Metaverse AR & VR Hardware - Northern Europe

  • Northern Europe
  • The Metaverse AR & VR Hardware market is projected to reach a value of US$34.1m in 2024.
  • This market segment is expected to experience an annual growth rate (CAGR 2024-2030) of 12.01%, resulting in a projected market volume of US$67.4m by 2030.
  • In Northern Europe, the projected market volume in 2024 is US$405.0m, making it the largest market in the region.
  • Furthermore, the number of users in the Metaverse AR & VR Hardware market is expected to reach 0.6m users by 2030.
  • User penetration is predicted to be 1.1% in 2024 and is projected to increase to 1.9% by 2030.
  • This indicates a growing interest and adoption of AR and VR technologies among users.
  • Moreover, the average value per user (ARPU) is estimated to be US$94.7.
  • This metric provides insights into the average spending or value generated by each user in the market segment.
  • Overall, the Metaverse AR & VR Hardware market shows promising growth potential, particularly in Northern Europe.
  • The increasing market volume, user penetration, and ARPU signify a growing demand for AR and VR hardware in the region.
  • The demand for Metaverse AR & VR Hardware in Northern Europe is driven by the region's tech-savvy population and innovative gaming industry.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in Northern Europe has been experiencing significant growth in recent years. Customer preferences for immersive virtual reality experiences and the increasing demand for augmented reality applications have been driving this trend.

Customer preferences in the Metaverse AR & VR Hardware market in Northern Europe are largely influenced by the desire for immersive and interactive experiences. Virtual reality headsets and augmented reality glasses are becoming increasingly popular among consumers who want to explore virtual worlds, play games, and engage in virtual social interactions. The demand for high-quality graphics and realistic audio experiences has also contributed to the growth of the market.

One of the key trends in the Metaverse AR & VR Hardware market in Northern Europe is the adoption of virtual reality technology in various industries. Companies are using virtual reality headsets for training purposes, allowing employees to simulate real-life scenarios and improve their skills. Additionally, the healthcare sector has been utilizing augmented reality glasses for surgical procedures and medical training, enhancing precision and efficiency.

Another trend in the market is the development of more advanced and user-friendly hardware. Virtual reality headsets are becoming lighter, more comfortable, and offering higher resolutions, providing users with a more immersive experience. Augmented reality glasses are also becoming more compact and stylish, making them more appealing to consumers.

Local special circumstances in Northern Europe, such as the high disposable income and tech-savvy population, have contributed to the growth of the Metaverse AR & VR Hardware market. Northern European countries have a strong focus on innovation and technology, creating a favorable environment for the adoption of virtual reality and augmented reality devices. Underlying macroeconomic factors, such as the growth of the gaming industry and the increasing investment in research and development, have also played a significant role in the development of the Metaverse AR & VR Hardware market in Northern Europe.

The gaming industry has been a major driver of virtual reality adoption, with consumers looking for more immersive gaming experiences. Additionally, the government support and funding for research and development have encouraged the advancement of virtual reality and augmented reality technologies in the region. Overall, the Metaverse AR & VR Hardware market in Northern Europe is experiencing growth due to customer preferences for immersive experiences, the adoption of virtual reality in various industries, the development of advanced hardware, local special circumstances, and underlying macroeconomic factors.

As the technology continues to advance and become more accessible, it is expected that the market will continue to grow in the coming years.

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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