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VR Hardware - Spain

Spain
  • In Spain, revenue in the VR Hardware market market is projected to reach US$245.8m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 9.68%, leading to a projected market volume of US$390.1m by 2029.
  • While most revenue is generated China, in Spain is part of the broader landscape of the VR Hardware market market.
  • The number of users in the VR Hardware market market in Spain is expected to amount to 3.3m users by 2029.
  • User penetration in Spain will be 5.7% in 2024 and is anticipated to reach 7.1% by 2029.
  • The average revenue per user (ARPU) in Spain is expected to amount to US$90.9.
  • Spain's VR hardware market is witnessing a surge in interest as local developers increasingly focus on immersive experiences for entertainment and education sectors.

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 Spain is experiencing significant growth and development. Customer preferences are shifting towards immersive virtual reality experiences, leading to increased demand for VR hardware.

    Additionally, local special circumstances and underlying macroeconomic factors are contributing to the growth of the market. Customer preferences in Spain are driving the growth of the VR Hardware market. Consumers are increasingly seeking immersive virtual reality experiences, whether for entertainment, gaming, or professional purposes.

    This preference for immersive experiences is fueling the demand for VR hardware, including headsets, controllers, and other peripherals. As a result, companies in the VR hardware industry are investing in research and development to improve the quality and functionality of their products, in order to meet the evolving demands of Spanish consumers. Trends in the VR Hardware market in Spain are also shaping its development.

    One key trend is the increasing adoption of virtual reality in various industries, such as healthcare, education, and tourism. For example, VR technology is being used in medical training programs to simulate surgical procedures, in classrooms to enhance learning experiences, and in tourism to provide virtual tours of popular destinations. This trend is driving the demand for VR hardware in these sectors, as businesses and organizations recognize the benefits of incorporating virtual reality into their operations.

    Local special circumstances in Spain are contributing to the growth of the VR Hardware market. Spain has a vibrant gaming industry, with a large number of gamers and gaming enthusiasts. This gaming culture has created a strong demand for VR hardware among Spanish consumers, who are eager to enhance their gaming experiences.

    Additionally, Spain is a popular tourist destination, attracting millions of visitors each year. The tourism industry in Spain is increasingly incorporating virtual reality technology to provide unique and immersive experiences to tourists. This has created a demand for VR hardware among businesses in the tourism sector.

    Underlying macroeconomic factors are also driving the growth of the VR Hardware market in Spain. The country has experienced steady economic growth in recent years, which has increased consumer purchasing power. As a result, more consumers are able to afford VR hardware, leading to higher demand in the market.

    Additionally, the Spanish government has been supportive of the technology sector, providing incentives and funding for research and development in emerging technologies, including virtual reality. This support has created a favorable environment for companies in the VR hardware industry, encouraging investment and innovation. In conclusion, the VR Hardware market in Spain is experiencing significant growth and development due to shifting customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

    As consumers in Spain increasingly seek immersive virtual reality experiences, the demand for VR hardware is rising. Businesses in various industries are also adopting virtual reality technology, further driving the growth of the market. With favorable local circumstances and government support, the VR Hardware market in Spain is expected to continue its upward trajectory.

    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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