VR Advertising - Norway

  • Norway
  • In Norway, revenue in the VR Advertising market market is projected to reach US$0.8m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 1.23%, leading to a projected market volume of US$0.8m by 2029.
  • Although most revenue is generated the United States, Norway's projected market volume will be US$47.4m in 2024.
  • Norway's VR advertising market is increasingly embracing immersive storytelling, reflecting the country's strong emphasis on innovation and digital engagement in marketing strategies.
 
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Analyst Opinion

The VR Advertising market in Norway is experiencing significant growth due to several factors.

Customer preferences:
Norwegian consumers are increasingly interested in immersive and interactive experiences, and virtual reality advertising provides exactly that. VR ads allow consumers to engage with brands in a more personal and memorable way, creating a stronger connection and increasing brand loyalty. Additionally, VR advertising offers a unique and novel experience, which appeals to tech-savvy Norwegian consumers who are always seeking the latest innovations.

Trends in the market:
One of the key trends in the VR Advertising market in Norway is the integration of VR technology with social media platforms. This allows brands to reach a wider audience and engage with consumers on platforms they are already familiar with. By incorporating VR into social media campaigns, brands can create interactive and shareable experiences that generate buzz and increase brand visibility. Another trend in the market is the use of VR advertising in the tourism industry. Norway is known for its stunning natural landscapes, and VR technology allows tourists to virtually explore and experience these destinations before making a decision to visit. This not only helps in attracting more tourists to the country but also provides an opportunity for local businesses to showcase their products and services to potential visitors.

Local special circumstances:
Norway has a highly developed and tech-savvy population, making it an ideal market for VR advertising. The country has one of the highest internet penetration rates in the world, and Norwegians are early adopters of new technologies. This creates a favorable environment for VR advertising to thrive, as there is already a strong foundation of digital literacy and interest in innovative experiences. Furthermore, Norway has a strong gaming industry, which has paved the way for the adoption of VR technology. Many Norwegian game developers have embraced VR and created immersive gaming experiences, which has helped to popularize the technology among consumers. This familiarity with VR gaming has made Norwegian consumers more receptive to VR advertising and more willing to engage with brands in this format.

Underlying macroeconomic factors:
Norway has a stable and prosperous economy, with high levels of disposable income. This allows consumers to invest in VR devices and accessories, making them more likely to engage with VR advertising. Additionally, the Norwegian government has been supportive of the technology sector and has provided incentives for businesses to innovate and adopt emerging technologies like VR. This favorable business environment has encouraged the growth of the VR Advertising market in Norway. In conclusion, the VR Advertising market in Norway is experiencing growth due to customer preferences for immersive experiences, the integration of VR technology with social media platforms, and the use of VR advertising in the tourism industry. Local special circumstances, such as a tech-savvy population and a strong gaming industry, contribute to the market's development. The underlying macroeconomic factors, including a stable economy and government support for technology innovation, further fuel the growth of the VR Advertising market in Norway.

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).

Overview

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