VR Software - New Zealand

  • New Zealand
  • In New Zealand, revenue in the VR Software market market is projected to reach €11.3m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.82%, which will result in a projected market volume of €17.3m by 2029.
  • Most revenue in the VR Software market market is generated the United States, with a projected market volume of €918.3m in 2024.
  • In New Zealand's VR Software market market, the number of users is expected to amount to 615.8k users by 2029.
  • User penetration in New Zealand will be 9.8% in 2024 and is expected to reach 11.3% by 2029.
  • The average revenue per user (ARPU) in New Zealand is expected to amount to €21.8.
  • New Zealand's VR software market is experiencing a surge in interest, driven by innovative applications in education and tourism, reshaping user experiences.
 
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Analyst Opinion

The VR Software market in New Zealand is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in New Zealand are increasingly embracing virtual reality technology and software due to its immersive and interactive nature. VR software allows users to experience a wide range of virtual environments and scenarios, including gaming, entertainment, education, and training. The ability to explore new worlds, interact with virtual objects, and engage in realistic simulations is appealing to a diverse range of customers, including individuals, businesses, and educational institutions.

Trends in the market:
One of the key trends in the VR Software market in New Zealand is the increasing adoption of VR technology in the gaming industry. With the rise of virtual reality gaming platforms and the availability of high-quality VR headsets, game developers are creating immersive and realistic gaming experiences that attract a growing number of gamers. This trend is driving the demand for VR software that can support these gaming experiences and provide seamless integration with VR hardware. Another trend in the market is the use of VR software for training and education purposes. Businesses and educational institutions in New Zealand are recognizing the potential of virtual reality technology to enhance learning and skill development. VR software enables users to practice real-life scenarios in a safe and controlled virtual environment, making it an effective tool for training employees and educating students in various fields, such as healthcare, engineering, and aviation.

Local special circumstances:
New Zealand's strong tourism industry is also contributing to the growth of the VR Software market. VR software is being used to create virtual tours and experiences that allow tourists to explore New Zealand's natural landscapes, cultural sites, and adventure activities. This not only enhances the tourism experience but also attracts international visitors who may be interested in experiencing New Zealand virtually before planning a physical visit.

Underlying macroeconomic factors:
The growing VR Software market in New Zealand is also influenced by underlying macroeconomic factors. The country's stable economy, favorable business environment, and technological infrastructure support the development and adoption of virtual reality technology. Additionally, government initiatives and investments in research and development further encourage the growth of the VR Software market by fostering innovation and collaboration between industry players. In conclusion, the VR Software market in New Zealand is experiencing significant growth and development driven by customer preferences for immersive experiences, trends in the gaming and education sectors, local special circumstances such as the tourism industry, and underlying macroeconomic factors that support innovation and technological advancement. As virtual reality technology continues to evolve and become more accessible, the market is expected to expand 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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