VR Hardware - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the VR Hardware market market is projected to reach €462.5m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.23%, resulting in a projected market volume of €752.6m by 2029.
  • Although most revenue is generated China, the UK market is significant.
  • In the VR Hardware market market withUnited_Kingdom, the number of users is expected to amount to 7.0m users by 2029.
  • User penetration will be 8.0% in 2024 and is expected to hit 10.1% by 2029.
  • The average revenue per user (ARPU) in the UK is expected to amount to €84.8.
  • The United Kingdom's VR hardware market is experiencing a surge in demand, driven by increasing investments in gaming and immersive training technologies.
 
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Analyst Opinion

The VR Hardware market in United Kingdom has been experiencing significant growth in recent years, driven by customer preferences for immersive experiences and advancements in technology.

Customer preferences:
Customers in United Kingdom are increasingly seeking out immersive experiences, and VR hardware provides the perfect solution. Whether it's gaming, entertainment, or even training and education, VR offers a level of immersion and interactivity that traditional mediums cannot match. This has led to a growing demand for VR hardware, with consumers willing to invest in high-quality headsets and accessories to enhance their virtual experiences.

Trends in the market:
One of the key trends in the VR Hardware market in United Kingdom is the increasing adoption of standalone VR headsets. These headsets offer a wireless and untethered experience, allowing users to move freely without being restricted by cables. This has made VR more accessible and convenient for consumers, leading to a surge in demand for standalone headsets. Another trend in the market is the integration of VR technology into other industries, such as healthcare, architecture, and automotive. VR is being used in these sectors for training purposes, virtual simulations, and even product design. This diversification of VR applications has created new opportunities for hardware manufacturers, as they cater to the specific needs of these industries.

Local special circumstances:
The United Kingdom has a strong gaming and entertainment industry, which has contributed to the growth of the VR Hardware market. The popularity of gaming in the country has created a large customer base that is interested in immersive experiences, driving the demand for VR hardware. Additionally, the presence of major gaming events and conventions in the United Kingdom has further fueled the interest in VR technology.

Underlying macroeconomic factors:
The growing VR Hardware market in United Kingdom can also be attributed to the country's strong economy and high disposable income levels. As consumers have more purchasing power, they are more likely to invest in high-end VR hardware to enhance their entertainment experiences. Additionally, the presence of a tech-savvy population and a strong digital infrastructure has created a conducive environment for the adoption of VR technology. In conclusion, the VR Hardware market in United Kingdom is experiencing significant growth due to customer preferences for immersive experiences, the adoption of standalone headsets, the integration of VR technology into various industries, the strong gaming and entertainment industry in the country, and the underlying macroeconomic factors. As technology continues to advance and VR becomes more mainstream, the market is expected to continue its upward trajectory 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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