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VR Hardware - Russia

Russia
  • In Russia, revenue in the VR Hardware market market is projected to reach US$155.1m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.11%, leading to a projected market volume of US$239.9m by 2029.
  • While most revenue is generated China, the VR Hardware market market in Russia is also significant.
  • In this market, the number of users in Russia is anticipated to reach 2.7m users by 2029.
  • User penetration in Russia will be 1.4% in 2024 and is expected to increase to 1.9% by 2029.
  • Additionally, the average revenue per user (ARPU) in Russia is expected to amount to US$74.4.
  • In Russia, the VR hardware market is increasingly influenced by local innovations, as developers seek to enhance user experiences amidst growing interest in immersive technologies.

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 Russia has been experiencing significant growth in recent years, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Russia have played a crucial role in the development of the VR Hardware market.

    Russian consumers have shown a growing interest in immersive and interactive experiences, which has led to an increased demand for VR headsets and other hardware. The desire for virtual reality gaming, entertainment, and educational applications has been a key driver of this trend. Additionally, the younger generation in Russia has shown a particular affinity for VR technology, further fueling the demand for VR hardware.

    Trends in the market have also contributed to the growth of the VR Hardware market in Russia. Technological advancements have led to the development of more affordable and accessible VR hardware options, making it easier for consumers to enter the market. The introduction of standalone VR headsets, which do not require a PC or console, has been particularly influential in attracting new users.

    Furthermore, the availability of a wide range of VR content, including games, videos, and virtual tours, has increased the appeal of VR hardware to a broader audience. Local special circumstances have also played a role in the development of the VR Hardware market in Russia. The country has a strong gaming culture, with a large number of gamers and gaming enthusiasts.

    This has created a fertile ground for the adoption of VR technology, as gamers are often early adopters of new hardware and technology. Additionally, Russia has a growing tech-savvy population, which has contributed to the demand for VR hardware and the development of VR content. Underlying macroeconomic factors have further fueled the growth of the VR Hardware market in Russia.

    The country has experienced stable economic growth in recent years, which has increased disposable income and consumer spending power. This has made VR hardware more affordable and accessible to a larger segment of the population. Additionally, the government has shown support for the development of the technology sector, including virtual reality, through various initiatives and investments.

    This has created a favorable environment for the growth of the VR Hardware market in Russia. In conclusion, the VR Hardware market in Russia has been experiencing significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The increasing interest in immersive experiences, technological advancements, a strong gaming culture, and a supportive economic environment have all contributed to the development of the market.

    As these factors continue to evolve, the VR Hardware market in Russia is expected to further expand in the coming years.

    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) 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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