Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Metaverse

Metaverse AR & VR Hardware - Eastern Europe

Eastern Europe
  • The Metaverse AR & VR Hardware market is estimated to reach a value of US$24.3m in 2024.
  • It is projected to experience an annual growth rate of 12.53% from 2024 to 2030, resulting in a market volume of US$49.4m by 2030.
  • Eastern Europe is expected to contribute to this market growth.
  • In 2024, United States is expected to generate the highest market volume of US$405.0m in the Metaverse AR & VR Hardware market.
  • This indicates the dominance of the United States in this market segment.
  • Looking at the number of users, it is anticipated that by 2030, the Metaverse AR & VR Hardware market will have approximately 518.8k users users.
  • The user penetration rate is projected to be 0.1% in 2024 and is expected to increase to 0.3% by 2030.
  • This indicates a steady growth in the adoption of AR & VR hardware in Eastern Europe.
  • The average value per user (ARPU) is estimated to be US$86.5 in the Metaverse AR & VR Hardware market.
  • This metric provides insights into the value generated per user in Eastern Europe.
  • Eastern Europe is experiencing a surge in demand for Metaverse AR & VR Hardware, with countries like Poland and Ukraine leading the way in adoption.

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 Eastern Europe is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Eastern Europe are shifting towards immersive and interactive experiences, leading to an increased demand for Metaverse AR & VR Hardware.

    Consumers are seeking innovative and engaging ways to interact with digital content, whether it be for entertainment, gaming, or educational purposes. The desire for more realistic and immersive experiences is driving the adoption of AR and VR technologies in the region. Trends in the market indicate a growing interest in Metaverse AR & VR Hardware in Eastern Europe.

    The market is witnessing the emergence of new players and the expansion of existing companies, offering a wide range of AR and VR devices and accessories. This increased competition is driving innovation and pushing the boundaries of what is possible in terms of hardware capabilities and user experiences. Additionally, there is a growing focus on the development of localized content and applications, catering to the unique needs and preferences of Eastern European consumers.

    Local special circumstances also contribute to the development of the Metaverse AR & VR Hardware market in Eastern Europe. The region has a strong technology and engineering talent pool, which fuels the development of cutting-edge AR and VR hardware solutions. Furthermore, Eastern Europe has a growing startup ecosystem and a supportive regulatory environment, encouraging entrepreneurship and innovation in the AR and VR space.

    These factors create a favorable environment for the growth of the market and attract both local and international players. Underlying macroeconomic factors play a significant role in the development of the Metaverse AR & VR Hardware market in Eastern Europe. The region is experiencing economic growth and increasing disposable incomes, which enable consumers to invest in AR and VR devices.

    Additionally, the increasing penetration of smartphones and high-speed internet connectivity further drives the adoption of AR and VR technologies. The availability of affordable and accessible hardware solutions, coupled with the growing popularity of digital content, contributes to the expansion of the market. In conclusion, the Metaverse AR & VR Hardware market in Eastern Europe is developing rapidly due to customer preferences for immersive experiences, emerging trends in the market, local special circumstances, and favorable macroeconomic factors.

    As the region continues to embrace AR and VR technologies, we can expect further growth and innovation in the Metaverse AR & VR Hardware market in Eastern Europe.

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    Metaverse: market data & analysis - BackgroundMetaverse: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    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.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.