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Metaverse AR & VR Hardware - Turkey

Turkey
  • The projected value of the Metaverse AR & VR Hardware market in Turkey is expected to reach US$5.6m in 2024.
  • This projection indicates a significant annual growth rate (CAGR 2024-2030) of 14.02%, resulting in a projected market volume of US$12.3m by 2030.
  • The United States generates the highest value in this market segment, with a projected market volume of US$405.0m in 2024.
  • In terms of user base, it is estimated that the number of users in Turkey will reach 141.5k users by 2030.
  • The user penetration rate is expected to be 0.1% in 2024 and is projected to increase to 0.2% by 2030.
  • The average value per user (ARPU) is expected to amount to US$78.0.
  • Turkey's Metaverse AR & VR Hardware market is experiencing rapid growth, driven by the country's young and tech-savvy population.

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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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 Turkey is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Turkey are driving the demand for Metaverse AR & VR Hardware.

    Consumers in the country are increasingly interested in immersive virtual experiences, whether it be for gaming, entertainment, or professional purposes. The younger generation, in particular, is embracing this technology and seeking out the latest AR and VR devices to enhance their digital experiences. Additionally, the COVID-19 pandemic has accelerated the adoption of virtual reality solutions for remote collaboration and virtual events, further fueling the demand for Metaverse AR & VR Hardware.

    Trends in the market are also contributing to the growth of the Metaverse AR & VR Hardware market in Turkey. The market is witnessing advancements in technology, with manufacturers introducing more affordable and user-friendly devices. This accessibility is driving the adoption of AR and VR hardware among a wider range of consumers.

    Furthermore, there is a growing ecosystem of content creators and developers in Turkey who are creating immersive experiences specifically tailored to the local market. This localized content is attracting more users and driving the demand for compatible hardware. Turkey's local special circumstances are also playing a role in the development of the Metaverse AR & VR Hardware market.

    The country has a young and tech-savvy population that is eager to embrace new technologies. This demographic factor, combined with the government's focus on digital transformation and innovation, creates a favorable environment for the growth of the AR and VR industry. Additionally, Turkey's strategic location between Europe and Asia positions it as a potential hub for AR and VR hardware manufacturing and distribution, attracting both domestic and international players to invest in the market.

    Underlying macroeconomic factors are further contributing to the growth of the Metaverse AR & VR Hardware market in Turkey. The country has been experiencing steady economic growth, which has increased disposable incomes and consumer spending power. This enables more individuals to afford AR and VR devices, driving the market demand.

    Furthermore, the government's initiatives to support the technology sector and attract foreign investment are creating a favorable business environment for AR and VR hardware manufacturers and suppliers. In conclusion, the Metaverse AR & VR Hardware market in Turkey is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The demand for immersive virtual experiences, advancements in technology, a young and tech-savvy population, and favorable macroeconomic conditions are all contributing to the expansion of the market.

    As the market continues to evolve, it presents opportunities for both domestic and international players to capitalize on the growing demand for Metaverse AR & VR Hardware in Turkey.

    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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