Metaverse AR & VR Hardware - Benelux

  • Benelux
  • The Metaverse AR & VR Hardware market is projected to reach a value of €20.5m by 2024.
  • This market segment is expected to demonstrate an annual growth rate (CAGR 2024-2030) of 12.06%, resulting in a projected market volume of €40.6m by 2030.
  • In the year 2024, the market volume is estimated to be €371.6m, with the majority of value generated United States.
  • In terms of user numbers, it is expected that the Metaverse AR & VR Hardware market will have approximately 436.5k users users by 2030.
  • The user penetration rate is forecasted to be 0.8% in 2024 and is expected to increase to 1.5% by 2030.
  • The average value per user (ARPU) is projected to be €84.1.
  • These figures highlight the significance and potential growth of the Metaverse AR & VR Hardware market, particularly United States.
  • Benelux is experiencing a surge in demand for Metaverse AR & VR Hardware, driven by its tech-savvy population and innovative start-up ecosystem.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in Benelux is experiencing significant growth due to customer preferences for immersive and interactive experiences, as well as the increasing adoption of virtual reality technology in various industries.

Customer preferences:
Customers in Benelux are increasingly seeking immersive and interactive experiences, which has led to a growing demand for Metaverse AR & VR Hardware. Virtual reality technology allows users to fully immerse themselves in virtual environments, providing a sense of presence and interactivity that traditional media cannot match. This has attracted a wide range of customers, including gamers, entertainment enthusiasts, and professionals in industries such as healthcare, education, and architecture.

Trends in the market:
One of the key trends in the Metaverse AR & VR Hardware market in Benelux is the adoption of virtual reality technology in industries beyond gaming and entertainment. Healthcare professionals are using VR headsets for medical training and therapy, allowing them to simulate realistic scenarios and improve patient care. In the education sector, VR is being utilized to create immersive learning experiences, enabling students to explore historical sites or conduct virtual science experiments. Additionally, architects and designers are using VR to visualize and present their projects to clients, enhancing communication and collaboration. Another trend in the market is the development of more advanced and user-friendly VR hardware. Manufacturers are continuously improving the resolution, field of view, and comfort of VR headsets, making them more appealing to consumers. Additionally, the introduction of standalone VR headsets that do not require a PC or console has made VR more accessible to a wider audience. These advancements in hardware technology are driving the adoption of VR in Benelux.

Local special circumstances:
Benelux has a strong gaming and entertainment industry, which has contributed to the growth of the Metaverse AR & VR Hardware market. The region is home to several renowned game developers and hosts major gaming events, creating a vibrant gaming culture. This has led to a high level of awareness and interest in virtual reality technology among consumers in Benelux.

Underlying macroeconomic factors:
The strong economy in Benelux, characterized by high disposable income and a tech-savvy population, has played a significant role in the growth of the Metaverse AR & VR Hardware market. Consumers in Benelux have the financial means to invest in VR hardware, and their familiarity with technology makes them more open to adopting new immersive experiences. Additionally, the supportive government policies and initiatives promoting innovation and digital transformation have created a favorable environment for the development and adoption of VR technology in Benelux. Overall, the Metaverse AR & VR Hardware market in Benelux is thriving due to customer preferences for immersive experiences, the adoption of VR technology across various industries, the presence of a strong gaming and entertainment industry, and the favorable macroeconomic factors in the region. As the technology continues to advance and become more accessible, the market is expected to witness further growth in the coming years.

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.

Visión general

  • Market Size
  • Analyst Opinion
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  • Global Comparison
  • Methodology
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