VR Software - Brazil

  • Brazil
  • Revenue in the VR Software market market in Brazil is projected to reach US$122.9m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.45%, resulting in a projected market volume of US$184.4m by 2029.
  • With a projected market volume of US$990.3m in 2024, most revenue in the global context is generated the United States.
  • In the VR Software market market in Brazil, the number of users is expected to amount to 6.2m users by 2029.
  • User penetration in Brazil will be 2.4% in 2024 and is expected to hit 2.8% by 2029.
  • The average revenue per user (ARPU) in Brazil is expected to amount to US$23.7.
  • Brazil's burgeoning VR software market is increasingly attracting investment as local enterprises explore immersive technologies for enhancing education and entertainment experiences.
 
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Analyst Opinion

The VR Software market in Brazil is experiencing significant growth and development.

Customer preferences:
Customers in Brazil are increasingly interested in virtual reality software due to its immersive and interactive nature. The ability to experience virtual environments and simulations is highly appealing to individuals across various industries, including gaming, entertainment, education, and healthcare. The demand for VR software is also driven by the growing popularity of virtual reality gaming and the increasing adoption of VR technology in training and simulation applications.

Trends in the market:
One of the key trends in the VR Software market in Brazil is the increasing adoption of virtual reality in the gaming industry. Brazil has a large and passionate gaming community, and the demand for immersive gaming experiences is driving the growth of the VR software market. Game developers are leveraging virtual reality technology to create more engaging and realistic gaming experiences, attracting a growing number of gamers in the country. Another trend in the market is the use of VR software in education and training. Virtual reality offers a unique and effective way to deliver immersive learning experiences, allowing students and professionals to explore virtual environments and practice real-life scenarios. This trend is particularly relevant in Brazil, where there is a growing emphasis on technology-driven education and training programs.

Local special circumstances:
Brazil has a large and diverse population, with a significant portion of the population being young and tech-savvy. This demographic profile contributes to the growing demand for virtual reality software in the country. Additionally, Brazil has a thriving startup ecosystem, with many innovative companies developing VR software solutions. This entrepreneurial spirit and innovation in the technology sector further contribute to the growth of the VR software market in Brazil.

Underlying macroeconomic factors:
The growth of the VR software market in Brazil is also supported by favorable macroeconomic factors. Brazil has a rapidly expanding middle class, which has increased disposable income and purchasing power. As a result, more individuals are able to afford virtual reality devices and software, driving the demand for VR experiences. Furthermore, the Brazilian government has been supportive of the technology sector, providing incentives and funding for research and development in virtual reality and related technologies. This government support creates a conducive environment for the growth of the VR software market in Brazil. In conclusion, the VR Software market in Brazil is experiencing significant growth and development due to customer preferences for immersive experiences, trends in the gaming and education industries, local special circumstances such as a young and tech-savvy population and a thriving startup ecosystem, as well as underlying macroeconomic factors such as the expanding middle class and government support for the technology sector.

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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