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VR Software - Serbia

Serbia
  • Revenue in the VR Software market market in Serbia is projected to reach US$1.9m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 8.63%, resulting in a projected market volume of US$2.9m by 2029.
  • Although most revenue is generated the United States, Serbia's VR Software market market is also poised for growth.
  • In the VR Software market market, the number of users in Serbia is expected to amount to 97.7k users by 2029.
  • User penetration in Serbia will be 1.2% in 2024 and is expected to reach 1.4% by 2029.
  • The average revenue per user (ARPU) in Serbia is expected to amount to US$23.6.
  • Serbia's burgeoning tech ecosystem is increasingly embracing VR software, signaling a shift towards immersive experiences in education and entertainment 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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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 Serbia is experiencing significant growth and development, driven by customer preferences for immersive and interactive experiences, as well as the increasing availability and affordability of VR technology.

    Customer preferences:
    In Serbia, there is a growing demand for VR software that offers immersive and interactive experiences. Customers are increasingly seeking out applications and games that allow them to explore virtual environments, engage in virtual reality simulations, and interact with virtual objects. This preference for immersive experiences is fueled by the desire for entertainment, education, and even professional training.

    Trends in the market:
    One of the key trends in the VR Software market in Serbia is the increasing adoption of VR technology across various industries. Companies are recognizing the potential of VR software to enhance their business operations, improve customer engagement, and streamline training processes. For example, in the real estate industry, VR software is being used to create virtual property tours, allowing potential buyers to explore properties remotely. In the education sector, VR software is being utilized to create virtual classrooms and simulations, providing students with a more engaging and interactive learning experience. Another trend in the market is the development of locally tailored VR software applications. Serbian developers are creating VR software that caters to the specific needs and preferences of the local market. This includes applications that showcase Serbian cultural heritage, historical landmarks, and tourist attractions. By offering unique and localized VR experiences, these developers are able to capture the interest and attention of Serbian consumers.

    Local special circumstances:
    Serbia has a thriving technology sector, with a growing number of startups and IT companies. This has created a favorable environment for the development and adoption of VR software. The presence of a skilled workforce and a supportive ecosystem has contributed to the growth of the VR Software market in Serbia. Additionally, the relatively lower cost of living and labor in Serbia compared to other European countries has attracted foreign investors and companies looking to outsource VR software development.

    Underlying macroeconomic factors:
    The growth of the VR Software market in Serbia is also influenced by macroeconomic factors. The Serbian economy has been steadily growing, with increasing disposable incomes and a growing middle class. This has led to an increase in consumer spending on entertainment and technology, including VR software. Furthermore, the government of Serbia has recognized the potential of the technology sector and has implemented policies and initiatives to support its growth, including tax incentives for technology companies and investments in digital infrastructure. In conclusion, the VR Software market in Serbia is experiencing significant growth and development, driven by customer preferences for immersive experiences and the increasing availability and affordability of VR technology. The adoption of VR software across various industries and the development of locally tailored applications are key trends in the market. The presence of a skilled workforce, a supportive ecosystem, and favorable macroeconomic factors contribute to the growth of the VR Software market in Serbia.

    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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