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
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
The VR Software market in Egypt is showing significant growth and development in recent years.
Customer preferences: Customers in Egypt are increasingly showing interest in virtual reality software, as it offers a unique and immersive experience. The younger population, in particular, is driving the demand for VR software, as they are more tech-savvy and open to new technologies. Additionally, businesses in various sectors, such as gaming, entertainment, and education, are also adopting VR software to enhance their offerings and attract customers.
Trends in the market: One of the key trends in the VR Software market in Egypt is the increasing availability and affordability of VR headsets. As the technology becomes more accessible, more people are able to experience virtual reality and are therefore more likely to seek out VR software. This trend is further supported by the growing number of VR arcades and gaming centers in Egypt, where customers can try out VR software without having to invest in expensive equipment. Another trend in the market is the development of locally produced VR software. Egyptian developers are creating VR applications that cater to the specific needs and interests of the local market. For example, there are VR software applications that simulate historical sites and landmarks in Egypt, allowing users to explore and learn about their country's rich history and culture.
Local special circumstances: Egypt has a large and young population, with a high percentage of internet users. This provides a favorable environment for the growth of the VR Software market, as there is a large potential customer base. Additionally, the government of Egypt has been actively promoting the development of the technology sector, including virtual reality. This support from the government has created a conducive environment for the growth of the VR Software market in Egypt.
Underlying macroeconomic factors: The growing VR Software market in Egypt is also influenced by underlying macroeconomic factors. The country has been experiencing economic growth in recent years, which has led to increased disposable income among the population. This has resulted in a higher willingness to spend on leisure and entertainment activities, including virtual reality experiences. Furthermore, the tourism industry in Egypt is a significant contributor to the economy, and the use of VR software in this sector is expected to grow, as it offers a unique way to showcase Egypt's attractions to potential visitors. In conclusion, the VR Software market in Egypt is experiencing significant growth and development, driven by customer preferences for immersive experiences, the increasing availability of VR headsets, the development of locally produced VR software, favorable local circumstances, and underlying macroeconomic factors. As the market continues to evolve, it is expected to offer new opportunities for businesses and consumers alike.
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