VR Software - Estonia

  • Estonia
  • In Estonia, revenue in the VR Software market market is projected to reach US$1.6m in 2024.
  • Revenue in this sector is expected to exhibit an annual growth rate (CAGR 2024-2029) of 10.60%, leading to a projected market volume of US$2.7m by 2029.
  • While the majority of revenue is generated the United States, in Estonia is also witnessing growth in the VR Software market market.
  • The number of users in the VR Software market market in Estonia is expected to reach 92.0k users by 2029.
  • User penetration in Estonia will be 5.3% in 2024 and is anticipated to increase to 7.1% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to US$23.6.
  • Estonia's burgeoning tech ecosystem is fostering innovative VR software solutions, positioning the country as a competitive player in the global AR & VR market.
 
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Analyst Opinion

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

Customer preferences:
Customers in Estonia are increasingly seeking immersive experiences, and VR software provides a unique opportunity to fulfill this demand. VR software allows users to enter a virtual world and interact with their surroundings, creating a sense of presence and realism. This appeals to a wide range of customers, including gamers, entertainment enthusiasts, and professionals in various industries such as architecture and design. The ability to explore virtual environments and manipulate objects in a realistic manner is highly valued by these customers.

Trends in the market:
One of the key trends in the VR Software market in Estonia is the increasing adoption of VR technology in the gaming industry. Estonia has a vibrant gaming community, and VR software has become a popular choice among gamers. The immersive nature of VR gaming enhances the overall gaming experience, making it more engaging and interactive. As a result, game developers in Estonia are focusing on creating VR-compatible games, driving the demand for VR software. Another trend in the market is the integration of VR technology in various industries beyond gaming. For example, VR software is being used in the architecture and design industry to create virtual walkthroughs of buildings and spaces. This allows architects and designers to visualize their projects in a more realistic manner and make informed decisions. Similarly, VR software is being used in the healthcare industry for training purposes, allowing medical professionals to practice procedures in a virtual environment.

Local special circumstances:
Estonia has a strong technology infrastructure and a highly skilled workforce, which has contributed to the growth of the VR Software market. The country has a thriving startup ecosystem and is known for its innovation in the tech sector. This has attracted VR software companies to establish a presence in Estonia, further fueling the market growth. Additionally, the government of Estonia has been supportive of the tech industry, providing incentives and support for startups and technology companies.

Underlying macroeconomic factors:
The growth of the VR Software market in Estonia is also influenced by broader macroeconomic factors. The increasing availability of high-speed internet and the widespread use of smartphones have made VR software more accessible to the general population. Additionally, advancements in hardware technology, such as VR headsets, have made VR experiences more immersive and affordable. These factors have contributed to the growing demand for VR software in Estonia. In conclusion, the VR Software market in Estonia is experiencing significant growth due to customer preferences for immersive experiences, the increasing adoption of VR technology in various industries, the country's strong technology infrastructure, and underlying macroeconomic factors. As the demand for immersive experiences continues to rise, the VR Software market in Estonia is expected to further expand in the coming years.

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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