VR Software - United Kingdom

  • United Kingdom
  • Revenue in the VR Software market market in the United Kingdom is projected to reach US$167.3m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 8.40%, resulting in a projected market volume of US$250.4m by 2029.
  • Although most revenue is generated the United States, in the United Kingdom is also expected to see significant growth.
  • In the VR Software market market withUnited_Kingdom, the number of users is anticipated to amount to 8.6m users by 2029.
  • User penetration in the United Kingdom will be 10.5% in 2024 and is expected to hit 12.4% by 2029.
  • The average revenue per user (ARPU) in the United Kingdom is expected to amount to US$23.4.
  • The United Kingdom is witnessing a surge in VR software innovations, fostering collaborations across sectors such as education, healthcare, and entertainment.
 
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Analyst Opinion

The VR Software market in United Kingdom has been experiencing significant growth in recent years, driven by customer preferences for immersive and interactive experiences.

Customer preferences:
Customers in the United Kingdom have shown a growing interest in virtual reality (VR) technology, particularly in the gaming and entertainment sectors. The ability to transport users to virtual worlds and provide a more immersive experience has captured the attention of consumers. Additionally, the increasing availability and affordability of VR headsets have made this technology more accessible to a wider audience.

Trends in the market:
One of the key trends in the VR Software market in United Kingdom is the development of VR applications beyond gaming and entertainment. Industries such as healthcare, education, and real estate are increasingly utilizing VR technology to enhance their services. For example, VR is being used in healthcare for training purposes and to simulate medical procedures. In the education sector, VR is being used to create virtual classrooms and immersive learning experiences. Real estate companies are using VR to showcase properties to potential buyers, allowing them to virtually tour homes before making a purchase decision. Another trend in the market is the focus on creating more realistic and interactive experiences. VR software developers are constantly pushing the boundaries of what is possible in terms of graphics, sound, and haptic feedback. This is leading to more immersive and engaging experiences for users. Additionally, advancements in motion tracking technology are allowing for more natural and intuitive interactions within virtual environments.

Local special circumstances:
The United Kingdom has a strong gaming industry, which has contributed to the growth of the VR Software market. The country is home to several game development studios and has a large base of gamers. This has created a favorable environment for the adoption of VR technology, as gamers are often early adopters of new technologies. Furthermore, the United Kingdom has a strong creative and technology sector, which has supported the development of VR software. The country has a skilled workforce and a supportive ecosystem for startups and innovation. This has attracted VR software developers and entrepreneurs to the United Kingdom, leading to a vibrant and competitive market.

Underlying macroeconomic factors:
The growth of the VR Software market in United Kingdom is also influenced by underlying macroeconomic factors. The country has a stable economy and a high level of disposable income, allowing consumers to invest in VR hardware and software. Additionally, the government has shown support for the technology sector through initiatives and funding programs, which has encouraged innovation and growth in the VR Software market. In conclusion, the VR Software market in United Kingdom is experiencing significant growth due to customer preferences for immersive experiences, the development of VR applications beyond gaming, the focus on creating more realistic experiences, the presence of a strong gaming industry, a supportive ecosystem for startups and innovation, and underlying macroeconomic factors such as a stable economy and government support for the technology sector.

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).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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