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Metaverse AR & VR Hardware - Portugal

Portugal
  • The projected value in the Metaverse AR & VR Hardware market for Portugal is expected to reach US$2.7m in 2024.
  • It is anticipated to show an annual growth rate (CAGR 2024-2030) of 11.97%, resulting in a projected market volume of US$5.3m by 2030.
  • In 2024, Portugal's projected market volume is estimated to be US$405.0m.
  • The United States currently dominates the Metaverse AR & VR Hardware market, generating the most value.
  • By 2030, the number of users in Portugal is projected to reach 53.0k users.
  • The user penetration is expected to be 0.3% in 2024 and is projected to increase to 0.5% by 2030.
  • The average value per user (ARPU) is expected to amount to US$91.9 in Portugal.
  • Portugal is emerging as a hub for Metaverse AR & VR Hardware with a growing number of startups and innovative solutions.

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
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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 Portugal has been experiencing significant growth in recent years, driven by customer preferences for immersive and interactive experiences.

    Customer preferences:
    Portuguese consumers have shown a strong interest in AR and VR technology, seeking out new and innovative ways to engage with digital content. The demand for AR and VR hardware is fueled by the desire for immersive gaming experiences, virtual travel, and virtual social interactions. Customers are increasingly looking for high-quality, user-friendly devices that offer a seamless and realistic virtual experience.

    Trends in the market:
    One of the key trends in the Metaverse AR & VR Hardware market in Portugal is the increasing adoption of virtual reality headsets. These devices allow users to fully immerse themselves in virtual worlds, providing a more immersive and interactive experience compared to augmented reality. The popularity of VR headsets is driven by the growing availability of VR content, including games, movies, and educational experiences. Additionally, advancements in technology have led to the development of more affordable and accessible VR headsets, making them more appealing to a wider range of consumers. Another trend in the market is the integration of AR and VR technology into various industries. Portugal has seen the adoption of AR and VR in sectors such as real estate, tourism, and education. In real estate, AR and VR are used to provide virtual property tours, allowing potential buyers to explore properties remotely. In the tourism industry, AR and VR are used to enhance the travel experience by providing virtual tours of destinations and historical sites. In education, AR and VR are used to create interactive and immersive learning experiences, making education more engaging and effective.

    Local special circumstances:
    Portugal has a growing tech-savvy population, with a high level of internet penetration and smartphone usage. This provides a strong foundation for the adoption of AR and VR technology. Additionally, the Portuguese government has been actively promoting the development of the digital economy, which includes initiatives to support the growth of the AR and VR industry. These factors contribute to a favorable environment for the Metaverse AR & VR Hardware market in Portugal.

    Underlying macroeconomic factors:
    The growth of the Metaverse AR & VR Hardware market in Portugal is also influenced by underlying macroeconomic factors. The country has experienced stable economic growth in recent years, which has led to an increase in consumer spending power. As a result, consumers are more willing to invest in AR and VR hardware to enhance their entertainment and leisure experiences. Furthermore, the COVID-19 pandemic has accelerated the adoption of digital technologies, including AR and VR, as people seek alternative ways to socialize and entertain themselves from the safety of their homes. This has further fueled the demand for AR and VR hardware in Portugal.

    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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    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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