VR Hardware - Chile

  • Chile
  • In Chile, revenue in the VR Hardware market market is projected to reach €36.3m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 9.40%, leading to a projected market volume of €56.9m by 2029.
  • While a significant portion of revenue is generated China, the VR Hardware market market in Chile is also developing.
  • By 2029, the number of users in the VR Hardware market market in Chile is expected to amount to 674.1k users.
  • User penetration in Chile will be 2.7% in 2024 and is expected to rise to 3.4% by 2029.
  • The average revenue per user (ARPU) in Chile is projected to be €68.1.
  • In Chile, the growing interest in immersive education and entertainment is driving innovation and investment in the VR hardware sector.
 
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Analyst Opinion

The VR Hardware market in Chile is experiencing significant growth and development. Customer preferences are shifting towards immersive and interactive experiences, leading to increased demand for virtual reality (VR) hardware. Additionally, local special circumstances and underlying macroeconomic factors are contributing to the growth of the VR Hardware market in Chile.

Customer preferences:
Customers in Chile are increasingly seeking immersive and interactive experiences, which is driving the demand for VR hardware. With the advancement of technology, VR hardware has become more accessible and affordable, making it an attractive option for consumers. The ability to experience virtual environments and engage in interactive activities has captured the interest of a wide range of customers, including gamers, entertainment enthusiasts, and even businesses looking to incorporate VR into their operations.

Trends in the market:
One of the key trends in the VR Hardware market in Chile is the increasing adoption of VR headsets. These devices allow users to fully immerse themselves in virtual environments and interact with the content. The demand for VR headsets is driven by the growing popularity of VR gaming, as well as the use of VR in other industries such as education, healthcare, and architecture. As more content and applications are developed specifically for VR, the demand for headsets is expected to continue to rise. Another trend in the market is the development of VR accessories. These accessories enhance the VR experience and provide additional functionalities. Examples of VR accessories include motion controllers, haptic feedback devices, and VR treadmills. These accessories not only improve the immersion but also enable users to interact with the virtual environment in a more natural and intuitive way. The demand for VR accessories is expected to increase as consumers seek to enhance their VR experiences.

Local special circumstances:
Chile has a growing tech-savvy population with a strong interest in gaming and entertainment. This has created a favorable environment for the growth of the VR Hardware market. Additionally, the government of Chile has been supportive of the technology sector, providing incentives and support for startups and innovation. This has encouraged the development of VR hardware companies and the creation of a vibrant ecosystem for VR technology.

Underlying macroeconomic factors:
The growing middle class in Chile and increasing disposable incomes have contributed to the growth of the VR Hardware market. As more people have the financial means to afford VR hardware, the demand for these products has increased. Furthermore, the rapid technological advancements in VR hardware have made it more affordable and accessible to a wider range of consumers. The combination of rising incomes and affordable VR hardware has created a favorable market for the growth of the VR Hardware market in Chile. In conclusion, the VR Hardware market in Chile is experiencing significant growth and development due to customer preferences for immersive and interactive experiences, the availability of VR headsets and accessories, local special circumstances, and underlying macroeconomic factors. As the demand for VR hardware continues to rise, it is expected that the market will continue to expand and evolve in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR hardware revenue, which includes digital spending on hardware (stand-alone and tethered units) that enables consumers to dive into the virtual world.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development).

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