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 South Africa is experiencing significant growth and development, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology and increasing consumer adoption.
Customer preferences: Customers in South Africa are increasingly seeking immersive and interactive experiences, which is driving the demand for VR software. VR software allows users to explore virtual worlds, interact with objects and characters, and experience simulations of real-life scenarios. This appeals to a wide range of customers, including gamers, entertainment enthusiasts, and professionals in industries such as architecture, engineering, and healthcare.
Trends in the market: One major trend in the VR Software market in South Africa is the increasing availability and affordability of VR headsets and devices. As the cost of VR hardware decreases, more consumers are able to access and experience VR content, which in turn drives the demand for VR software. Additionally, the development of standalone VR headsets that do not require a PC or console is making VR more accessible to a wider audience. Another trend is the growth of VR software applications in various industries. For example, in the gaming industry, VR software is being used to create immersive and realistic gaming experiences. In the healthcare industry, VR software is being used for medical training and therapy. This diversification of VR software applications is expanding the market and attracting new customers.
Local special circumstances: South Africa has a growing technology sector and a young and tech-savvy population, which creates a favorable environment for the development and adoption of VR software. The country has a strong gaming community and a growing number of VR arcades and entertainment venues, which contribute to the demand for VR software.
Underlying macroeconomic factors: The growth of the VR Software market in South Africa is supported by various macroeconomic factors. The country has a relatively stable economy and a growing middle class, which has increased disposable income and consumer spending. This allows more consumers to invest in VR hardware and software. Furthermore, the government of South Africa has recognized the potential of the technology sector and has implemented policies to support its growth. This includes initiatives to improve internet connectivity and digital infrastructure, which are essential for the development and adoption of VR software. In conclusion, the VR Software market in South Africa is experiencing significant growth and development due to customer preferences for immersive experiences, advancements in technology, and favorable macroeconomic factors. The increasing availability and affordability of VR hardware, the diversification of VR software applications, and the country's growing technology sector all contribute 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