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.
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
The Metaverse AR & VR Hardware market in China is experiencing significant growth and development due to several factors.
Customer preferences: Chinese consumers have shown a strong interest in immersive technologies such as AR and VR. The younger generation, in particular, is highly enthusiastic about these technologies and is willing to invest in AR and VR hardware. This is driven by their desire for interactive and engaging experiences, both in entertainment and educational settings. Additionally, the COVID-19 pandemic has accelerated the adoption of AR and VR technologies as consumers seek alternative ways to experience entertainment and connect with others.
Trends in the market: The Metaverse AR & VR Hardware market in China is witnessing a surge in demand for headsets, glasses, and other AR and VR devices. This is fueled by the increasing availability of content and applications that cater to various industries, including gaming, healthcare, education, and retail. Chinese companies are also investing heavily in developing their own AR and VR hardware, driving innovation and competition in the market. Furthermore, the integration of 5G technology is expected to enhance the capabilities of AR and VR devices, allowing for more seamless and immersive experiences.
Local special circumstances: China has a large population and a growing middle class with increasing disposable income. This provides a substantial consumer base for AR and VR hardware manufacturers and developers. Additionally, the Chinese government has been supportive of the AR and VR industry, providing incentives and favorable policies to promote its growth. This has encouraged both domestic and foreign companies to invest in the market, leading to the development of a vibrant ecosystem for AR and VR hardware in China.
Underlying macroeconomic factors: China's rapid economic growth has contributed to the rise of the middle class and increased consumer spending power. This has created a favorable environment for the Metaverse AR & VR Hardware market to thrive. Additionally, the country's strong manufacturing capabilities and supply chain infrastructure have allowed for the production and distribution of AR and VR devices at scale. Furthermore, China's push for technological innovation and digital transformation across various industries has created opportunities for AR and VR hardware to be integrated into business processes and workflows. In conclusion, the Metaverse AR & VR Hardware market in China is experiencing significant growth and development due to customer preferences for immersive technologies, the availability of content and applications, government support, and favorable macroeconomic factors. As the market continues to evolve, it is expected to witness further advancements and innovations in AR and VR hardware, driving its adoption across various sectors in China.
Most recent update: Mar 2024
Source: Statista Market Insights
Most recent update: Mar 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights