Metaverse AR & VR Hardware - Czechia

  • Czechia
  • The Metaverse AR & VR Hardware market is expected to reach a value of US$5.3m in 2024.
  • This market segment is projected to experience an annual growth rate of 12.10% from 2024 to 2030, resulting in a projected market volume of US$10.5m by 2030.
  • in Czechia, a country in Central Europe, is a part of this market segment.
  • In 2024, United States is expected to generate the majority of the market value, amounting to US$405.0m.
  • By 2030, the number of users in the Metaverse AR & VR Hardware market is projected to reach 102.8k users.
  • The user penetration rate is expected to be 0.5% in 2024 and is anticipated to rise to 1.0% by 2030.
  • The average value per user (ARPU) is projected to be US$92.9.
  • Czechia's Metaverse AR & VR Hardware market is thriving, with a growing number of local tech companies developing innovative devices and solutions.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in Czechia has been experiencing significant growth in recent years, driven by customer preferences for immersive and interactive experiences, as well as the increasing availability and affordability of AR and VR devices. Customer preferences in the Czech market have shifted towards more immersive and interactive experiences, with consumers seeking to escape from the limitations of the physical world and explore virtual realms.

This has fueled the demand for AR and VR hardware, as these technologies provide users with the ability to fully immerse themselves in virtual environments and interact with digital content in ways that were previously unimaginable. One of the key trends in the Czech market is the increasing adoption of AR and VR hardware in various industries, including gaming, entertainment, education, and healthcare. In the gaming industry, for example, AR and VR devices have revolutionized the way games are played, allowing users to step into virtual worlds and engage with virtual characters and objects.

Similarly, in the education and healthcare sectors, AR and VR technologies have been used to create immersive and interactive training simulations, enhancing learning outcomes and improving patient care. Another trend in the Czech market is the growing popularity of standalone AR and VR devices, which do not require a separate computer or gaming console to operate. These devices offer greater flexibility and convenience to users, allowing them to experience AR and VR content anytime and anywhere.

Additionally, standalone devices are becoming more affordable, making them accessible to a wider range of consumers. Local special circumstances in Czechia have also contributed to the growth of the Metaverse AR & VR Hardware market. The country has a strong technology infrastructure and a high level of digital literacy among its population, which has facilitated the adoption of AR and VR technologies.

Furthermore, Czechia has a vibrant gaming and technology industry, with a number of local companies developing innovative AR and VR applications and content. Underlying macroeconomic factors, such as the increasing disposable income and consumer spending power in Czechia, have also played a role in the growth of the Metaverse AR & VR Hardware market. As the economy has grown and incomes have risen, consumers have been able to allocate a greater portion of their budget towards leisure activities and entertainment, including the purchase of AR and VR hardware.

In conclusion, the Metaverse AR & VR Hardware market in Czechia is experiencing significant growth, driven by customer preferences for immersive and interactive experiences, the increasing adoption of AR and VR devices in various industries, the popularity of standalone devices, local special circumstances, and underlying macroeconomic factors.

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.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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