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 Finland has been experiencing significant growth in recent years, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology.
Customer preferences: Customers in Finland are increasingly seeking immersive and interactive experiences, and VR software provides a unique opportunity to fulfill these preferences. VR software allows users to explore virtual environments, play games, and engage in simulated experiences, providing a level of immersion and interactivity that traditional software cannot match. This has led to a growing demand for VR software in Finland, as consumers look for new and exciting ways to engage with technology.
Trends in the market: One of the key trends in the VR Software market in Finland is the increasing adoption of VR technology in various industries. VR software is being used in sectors such as gaming, entertainment, education, healthcare, and architecture. In the gaming industry, for example, VR software allows players to enter virtual worlds and interact with characters and objects in a way that was not possible before. In the healthcare sector, VR software is being used for training purposes, allowing medical professionals to practice procedures in a safe and controlled environment. These trends are driving the growth of the VR Software market in Finland, as more businesses and organizations recognize the potential of VR technology.
Local special circumstances: Finland has a strong technology industry, with companies such as Nokia and Rovio Entertainment gaining global recognition. This has created a favorable environment for the development and adoption of VR software in the country. Finnish companies have been at the forefront of VR software development, creating innovative solutions and pushing the boundaries of what is possible with virtual reality. This has helped to establish Finland as a hub for VR software development, attracting both local and international talent to the country.
Underlying macroeconomic factors: The growth of the VR Software market in Finland is also influenced by underlying macroeconomic factors. Finland has a strong economy, with a high level of disposable income and a tech-savvy population. This creates a favorable environment for the adoption of new technologies, including VR software. Additionally, the Finnish government has been supportive of the technology sector, providing funding and incentives for research and development. This has helped to stimulate innovation and drive the growth of the VR Software market in Finland. In conclusion, the VR Software market in Finland is experiencing significant growth due to customer preferences for immersive and interactive experiences, the increasing adoption of VR technology in various industries, the presence of a strong technology industry, and favorable macroeconomic factors. As VR technology continues to advance and become more accessible, the market is expected to continue its growth trajectory in the coming years.
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