Metaverse AR & VR Hardware - Europe

  • Europe
  • In 2024, the projected value of the Metaverse AR & VR Hardware market in Europe is estimated to reach €0.4bn.
  • This market is expected to experience a steady annual growth rate (CAGR 2024-2030) of 12.25%.
  • As a result, the market volume is projected to reach €0.8bn by 2030.
  • It is worth noting that United States generates the highest value in the Metaverse AR & VR Hardware market, with a projected market volume of €375.5m in 2024.
  • Looking at the user base, the number of users in Europe's Metaverse AR & VR Hardware market is expected to reach 7.8m users by 2030.
  • User penetration is predicted to increase from 0.6% in 2024 to 1.0% by 2030.
  • In terms of average value per user (ARPU), it is projected to be €89.7.
  • In Europe, the demand for Metaverse AR & VR Hardware is soaring, with Germany leading the way in terms of innovation and adoption.
 
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Analyst Opinion

The Metaverse AR & VR Hardware market in Europe is experiencing significant growth and development, driven by customer preferences for immersive and interactive experiences, as well as advancements in technology. Customer preferences in Europe are shifting towards more immersive and interactive experiences, driving the demand for Metaverse AR & VR Hardware.

Consumers are increasingly seeking out virtual reality and augmented reality devices to enhance their gaming, entertainment, and communication experiences. The ability to explore virtual worlds, interact with digital objects, and connect with others in a virtual environment is highly appealing to European consumers. Additionally, the COVID-19 pandemic has accelerated the adoption of virtual reality and augmented reality technologies, as people sought alternative ways to engage in social activities and entertainment from the safety of their homes.

The market is also being driven by advancements in technology. Virtual reality and augmented reality hardware devices are becoming more sophisticated, affordable, and accessible to a wider range of consumers. This includes advancements in display technology, motion tracking, and haptic feedback, which enhance the immersive experience and make it more realistic.

Furthermore, the development of wireless and standalone devices has eliminated the need for cumbersome cables and external sensors, making the technology more convenient and user-friendly. In terms of trends, Europe is witnessing a growing demand for standalone virtual reality headsets. These devices offer a high level of mobility and convenience, as they do not require a PC or gaming console to operate.

This trend is particularly evident in countries with a strong gaming culture, such as the United Kingdom, Germany, and France. Additionally, there is a growing interest in augmented reality glasses, which overlay digital information onto the real world. This technology has applications in various industries, including healthcare, manufacturing, and retail.

Local special circumstances in Europe also contribute to the development of the Metaverse AR & VR Hardware market. The region is home to several leading technology companies and startups that are driving innovation in the sector. These companies are investing in research and development to create cutting-edge hardware devices that cater to the specific needs and preferences of European consumers.

Additionally, Europe has a strong gaming and entertainment industry, which provides a fertile ground for the adoption of virtual reality and augmented reality technologies. Underlying macroeconomic factors, such as increasing disposable incomes and a growing tech-savvy population, are also fueling the growth of the Metaverse AR & VR Hardware market in Europe. As more people have the financial means to purchase these devices, the market is expanding.

Furthermore, the younger generation, which is more familiar with technology and digital experiences, is driving the demand for virtual reality and augmented reality hardware. In conclusion, the Metaverse AR & VR Hardware market in Europe is experiencing significant growth and development due to customer preferences for immersive and interactive experiences, advancements in technology, local special circumstances, and underlying macroeconomic factors. The market is witnessing a shift towards standalone virtual reality headsets and augmented reality glasses, driven by a strong gaming culture and the demand for practical applications in various industries.

As technology continues to advance and become more accessible, the market is expected to further expand in the coming years.

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.

Visión general

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