VR Software - Hong Kong

  • Hong Kong
  • In Hong Kong, revenue in the VR Software market market is projected to reach US$18.9m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.78%, resulting in a projected market volume of US$28.8m by 2029.
  • While most revenue in the VR Software market market is generated the United States, Hong Kong's market is also significant.
  • In the VR Software market market, the number of users in Hong Kong is expected to amount to 962.0k users by 2029.
  • User penetration in Hong Kong will be 10.7% in 2024 and is expected to hit 12.8% by 2029.
  • The average revenue per user (ARPU) in Hong Kong is expected to amount to US$23.5.
  • Hong Kong's VR software market is increasingly integrating immersive experiences in education and entertainment, reflecting the region's push for innovation and digital transformation.
 
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Analyst Opinion

Hong Kong, known for its vibrant cityscape and bustling economy, is also witnessing a significant development in the VR Software market. Customer preferences in Hong Kong are shifting towards immersive experiences and interactive content.

With the increasing availability of VR headsets and devices, consumers are seeking software that can provide them with realistic and engaging virtual experiences. This includes virtual tours of popular tourist attractions, interactive gaming experiences, and virtual training programs for various industries. Trends in the market indicate a growing demand for VR software in the entertainment and tourism sectors.

Hong Kong is a major tourist destination, and VR software is being used to offer virtual tours of popular landmarks and attractions. This allows tourists to experience the city's culture and attractions from the comfort of their own homes. Additionally, VR gaming experiences are gaining popularity among the younger population, with virtual reality arcades and gaming centers opening up across the city.

Local special circumstances in Hong Kong contribute to the development of the VR Software market. The city's highly developed infrastructure and advanced technology ecosystem provide a conducive environment for the growth of VR software companies. Hong Kong also has a strong entrepreneurial culture and a supportive government, which encourages innovation and the adoption of new technologies.

Underlying macroeconomic factors such as the increasing disposable income and the growing tech-savvy population in Hong Kong also play a role in the development of the VR Software market. As people have more disposable income, they are willing to invest in VR headsets and software to enhance their entertainment experiences. Additionally, the younger generation, which is more tech-savvy, is driving the demand for VR software in Hong Kong.

In conclusion, the VR Software market in Hong Kong is experiencing significant growth due to changing customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As the demand for immersive and interactive experiences continues to rise, the VR Software market in Hong Kong is poised for further development and expansion.

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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