VR Advertising - Philippines

  • Philippines
  • In the Philippines, revenue in the VR Advertising market market is projected to reach €0.8m in 2024.
  • The revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 1.30%, which would result in a projected market volume of €0.8m by 2029.
  • Although most revenue is generated the United States, in the Philippines is also expected to see a projected market volume of €43.5m in 2024.
  • The Philippines is witnessing a burgeoning interest in VR advertising, driven by an increasing number of tech-savvy consumers and innovative marketing strategies.
 
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Analyst Opinion

The VR Advertising market in Philippines is experiencing significant growth due to the increasing demand for immersive and engaging advertising experiences.

Customer preferences:
Customers in Philippines are increasingly looking for unique and interactive advertising experiences that can capture their attention and leave a lasting impression. Traditional forms of advertising are becoming less effective as consumers become more adept at tuning out advertisements. VR Advertising offers a solution by providing a fully immersive experience that allows consumers to engage with brands in a more meaningful way.

Trends in the market:
One of the key trends in the VR Advertising market in Philippines is the adoption of VR technology by major brands and advertisers. Companies are recognizing the potential of VR Advertising to create a lasting impact on consumers and are incorporating it into their marketing strategies. This trend is driven by the increasing availability and affordability of VR headsets, making it more accessible for both brands and consumers. Another trend in the market is the integration of VR Advertising with social media platforms. Brands are leveraging the popularity of social media in Philippines to reach a wider audience and increase brand awareness. By creating VR experiences that can be shared on social media platforms, brands are able to generate buzz and engage with consumers in a more interactive and personal way.

Local special circumstances:
The Philippines has a large and growing young population, with a high percentage of tech-savvy individuals. This demographic is particularly receptive to new technologies and is more likely to embrace VR Advertising. Additionally, the Philippines has a strong gaming culture, with a large number of gamers and esports enthusiasts. This presents an opportunity for brands to leverage VR Advertising to reach this audience and create unique gaming experiences.

Underlying macroeconomic factors:
The growing economy of Philippines is contributing to the development of the VR Advertising market. As disposable incomes rise, consumers are becoming more willing to spend on immersive experiences, including VR Advertising. Additionally, the increasing internet penetration and smartphone adoption in Philippines are creating a favorable environment for the growth of VR Advertising. With more people having access to the internet and smartphones, the potential audience for VR Advertising is expanding. In conclusion, the VR Advertising market in Philippines is experiencing significant growth due to the increasing demand for immersive and engaging advertising experiences. Customer preferences for unique and interactive advertising, the adoption of VR technology by major brands, the integration of VR Advertising with social media platforms, the young and tech-savvy population, and the growing economy are all contributing to the development of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR advertising revenue, which includes advertising that is integrated into the virtual world within video games and videos.

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).

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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