VR Advertising - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the VR Advertising market market is projected to reach €5.1m in 2024.
  • It is expected that revenue will show an annual growth rate (CAGR 2024-2029) of 1.48%, leading to a projected market volume of €5.5m by 2029.
  • Notably, while the UK is witnessing these projections, most revenue in the global context is generated the United States, which is anticipated to have a market volume of €43.9m in 2024.
  • In the United Kingdom, VR advertising is increasingly integrated into immersive experiences, enhancing consumer engagement and reshaping brand interactions across various sectors.
 
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Analyst Opinion

The VR Advertising market in United Kingdom is experiencing steady growth due to the increasing customer preferences for immersive and interactive advertising experiences.

Customer preferences:
Customers in United Kingdom are increasingly seeking more engaging and interactive advertising experiences. Traditional forms of advertising such as print and television are becoming less effective in capturing the attention of consumers. As a result, there is a growing demand for virtual reality (VR) advertising, which offers a more immersive and interactive experience. VR allows customers to engage with brands in a more personal and memorable way, leading to increased brand awareness and customer loyalty.

Trends in the market:
One of the major trends in the VR Advertising market in United Kingdom is the use of VR in the retail sector. Retailers are leveraging VR technology to create virtual stores where customers can explore and interact with products before making a purchase. This not only enhances the shopping experience but also allows retailers to showcase their products in a more appealing and innovative way. Additionally, VR is being used in the real estate industry to offer virtual property tours, giving potential buyers a realistic sense of the space without physically visiting the property. Another trend in the VR Advertising market is the integration of VR with social media platforms. Social media is a powerful tool for reaching a wide audience, and by incorporating VR content into social media campaigns, brands can create a more engaging and shareable experience for users. This trend is particularly popular among younger consumers who are more likely to engage with immersive content on social media platforms.

Local special circumstances:
The United Kingdom has a strong technology and creative industries sector, which provides a favorable environment for the development of the VR Advertising market. The country is home to numerous VR production studios and startups, which are driving innovation in the industry. Additionally, the UK government has been supportive of the VR industry, providing funding and incentives to encourage its growth. This has attracted both domestic and international companies to invest in VR advertising in the country.

Underlying macroeconomic factors:
The steady growth of the VR Advertising market in United Kingdom can be attributed to several underlying macroeconomic factors. The country has a strong and stable economy, which provides businesses with the confidence to invest in new technologies like VR. Additionally, the high internet penetration rate in the country ensures that a large number of consumers have access to VR content. Furthermore, the increasing popularity of VR gaming and entertainment in United Kingdom has created a receptive audience for VR advertising. In conclusion, the VR Advertising market in United Kingdom is witnessing growth due to the increasing customer preferences for immersive and interactive advertising experiences. The use of VR in the retail and real estate sectors, integration with social media platforms, and the supportive business environment are driving the development of the market. The strong and stable economy, high internet penetration rate, and growing popularity of VR entertainment are underlying macroeconomic factors that contribute to the growth of the market.

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).

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