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VR Software - Norway

Norway
  • In Norway, revenue in the VR Software market market is projected to reach US$19.8m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 8.29%, resulting in a projected market volume of US$29.5m by 2029.
  • While most revenue is generated the United States, in Norway is also witnessing growth in the VR Software market market.
  • In Norway, the number of users in the VR Software market market is expected to amount to 984.0k users by 2029.
  • User penetration in Norway will be 15.3% in 2024 and is expected to increase to 17.2% by 2029.
  • The average revenue per user (ARPU) in Norway is expected to amount to US$23.5.
  • Norway's VR software market is experiencing significant growth, driven by increasing investments in immersive technology across education and healthcare 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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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 Norway has been experiencing significant growth in recent years, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology.

    Customer preferences:
    Norwegian consumers have shown a strong interest in VR Software, seeking out immersive experiences that allow them to escape reality and engage with virtual environments. This preference for immersive experiences is reflected in the growing demand for VR Software in various industries, including gaming, entertainment, education, and healthcare. Additionally, the increasing popularity of VR headsets and devices among Norwegian consumers has further fueled the demand for VR Software.

    Trends in the market:
    One of the key trends in the VR Software market in Norway is the adoption of VR technology in the gaming industry. Norwegian gamers are increasingly embracing VR games, seeking out more immersive and realistic gaming experiences. This trend has led to a rise in the development and availability of VR Software specifically tailored for gaming purposes. Another trend in the market is the integration of VR Software in the education sector. Norwegian educational institutions are recognizing the potential of VR technology to enhance the learning experience for students. VR Software is being used to create virtual classrooms, allowing students to explore and interact with educational content in a more engaging and interactive manner. Furthermore, the healthcare industry in Norway has also witnessed the adoption of VR Software. Virtual reality is being utilized for various purposes, such as pain management, rehabilitation, and mental health therapy. The use of VR Software in healthcare has the potential to revolutionize patient care and treatment outcomes.

    Local special circumstances:
    Norway's strong focus on innovation and technology has created a favorable environment for the growth of the VR Software market. The country has a highly skilled workforce and a supportive ecosystem for startups and technology companies. This has led to the emergence of several Norwegian VR Software companies that are developing cutting-edge solutions for both domestic and international markets.

    Underlying macroeconomic factors:
    The strong economy in Norway has played a significant role in the growth of the VR Software market. With a high standard of living and disposable income, Norwegian consumers have the means to invest in VR headsets and devices, driving the demand for VR Software. Additionally, the government's focus on promoting technological advancements and digitalization has also contributed to the growth of the VR Software market in Norway. In conclusion, the VR Software market in Norway is experiencing significant growth due to customer preferences for immersive experiences, particularly in the gaming, education, and healthcare sectors. The integration of VR technology in these industries is driving the demand for VR Software. Norway's focus on innovation, strong economy, and supportive ecosystem have created a favorable environment for the growth of the VR Software market in the country.

    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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