Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Metaverse

Metaverse AR & VR Hardware - Western Africa

Western Africa
  • The Metaverse AR & VR Hardware market is projected to reach a value of US$2.1m in 2024.
  • This market is expected to show an annual growth rate (CAGR 2024-2030) of 13.38%, resulting in a projected market volume of US$4.4m by 2030.
  • In the year 2024, the market volume is estimated to be around US$405.0m.
  • It is worth noting that United States generates the most value in this market segment.
  • Looking ahead, the number of users in the Metaverse AR & VR Hardware market is expected to reach 47.6k users by 2030.
  • User penetration, which currently stands at 0.0% in 2024, is projected to increase to 0.0% by 2030.
  • Additionally, the average value per user (ARPU) is expected to amount to US$78.8.
  • In Western Africa, the demand for Metaverse AR & VR Hardware is steadily increasing, as businesses recognize the potential for immersive experiences in a region known for its vibrant cultural heritage.

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 Western Africa is experiencing significant growth and development. Customer preferences in Western Africa are driving the demand for Metaverse AR & VR Hardware.

    Consumers in this region are increasingly interested in immersive and interactive experiences, and they see AR and VR as a way to enhance their entertainment, gaming, and social interactions. The younger generation, in particular, is embracing these technologies and driving the demand for AR and VR hardware. Trends in the market show that Western Africa is witnessing a rise in the adoption of AR and VR hardware across various industries.

    The gaming industry is one of the key drivers of this growth, with more game developers and studios incorporating AR and VR elements into their games. Additionally, the education and training sectors are leveraging AR and VR to enhance learning experiences and provide realistic simulations. Furthermore, the healthcare industry is utilizing AR and VR for medical training and surgical simulations, leading to improved patient outcomes.

    Local special circumstances in Western Africa contribute to the development of the Metaverse AR & VR Hardware market. The region has a growing tech-savvy population, with increased access to smartphones and internet connectivity. This enables more people to experience AR and VR content and drives the demand for compatible hardware.

    Additionally, Western Africa has a vibrant startup ecosystem, with numerous tech companies focusing on AR and VR development. These local companies are driving innovation and creating tailored solutions for the regional market. Underlying macroeconomic factors also play a role in the growth of the Metaverse AR & VR Hardware market in Western Africa.

    The region has been experiencing economic growth, leading to an increase in disposable income and consumer spending. This allows more individuals to afford AR and VR hardware, contributing to market growth. Furthermore, Western Africa has seen improvements in infrastructure, such as the expansion of 4G networks, which facilitates the delivery of AR and VR content.

    In conclusion, the Metaverse AR & VR Hardware market in Western Africa is developing rapidly due to customer preferences for immersive experiences, trends in various industries, local special circumstances, and underlying macroeconomic factors. As the region continues to embrace AR and VR technologies, the market is expected to expand further, creating opportunities for both local and international players in the industry.

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    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

    Explore more high-quality data on related topic

    Metaverse - Statistics & Facts

    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.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.