VR Software - Baltics

  • Baltics
  • The VR Software market is projected to witness a substantial growth in revenue in the Baltics, reaching US$6.1m by 2024.
  • This growth is expected to continue with an annual growth rate (CAGR 2024-2029) of 9.44%, resulting in a projected market volume of US$9.5m by 2029.
  • In the Baltics, the VR Software market is anticipated to generate a significant revenue of US$990.3m in 2024, indicating a strong market presence.
  • The number of users in the Baltics is expected to reach 319.3k users by 2029, reflecting the increasing adoption of VR Software market.
  • User penetration is projected to grow from 4.4% in 2024 to 5.7% by 2029, indicating a rising interest in VR technology among the population.
  • Furthermore, the average revenue per user (ARPU) in the Baltics is estimated to be US$23.5, demonstrating the value that users place on VR Software market.
  • The Baltics are experiencing a surge in demand for VR software, with local companies developing innovative solutions for various industries.
 
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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.

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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