VR Software - Africa

  • Africa
  • The VR Software market in Africa is projected to achieve a revenue of US$34.1m in 2024.
  • It is expected to experience an annual growth rate (CAGR 2024-2029) of 8.81%, resulting in a projected market volume of US$52.0m by 2029.
  • The United States dominates this market segment with a projected market volume of US$990.3m in 2024.
  • In terms of user base, the number of VR Software market users in Africa is expected to reach 1.7m users by 2029.
  • The user penetration rate is predicted to be 0.3% in 2024 and is anticipated to increase to 0.3% by 2029.
  • The average revenue per user (ARPU) is projected to be US$23.6.
  • Virtual reality software is gaining traction in Africa, with Nigeria emerging as a major hub for VR development and innovation.
 
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Analyst Opinion

The VR Software market in Africa is experiencing significant growth and development, driven by several key factors.

Customer preferences:
Customers in Africa are increasingly embracing virtual reality technology, as it offers a unique and immersive experience. VR software allows users to explore new worlds, play games, and engage in virtual experiences, which appeals to a wide range of consumers. Additionally, VR software is being utilized by various industries such as healthcare, education, and tourism, further expanding its customer base.

Trends in the market:
One of the key trends in the VR Software market in Africa is the increasing demand for mobile VR applications. With the widespread adoption of smartphones across the continent, mobile VR offers a convenient and accessible way for users to experience virtual reality. This trend is driven by the affordability and availability of smartphones, making it easier for a larger portion of the population to access VR software. Another trend in the market is the growing popularity of VR gaming. Africa has a young and tech-savvy population, and gaming is a popular form of entertainment. VR gaming provides a more immersive and interactive experience, attracting gamers who are looking for new and exciting ways to play. This trend is further supported by the increasing availability of VR gaming accessories and platforms in the market.

Local special circumstances:
Africa has a unique set of circumstances that contribute to the development of the VR Software market. One of these is the rapid expansion of internet connectivity and mobile penetration. As more people gain access to the internet and smartphones, the demand for VR software increases. Additionally, Africa has a diverse and rich cultural heritage, making it an ideal market for VR applications in tourism and cultural preservation.

Underlying macroeconomic factors:
The VR Software market in Africa is also influenced by underlying macroeconomic factors. The continent is experiencing economic growth, leading to an increase in disposable income and consumer spending. This allows more individuals to invest in VR software and related hardware. Furthermore, the growing tech startup ecosystem in Africa is driving innovation in the VR industry, with local entrepreneurs and developers creating unique VR experiences tailored to the African market. In conclusion, the VR Software market in Africa is experiencing significant growth and development due to customer preferences for immersive experiences, the increasing demand for mobile VR applications, and the popularity of VR gaming. Local special circumstances such as the expansion of internet connectivity and the diverse cultural heritage of the continent contribute to the market's growth. Additionally, underlying macroeconomic factors such as economic growth and a thriving tech startup ecosystem further fuel the development of the VR Software market in Africa.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR software revenue, which includes revenues from video games and VR videos consumed via stand-alone or tethered units.

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:

F2The 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).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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