Metaverse AR & VR Hardware - Sweden

  • Sweden
  • The projected value of the Metaverse AR & VR Hardware market in 2024 is estimated to reach US$13.6m.
  • It is expected to experience an annual growth rate (CAGR 2024-2030) of 11.86%, resulting in a projected market volume of US$26.6m by 2030.
  • Sweden is an active participant in this market segment.
  • The United States is the leading generator of value in the Metaverse AR & VR Hardware market, with a projected market volume of US$405.0m in 2024.
  • In terms of user base, the number of users in the Metaverse AR & VR Hardware market is expected to reach 250.4k users by 2030.
  • The user penetration rate is projected to be 1.3% in 2024 and is expected to reach 2.3% by 2030.
  • Furthermore, the average value per user (ARPU) is anticipated to be US$95.2.
  • Sweden, known for its strong tech industry, is embracing Metaverse AR & VR hardware with innovative companies leading the way.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in Sweden has witnessed significant growth in recent years, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology.

Customer preferences:
Customers in Sweden have shown a strong preference for immersive and interactive experiences offered by AR and VR technologies. The demand for AR and VR hardware has been fueled by the growing popularity of gaming, entertainment, and virtual tourism. Swedish consumers are increasingly seeking out innovative ways to engage with digital content, and AR and VR technologies provide an immersive and realistic experience that traditional media cannot match.

Trends in the market:
One of the key trends in the Metaverse AR & VR Hardware market in Sweden is the increasing adoption of virtual reality headsets. These headsets offer a fully immersive experience, allowing users to feel like they are part of a virtual world. The gaming industry has been a major driver of this trend, with virtual reality games gaining popularity among Swedish gamers. Additionally, the use of virtual reality headsets for training and simulation purposes has also contributed to the growth of the market. Another trend in the market is the growing demand for augmented reality devices. Augmented reality overlays digital information onto the real world, enhancing the user's perception and interaction with their surroundings. In Sweden, augmented reality devices have found applications in various industries, including healthcare, manufacturing, and retail. For example, healthcare professionals can use AR glasses to visualize patient data in real-time during surgeries, improving accuracy and efficiency.

Local special circumstances:
Sweden's tech-savvy population and strong innovation ecosystem have played a significant role in the development of the Metaverse AR & VR Hardware market. The country has a high smartphone penetration rate, providing a solid foundation for AR and VR experiences. Additionally, Sweden is home to several leading technology companies and startups that are actively involved in the development of AR and VR hardware. This has created a supportive environment for innovation and has helped drive the growth of the market.

Underlying macroeconomic factors:
The growth of the Metaverse AR & VR Hardware market in Sweden is also influenced by macroeconomic factors. Sweden's strong economy and high disposable income levels have contributed to increased consumer spending on entertainment and technology products. Additionally, the government's focus on promoting digital innovation and the development of a knowledge-based economy has provided a favorable environment for the growth of the AR and VR industry. In conclusion, the Metaverse AR & VR Hardware market in Sweden is experiencing significant growth due to customer preferences for immersive experiences, advancements in technology, and the country's tech-savvy population. The increasing adoption of virtual reality headsets and augmented reality devices, along with the supportive local ecosystem, are driving the market's development. Furthermore, Sweden's strong economy and government support for digital innovation are contributing to the growth of the market.

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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