VR Software - Kenya

  • Kenya
  • In Kenya, revenue in the VR Software market market is projected to reach US$1.8m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.93%, leading to a projected market volume of US$2.7m by 2029.
  • While the United States generates the majority of revenue, Kenya's market is also showing significant potential with a projected market volume of US$990.3m in 2024.
  • In the VR Software market market in Kenya, the number of users is anticipated to reach 91.3k users by 2029.
  • User penetration in Kenya will be 0.1% in 2024 and is expected to increase to 0.1% by 2029.
  • The average revenue per user (ARPU) in Kenya is expected to amount to US$23.6.
  • Kenya's burgeoning tech ecosystem is increasingly embracing VR software, fostering innovative applications in education and healthcare sectors to enhance user engagement and accessibility.
 
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Analyst Opinion

Virtual reality (VR) software has been gaining traction in Kenya, with an increasing number of consumers and businesses adopting this technology. The VR Software market in Kenya is witnessing significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in Kenya are increasingly interested in immersive and interactive experiences, which VR software can provide. The ability to explore virtual environments, play games, and engage in virtual training programs has captured the attention of both individuals and businesses. Additionally, the younger generation in Kenya, who are more tech-savvy, are driving the demand for VR software.

Trends in the market:
One of the key trends in the VR Software market in Kenya is the adoption of VR technology in various industries. For example, the tourism sector is utilizing VR software to showcase virtual tours of safari destinations and cultural sites, allowing potential visitors to experience the country's attractions before making travel decisions. Similarly, the education sector is incorporating VR software to create immersive learning experiences for students, enhancing their understanding of complex subjects. Another trend is the emergence of VR gaming in Kenya. The gaming industry is growing rapidly, and VR gaming is becoming increasingly popular among gamers. With the availability of affordable VR headsets and a growing library of VR games, more Kenyan gamers are embracing this technology for an enhanced gaming experience.

Local special circumstances:
Kenya has a vibrant tech startup ecosystem, with numerous local companies developing VR software solutions. These startups are leveraging the country's skilled workforce and digital infrastructure to create innovative VR applications tailored to the Kenyan market. The presence of these local players is driving the growth of the VR Software market in Kenya.

Underlying macroeconomic factors:
Kenya's economic growth and increasing disposable income levels are contributing to the expansion of the VR Software market. As the country's middle class continues to grow, more individuals and businesses have the financial means to invest in VR software and related hardware. Additionally, the government's focus on digital innovation and technology-driven sectors is creating a conducive environment for the development and adoption of VR software in Kenya. In conclusion, the VR Software market in Kenya is experiencing significant growth due to the preferences of customers for immersive experiences, the adoption of VR technology across various industries, the presence of local VR software startups, and the country's favorable macroeconomic factors. As the market continues to evolve, it is expected to witness further advancements and innovations, driving the adoption of VR software in Kenya.

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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