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VR Hardware - Serbia

Serbia
  • In Serbia, revenue in the VR Hardware market market is projected to reach US$5.0m in 2024.
  • Revenue in this sector is expected to show an annual growth rate (CAGR 2024-2029) of 9.04%, resulting in a projected market volume of US$7.8m by 2029.
  • While most revenue is generated China, Serbia's VR Hardware market market is also experiencing growth.
  • In the VR Hardware market market withSerbia, the number of users is expected to amount to 82.4k users by 2029.
  • User penetration in Serbia will be 0.9% in 2024 and is expected to rise to 1.2% by 2029.
  • The average revenue per user (ARPU) in Serbia is expected to amount to US$76.3.
  • In Serbia, the VR hardware market is rapidly evolving, driven by increasing investment in tech startups and a growing interest in immersive 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 Serbia is experiencing steady growth and development, driven by customer preferences for immersive experiences and the increasing availability of VR content.

    Customer preferences:
    Serbian consumers are increasingly seeking out immersive experiences and are willing to invest in VR hardware to enhance their gaming, entertainment, and educational experiences. The demand for VR headsets and accessories is driven by the desire to escape reality and explore virtual worlds. Additionally, the younger generation is particularly interested in VR technology, as it offers a novel and exciting way to engage with digital content.

    Trends in the market:
    One of the key trends in the VR Hardware market in Serbia is the increasing adoption of standalone VR headsets. These headsets, which do not require a PC or console to operate, offer greater convenience and mobility for users. This trend is driven by advancements in technology and the growing availability of standalone VR content. As standalone headsets become more affordable and accessible, they are expected to gain further traction in the Serbian market. Another trend in the market is the integration of VR technology into various industries beyond gaming and entertainment. Sectors such as healthcare, real estate, and education are recognizing the potential of VR to enhance their services and improve customer experiences. For example, VR can be used in healthcare for training medical professionals or in real estate for virtual property tours. This diversification of VR applications is expanding the customer base and driving the growth of the VR Hardware market in Serbia.

    Local special circumstances:
    Serbia has a growing tech-savvy population, with a strong interest in technology and innovation. The country has a vibrant startup ecosystem and a number of local companies are developing VR content and hardware. This local expertise and innovation contribute to the growth of the VR Hardware market in Serbia. Furthermore, the Serbian government has been supportive of the technology sector and has implemented initiatives to attract foreign investment and foster innovation. This favorable business environment encourages the development and adoption of VR technology in the country.

    Underlying macroeconomic factors:
    The Serbian economy has been experiencing steady growth in recent years, which has led to an increase in disposable income and consumer spending. This economic stability provides Serbian consumers with the financial means to invest in VR hardware and accessories. Additionally, the growing popularity of VR technology worldwide has led to a decrease in production costs, making VR hardware more affordable and accessible for consumers in Serbia. This affordability, coupled with the increasing availability of VR content, is driving the growth of the VR Hardware market in the country. In conclusion, the VR Hardware market in Serbia is developing steadily due to customer preferences for immersive experiences, the increasing availability of VR content, and the favorable business environment. The adoption of standalone VR headsets and the integration of VR technology into various industries are key trends driving the market growth. The local expertise and innovation in the tech sector, along with the country's economic stability and affordability of VR hardware, further contribute to the development of the VR Hardware market in Serbia.

    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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