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Metaverse AR & VR Hardware - Baltics

Baltics
  • The Metaverse AR & VR Hardware market is poised to reach a value of US$2.1m in 2024.
  • This market segment is expected to demonstrate a steady annual growth rate (CAGR 2024-2030) of 13.04%, resulting in a projected market volume of US$4.3m by 2030.
  • The United States leads the pack with a projected market volume of US$405.0m in 2024.
  • When it comes to user numbers, the Metaverse AR & VR Hardware market is expected to attract a total of 44.2k users users by 2030.
  • User penetration is predicted to be 0.4% in 2024 and is anticipated to rise to 0.8% by 2030.
  • The average value per user (ARPU) is projected to amount to US$88.5.
  • It is worth noting that these figures pertain to the global market, and the country in Baltics is also expected to contribute to these numbers.
  • In the Baltics, the demand for high-quality AR & VR hardware is steadily increasing, driven by the region's strong focus on technology and innovation.

Definition:

The AR (augmented reality) and VR (virtual reality) market refers to the physical devices used to access and interact with virtual reality environments, including both augmented and virtual worlds. As discussed here, this market includes headsets and/or glasses for AR and VR devices.

Structure:

AR & VR Hardware includes two markets, namely AR Hardware and VR Hardware. AR Hardware refers to headsets or glasses that are used to create augmented reality inferences between the real and virtual world. VR Hardware mainly refers to headsets that aim to create a virtual world for consumers.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through consumer spending on hardware such as headsets and glasses. Data shows both online and offline market sizes. Market numbers for VR headsets are also featured in the Consumer Market Insights, namely in the Gaming Equipment market of the Consumer Electronics market and the AR & VR Hardware market in the Advertising & Media Insights. Key players in the market include companies such as Meta (Oculus VR), Microsoft (HoloLens), and Playstation VR.

Use the info button right next to the boxes for more information on the data displayed.

In-Scope

  • Augmented Reality Glasses used for metaverse experience, such as HoloLens
  • Virutal Reality headsets used for metaverse experience, such as Oculus Quest

Out-Of-Scope

  • Augmented Reality Glasses used for non metaverse experience, such as HoloLens
  • Virutal Reality headsets used for non metaverse experience, such as Oculus Quest
  • Non-electronic devices, such as mobile phone equipment
Metaverse: market data & analysis - Cover

Market Insights report

Metaverse: market data & analysis

Study Details

    Market Size

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse AR & VR Hardware market in Baltics is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Baltics are playing a crucial role in the development of the Metaverse AR & VR Hardware market.

    Customers are increasingly seeking immersive and interactive experiences, which AR and VR technologies can provide. The demand for AR and VR hardware is rising as consumers are looking for devices that can enhance their gaming, entertainment, and communication experiences. Additionally, the younger generation in the Baltics is particularly interested in adopting new technologies and exploring virtual worlds, further fueling the demand for AR and VR hardware.

    Trends in the market are also contributing to the growth of the Metaverse AR & VR Hardware market in the Baltics. One significant trend is the increasing popularity of virtual reality gaming. Virtual reality gaming offers a unique and immersive experience that appeals to gamers of all ages.

    As a result, there is a growing demand for VR headsets and accessories in the Baltics. Another trend is the integration of augmented reality in various industries such as education, healthcare, and retail. Businesses in the Baltics are recognizing the potential of AR technology to enhance customer experiences and improve operational efficiency, leading to an increased demand for AR hardware.

    Local special circumstances in the Baltics are further driving the development of the Metaverse AR & VR Hardware market. The Baltics have a strong technology infrastructure and a high level of digital literacy among the population. This provides a conducive environment for the adoption and utilization of AR and VR technologies.

    Furthermore, the Baltics have a vibrant startup ecosystem and a growing number of tech-savvy entrepreneurs. These factors contribute to the innovation and development of AR and VR hardware solutions in the region. Underlying macroeconomic factors also play a role in the growth of the Metaverse AR & VR Hardware market in the Baltics.

    The region has experienced steady economic growth, which has led to an increase in disposable income and consumer spending. As a result, consumers in the Baltics have more purchasing power to invest in AR and VR hardware. Additionally, the government in the Baltics has been supportive of the technology sector, providing incentives and funding for research and development.

    This favorable business environment encourages companies to invest in the development and production of AR and VR hardware. In conclusion, the Metaverse AR & VR Hardware market in the Baltics is developing rapidly due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The demand for immersive and interactive experiences, the popularity of virtual reality gaming, the integration of augmented reality in various industries, the strong technology infrastructure, the vibrant startup ecosystem, the growing disposable income, and the supportive government policies all contribute to the growth and development of the market in the Baltics.

    Reach

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Figures are based on in-app spending, consumer spending, online and offline sales, and data from the AR & VR market in the AMI.

    Modeling approach / Market size:

    Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

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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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