VR Hardware - Germany

  • Germany
  • In Germany, revenue in the VR Hardware market market is projected to reach US$625.9m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.00%, leading to a projected market volume of US$962.9m by 2029.
  • While most revenue in the global VR Hardware market market is generated China, in Germany is also an important player in this market.
  • The number of users in the VR Hardware market market in Germany is anticipated to reach 8.4m users by 2029.
  • User penetration in Germany will be 8.2% in 2024, with expectations to increase to 10.2% by 2029.
  • Additionally, the average revenue per user (ARPU) in Germany is expected to amount to US$92.1.
  • Germany's VR hardware market is increasingly focused on enhancing user experience through advanced technology, reflecting the nation's commitment to innovation and digital transformation.
 
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Analyst Opinion

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

Customer preferences:
German consumers have shown a strong interest in virtual reality (VR) technology, seeking out immersive experiences in gaming, entertainment, and even professional applications. This has led to a growing demand for VR hardware, including headsets, controllers, and other accessories. The desire for realistic and interactive experiences has been a key driver in the adoption of VR technology in Germany.

Trends in the market:
One of the key trends in the VR Hardware market in Germany is the increasing availability of high-quality and affordable VR headsets. As the technology has evolved, manufacturers have been able to produce headsets that offer impressive visuals and performance at more accessible price points. This has made VR more accessible to a wider range of consumers, contributing to the growth of the market. Another trend in the market is the integration of VR technology into other industries beyond gaming and entertainment. For example, VR is being used in healthcare for training and therapy purposes, in architecture and design for virtual walkthroughs of buildings, and in education for immersive learning experiences. This diversification of VR applications has expanded the potential customer base for VR hardware in Germany.

Local special circumstances:
Germany has a strong gaming and technology industry, which has contributed to the growth of the VR Hardware market. German consumers are known for their interest in cutting-edge technology, and this has translated into a strong demand for VR hardware. Additionally, Germany is home to several VR hardware manufacturers and developers, which has further fueled the growth of the market.

Underlying macroeconomic factors:
The strong economy in Germany has also played a role in the development of the VR Hardware market. With a high level of disposable income and a stable job market, German consumers have been more willing to invest in VR hardware. The country's robust infrastructure and access to high-speed internet have also facilitated the adoption of VR technology. In conclusion, the VR Hardware market in Germany has experienced significant growth due to customer preferences for immersive experiences, the availability of high-quality and affordable VR headsets, the integration of VR technology into various industries, Germany's strong gaming and technology industry, and the country's strong economy and infrastructure. As technology continues to advance and VR applications expand, the market is likely to continue growing 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).

Overview

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