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VR Software - Canada

Canada
  • In Canada, revenue in the VR Software market market is projected to reach US$104.6m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.10%, leading to a projected market volume of US$154.3m by 2029.
  • While most revenue is generated the United States, in Canada is part of the broader North_American market landscape.
  • In the VR Software market market, the number of users in Canada is anticipated to amount to 5.3m users by 2029.
  • User penetration in Canada will be 11.7% in 2024 and is expected to reach 13.0% by 2029.
  • The average revenue per user (ARPU) in Canada is expected to amount to US$22.9.
  • In Canada, the VR software market is increasingly focused on enhancing immersive experiences for education and training sectors, reflecting a growing demand for innovative learning solutions.

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.

In-Scope

  • Digital revenues from virtual reality games and videos for consumers
  • Virtual reality games that can be accessed via headsets and installed units
  • Virtual reality videos that can be accessed via headsets, such as 360-degree videos and virtual reality videos made for headset consumption

Out-Of-Scope

  • Virtual reality content that can be accessed without any installed devices, e.g., via desktop PCs or mobile phones
  • B2B enterprise software
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AR & VR: market data & analysis

Study Details

    Revenue

    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

    Analyst Opinion

    The VR Software market in Canada has been experiencing significant growth in recent years, driven by increasing customer preferences for immersive experiences and advancements in technology.

    Customer preferences:
    Customers in Canada are increasingly seeking immersive experiences, and VR software provides a unique opportunity to meet this demand. Whether it is in entertainment, gaming, or training, VR software allows users to fully immerse themselves in virtual environments and engage with content in a more interactive and realistic way. This has led to a growing interest in VR software among both consumers and businesses.

    Trends in the market:
    One of the key trends in the VR software market in Canada is the adoption of VR technology in various industries. Businesses are recognizing the potential of VR software for training purposes, as it allows employees to practice real-life scenarios in a safe and controlled virtual environment. This is particularly relevant in industries such as healthcare, manufacturing, and construction, where hands-on training is essential. Additionally, the entertainment and gaming sectors are also driving the demand for VR software, as consumers are looking for more immersive and engaging experiences. Another trend in the market is the development of VR software for mobile devices. With the increasing popularity of smartphones and tablets, developers are focusing on creating VR software that can be accessed and used on these devices. This allows for greater accessibility and convenience, as users can experience VR without the need for expensive and dedicated hardware.

    Local special circumstances:
    Canada has a strong technology sector and is home to many innovative companies that are at the forefront of VR software development. This has created a favorable environment for the growth of the VR software market, as there is a pool of talent and expertise in the country. Additionally, the Canadian government has been supportive of the technology sector and has provided funding and incentives for companies involved in VR software development.

    Underlying macroeconomic factors:
    The growth of the VR software market in Canada is also influenced by underlying macroeconomic factors. The country has a stable economy and a high standard of living, which allows consumers to invest in new technologies and experiences. Furthermore, Canada has a strong education system and a highly skilled workforce, which contributes to the development of innovative technologies like VR software. In conclusion, the VR Software market in Canada is experiencing significant growth due to increasing customer preferences for immersive experiences and advancements in technology. The adoption of VR software in various industries, the development of VR software for mobile devices, and the presence of a strong technology sector are driving the growth of the market. Additionally, favorable macroeconomic factors such as a stable economy and a skilled workforce contribute to the development of the VR software market in Canada.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Apr 2024

    Source: Statista Market Insights

    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).

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    Virtual reality (VR) - statistics & facts

    Virtual reality (VR) is a simulated experience similar to or completely different from the real world. VR aims to create a sensory experience for the user, sometimes including sight, touch, hearing, smell, or even taste. The industry is growing at a fast pace, with the global VR market size projected to increase from less than 12 billion U.S. dollars in 2022 to more than 22 billion U.S. dollars by 2025. Both the enterprise and consumer segments, including the increased development of the VR gaming industry, are expected to profit from the forecast growth.
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