Metaverse AR & VR Hardware - Ireland

  • Ireland
  • In 2024, the projected value in the Metaverse AR & VR Hardware market is expected to reach US$5.7m .
  • This market segment is expected to show an annual growth rate (CAGR 2024-2030) of 11.90%, resulting in a projected market volume of US$11.1m by 2030.
  • The United States is the top generator of value in this market segment, with a projected market volume of US$405.0m in 2024.
  • By 2030, the number of users in the Metaverse AR & VR Hardware market is expected to reach 102.8k users.
  • The user penetration rate is projected to be 1.1% in 2024 and is expected to increase to 1.9% by 2030.
  • The average value per user (ARPU) is expected to amount to US$98.6 .
  • It is worth noting that these projections and estimations are specific to the Metaverse AR & VR Hardware market and may not reflect the overall performance of the virtual reality industry.
  • In the context of Ireland, the market potential for Metaverse AR & VR Hardware market is yet to be fully explored.
  • As the market continues to grow globally, in Ireland has the opportunity to tap into this emerging sector and leverage its technological expertise to contribute to the development and adoption of AR and VR hardware.
  • Ireland's growing tech industry and strong investment in AR & VR hardware position the country as a key player in the Metaverse market.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in Ireland is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
In Ireland, there is a growing demand for immersive and interactive experiences, which has fueled the adoption of Metaverse AR & VR Hardware. Consumers are increasingly seeking innovative ways to engage with digital content and explore virtual environments. The desire for more realistic and immersive experiences is driving the demand for high-quality AR & VR hardware, such as headsets and controllers. Additionally, there is a strong interest in gaming and entertainment applications, where AR & VR technology can provide a truly immersive experience.

Trends in the market:
One of the key trends in the Metaverse AR & VR Hardware market in Ireland is the increasing availability of affordable and accessible devices. As technology advances and manufacturing costs decrease, AR & VR hardware is becoming more affordable for consumers. This trend is driving wider adoption of AR & VR technology in Ireland, as more people can now afford to purchase headsets and other devices. Additionally, there is a growing trend of businesses and organizations utilizing AR & VR technology for training, education, and virtual meetings, further driving the demand for hardware.

Local special circumstances:
Ireland has a thriving technology sector, with many multinational companies having their European headquarters in the country. This has created a favorable environment for the development and adoption of AR & VR technology. The presence of these companies has led to increased investment in research and development, as well as collaboration between industry players and academic institutions. This has contributed to the advancement of AR & VR hardware technology in Ireland, making it an attractive market for both local and international players.

Underlying macroeconomic factors:
The strong economic growth in Ireland has had a positive impact on the Metaverse AR & VR Hardware market. As disposable incomes rise, consumers have more purchasing power to invest in AR & VR hardware. Additionally, the government's focus on promoting innovation and digital transformation has created a supportive business environment for AR & VR technology companies. The availability of government grants and incentives has encouraged investment in the development and production of AR & VR hardware in Ireland. In conclusion, the Metaverse AR & VR Hardware market in Ireland is experiencing significant growth and development due to customer preferences for immersive experiences, the availability of affordable devices, the presence of a thriving technology sector, and the positive macroeconomic factors. As the market continues to evolve, we can expect to see further advancements in AR & VR hardware technology and increased adoption across various industries and consumer segments in Ireland.

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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