Metaverse AR & VR Hardware - Western Asia

  • Western Asia
  • The projected value of the Metaverse AR & VR Hardware market in 2024 is set to reach US$13.5m .
  • It is anticipated that the market will experience an annual growth rate (CAGR 2024-2030) of 12.85%, resulting in a projected market volume of US$27.8m by 2030.
  • Western Asia is expected to contribute significantly to this market segment.
  • The United States is currently the leading generator of value in the Metaverse AR & VR Hardware market, with a projected market volume of US$405.0m in 2024.
  • By 2030, the number of users in the Metaverse AR & VR Hardware market is expected to reach 289.7k users.
  • The user penetration rate is projected to be 0.3% in 2024 and is expected to increase to 0.5% by 2030.
  • Furthermore, the average value per user (ARPU) is estimated to be US$88.8 .
  • The demand for Metaverse AR & VR hardware in Western Asia is steadily increasing, with consumers in the region showing a strong interest in immersive virtual experiences.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in Western Asia is experiencing significant growth and development, driven by several key factors. Customer preferences in Western Asia are shifting towards immersive and interactive experiences, which is fueling the demand for Metaverse AR & VR Hardware.

Consumers are increasingly seeking out new and innovative ways to engage with digital content, and AR and VR technologies offer a unique and immersive experience. The ability to explore virtual worlds, interact with virtual objects, and participate in virtual events is highly appealing to customers in Western Asia. Additionally, the younger generation in the region, who are more tech-savvy and open to new experiences, are driving the adoption of Metaverse AR & VR Hardware.

One of the key trends in the market is the increasing adoption of AR and VR technologies in the gaming industry. Gaming has always been popular in Western Asia, and the integration of AR and VR technologies has taken the gaming experience to a whole new level. Gamers can now immerse themselves in virtual worlds, interact with virtual characters, and experience a more realistic and engaging gameplay.

This trend is driving the demand for high-quality AR and VR hardware, such as headsets and controllers, in the region. Another trend in the market is the growing use of AR and VR technologies in the education sector. Western Asia has a strong emphasis on education, and educators are increasingly incorporating AR and VR technologies into their teaching methods.

These technologies allow students to visualize complex concepts, explore virtual environments, and actively engage in the learning process. As a result, the demand for AR and VR hardware in educational institutions is on the rise. Local special circumstances in Western Asia, such as the presence of major tech companies and a growing startup ecosystem, are contributing to the development of the Metaverse AR & VR Hardware market.

Countries like Israel and the United Arab Emirates have become hubs for technological innovation, attracting both local and international companies in the AR and VR space. This has led to the development of cutting-edge AR and VR hardware and the availability of a wide range of options for customers in the region. Underlying macroeconomic factors, such as increasing disposable income and a growing middle class, are also driving the growth of the Metaverse AR & VR Hardware market in Western Asia.

As people's incomes rise, they are more willing to spend on leisure and entertainment activities, including AR and VR experiences. Additionally, the region's young and tech-savvy population is driving the demand for AR and VR hardware, as they are more likely to adopt new technologies and explore immersive experiences. In conclusion, the Metaverse AR & VR Hardware market in Western Asia is experiencing significant growth and development, driven by customer preferences for immersive experiences, the adoption of AR and VR technologies in gaming and education, local special circumstances, and underlying macroeconomic factors.

The market is expected to continue to expand as more customers in the region embrace the benefits of AR and VR technologies.

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.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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