VR Hardware - United States

  • United States
  • In the United States, revenue in the VR Hardware market market is projected to reach €2.3bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.93%, resulting in a projected market volume of €3.3bn by 2029.
  • While most revenue in the VR Hardware market market is generated China, in the United States remains a significant player in this market.
  • In the VR Hardware market market, the number of users in the United States is expected to amount to 33.2m users by 2029.
  • User penetration in the United States will be 8.5% in 2024 and is expected to hit 9.5% by 2029.
  • The average revenue per user (ARPU) in the United States is expected to amount to €77.5.
  • In the United States, the VR hardware market is experiencing significant growth, driven by increasing consumer interest in immersive gaming and enterprise applications.
 
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Analyst Opinion

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

Customer preferences:
Customers in the United States have shown a strong preference for VR Hardware due to its ability to provide immersive and interactive experiences. The demand for VR headsets, controllers, and other related accessories has been on the rise as consumers seek to enhance their gaming, entertainment, and educational experiences. Additionally, the popularity of virtual reality in industries such as healthcare, real estate, and automotive has further fueled the demand for VR Hardware.

Trends in the market:
One of the key trends in the VR Hardware market in United States is the increasing adoption of wireless VR headsets. These headsets offer users the freedom to move around without being tethered to a computer or console, providing a more immersive and convenient experience. This trend is driven by advancements in wireless technology and the growing demand for untethered VR experiences. Another trend in the market is the integration of VR technology into smartphones. With the increasing power and capabilities of smartphones, manufacturers have started incorporating VR capabilities into their devices. This allows users to experience virtual reality without the need for additional hardware, making it more accessible to a wider audience.

Local special circumstances:
The United States has a strong gaming culture, with a large number of gamers and gaming enthusiasts. This has contributed to the growth of the VR Hardware market, as gamers seek to enhance their gaming experiences with virtual reality. Additionally, the presence of major technology companies and startups in the country has led to the development of innovative VR Hardware products and solutions.

Underlying macroeconomic factors:
The growth of the VR Hardware market in United States can be attributed to several underlying macroeconomic factors. Firstly, the strong economy and high disposable income levels in the country have made VR Hardware more affordable and accessible to consumers. Secondly, advancements in technology and the increasing availability of high-speed internet have improved the overall VR experience, driving demand for VR Hardware. Lastly, the COVID-19 pandemic has also played a role in the growth of the VR Hardware market, as people have turned to virtual reality for entertainment and social interaction while staying at home. In conclusion, the VR Hardware market in United States is experiencing significant growth due to customer preferences for immersive experiences, the adoption of wireless VR headsets, the integration of VR technology into smartphones, the strong gaming culture, and underlying macroeconomic factors such as the strong economy and the impact of the COVID-19 pandemic.

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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