VR Hardware - Denmark

  • Denmark
  • In Denmark, revenue in the VR Hardware market market is projected to reach €42.9m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.69%, which will lead to a projected market volume of €65.1m by 2029.
  • While the VR Hardware market market in Denmark is developing, it is noteworthy that most revenue is generated China, with a projected market volume of €2,663.0m in 2024.
  • The number of users in the VR Hardware market market in Denmark is anticipated to amount to 695.3k users by 2029.
  • User penetration in Denmark will be 9.6% in 2024 and is expected to increase to 11.4% by 2029.
  • Additionally, the average revenue per user (ARPU) in Denmark is expected to amount to €75.1.
  • Denmark's VR hardware market is experiencing a surge in innovation, driven by growing interest from local startups and increased investment in immersive technologies.
 
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Analyst Opinion

The virtual reality (VR) hardware market in Denmark has been experiencing steady growth in recent years. Customer preferences for immersive gaming experiences, advancements in technology, and the increasing popularity of VR applications in various industries are driving the development of the market.

Customer preferences:
Danish consumers have shown a growing interest in immersive gaming experiences, which has fueled the demand for VR hardware. The ability to enter virtual worlds and interact with them in a realistic way appeals to gamers of all ages. Additionally, the younger generation, in particular, is embracing the use of VR for entertainment purposes, leading to increased sales of VR headsets and accessories.

Trends in the market:
One of the key trends in the VR hardware market in Denmark is the development of wireless VR headsets. These devices provide users with more freedom of movement and eliminate the need for cumbersome cables, enhancing the overall VR experience. The demand for wireless VR headsets is expected to continue growing as manufacturers improve the technology and make it more affordable for consumers. Another trend in the market is the integration of VR technology in industries beyond gaming. Businesses in sectors such as healthcare, real estate, and education are leveraging VR to enhance training programs, simulate real-life scenarios, and create immersive experiences for their customers. This diversification of VR applications is expanding the potential customer base for VR hardware in Denmark.

Local special circumstances:
Denmark has a strong gaming culture, with a high percentage of the population actively participating in gaming activities. This cultural inclination towards gaming has created a favorable environment for the growth of the VR hardware market. The presence of gaming events, conventions, and dedicated gaming communities further contributes to the popularity of VR among Danish consumers.

Underlying macroeconomic factors:
The Danish economy has been performing well in recent years, with steady GDP growth and low unemployment rates. This positive economic climate has increased consumer spending power, allowing more individuals to invest in VR hardware. Additionally, the government's focus on promoting innovation and technology adoption has created a supportive environment for the development of the VR hardware market. In conclusion, the VR hardware market in Denmark is experiencing growth due to customer preferences for immersive gaming experiences, the diversification of VR applications in various industries, and the favorable economic and cultural circumstances in the country. As technology continues to advance and VR becomes more mainstream, the market is expected to further expand 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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