AR Advertising - Benelux

  • Benelux
  • In the Benelux region, revenue in the AR Advertising market market is projected to reach €79.2m in 2024.
  • This market is expected to show an annual growth rate (CAGR 2024-2029) of 9.09%, leading to a projected market volume of €122.4m by 2029.
  • While the Benelux region is gaining traction, it is noteworthy that most revenue in the global AR Advertising market market is generated the United States, which is projected to have a market volume of €1,123.0m in 2024.
  • In the Benelux region, AR advertising is increasingly being integrated into retail experiences, enhancing customer engagement through immersive and interactive content.
 
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Analyst Opinion

The AR Advertising market in Benelux is experiencing significant growth and development, driven by customer preferences for immersive and interactive advertising experiences.

Customer preferences:
Customers in Benelux are increasingly seeking unique and engaging advertising experiences that capture their attention and leave a lasting impression. Augmented reality (AR) advertising offers a highly interactive and immersive experience, allowing consumers to interact with virtual objects in their real-world environment. This type of advertising appeals to customers' desire for personalized and interactive content, as well as their growing interest in technology and innovation.

Trends in the market:
One of the key trends in the AR Advertising market in Benelux is the integration of AR technology into various industries and sectors. Companies are leveraging AR to enhance their advertising campaigns and create memorable experiences for their target audience. For example, retail brands are using AR to allow customers to virtually try on clothes or visualize how furniture would look in their homes. This not only increases customer engagement but also helps drive sales by providing a more realistic and personalized shopping experience. Another trend in the market is the adoption of AR advertising by the entertainment and media industry. With the rise of streaming platforms and online content consumption, companies are using AR to create interactive and immersive advertisements that capture viewers' attention. For instance, movie studios are incorporating AR elements into their promotional campaigns, allowing users to scan movie posters or trailers to unlock exclusive content or interactive experiences.

Local special circumstances:
The Benelux region, consisting of Belgium, the Netherlands, and Luxembourg, has a highly tech-savvy population and a strong digital infrastructure. This makes it an ideal market for the adoption of AR advertising. Additionally, the region is known for its creative and innovative industries, which further drives the demand for unique and engaging advertising experiences. Companies in Benelux are embracing AR technology to differentiate themselves from competitors and attract the attention of their target audience.

Underlying macroeconomic factors:
The strong economic growth in Benelux, coupled with high consumer spending power, contributes to the development of the AR Advertising market. As the economy continues to thrive, companies have more resources to invest in innovative advertising strategies, including AR. Furthermore, the region's favorable business environment and supportive government policies encourage companies to adopt new technologies and drive innovation in advertising. In conclusion, the AR Advertising market in Benelux is experiencing growth and development due to customer preferences for immersive and interactive advertising experiences. Companies in the region are leveraging AR technology to create unique and engaging campaigns that capture the attention of their target audience. With a tech-savvy population, strong digital infrastructure, and favorable business environment, Benelux is well-positioned for further expansion in the AR Advertising market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on AR advertising revenue, which includes pop-up advertising displayed in social media apps, gaming apps, and eCommerce apps as well as advertising that is integrated 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).

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