VR Software - France

  • France
  • In France, revenue in the VR Software market market is projected to reach US$156.0m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.56%, leading to a projected market volume of US$224.6m by 2029.
  • Although the United States generates the majority of revenue with a projected market volume of US$990.3m in 2024, the VR Software market market in France is also significant.
  • By 2029, the number of users in France is expected to amount to 7.8m users.
  • User penetration in France will be 10.1% in 2024 and is anticipated to reach 12.0% by 2029.
  • Furthermore, the average revenue per user (ARPU) in France is expected to amount to US$23.9.
  • In France, the VR software market is increasingly focused on immersive experiences for education and training, reflecting a cultural emphasis on innovation in learning.
 
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Analyst Opinion

The VR Software market in France is experiencing significant growth and development.

Customer preferences:
Customers in France are increasingly interested in virtual reality technology, as it offers a unique and immersive experience. The demand for VR software is driven by various factors, including entertainment, gaming, education, and training. Consumers are looking for high-quality VR software that provides realistic and engaging experiences. They also value software that is compatible with a wide range of VR devices and platforms.

Trends in the market:
One major trend in the VR Software market in France is the increasing adoption of VR technology in the gaming industry. Virtual reality gaming has gained popularity among French gamers, who are seeking more immersive and interactive gaming experiences. As a result, game developers are focusing on creating VR games and software to cater to this growing demand. Another trend is the use of VR software in the education and training sectors. Virtual reality technology has the potential to revolutionize the way students learn and professionals train. VR software can provide realistic simulations and interactive experiences that enhance learning and retention. In France, educational institutions and businesses are embracing VR software as a tool for immersive learning and training programs.

Local special circumstances:
France has a strong gaming industry and a vibrant startup ecosystem, which contributes to the growth of the VR Software market. The country is home to many innovative VR software developers and content creators. The French government has also shown support for the VR industry by providing funding and incentives for VR startups. These factors create a favorable environment for the development and adoption of VR software in France.

Underlying macroeconomic factors:
The growth of the VR Software market in France is also influenced by underlying macroeconomic factors. The country has a stable economy and a high standard of living, which allows consumers to invest in VR technology. Additionally, the increasing availability of VR devices at affordable prices has made virtual reality more accessible to a wider audience. As a result, more consumers are willing to invest in VR software to enhance their virtual reality experiences. In conclusion, the VR Software market in France is experiencing significant growth and development. Customer preferences for immersive experiences, the adoption of VR technology in gaming and education, as well as local special circumstances and underlying macroeconomic factors, are driving the growth of the market. The future of the VR Software market in France looks promising, as the demand for virtual reality technology continues to rise.

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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