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 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.
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