VR Software - EU-27

  • EU-27
  • Revenue in the VR Software market market within the EU-27 is projected to reach US$801.6m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.97%, leading to a projected market volume of US$1,176.0m by 2029.
  • While a projected market volume of US$990.3m in 2024 indicates significant activity, most revenue is generated the United States.
  • In the VR Software market market, the number of users in the EU-27 is anticipated to amount to 40.1m users by 2029.
  • User penetration in the EU-27 will be 7.9% in 2024 and is expected to reach 9.5% by 2029.
  • The average revenue per user (ARPU) in the EU-27 is expected to be US$23.8.
  • As the EU-27 embraces digital innovation, the demand for immersive VR software solutions is rapidly transforming sectors like education and training.
 
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Analyst Opinion

The VR Software market in EU-27 is experiencing significant growth and development, driven by customer preferences for immersive experiences and the increasing adoption of virtual reality technology across various industries.

Customer preferences:
Customers in the EU-27 region are increasingly seeking immersive experiences that go beyond traditional forms of entertainment and communication. Virtual reality software provides a unique and interactive way for individuals to engage with digital content, whether it be through gaming, virtual tours, or educational applications. The ability to transport oneself to different worlds and environments is highly appealing to consumers, and this is driving the demand for VR software.

Trends in the market:
One of the key trends in the VR Software market in EU-27 is the growing use of virtual reality technology in the gaming industry. Gaming enthusiasts are embracing VR software as it allows them to fully immerse themselves in virtual worlds and interact with the game environment. This trend is supported by the increasing availability of VR-compatible gaming consoles and devices, as well as the development of high-quality VR gaming content. Another trend in the market is the adoption of VR software in the healthcare sector. Virtual reality technology is being used in medical training, therapy, and rehabilitation programs. For example, VR software can simulate surgical procedures, allowing medical professionals to practice and refine their skills in a safe and controlled environment. Additionally, VR-based therapy programs are being developed to treat conditions such as phobias and post-traumatic stress disorder.

Local special circumstances:
The EU-27 region is known for its strong focus on innovation and technology. Countries within the region have been actively investing in research and development in the field of virtual reality, leading to the creation of cutting-edge VR software solutions. Furthermore, the EU-27 has a well-established gaming industry, which provides a strong foundation for the growth of VR gaming software.

Underlying macroeconomic factors:
The growth of the VR Software market in EU-27 is also influenced by underlying macroeconomic factors. The region has a large consumer base with high disposable income, which allows for greater spending on leisure activities and entertainment. Additionally, advancements in technology and the increasing availability of high-speed internet connections have made VR software more accessible to consumers in the EU-27 region. In conclusion, the VR Software market in EU-27 is experiencing significant growth and development due to customer preferences for immersive experiences, the increasing use of virtual reality technology in various industries, the region's focus on innovation, and underlying macroeconomic factors. The adoption of VR software in gaming and healthcare, in particular, is driving the market forward. As technology continues to advance and VR software becomes more affordable and accessible, the market 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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