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Metaverse AR & VR Hardware - Romania

Romania
  • The Metaverse AR & VR Hardware market is projected to reach a value of US$2.7m in 2024.
  • This market is expected to experience an annual growth rate (CAGR 2024-2030) of 11.99%, resulting in a projected market volume of US$5.2m by 2030.
  • In 2024, the market volume is estimated to be US$405.0m, with the majority of value being generated United States.
  • In terms of users, the Metaverse AR & VR Hardware market is expected to have approximately 52.5k users users by 2030.
  • The user penetration rate is projected to be 0.1% in 2024 and is expected to increase to 0.3% by 2030.
  • The average value per user (ARPU) is anticipated to be US$90.7.
  • It is noteworthy to mention that these projections and figures are specific to the market segment of Metaverse AR & VR Hardware market.
  • Additionally, these insights provide an overview of the market within the context of Romania.
  • Romania is emerging as a key player in the Metaverse AR & VR Hardware market, with local companies driving innovation and attracting global investors.

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 Romania is witnessing significant growth and development, driven by customer preferences, emerging trends, and local special circumstances. Customer preferences in Romania are shifting towards immersive and interactive experiences, leading to a growing demand for Metaverse AR & VR Hardware.

    Consumers are increasingly seeking innovative ways to engage with digital content, and AR and VR technologies provide them with the opportunity to do so. The younger generation, in particular, is embracing these technologies, as they offer a unique and captivating experience. Trends in the market indicate that Romania is catching up with global advancements in Metaverse AR & VR Hardware.

    The market is witnessing the introduction of more affordable and accessible devices, making it easier for consumers to adopt these technologies. Additionally, there is a growing focus on developing locally relevant content and applications that cater to the preferences and interests of Romanian consumers. This localization trend is driving the adoption of Metaverse AR & VR Hardware in various sectors, including gaming, entertainment, education, and healthcare.

    Local special circumstances in Romania, such as a growing tech-savvy population and a supportive government, are contributing to the development of the Metaverse AR & VR Hardware market. The country has a high rate of internet penetration and smartphone usage, providing a strong foundation for the adoption of AR and VR technologies. Furthermore, the Romanian government has been actively promoting digital innovation and entrepreneurship, creating a favorable environment for the growth of the Metaverse AR & VR Hardware market.

    Underlying macroeconomic factors, such as a growing economy and increasing disposable income, are also driving the development of the Metaverse AR & VR Hardware market in Romania. As the country's economy continues to grow, consumers have more purchasing power and are willing to invest in innovative technologies. This, coupled with the declining prices of AR and VR devices, is fueling the demand for Metaverse AR & VR Hardware in Romania.

    In conclusion, the Metaverse AR & VR Hardware market in Romania is experiencing significant growth and development, driven by customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. As consumers in Romania increasingly seek immersive and interactive experiences, the demand for Metaverse AR & VR Hardware is expected to continue to grow. With a supportive government and a tech-savvy population, Romania is well-positioned to capitalize on the opportunities presented by the Metaverse AR & VR Hardware 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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    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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