Metaverse AR & VR Hardware - Japan

  • Japan
  • In 2024, the projected value in the Metaverse AR & VR Hardware market is estimated to reach US$88.3m .
  • The market is expected to demonstrate an annual growth rate (CAGR 2024-2030) of 12.29%, resulting in a projected market volume of US$177.0m by 2030.
  • Among all countries, United States is anticipated to generate the highest market volume, projected to be US$405.0m in 2024.
  • Looking specifically at the number of users in the Metaverse AR & VR Hardware market, it is expected to reach 1.7m users by 2030.
  • The user penetration rate is projected to be 0.8% in 2024 and is expected to increase to 1.4% by 2030.
  • Furthermore, the average value per user (ARPU) is expected to amount to US$95.6 .
  • These figures indicate the potential growth and significance of the Metaverse AR & VR Hardware market in Japan.
  • Japan's strong history of technological innovation positions it as a key player in the Metaverse AR & VR Hardware market, with its companies leading the way in developing cutting-edge hardware solutions.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in Japan is experiencing significant growth and development due to a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in Japan have shown a strong interest in immersive and interactive experiences, which has fueled the demand for Metaverse AR & VR Hardware. The popularity of gaming and entertainment industries in the country has created a receptive market for virtual reality devices and augmented reality technologies. Additionally, Japanese consumers value high-quality and innovative products, which has led to the adoption of advanced AR & VR hardware.

Trends in the market:
One of the key trends in the Metaverse AR & VR Hardware market in Japan is the increasing use of virtual reality in various industries. Companies are leveraging VR technology for training purposes, product design and development, and virtual tours. This trend is driven by the need for cost-effective and efficient solutions, as well as the desire to provide immersive experiences to customers. Another trend is the integration of augmented reality into everyday life. AR technology is being used in areas such as advertising, retail, and education to enhance the user experience and provide real-time information. The demand for AR-enabled devices, such as smart glasses and headsets, is on the rise as businesses and consumers recognize the potential of this technology.

Local special circumstances:
Japan has a strong gaming culture, and this has had a significant influence on the Metaverse AR & VR Hardware market. The country is home to renowned gaming companies and a large community of gamers, who are early adopters of new technologies. The success of virtual reality gaming in Japan has paved the way for the adoption of AR & VR hardware in other industries. Additionally, Japan has a highly developed technology infrastructure, which has facilitated the growth of the Metaverse AR & VR Hardware market. The country has a high internet penetration rate and a strong mobile network, enabling seamless connectivity and access to AR & VR applications.

Underlying macroeconomic factors:
The Metaverse AR & VR Hardware market in Japan is also influenced by macroeconomic factors. The country has a stable economy and a high disposable income, which allows consumers to invest in AR & VR devices. Furthermore, the government has been supportive of the technology sector, providing incentives and funding for research and development in AR & VR. In conclusion, the Metaverse AR & VR Hardware market in Japan is experiencing growth and development due to customer preferences for immersive experiences, market trends such as the integration of AR into everyday life, local special circumstances including a strong gaming culture and advanced technology infrastructure, and underlying macroeconomic factors such as a stable economy and government support.

Methodology

Data coverage:

Figures are based on in-app spending, consumer spending, online and offline sales, and data from the AR & VR market in the AMI.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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