VR Software - Vietnam

  • Vietnam
  • In Vietnam, revenue in the VR Software market market is projected to reach US$14.4m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.50%, resulting in a projected market volume of US$21.7m by 2029.
  • Although most revenue in the VR Software market market is generated the United States, in Vietnam is also experiencing growth in this sector.
  • In the VR Software market market, the number of users in Vietnam is expected to amount to 725.1k users by 2029.
  • User penetration will be 0.6% in 2024 and is expected to hit 0.7% by 2029.
  • The average revenue per user (ARPU) in Vietnam is expected to amount to US$23.5.
  • Vietnam's burgeoning tech ecosystem is increasingly embracing VR software, fostering innovative applications that cater to both education and entertainment sectors.
 
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Analyst Opinion

The VR Software market in Vietnam is experiencing significant growth and development due to several key factors. Customer preferences in Vietnam are driving the demand for VR software.

Vietnamese consumers are increasingly seeking immersive and interactive experiences, and VR technology offers a unique opportunity to fulfill these desires. The younger generation, in particular, is embracing VR technology as a form of entertainment and education. Additionally, businesses in various industries are recognizing the potential of VR software to enhance their operations and engage with customers in new and innovative ways.

Trends in the market indicate a growing adoption of VR software in Vietnam. The gaming industry, in particular, is a major driver of this trend. The demand for VR gaming experiences is on the rise, with gamers seeking more immersive and realistic gameplay.

As a result, game developers are investing in VR software development to cater to this demand. Furthermore, VR software is being utilized in other industries such as real estate, tourism, and education. Real estate developers are using VR software to create virtual property tours, allowing potential buyers to explore properties remotely.

In the tourism sector, VR software is being used to provide virtual travel experiences, enabling tourists to visit destinations virtually before making their travel plans. In the education sector, VR software is being integrated into classrooms to enhance learning experiences and provide students with interactive educational content. Local special circumstances in Vietnam are also contributing to the development of the VR Software market.

Vietnam has a young and tech-savvy population, which is driving the demand for innovative technologies such as VR. Additionally, the Vietnamese government has been supportive of the technology sector, providing incentives and support for startups and tech companies. This favorable environment has encouraged the growth of VR software development companies in Vietnam, attracting both local and foreign investments.

Underlying macroeconomic factors are also playing a role in the development of the VR Software market in Vietnam. The country has been experiencing rapid economic growth, leading to an increase in disposable income and consumer spending. As a result, consumers have more purchasing power to invest in VR software and related hardware.

Furthermore, Vietnam has a large and growing middle class, which is a key target market for VR software. The rising middle class is increasingly seeking new and unique experiences, and VR technology provides an opportunity to fulfill these desires. In conclusion, the VR Software market in Vietnam is experiencing growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

The demand for immersive and interactive experiences, particularly in the gaming industry, is driving the adoption of VR software. Additionally, the young and tech-savvy population, supportive government policies, and favorable macroeconomic conditions are contributing to the growth of the VR Software market in Vietnam.

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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