VR Software - BRICS

  • BRICS
  • Revenue in the VR Software market market in the BRICS countries is projected to reach US$1.4bn in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 6.31%, resulting in a projected market volume of US$1.8bn by 2029.
  • With a projected market volume of US$1,097.0m in 2025, most revenue is generated the United States, which is a significant player in the VR Software market market.
  • In the VR Software market market, the number of users in the BRICS countries is expected to amount to 59.1m users by 2029.
  • User penetration in this market will be 1.6% in 2025 and is expected to hit 1.8% by 2029.
  • The average revenue per user (ARPU) in the BRICS region is expected to amount to US$25.0.
  • Brazil is witnessing a surge in VR software adoption across various sectors, driven by increasing investments in digital transformation and immersive experiences.
 
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Analyst Opinion

The VR Software market in BRICS is experiencing significant growth due to increasing customer preferences for immersive and interactive experiences, as well as the local special circumstances and underlying macroeconomic factors in these countries.

Customer preferences:
Customers in BRICS countries are increasingly seeking immersive and interactive experiences, which is driving the demand for VR software. VR technology allows users to enter virtual worlds and interact with them in a way that traditional media cannot replicate. This appeals to a wide range of customers, including gamers, entertainment enthusiasts, and professionals in industries such as architecture, engineering, and healthcare. The ability to experience virtual environments and simulations enhances the overall user experience and provides unique opportunities for learning, training, and entertainment.

Trends in the market:
In Brazil, the VR Software market is growing rapidly due to the country's large population and increasing disposable income. The gaming industry in Brazil is particularly strong, and VR gaming experiences are gaining popularity among gamers. Additionally, the healthcare and education sectors are adopting VR technology for training and simulation purposes, further fueling the demand for VR software. In Russia, the VR Software market is driven by the country's strong gaming culture and the growing interest in VR technology. Russian gamers are enthusiastic about immersive gaming experiences, and VR software developers are catering to this demand by creating innovative and engaging VR games. Furthermore, the use of VR technology in industries such as architecture, real estate, and tourism is also driving the market growth. In India, the VR Software market is experiencing significant growth due to the country's large and tech-savvy population. Indian consumers are increasingly adopting VR technology for gaming, entertainment, and educational purposes. The government's initiatives to promote digitalization and technological innovation are also contributing to the growth of the VR Software market in India. In China, the VR Software market is booming due to the country's strong manufacturing capabilities and technological advancements. Chinese consumers are embracing VR technology for gaming, entertainment, and social experiences. The government's support for the development of VR technology and the presence of major tech companies investing in VR software development are driving the market growth in China.

Local special circumstances:
In Brazil, the high import taxes and tariffs on electronic goods make it expensive for consumers to purchase VR hardware. As a result, there is a growing demand for affordable VR software that can be used with lower-cost VR devices, such as smartphones and entry-level VR headsets. In Russia, the VR Software market is influenced by the country's unique cultural and historical context. Russian consumers have a strong interest in virtual experiences that showcase their culture and history, such as virtual tours of historical landmarks or immersive storytelling based on Russian folklore. In India, the affordability of VR hardware and software is a key factor driving the market growth. Indian consumers are price-sensitive, and the availability of affordable VR solutions is essential to drive adoption and market penetration. In China, the VR Software market is shaped by the country's strong e-commerce ecosystem and the popularity of mobile payment platforms. Chinese consumers are accustomed to purchasing digital goods and services online, and the convenience of mobile payments makes it easier for them to access and download VR software.

Underlying macroeconomic factors:
The growth of the VR Software market in BRICS countries is also influenced by underlying macroeconomic factors. These countries have experienced rapid economic growth in recent years, leading to an increase in disposable income and consumer spending. As a result, more consumers have the financial means to invest in VR hardware and software, driving the demand for VR experiences. Furthermore, advancements in technology and infrastructure have made VR technology more accessible and affordable. The increasing availability of high-speed internet, smartphones, and VR devices has expanded the potential customer base for VR software in BRICS countries. In conclusion, the VR Software market in BRICS countries is growing due to increasing customer preferences for immersive experiences, local special circumstances, and underlying macroeconomic factors. The demand for VR software is driven by customer preferences for immersive and interactive experiences, as well as the affordability and accessibility of VR technology. The market trends and local special circumstances vary across BRICS countries, but all contribute to the overall growth of the VR Software market in the region.

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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