Skip to main content
  1. Market Insights
  2. Advertising and media
  3. AR & VR

VR Software - Nigeria

Nigeria
  • In Nigeria, revenue in the VR Software market market is projected to reach US$6.5m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.93%, resulting in a projected market volume of US$9.9m by 2029.
  • While most revenue is generated the United States, in Nigeria is also witnessing growth in this sector.
  • In the VR Software market market withNigeria, the number of users is expected to amount to 332.9k users by 2029.
  • User penetration will be 0.1% in 2024 and is expected to hit 0.1% by 2029.
  • The average revenue per user (ARPU) in Nigeria is expected to amount to US$23.6.
  • Nigeria is witnessing a burgeoning interest in VR software, driven by an increasing demand for immersive educational and entertainment experiences among its youthful population.

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
AR & VR: market data & analysis - Cover

Market Insights report

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

    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

    Analyst Opinion

    The VR Software market in Nigeria is experiencing significant growth and development, driven by the increasing adoption of virtual reality technology across various industries.

    Customer preferences:
    Customers in Nigeria are increasingly embracing VR software solutions for a wide range of applications. In the gaming industry, there is a growing demand for immersive and interactive gaming experiences, which has led to the development of a variety of VR games and applications. Additionally, businesses in sectors such as real estate, education, and healthcare are also utilizing VR software to enhance their operations and provide unique experiences to their customers.

    Trends in the market:
    One of the key trends in the VR software market in Nigeria is the increasing availability and affordability of VR headsets. As the cost of VR hardware decreases and more affordable options become available, the adoption of VR software is expected to further accelerate. This trend is also supported by the advancements in smartphone technology, as many VR experiences can now be accessed through mobile devices. Another trend in the market is the development of locally tailored VR software solutions. Nigerian developers and entrepreneurs are recognizing the potential of the VR market and are creating applications that cater to the specific needs and preferences of the local population. This localization of VR software is driving the adoption of virtual reality technology in Nigeria, as it provides users with content that is relevant and relatable to their cultural context.

    Local special circumstances:
    Nigeria has a large and youthful population, which presents a significant opportunity for the growth of the VR software market. The younger generation is more tech-savvy and open to adopting new technologies, making them a key target market for VR software developers. Additionally, Nigeria has a thriving creative industry, with a growing number of artists, filmmakers, and content creators who are exploring the potential of VR technology to enhance their creations.

    Underlying macroeconomic factors:
    The growth of the VR software market in Nigeria is also influenced by favorable macroeconomic factors. The country has been experiencing steady economic growth, which has resulted in an increase in disposable income and consumer spending. This provides individuals and businesses with the financial means to invest in VR software solutions. Furthermore, the government of Nigeria has been actively promoting the development of the technology sector, which includes supporting the growth of the VR industry. These initiatives create a conducive environment for the expansion of the VR software market in Nigeria. In conclusion, the VR software market in Nigeria is witnessing rapid growth and development, driven by customer preferences for immersive experiences, the availability of affordable VR hardware, the localization of VR software, and favorable macroeconomic factors. As the market continues to evolve, it is expected that the adoption of VR technology will expand across various industries, creating new opportunities for both local and international VR software developers.

    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).

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    AR & VR: market data & analysis - BackgroundAR & VR: market data & analysis - Cover

    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    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.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.