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VR Software - Russia

Russia
  • Revenue in the VR Software market market in Russia is projected to reach US$63.3m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 9.50%, resulting in a projected market volume of US$99.7m by 2029.
  • Despite a projected market volume of US$990.3m in 2024, the majority of revenue is generated the United States.
  • In the VR Software market market withRussia, the number of users is expected to amount to 3.3m users by 2029.
  • User penetration in Russia will be 1.9% in 2024 and is anticipated to increase to 2.3% by 2029.
  • The average revenue per user (ARPU) in the VR Software market market in Russia is expected to amount to US$23.3.
  • In Russia, the VR software market is increasingly focused on enhancing educational tools and immersive experiences for remote learning and training.

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 Russia is experiencing significant growth and development.

    Customer preferences:
    Russian consumers are increasingly showing interest in virtual reality (VR) technology, leading to a growing demand for VR software. This can be attributed to several factors. Firstly, VR technology offers an immersive and interactive experience, allowing users to explore virtual environments and engage with content in a unique way. This appeals to consumers who are seeking new and exciting forms of entertainment. Additionally, VR software is being utilized in various industries such as gaming, education, healthcare, and architecture, further driving its popularity among consumers.

    Trends in the market:
    One of the key trends in the VR Software market in Russia is the increasing adoption of VR gaming. Gaming has always been a popular form of entertainment in Russia, and the introduction of VR technology has taken the gaming experience to a whole new level. The availability of VR headsets and a wide range of VR games has fueled the growth of the VR gaming market in the country. This trend is expected to continue as more game developers create immersive VR experiences and consumers embrace this new form of gaming. Another trend in the market is the use of VR software in the education sector. Virtual reality has the potential to revolutionize the way students learn by providing immersive and interactive educational experiences. In Russia, VR software is being used to create virtual classrooms, where students can explore historical sites, conduct virtual experiments, and engage in interactive learning activities. This trend is driven by the desire to enhance the quality of education and make learning more engaging and effective.

    Local special circumstances:
    Russia has a strong technology sector and a growing startup ecosystem, which has contributed to the development of the VR Software market. The country has a number of VR software development companies that are creating innovative solutions for various industries. This local expertise and talent pool have helped drive the growth of the VR Software market in Russia. Additionally, the Russian government has recognized the potential of VR technology and has been supportive of its development. The government has provided funding and incentives to VR startups and has encouraged collaboration between industry players and educational institutions. This support from the government has created a favorable environment for the growth of the VR Software market in Russia.

    Underlying macroeconomic factors:
    The growth of the VR Software market in Russia can also be attributed to underlying macroeconomic factors. The country has experienced a steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has allowed consumers to invest in new technologies such as VR software. Furthermore, advancements in technology and the availability of affordable VR hardware have made VR software more accessible to consumers. As the cost of VR headsets continues to decrease, more consumers in Russia are able to afford this technology, leading to a larger customer base for VR software developers. In conclusion, the VR Software market in Russia is developing rapidly due to the increasing customer preferences for immersive experiences, the adoption of VR technology in gaming and education, the local expertise and government support, and the underlying macroeconomic factors. This market is expected to continue growing as more consumers embrace VR technology and as VR software developers continue to innovate and create new applications for this technology.

    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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