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 Lithuania is experiencing significant growth and development.
Customer preferences: Customers in Lithuania are increasingly interested in virtual reality (VR) technology, and this is driving the demand for VR software. The immersive and interactive nature of VR experiences appeals to a wide range of users, from gamers to professionals in various industries such as architecture, engineering, and healthcare. Additionally, the affordability and accessibility of VR headsets have made it easier for consumers to experience VR content, further fueling the demand for VR software.
Trends in the market: One major trend in the VR Software market in Lithuania is the increasing adoption of VR technology in the gaming industry. Virtual reality gaming provides a more immersive and realistic gaming experience, and game developers are creating VR-specific games to cater to this growing demand. This trend is driving the development of VR software that can support high-quality graphics and seamless gameplay. Another trend in the market is the use of VR technology in the education and training sector. Virtual reality has the potential to revolutionize the way people learn and train by providing realistic simulations and interactive experiences. In Lithuania, educational institutions and businesses are increasingly incorporating VR software into their training programs to enhance learning outcomes and improve skills development.
Local special circumstances: Lithuania has a thriving technology sector and a strong focus on innovation. The country has a well-developed startup ecosystem and is home to many technology companies that are at the forefront of VR software development. This local expertise and innovation are contributing to the growth of the VR Software market in Lithuania.
Underlying macroeconomic factors: The growth of the VR Software market in Lithuania is also influenced by favorable macroeconomic factors. The country has a stable economy and a high level of digital infrastructure, which provides a solid foundation for the development and adoption of VR technology. Additionally, the government of Lithuania has been actively supporting the growth of the technology sector through various initiatives and incentives, further driving the development of the VR Software market. In conclusion, the VR Software market in Lithuania is experiencing significant growth and development due to increasing customer preferences for immersive experiences, the adoption of VR technology in gaming and education, local expertise and innovation, and favorable macroeconomic factors. This market is expected to continue to expand as VR technology becomes more mainstream and as businesses and consumers recognize the potential of VR software for various applications.
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