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Metaverse AR & VR Hardware - Saudi Arabia

Saudi Arabia
  • The market segment of Metaverse AR & VR Hardware market is expected to reach a value of US$3.0m in 2024.
  • This value is projected to grow at an annual rate of 13.18% from 2024 to 2030, resulting in a market volume of US$6.3m by 2030.
  • In 2024, United States is anticipated to generate the highest market volume, amounting to US$405.0m.
  • Looking at the number of users in the Metaverse AR & VR Hardware market, it is expected to reach 68.5k users by 2030.
  • The user penetration rate, which is the proportion of users to the total population, is projected to be 0.1% in 2024 and is expected to increase to 0.2% by 2030.
  • Furthermore, the average value per user (ARPU) is estimated to be US$86.7.
  • It is worth noting that these projections and figures specifically pertain to the Metaverse AR & VR Hardware market and do not account for other segments or regions.
  • Saudi Arabia is experiencing a surge in demand for Metaverse AR & VR Hardware, driven by the country's ambitious Vision 2030 plan to diversify its economy.

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 Saudi Arabia is experiencing significant growth and development.

    Customer preferences:
    Customers in Saudi Arabia are increasingly interested in immersive technologies such as augmented reality (AR) and virtual reality (VR). The younger population, in particular, has shown a strong inclination towards these technologies, seeking unique and interactive experiences. Additionally, there is a growing demand for AR and VR hardware in industries such as education, healthcare, and entertainment.

    Trends in the market:
    One of the key trends in the Metaverse AR & VR Hardware market in Saudi Arabia is the increasing adoption of AR and VR headsets. These headsets provide users with a fully immersive experience, allowing them to interact with virtual environments. The demand for high-quality headsets with advanced features is on the rise, as customers seek more realistic and engaging experiences. Another trend in the market is the integration of AR and VR technologies into various industries. In Saudi Arabia, there is a growing interest in using AR and VR for educational purposes. Schools and universities are exploring the use of these technologies to enhance learning experiences and provide students with a more interactive and engaging environment. Similarly, the healthcare sector is adopting AR and VR for training purposes and to improve patient outcomes.

    Local special circumstances:
    Saudi Arabia has a young and tech-savvy population, which is driving the demand for AR and VR hardware. The government is also actively promoting the adoption of emerging technologies as part of its Vision 2030 plan, which aims to diversify the economy and reduce dependence on oil. This focus on technology and innovation has created a favorable environment for the growth of the Metaverse AR & VR Hardware market in the country.

    Underlying macroeconomic factors:
    The Saudi Arabian economy is experiencing steady growth, which is contributing to the development of the Metaverse AR & VR Hardware market. The government's investment in infrastructure and technology is creating opportunities for businesses in the AR and VR sector. Additionally, the increasing disposable income of the population is enabling more people to afford AR and VR hardware, further driving market growth. In conclusion, the Metaverse AR & VR Hardware market in Saudi Arabia is witnessing significant growth due to customer preferences for immersive technologies, the integration of AR and VR in various industries, local special circumstances such as government support and a young population, and underlying macroeconomic factors such as economic growth and increasing disposable income. As the market continues to evolve, there will likely be further advancements in AR and VR hardware, catering to the growing demand in the country.

    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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