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 Saudi Arabia is experiencing significant growth and development. Customer preferences are shifting towards immersive virtual reality experiences, which is driving the demand for VR software. Additionally, local special circumstances and underlying macroeconomic factors are also contributing to the expansion of the market.
Customer preferences: Customers in Saudi Arabia are increasingly seeking immersive and interactive experiences. The demand for VR software is driven by the desire to explore virtual worlds, play games, and engage in virtual simulations. The ability to experience virtual reality through software applications is appealing to a wide range of customers, including gamers, entertainment enthusiasts, and professionals in various industries such as healthcare and education.
Trends in the market: One of the key trends in the VR Software market in Saudi Arabia is the increasing adoption of virtual reality in the gaming industry. Saudi Arabia has a growing gaming community, and the demand for VR games and experiences is on the rise. Game developers are focusing on creating immersive and realistic virtual reality games to cater to this demand. Another trend in the market is the integration of VR software in various industries such as healthcare and education. Virtual reality technology is being used in medical training, patient rehabilitation, and educational simulations. The ability to create virtual environments that closely mimic real-life scenarios is helping professionals in these industries enhance their skills and knowledge.
Local special circumstances: Saudi Arabia has a young and tech-savvy population, which is contributing to the growth of the VR Software market. The country has a high smartphone penetration rate and a large number of internet users, creating a favorable environment for the adoption of VR software. Additionally, the government of Saudi Arabia has been actively promoting the development of the technology sector, which is further driving the growth of the market.
Underlying macroeconomic factors: The VR Software market in Saudi Arabia is also benefiting from underlying macroeconomic factors. The country has a strong economy and high disposable income, allowing consumers to invest in VR software and related devices. Furthermore, the government's Vision 2030 initiative, which aims to diversify the economy and promote innovation, is creating opportunities for the VR Software market to thrive. In conclusion, the VR Software market in Saudi Arabia is experiencing significant growth and development due to shifting customer preferences, local special circumstances, and underlying macroeconomic factors. The demand for immersive virtual reality experiences, integration of VR software in various industries, young and tech-savvy population, and government support are all contributing to the expansion of the market.
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