VR Software - Denmark

  • Denmark
  • In Denmark, the revenue in the VR Software market market is projected to reach €16.2m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.02%, resulting in a projected market volume of €23.8m by 2029.
  • Although most revenue in the VR Software market market is generated the United States, in Denmark is also anticipated to contribute significantly.
  • In the VR Software market market, the number of users in Denmark is expected to amount to 872.9k users by 2029.
  • User penetration in Denmark will be 12.6% in 2024 and is expected to hit 14.4% by 2029.
  • The average revenue per user (ARPU) in Denmark is expected to amount to €21.6.
  • Denmark's VR software market is experiencing innovative growth, particularly in education and healthcare, reflecting the country's strong emphasis on technology integration.
 
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Analyst Opinion

The VR Software market in Denmark is experiencing steady growth and development, driven by customer preferences for immersive and interactive experiences, as well as the increasing adoption of virtual reality technology in various industries.

Customer preferences:
Customers in Denmark are increasingly seeking immersive and interactive experiences, and VR software provides a unique platform to fulfill these preferences. Virtual reality allows users to explore virtual worlds, interact with objects, and engage in realistic simulations, offering a level of engagement and immersion that traditional media cannot match. This preference for immersive experiences is driving the demand for VR software in Denmark.

Trends in the market:
One of the key trends in the VR Software market in Denmark is the growing adoption of virtual reality technology in industries such as gaming, entertainment, education, and healthcare. In the gaming industry, VR software enables players to experience games in a whole new way, adding an extra layer of realism and interactivity. Similarly, in the entertainment industry, VR software is being used to create immersive experiences in movies, concerts, and other forms of entertainment. In the education sector, VR software is being utilized to create virtual classrooms and simulations, allowing students to explore and learn in a more interactive and engaging manner. This trend is particularly relevant in Denmark, where the education system places a strong emphasis on innovation and technology. In the healthcare industry, VR software is being used for various applications such as therapy, training, and rehabilitation. Virtual reality simulations can help patients with phobias or anxiety disorders face their fears in a controlled environment, while also providing healthcare professionals with realistic training scenarios.

Local special circumstances:
Denmark has a strong focus on innovation and technology, making it an ideal market for the development and adoption of VR software. The country has a highly educated population and a thriving startup ecosystem, which encourages the growth of innovative technologies. Additionally, Denmark has a high level of internet penetration and digital literacy, providing a solid foundation for the adoption of VR software.

Underlying macroeconomic factors:
The VR Software market in Denmark is also influenced by underlying macroeconomic factors. The country has a stable economy and a high standard of living, which allows consumers to invest in new technologies and experiences. Furthermore, Denmark has a strong gaming and entertainment industry, which serves as a catalyst for the adoption of VR software in these sectors. In conclusion, the VR Software market in Denmark is developing due to customer preferences for immersive experiences, the increasing adoption of virtual reality technology in various industries, the country's focus on innovation and technology, and underlying macroeconomic factors. As virtual reality continues to evolve and become more accessible, the market in Denmark is expected to grow further, offering new opportunities for businesses and consumers alike.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR software revenue, which includes revenues from video games and VR videos consumed via stand-alone or tethered units.

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:

F2The 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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