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VR Software - GCC

GCC
  • In the GCC, revenue in the VR Software market market is projected to reach US$30.9m in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 8.88%, resulting in a projected market volume of US$47.3m by 2029.
  • While the GCC is part of a larger global market, it is worth noting that most revenue is generated the United States, which has a projected market volume of US$990.3m in 2024.
  • In the VR Software market market within the GCC, the number of users is expected to amount to 1.6m users by 2029.
  • User penetration in the GCC will be 2.6% in 2024 and is anticipated to hit 3.0% by 2029.
  • Furthermore, the average revenue per user (ARPU) in the GCC is expected to amount to US$23.5.
  • The GCC region is experiencing a significant surge in VR software adoption, driven by increasing investments in immersive technologies across various sectors.

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.

In-Scope

  • Digital revenues from virtual reality games and videos for consumers
  • Virtual reality games that can be accessed via headsets and installed units
  • Virtual reality videos that can be accessed via headsets, such as 360-degree videos and virtual reality videos made for headset consumption

Out-Of-Scope

  • Virtual reality content that can be accessed without any installed devices, e.g., via desktop PCs or mobile phones
  • B2B enterprise software
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AR & VR: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Analyst Opinion

    The VR Software market in GCC is experiencing significant growth and development, driven by several key factors.

    Customer preferences:
    Customers in the GCC region have shown a growing interest in virtual reality (VR) technology, particularly in the software sector. VR software offers immersive and interactive experiences across various industries, including gaming, entertainment, education, and healthcare. The ability to transport users to virtual worlds and provide realistic simulations is highly appealing to customers in the GCC, who are seeking innovative and engaging experiences.

    Trends in the market:
    One of the major trends in the VR Software market in GCC is the increasing adoption of VR gaming. Gaming enthusiasts in the region are embracing VR technology as a way to enhance their gaming experiences. The demand for VR gaming software has surged, leading to the development of a wide range of VR games specifically tailored to the preferences of customers in the GCC. These games offer realistic graphics, immersive gameplay, and interactive features, providing users with a unique and thrilling gaming experience. Another trend in the market is the utilization of VR software in the education sector. Educational institutions in the GCC are recognizing the potential of VR technology to enhance learning outcomes. VR software allows students to explore virtual environments, conduct virtual experiments, and engage in interactive educational activities. This immersive learning experience not only captivates students but also helps them grasp complex concepts more effectively.

    Local special circumstances:
    The GCC region is known for its focus on innovation and technology. Governments in the region have been actively promoting the adoption of emerging technologies, including VR, to drive economic growth and diversification. This supportive environment has led to the establishment of VR software development companies and startups in the GCC, contributing to the growth of the market. Additionally, the region's large youth population, with a high affinity for technology, has further fueled the demand for VR software.

    Underlying macroeconomic factors:
    The growing VR Software market in GCC can also be attributed to favorable macroeconomic factors. The GCC countries have been investing heavily in infrastructure development, including the establishment of high-speed internet connections and advanced telecommunications networks. This infrastructure supports the seamless integration and utilization of VR software, enabling users to access and enjoy VR experiences without any technical limitations. Furthermore, the region's strong economic growth and increasing disposable income levels have made VR software more affordable and accessible to a wider consumer base. In conclusion, the VR Software market in GCC is witnessing significant growth and development due to customer preferences for immersive experiences, such as VR gaming and educational applications. The supportive local environment, including government initiatives and a tech-savvy population, further contributes to the market's expansion. Additionally, favorable macroeconomic factors, such as infrastructure development and increasing disposable income, have made VR software more accessible to customers in the GCC region.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Apr 2024

    Source: Statista Market Insights

    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).

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    Virtual reality (VR) - statistics & facts

    Virtual reality (VR) is a simulated experience similar to or completely different from the real world. VR aims to create a sensory experience for the user, sometimes including sight, touch, hearing, smell, or even taste. The industry is growing at a fast pace, with the global VR market size projected to increase from less than 12 billion U.S. dollars in 2022 to more than 22 billion U.S. dollars by 2025. Both the enterprise and consumer segments, including the increased development of the VR gaming industry, are expected to profit from the forecast growth.
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