VR Hardware - Netherlands

  • Netherlands
  • In the Netherlands, revenue in the VR Hardware market market is projected to reach €111.6m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.95%, leading to a projected market volume of €171.3m by 2029.
  • Although most revenue is generated China, in the Netherlands will also see its share in the VR Hardware market market.
  • By 2029, the number of users in the VR Hardware market market in the Netherlands is expected to amount to 1.9m users.
  • User penetration in the Netherlands will be 8.6% in 2024 and is anticipated to rise to 10.4% by 2029.
  • Furthermore, the average revenue per user (ARPU) in the Netherlands is expected to reach €73.1.
  • In the Netherlands, the VR hardware market is experiencing a surge in innovation, with local startups driving advancements in immersive technology applications across various industries.
 
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Analyst Opinion

The VR Hardware market in Netherlands is experiencing steady growth due to increasing customer preferences for immersive and interactive experiences.

Customer preferences:
Customers in Netherlands are increasingly seeking out virtual reality (VR) hardware to enhance their entertainment and gaming experiences. The immersive nature of VR technology allows users to feel fully engaged in virtual worlds, providing a unique and exciting form of entertainment. Additionally, the growing popularity of VR gaming and e-sports has contributed to the rising demand for VR hardware in the country.

Trends in the market:
One of the key trends in the VR Hardware market in Netherlands is the increasing adoption of standalone VR headsets. These headsets do not require a connection to a computer or gaming console, providing users with more freedom and flexibility in their VR experiences. This trend is driven by the advancements in technology, such as improved graphics and processing power, which have made standalone VR headsets more accessible and affordable for consumers. Another trend in the market is the integration of VR technology into other industries, such as healthcare and education. VR has proven to be a valuable tool in medical training, allowing healthcare professionals to practice complex procedures in a realistic virtual environment. In the education sector, VR is being used to create immersive learning experiences, enabling students to explore historical sites or engage in interactive simulations. This integration of VR technology across various industries is driving the demand for VR hardware in Netherlands.

Local special circumstances:
Netherlands has a strong gaming and technology culture, which has contributed to the growth of the VR Hardware market. The country is home to several renowned game developers and technology companies, creating a favorable environment for the adoption of VR technology. Additionally, the government's support for innovation and technology advancements has encouraged the development and adoption of VR hardware in the country.

Underlying macroeconomic factors:
The growing VR Hardware market in Netherlands is also influenced by the overall economic conditions in the country. As the economy continues to grow, consumers have more disposable income to spend on entertainment and leisure activities, including VR hardware. Furthermore, the increasing availability of high-speed internet and the widespread use of smartphones have made VR experiences more accessible to a larger audience, contributing to the growth of the market. In conclusion, the VR Hardware market in Netherlands is driven by customer preferences for immersive experiences, such as gaming and entertainment. The adoption of standalone VR headsets and the integration of VR technology into various industries are key trends in the market. The strong gaming and technology culture in Netherlands, along with favorable government support, further contribute to the growth of the VR Hardware market. The overall economic conditions and technological advancements in the country also play a significant role in the development of the market.

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).

Vue d’ensemble

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