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VR Software - Peru

Peru
  • In Peru, revenue in the VR Software market market is projected to reach US$3.9m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.02%, resulting in a projected market volume of US$6.0m by 2029.
  • While most revenue in the VR Software market market is generated the United States, in Peru is expected to contribute significantly to the overall market.
  • In the VR Software market market withPeru, the number of users is expected to amount to 202.2k users by 2029.
  • User penetration in Peru will be 0.5% in 2024 and is expected to hit 0.6% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Peru is expected to amount to US$23.5.
  • In Peru, the burgeoning interest in immersive educational experiences is driving innovation in VR software, signaling a shift towards enhanced digital learning solutions.

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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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 Peru is experiencing significant growth and development. Customer preferences are shifting towards immersive and interactive experiences, leading to an increased demand for VR software.

    Additionally, there are several trends in the market that are driving this growth. However, there are also some local special circumstances and underlying macroeconomic factors that are influencing the development of the VR Software market in Peru. Customer preferences in Peru are increasingly focused on immersive and interactive experiences.

    Consumers are seeking more engaging and realistic ways to experience entertainment, education, and other activities. VR software provides an opportunity to fulfill these preferences by offering a virtual environment that can be explored and interacted with. As a result, there is a growing demand for VR software in Peru.

    One of the trends in the VR Software market in Peru is the increasing adoption of VR technology in various industries. Companies in sectors such as gaming, entertainment, healthcare, and real estate are incorporating VR software into their operations. This trend is driven by the desire to provide unique and memorable experiences for customers, as well as to improve efficiency and productivity in various processes.

    Another trend in the market is the development of VR software for mobile devices. With the increasing popularity of smartphones and tablets, there is a growing demand for VR software that can be accessed and used on these devices. This trend is driven by the convenience and accessibility of mobile devices, as well as the advancements in mobile technology that enable high-quality VR experiences.

    In addition to customer preferences and market trends, there are also some local special circumstances that are influencing the development of the VR Software market in Peru. One of these circumstances is the growing tech-savvy population in the country. Peru has a young and tech-savvy population that is eager to adopt new technologies and experiences.

    This demographic factor is contributing to the increasing demand for VR software in Peru. Furthermore, the government in Peru is also playing a role in the development of the VR Software market. The government has recognized the potential of VR technology and has implemented initiatives to support its growth.

    This includes providing funding and resources for VR software development, as well as promoting the use of VR in various industries. Underlying macroeconomic factors are also contributing to the development of the VR Software market in Peru. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending.

    This economic stability and growth are creating a favorable environment for the adoption and growth of VR software. In conclusion, the VR Software market in Peru is developing rapidly due to changing customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The increasing demand for immersive and interactive experiences, the adoption of VR technology in various industries, and the development of VR software for mobile devices are driving the growth of the market.

    Additionally, the tech-savvy population, government initiatives, and economic stability in Peru are further contributing to the development of the VR Software market.

    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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