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Metaverse AR & VR Hardware - EU-27

EU-27
  • The Metaverse AR & VR Hardware market is anticipated to reach a value of US$305.2m in 2024.
  • It is projected to exhibit a compound annual growth rate (CAGR 2024-2030) of 12.19%, resulting in a market volume estimate of US$608.6m by 2030.
  • The United States is the primary contributor to this market segment, generating the majority of the projected market volume, which is expected to be US$405.0m in 2024.
  • In terms of users, the Metaverse AR & VR Hardware market is forecasted to have approximately 5.7m users users by 2030.
  • The user penetration rate is projected to be 0.7% in 2024 and is expected to increase to 1.3% by 2030.
  • The average value per user, also known as Average Revenue Per User (ARPU), is anticipated to be US$97.4.
  • In Germany, the Metaverse AR & VR hardware market is gaining momentum with a surge in demand for immersive gaming 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
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 EU-27 is experiencing significant growth and development due to changing customer preferences, emerging trends, and local special circumstances.

    Customer preferences:
    Customers in the EU-27 region are increasingly embracing immersive technologies such as Augmented Reality (AR) and Virtual Reality (VR). The demand for AR & VR hardware is being driven by the desire for more interactive and engaging experiences in various industries, including gaming, entertainment, education, and healthcare. Consumers are seeking innovative products that can enhance their virtual experiences and provide a sense of presence in the digital world.

    Trends in the market:
    One of the key trends in the Metaverse AR & VR Hardware market in the EU-27 is the growing adoption of standalone VR headsets. These devices offer a more convenient and user-friendly experience compared to tethered headsets, as they do not require a separate computer or console to operate. Standalone VR headsets provide freedom of movement and are becoming increasingly affordable, making them accessible to a wider range of consumers. Another trend in the market is the integration of AR and VR technologies. Companies are developing mixed reality headsets that combine the best of both worlds, allowing users to seamlessly transition between the real and virtual environments. This integration enables new possibilities for interactive experiences, such as overlaying digital information onto the real world or creating immersive gaming environments.

    Local special circumstances:
    The Metaverse AR & VR Hardware market in the EU-27 is influenced by the region's diverse cultural and linguistic landscape. Companies operating in this market need to consider the preferences and requirements of different countries within the EU-27. Local content and language support are crucial for the success of AR & VR hardware products in the region. Additionally, data privacy regulations, such as the General Data Protection Regulation (GDPR), play a significant role in shaping the market dynamics and consumer trust.

    Underlying macroeconomic factors:
    The growth of the Metaverse AR & VR Hardware market in the EU-27 is also driven by underlying macroeconomic factors. The region has a strong technology infrastructure and a high level of digitalization, which creates a favorable environment for the adoption of AR and VR technologies. Furthermore, government initiatives and investments in research and development contribute to the advancement of the market. The EU-27 region is known for its innovation and collaboration in the tech industry, attracting both domestic and international players to invest in AR & VR hardware development. In conclusion, the Metaverse AR & VR Hardware market in the EU-27 is witnessing significant growth due to changing customer preferences, emerging trends, and local special circumstances. The demand for immersive experiences, the adoption of standalone VR headsets, and the integration of AR and VR technologies are driving the market forward. Additionally, the region's diverse cultural landscape and data privacy regulations influence the market dynamics. The strong technology infrastructure and government support in the EU-27 contribute to the development of the market.

    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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