VR Hardware - Sweden

  • Sweden
  • In Sweden, revenue in the VR Hardware market market is projected to reach €96.8m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.25%, leading to a projected market volume of €150.7m by 2029.
  • While most revenue is generated China, the VR Hardware market market in Sweden is nonetheless significant.
  • The number of users in the VR Hardware market market in Sweden is expected to reach 1.5m users by 2029.
  • User penetration in Sweden will be 11.5% in 2024 and is anticipated to rise to 13.6% by 2029.
  • The average revenue per user (ARPU) in Sweden is expected to amount to €79.1.
  • Sweden is witnessing a surge in VR hardware adoption, driven by its robust gaming industry and increasing interest in immersive educational experiences.
 
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Analyst Opinion

The VR Hardware market in Sweden is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Sweden are playing a crucial role in the development of the VR Hardware market.

Swedish consumers are known for their tech-savviness and willingness to adopt new technologies. They have shown a strong interest in immersive experiences and are increasingly seeking out virtual reality (VR) hardware to enhance their gaming and entertainment experiences. Additionally, the demand for VR hardware is also being driven by the growing popularity of VR applications in industries such as education, healthcare, and architecture.

Trends in the market further contribute to the growth of the VR Hardware market in Sweden. One of the key trends is the increasing availability and affordability of VR hardware. As technology advances and production costs decrease, VR hardware has become more accessible to a wider range of consumers.

This has led to an increase in the adoption of VR hardware in Sweden, as more people are able to experience the benefits of virtual reality. Another trend in the market is the development of more advanced and innovative VR hardware. Companies are constantly pushing the boundaries of VR technology, introducing new features and functionalities that enhance the user experience.

This continuous innovation is driving the demand for VR hardware in Sweden, as consumers are eager to experience the latest advancements in virtual reality. Local special circumstances also contribute to the development of the VR Hardware market in Sweden. The country has a strong gaming culture, with a large number of avid gamers and game developers.

This creates a favorable environment for the adoption of VR hardware, as gamers are often early adopters of new technologies. Additionally, Sweden is home to several VR hardware manufacturers and developers, which further fuels the growth of the market. Underlying macroeconomic factors also play a role in the development of the VR Hardware market in Sweden.

The country has a strong economy and high disposable income levels, allowing consumers to invest in VR hardware. Furthermore, the government has been supportive of the technology sector, providing incentives and funding for research and development in virtual reality. These factors create a conducive environment for the growth of the VR Hardware market in Sweden.

In conclusion, the VR Hardware market in Sweden is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The strong interest in immersive experiences, increasing availability and affordability of VR hardware, continuous innovation, gaming culture, and supportive government policies all contribute to the growth of the market. As the VR Hardware market in Sweden continues to evolve, it is expected to witness further advancements and adoption in the coming years.

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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