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
Most recent update: Apr 2024
Source: Statista Market Insights
The VR Software market in Benelux is experiencing significant growth and development due to several key factors. Customer preferences are shifting towards immersive and interactive experiences, driving the demand for VR software. Additionally, local special circumstances and underlying macroeconomic factors are contributing to the growth of the market.
Customer preferences: Customers in Benelux are increasingly seeking immersive and interactive experiences. VR software offers a unique opportunity to engage with digital content in a more realistic and engaging way. This is particularly appealing to younger generations who have grown up with technology and are looking for new and innovative ways to consume media and entertainment. As a result, there is a growing demand for VR software that can provide high-quality and captivating experiences.
Trends in the market: One of the key trends in the VR software market in Benelux is the adoption of VR technology in various industries. Companies are recognizing the potential of VR software to enhance their operations and improve customer experiences. For example, in the gaming industry, VR games are becoming increasingly popular, offering players a more immersive and realistic gaming experience. In the healthcare sector, VR software is being used for training purposes, allowing medical professionals to practice procedures in a virtual environment. These trends are driving the demand for VR software in Benelux.
Local special circumstances: Benelux is known for its highly developed technology infrastructure and strong focus on innovation. This creates a favorable environment for the growth of the VR software market. The region has a high concentration of tech-savvy individuals and companies, which contributes to the adoption and development of VR software. Additionally, Benelux has a vibrant startup ecosystem, with many innovative companies focusing on VR technology. This entrepreneurial spirit and culture of innovation further contribute to the growth of the VR software market in the region.
Underlying macroeconomic factors: The VR software market in Benelux is also influenced by underlying macroeconomic factors. The region has a strong economy and high disposable income levels, which allows consumers to invest in VR technology and software. Furthermore, the government in Benelux is supportive of the technology sector and provides incentives for companies to innovate and develop VR software. This favorable business environment encourages investment and growth in the VR software market. In conclusion, the VR software market in Benelux is experiencing growth and development due to customer preferences for immersive experiences, trends in various industries, local special circumstances, and underlying macroeconomic factors. As the demand for VR software continues to increase, the market in Benelux is expected to further expand and offer new opportunities for companies in the region.
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