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VR Software - United Arab Emirates

United Arab Emirates
  • In the United Arab Emirates, revenue in the VR Software market market is projected to reach US$13.0m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 8.88%, leading to a projected market volume of US$19.9m by 2029.
  • Although most revenue is generated the United States, the UAE is also witnessing growth in this sector.
  • In the VR Software market market, the number of users in the United Arab Emirates is expected to amount to 666.0k users by 2029.
  • User penetration will be 5.8% in 2024 and is projected to reach 6.7% by 2029.
  • The average revenue per user (ARPU) in the UAE is expected to amount to US$23.5.
  • The United Arab Emirates is witnessing a surge in demand for VR software, driven by its commitment to innovation and digital transformation across various 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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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 United Arab Emirates is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this growth.

    Customer preferences in the VR Software market in United Arab Emirates are shifting towards more immersive and interactive experiences. Consumers are seeking out software that allows them to fully engage with virtual reality content, whether it be for entertainment, education, or business purposes. This preference for immersive experiences is driving the demand for VR Software that offers high-quality graphics, realistic simulations, and seamless interaction.

    Trends in the market are also contributing to the growth of the VR Software market in United Arab Emirates. One significant trend is the increasing adoption of virtual reality technology across various industries. Businesses are recognizing the potential of VR Software to enhance training programs, improve customer experiences, and streamline operations.

    As a result, there is a growing demand for VR Software that caters to the specific needs of different industries, such as healthcare, real estate, and tourism. Another trend in the market is the development of VR Software applications for mobile devices. With the widespread use of smartphones and tablets, there is a growing demand for VR Software that can be accessed and used on these devices.

    This trend is driven by the convenience and accessibility of mobile VR Software, as well as the increasing processing power and capabilities of mobile devices. Local special circumstances in United Arab Emirates also contribute to the growth of the VR Software market. The country has a strong focus on innovation and technology, with initiatives such as the Dubai Future Accelerators program and the Dubai Smart City project.

    These initiatives promote the adoption and development of emerging technologies, including virtual reality. Additionally, the high disposable income and tech-savvy population in United Arab Emirates create a favorable environment for the growth of the VR Software market. Underlying macroeconomic factors further support the growth of the VR Software market in United Arab Emirates.

    The country has a stable and growing economy, with a strong focus on diversification and digital transformation. This creates opportunities for businesses in the VR Software market to expand and thrive. Additionally, the government has implemented policies and regulations that support the development of the technology sector, including tax incentives and investment in infrastructure.

    In conclusion, the VR Software market in United Arab Emirates is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards immersive experiences, the adoption of VR technology across industries, the development of mobile VR Software, and the supportive business environment all contribute to the growth of the market. As the demand for VR Software continues to increase, the market in United Arab Emirates is expected to expand further in the coming years.

    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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