumers are increasingly seeking new and innovative ways to engage with technology, and virtual reality offers a unique and captivating experience. The ability to explore virtual worlds, play immersive games, and even participate in virtual training programs is appealing to a wide range of customers in Romania.

    Trends in the market also play a significant role in the development of the VR Hardware market in Romania. The advancements in technology have made VR hardware more accessible and affordable, allowing a larger segment of the population to experience virtual reality. Additionally, the growing popularity of VR gaming and the increasing number of VR content creators are driving the demand for VR hardware in the country.

    The availability of a wide range of VR headsets and accessories further contributes to the market growth. Local special circumstances in Romania also contribute to the development of the VR Hardware market. The country has a strong tech-savvy population and a growing gaming community, which creates a favorable environment for the adoption of virtual reality technology.

    Furthermore, the government has been supportive of the technology sector and has implemented initiatives to promote innovation and digitalization, which indirectly benefits the VR Hardware market. Underlying macroeconomic factors also play a role in the development of the VR Hardware market in Romania. The country's economic growth and increasing disposable income levels have led to a higher purchasing power among consumers.

    This, in turn, has contributed to the increased demand for consumer electronics, including VR hardware. Additionally, the growing tourism industry in Romania has created opportunities for the use of VR technology in the hospitality and entertainment sectors. In conclusion, the VR Hardware market in Romania is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

    The shift towards immersive experiences, advancements in technology, supportive government initiatives, and favorable economic conditions all contribute to the positive trend. As the market continues to evolve, it is expected that the demand for VR hardware in Romania will continue to grow.

    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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