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VR Software - Colombia

Colombia
  • In Colombia, revenue in the VR Software market market is projected to reach US$13.2m in 2024.
  • Revenue in this sector is expected to show an annual growth rate (CAGR 2024-2029) of 8.93%, resulting in a projected market volume of US$20.3m by 2029.
  • While the United States generates most revenue, the projected market volume in Colombia is forecasted at US$990.3m in 2024.
  • In the VR Software market market withColombia, the number of users is expected to amount to 680.1k users by 2029.
  • User penetration in Colombia will be 1.1% in 2024 and is anticipated to increase to 1.3% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to US$23.5.
  • Colombia is experiencing a burgeoning interest in VR software, driven by its growing tech ecosystem and increasing applications in education and entertainment.

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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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 Colombia is experiencing significant growth and development.

    Customer preferences:
    Colombian customers are increasingly showing interest in VR Software, as they recognize the potential for immersive experiences and innovative applications. They are drawn to the idea of being able to explore virtual worlds and engage with content in a more interactive and realistic way. The demand for VR Software is driven by both individual consumers and businesses across various industries, including gaming, entertainment, education, healthcare, and real estate.

    Trends in the market:
    One of the key trends in the VR Software market in Colombia is the growing adoption of virtual reality technology in the gaming industry. With the increasing popularity of gaming among Colombians, there is a rising demand for immersive gaming experiences that can be provided by VR Software. Game developers are incorporating VR technology into their games to enhance the overall gaming experience and attract a larger audience. Another trend in the market is the use of VR Software in the education sector. Colombian educators are recognizing the potential of virtual reality as a tool for enhancing learning and engagement. VR Software allows students to explore virtual environments and interact with educational content in a more interactive and immersive way. This trend is particularly relevant in a country like Colombia, where access to quality education is a priority.

    Local special circumstances:
    Colombia has a rapidly growing tech industry, which is contributing to the development of the VR Software market. The country is home to a number of startups and tech companies that are focused on developing VR Software and applications. These companies are driving innovation in the market and creating opportunities for growth and investment. Furthermore, the Colombian government has been supportive of the tech industry and has implemented policies and initiatives to promote its growth. This includes providing funding and resources to startups and creating a favorable business environment for tech companies. These initiatives have helped to attract both local and foreign investors to the VR Software market in Colombia.

    Underlying macroeconomic factors:
    The growing VR Software market in Colombia can be attributed to several underlying macroeconomic factors. Firstly, the country has a young and tech-savvy population that is increasingly connected and digitally engaged. This provides a strong customer base for VR Software companies to target. Secondly, Colombia has been experiencing steady economic growth in recent years, which has resulted in an increase in disposable income. As a result, consumers have more spending power and are willing to invest in new technologies and experiences, such as VR Software. Lastly, the COVID-19 pandemic has also played a role in the growth of the VR Software market in Colombia. With restrictions on travel and social gatherings, people are looking for alternative ways to entertain themselves and stay connected. VR Software offers a unique and immersive experience that allows users to escape from reality and engage with virtual environments. In conclusion, the VR Software market in Colombia is experiencing significant growth and development due to customer preferences for immersive experiences, trends in the gaming and education sectors, local special circumstances such as a growing tech industry and government support, and underlying macroeconomic factors such as a young and tech-savvy population and the impact of the COVID-19 pandemic.

    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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