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Metaverse AR & VR Hardware - Colombia

Colombia
  • The projected value in the Metaverse AR & VR Hardware market for Colombia is expected to reach US$4.8m in 2024.
  • It is anticipated that the market will experience an annual growth rate (CAGR 2024-2030) of 12.28%, resulting in a projected market volume of US$9.6m by 2030.
  • In 2024, the projected market volume in Colombia is estimated to be US$405.0m, making it one of the key contributors to the market.
  • In terms of the number of users, it is expected that there will be 96.8k users users in Colombia by 2030.
  • The user penetration rate is projected to be 0.1% in 2024 and is expected to increase to 0.2% by 2030.
  • The average value per user (ARPU) in Colombia is projected to be US$90.1.
  • "Colombia is experiencing a growing demand for Metaverse AR & VR hardware, with local tech enthusiasts embracing immersive technologies for gaming and virtual experiences."

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 Colombia is experiencing steady growth and development. Customer preferences are shifting towards immersive and interactive experiences, driving the demand for AR and VR hardware.

    Additionally, local special circumstances and underlying macroeconomic factors are contributing to the expansion of the market. Customer preferences in Colombia are increasingly focused on immersive and interactive experiences. Consumers are seeking new ways to engage with digital content, and AR and VR technology provides a solution.

    The ability to explore virtual worlds, play games, and interact with virtual objects is appealing to a wide range of demographics. As a result, there is a growing demand for AR and VR hardware, including headsets, controllers, and other accessories. Trends in the market indicate a strong growth trajectory for AR and VR hardware in Colombia.

    The market is being driven by advancements in technology, which are making AR and VR experiences more accessible and affordable. The introduction of more compact and user-friendly headsets, such as standalone devices, is making it easier for consumers to adopt AR and VR technology. Additionally, the availability of a wide range of content, including gaming, entertainment, and educational applications, is further fueling the demand for AR and VR hardware.

    Local special circumstances in Colombia are also contributing to the development of the Metaverse AR & VR Hardware market. The country has a young and tech-savvy population, which is eager to embrace new technologies. This demographic is driving the adoption of AR and VR hardware, as they seek innovative and immersive experiences.

    Furthermore, the Colombian government has been supportive of the tech industry, providing incentives and support for startups and companies in the AR and VR space. This favorable environment is attracting investment and fostering the growth of the market. Underlying macroeconomic factors are also playing a role in the development of the Metaverse AR & VR Hardware market in Colombia.

    The country's economy has been steadily growing, creating a favorable consumer market. Rising disposable incomes and increased consumer spending power are driving the demand for AR and VR hardware. Additionally, the COVID-19 pandemic has accelerated the adoption of digital technologies, including AR and VR, as consumers seek alternative ways to experience entertainment and connect with others.

    This has further boosted the market for AR and VR hardware in Colombia. In conclusion, the Metaverse AR & VR Hardware market in Colombia is experiencing growth and development due to shifting customer preferences, local special circumstances, and underlying macroeconomic factors. The demand for immersive and interactive experiences, advancements in technology, a young and tech-savvy population, government support, and favorable macroeconomic conditions are driving the expansion of the market.

    As a result, the future looks promising for the AR and VR hardware industry in Colombia.

    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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