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Metaverse AR & VR Hardware - Brazil

Brazil
  • The projected value in the Metaverse AR & VR Hardware market in 2024 is set to reach US$39.0m.
  • This market is expected to display a compound annual growth rate (CAGR 2024-2030) of 13.12%, resulting in a projected market volume of US$81.8m by 2030.
  • In Brazil, the projected market volume in 2024 is expected to reach US$405.0m.
  • The United States generates the most value in the Metaverse AR & VR Hardware market, with a projected market volume of US$405.0m in 2024.
  • By 2030, the number of users in this market is expected to reach 845.7k users.
  • The user penetration rate is projected to be 0.2% in 2024 and is expected to increase to 0.4% by 2030.
  • The average value per user (ARPU) is estimated to be US$85.9.
  • Brazil is experiencing a surge in demand for Metaverse AR & VR Hardware as the country embraces immersive technologies for entertainment and educational purposes.

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
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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 Brazil has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development.

    Customer preferences in Brazil have played a key role in driving the growth of the Metaverse AR & VR Hardware market. Brazilian consumers have shown a strong interest in immersive technologies and virtual experiences. The demand for AR and VR hardware has been fueled by the desire to explore new worlds, engage in virtual social interactions, and enhance entertainment experiences.

    Additionally, the increasing popularity of gaming and e-sports in Brazil has also contributed to the growing demand for AR and VR hardware. Trends in the market have further propelled the growth of the Metaverse AR & VR Hardware market in Brazil. The advancements in technology have led to the development of more sophisticated and affordable AR and VR devices.

    These devices offer improved graphics, enhanced user experiences, and greater compatibility with a wide range of applications. As a result, more consumers in Brazil are adopting AR and VR hardware for various purposes, including gaming, entertainment, education, and training. Local special circumstances have also played a role in the growth of the Metaverse AR & VR Hardware market in Brazil.

    The country has a large and tech-savvy population, with a high percentage of internet users and smartphone penetration. This has created a favorable environment for the adoption of AR and VR technologies. Additionally, Brazil has a vibrant and innovative tech industry, with many startups and companies focusing on developing AR and VR solutions.

    This has led to the availability of a wide range of AR and VR hardware options in the market, catering to different consumer preferences and budgets. Underlying macroeconomic factors have also contributed to the growth of the Metaverse AR & VR Hardware market in Brazil. The country's economy has been recovering from a period of recession, leading to increased consumer spending power.

    As a result, more consumers are willing to invest in AR and VR hardware to enhance their entertainment and gaming experiences. Furthermore, the government's initiatives to promote the development of the tech industry and attract foreign investments have also created a favorable business environment for companies operating in the Metaverse AR & VR Hardware market. In conclusion, the Metaverse AR & VR Hardware market in Brazil has been experiencing significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

    The strong interest in immersive technologies, advancements in AR and VR hardware, a tech-savvy population, and a recovering economy have all contributed to the development of this market in Brazil.

    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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    Metaverse - Statistics & Facts

    Regarded as the next iteration of the internet, the metaverse is where the physical and digital worlds come together. As an evolution of social technologies, the metaverse allows digital representations of people, avatars, to interact with each other in a variety of settings. Whether it be at work, in an office, going to concerts or sports events, or even trying on clothes, the metaverse provides a space for endless, interconnected virtual communities using virtual reality (VR) headsets, augmented reality (AR) glasses, smartphone apps, or other devices.
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