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.
Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Apr 2024
Source: Statista Market Insights
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update: Mar 2024
Most recent update: Apr 2024
Source: Statista Market Insights
The VR Software market in Belgium is experiencing steady growth due to increasing customer preferences for immersive and interactive experiences, as well as advancements in technology.
Customer preferences: Customers in Belgium are increasingly seeking immersive and interactive experiences, which has led to a growing demand for VR Software. VR Software allows users to engage with virtual environments and simulations, providing a unique and captivating experience. This preference for immersive experiences is driven by the desire for entertainment, gaming, and virtual tourism. Additionally, businesses in Belgium are also recognizing the potential of VR Software in training and education, further driving the demand.
Trends in the market: One of the key trends in the VR Software market in Belgium is the development of VR applications for gaming. Belgium has a strong gaming culture, and the demand for VR gaming experiences is on the rise. Game developers are creating VR Software that offers realistic and engaging gameplay, attracting a large customer base. Moreover, the integration of VR technology with popular gaming platforms and devices is further driving the growth of the market. Another trend in the market is the adoption of VR Software in the tourism industry. Belgium is known for its rich cultural heritage and historical landmarks. VR Software allows tourists to explore virtual replicas of famous sites and experience virtual tours, enhancing their travel experiences. This trend is particularly relevant in the current global context, where travel restrictions have limited physical tourism.
Local special circumstances: Belgium has a strong technology infrastructure and a high level of digital literacy among its population. This provides a favorable environment for the growth of the VR Software market. Additionally, Belgium is home to several technology companies and startups that are actively developing VR Software solutions. The presence of these companies contributes to the innovation and advancement of the market.
Underlying macroeconomic factors: The growth of the VR Software market in Belgium is also influenced by underlying macroeconomic factors. Belgium has a stable economy and a high standard of living, which allows consumers to invest in entertainment and technology products. Furthermore, the government of Belgium has shown support for the development of the technology sector, providing incentives and funding for research and development. These factors contribute to the favorable market conditions for VR Software in Belgium. In conclusion, the VR Software market in Belgium is experiencing growth due to increasing customer preferences for immersive experiences, particularly in gaming and tourism. The local technology infrastructure, digital literacy, and government support further contribute to the market's development. The steady economic conditions in Belgium also provide a favorable environment for the growth of the VR Software market.
Most recent update: Apr 2024
Source: Statista Market Insights
Most recent update: Apr 2024
Source: Statista Market Insights
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).Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights