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VR Software - Baltics

Baltics
  • In the Baltics, revenue in the VR Software market market is projected to reach US$6.1m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.44%, leading to a projected market volume of US$9.5m by 2029.
  • While most revenue is generated the United States, the projected market volume in the Baltics is anticipated to be US$990.3m in 2024.
  • By 2029, the number of users in the VR Software market market in the Baltics is expected to amount to 319.3k users.
  • User penetration in the Baltics will be 4.4% in 2024 and is projected to reach 5.7% by 2029.
  • Furthermore, the average revenue per user (ARPU) in the Baltics is expected to amount to US$23.5.
  • In the Baltics, the VR software market is increasingly focused on enhancing immersive experiences for education and training, reflecting a growing investment in digital transformation.

The VR Software market can be divided into two markets: Gaming and Video. Gaming includes all revenues that are generated from VR games, either through game purchases via Steam or any other marketplace or through in-game purchases. Purchases of physical video games are also included. According to Steam, the top-selling VR games are Half-Life: Alyx, Beat Saber, as well as Blade and Sorcery. The Video market contains all revenues from video apps, such as 360-degree videos, or from any other application, such as Google Earth VR. VR software revenues comprise in-app purchases, subscriptions, as well as app and game purchases.

In-Scope

  • Digital revenues from virtual reality games and videos for consumers
  • Virtual reality games that can be accessed via headsets and installed units
  • Virtual reality videos that can be accessed via headsets, such as 360-degree videos and virtual reality videos made for headset consumption

Out-Of-Scope

  • Virtual reality content that can be accessed without any installed devices, e.g., via desktop PCs or mobile phones
  • B2B enterprise software
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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 Software market in Baltics is experiencing significant growth and development, driven by various factors including customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Baltics are increasingly leaning towards immersive and interactive experiences, which has fueled the demand for VR Software.

    Consumers are seeking new and innovative ways to engage with digital content, and VR Software provides a unique opportunity to do so. Additionally, the younger demographic in the Baltics is particularly receptive to VR technology, further driving the demand for VR Software. Trends in the market indicate a growing interest in VR Software for gaming and entertainment purposes.

    The gaming industry has witnessed a surge in popularity, with more people turning to virtual reality as a means of enhancing their gaming experience. This trend is reflected in the Baltics, where there is a growing number of VR gaming centers and an increasing demand for VR Software tailored to gaming applications. Another trend in the market is the adoption of VR Software in the education and training sectors.

    Virtual reality offers a highly immersive and realistic learning environment, allowing students and professionals to gain practical experience in a safe and controlled setting. This trend is particularly relevant in the Baltics, where there is a strong emphasis on education and skills development. Local special circumstances in the Baltics also contribute to the growth of the VR Software market.

    The region has a highly skilled and tech-savvy workforce, which has facilitated the development and adoption of VR Software. Additionally, the Baltic governments have shown support for the technology sector, providing incentives and funding for startups and companies in the VR Software industry. Underlying macroeconomic factors further support the growth of the VR Software market in the Baltics.

    The region has experienced steady economic growth in recent years, creating a favorable business environment for companies in the technology sector. Additionally, the increasing digitalization of industries and the growing demand for innovative solutions have created opportunities for VR Software providers. In conclusion, the VR Software market in the Baltics is developing at a rapid pace, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

    The increasing demand for immersive experiences, particularly in gaming and education, coupled with the region's skilled workforce and supportive business environment, are fueling the growth of the VR Software market in the Baltics.

    Reach

    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 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).

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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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