Metaverse AR & VR Hardware - Estonia

  • Estonia
  • The Metaverse AR & VR Hardware market is projected to reach a value of US$0.6m in 2024 in Estonia.
  • This market segment is expected to show an annual growth rate (CAGR 2024-2030) of 13.89%, resulting in a projected market volume of US$1.2m by 2030.
  • The United States is the leading country generating 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 Estonia is expected to reach 12.8k users.
  • The user penetration rate is projected to be 0.5% in 2024 and is expected to increase to 1.0% by 2030.
  • The average Value per user (ARPU) is expected to amount to US$87.5.
  • Estonia's thriving tech ecosystem and highly skilled workforce position it as a key player in the development and adoption of Metaverse AR & VR Hardware.
 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The Metaverse AR & VR Hardware market in Estonia is experiencing significant growth and development due to various factors.

Customer preferences:
Customers in Estonia are increasingly interested in immersive and interactive experiences, which has led to a growing demand for Metaverse AR & VR hardware. The younger generation, in particular, is driving this trend, as they are more tech-savvy and open to exploring new technologies. Additionally, businesses in Estonia are recognizing the potential of Metaverse AR & VR technology in enhancing customer engagement and improving productivity, leading to increased adoption of such hardware.

Trends in the market:
One of the key trends in the Metaverse AR & VR Hardware market in Estonia is the rise of virtual reality gaming. Gaming enthusiasts are increasingly turning to VR technology to enhance their gaming experience, leading to a surge in demand for VR headsets and controllers. This trend is further fueled by the availability of high-quality VR games and content. Another trend in the market is the growing use of AR & VR technology in the education sector. Schools and educational institutions in Estonia are adopting AR & VR hardware to create immersive learning experiences for students. This allows students to explore different subjects in a more interactive and engaging manner, leading to improved learning outcomes.

Local special circumstances:
Estonia has a highly developed digital infrastructure, which has played a significant role in the growth of the Metaverse AR & VR Hardware market. The country has a high internet penetration rate and a tech-savvy population, making it an ideal market for AR & VR technology. Additionally, Estonia has a vibrant startup ecosystem, which has fostered innovation in the AR & VR space. This has led to the development of cutting-edge hardware solutions and increased competition in the market.

Underlying macroeconomic factors:
The strong economic growth in Estonia has contributed to the development of the Metaverse AR & VR Hardware market. The country has a thriving tech sector and has attracted significant investments in the AR & VR space. This has led to the emergence of local hardware manufacturers and the availability of a wide range of AR & VR products in the market. Furthermore, the government of Estonia has been supportive of the AR & VR industry, providing incentives and funding for research and development in this field. This has encouraged local companies to invest in AR & VR hardware and has helped drive the growth of the market. In conclusion, the Metaverse AR & VR Hardware market in Estonia is experiencing rapid growth and development due to customer preferences for immersive experiences, the rise of virtual reality gaming, the adoption of AR & VR technology in education, the country's digital infrastructure, and supportive government policies. These factors are driving the demand for AR & VR hardware and creating opportunities for local companies to innovate and compete in the market.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)