AR Hardware - Europe

  • Europe
  • The AR Hardware market in Europe is expected to witness significant growth in the coming years.
  • According to projections, the market's revenue is set to reach €1.2bn by 2024.
  • Moreover, the market is anticipated to exhibit a compound annual growth rate (CAGR) of 13.65% between 2024 and 2029, resulting in a projected market volume of €2.4bn by 2029.
  • In 2024, in the United States is expected to generate the highest revenue in the AR Hardware market, with a projected market volume of €2,096.0m.
  • This highlights the dominant position of the United States in the industry.
  • Looking at the number of users, the AR Hardware market is projected to have approximately 30.6m users users by 2029 in Europe.
  • This indicates a significant increase in user penetration, which is expected to rise from 1.3% in 2024 to 3.9% by 2029.
  • Furthermore, the average revenue per user (ARPU) is estimated to be €125.3.
  • This metric provides insight into the revenue generated per individual user in the AR Hardware market.
  • Overall, the AR Hardware market in Europe demonstrates promising growth potential, with substantial revenue projections, increasing user penetration, and a noteworthy ARPU.
  • In Germany, the AR hardware market is experiencing steady growth due to strong investment in research and development.
 
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Analyst Opinion

The AR Hardware market in Europe has been experiencing significant growth in recent years, driven by increasing customer preferences for immersive and interactive experiences, as well as advancements in technology.

Customer preferences:
Customers in Europe are increasingly seeking out AR Hardware products to enhance their gaming, entertainment, and educational experiences. The demand for virtual reality (VR) headsets and augmented reality (AR) glasses has been steadily increasing as consumers look for more immersive and interactive ways to engage with content. Additionally, the growing popularity of social media platforms and online gaming has fueled the demand for AR Hardware devices that can offer a more immersive and engaging experience.

Trends in the market:
One of the key trends in the AR Hardware market in Europe is the increasing adoption of AR glasses in various industries. These glasses are being used in sectors such as healthcare, manufacturing, and retail to improve productivity, enhance training programs, and provide real-time information to workers. The ability of AR glasses to overlay digital information onto the real world is proving to be a valuable tool for professionals in these industries. Another trend in the market is the development of more compact and lightweight AR Hardware devices. Manufacturers are focusing on creating AR glasses that are comfortable to wear for extended periods of time and do not obstruct the user's vision. This trend is driven by the desire to make AR Hardware more accessible and user-friendly, as well as to cater to the growing demand for portable and convenient devices.

Local special circumstances:
Europe has a strong gaming and entertainment industry, which has played a significant role in driving the demand for AR Hardware devices. The popularity of gaming in countries like Germany, France, and the United Kingdom has created a strong customer base for AR Hardware manufacturers. Additionally, Europe has a highly skilled workforce and a strong culture of innovation, which has contributed to the development of cutting-edge AR Hardware technologies.

Underlying macroeconomic factors:
The growth of the AR Hardware market in Europe can also be attributed to favorable macroeconomic factors. Europe has a stable economy and a high standard of living, which allows consumers to invest in premium AR Hardware devices. Additionally, the region has a strong infrastructure for technology and innovation, with many research and development centers and universities focused on advancing AR technologies. In conclusion, the AR Hardware market in Europe is experiencing significant growth due to increasing customer preferences for immersive experiences, advancements in technology, and favorable macroeconomic factors. The adoption of AR glasses in various industries and the development of more compact and lightweight AR Hardware devices are key trends driving the market. Europe's strong gaming and entertainment industry, skilled workforce, and culture of innovation also contribute to the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on AR hardware revenue, which includes digital spending on hardware (headsets and glasses) that enables consumers to experience augmented reality.

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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