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Metaverse AR & VR Hardware - GCC

GCC
  • The market segment Metaverse AR & VR Hardware market is projected to reach a value of US$9.9m in 2024.
  • This value is expected to grow annually at a rate of 12.66% (CAGR 2024-2030), resulting in a projected market volume of US$20.2m by 2030.
  • In 2024, United States is the leading generator of value in the Metaverse AR & VR Hardware market, with a projected market volume of US$405.0m.
  • Looking ahead to 2030, the number of users in this market segment is expected to reach 211.1k users.
  • The user penetration rate is projected to be 0.2% in 2024 and is expected to increase to 0.4% by 2030.
  • The average value per user (ARPU) is expected to be US$87.6.
  • The GCC countries are witnessing a surge in demand for high-end AR & VR hardware, driven by the region's tech-savvy population and increasing interest in immersive 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 GCC is witnessing significant growth and development, driven by evolving customer preferences and emerging trends in the market. Customer preferences in the GCC region are shifting towards immersive and interactive experiences, which is fueling the demand for Metaverse AR & VR Hardware.

    Consumers are increasingly seeking innovative ways to engage with digital content, whether it is for entertainment, gaming, or professional purposes. The desire for realistic and immersive experiences is driving the adoption of Metaverse AR & VR Hardware, as it allows users to enter virtual worlds and interact with digital objects in a more engaging and lifelike manner. Trends in the market indicate a growing interest in Metaverse AR & VR Hardware across various industries in the GCC region.

    The gaming industry, in particular, is experiencing a surge in demand for VR headsets and accessories, as gamers seek more immersive gameplay experiences. Additionally, the healthcare sector is also embracing Metaverse AR & VR Hardware for training purposes, allowing medical professionals to practice complex procedures in a virtual environment. Moreover, the education sector is incorporating VR technology to enhance learning experiences and make education more interactive and engaging for students.

    Local special circumstances in the GCC region, such as high disposable incomes and a young population, are contributing to the growth of the Metaverse AR & VR Hardware market. The region has a large youth population that is tech-savvy and open to adopting new technologies. Additionally, the GCC countries have a high per capita income, which allows consumers to invest in high-quality Metaverse AR & VR Hardware for their entertainment and professional needs.

    Furthermore, the governments in the GCC region are actively promoting the adoption of emerging technologies, including AR and VR, through various initiatives and policies, which is creating a favorable environment for market growth. Underlying macroeconomic factors, such as increasing internet penetration and advancements in technology, are also driving the growth of the Metaverse AR & VR Hardware market in the GCC region. The region has witnessed a significant increase in internet connectivity, allowing more consumers to access and experience virtual reality content.

    Moreover, advancements in hardware and software technologies have made Metaverse AR & VR Hardware more affordable and accessible, further driving market growth. In conclusion, the Metaverse AR & VR Hardware market in the GCC region is experiencing rapid growth due to evolving customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. As consumers in the region seek more immersive and interactive experiences, the demand for Metaverse AR & VR Hardware is expected to continue to rise.

    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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    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

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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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