AR Software - South Korea

  • South Korea
  • In South Korea, revenue in the AR Software market market is projected to reach €255.3m in 2024.
  • It is anticipated that revenue will exhibit an annual growth rate (CAGR 2024-2029) of 5.55%, leading to a projected market volume of €334.5m by 2029.
  • While the majority of revenue in the AR Software market market is generated the United States, in South Korea is also contributing to this growth.
  • The number of users in the AR Software market market withSouth_Korea is expected to amount to 32.8m users by 2029.
  • User penetration in South Korea will be 59.5% in 2024 and is expected to increase to 63.8% by 2029.
  • The average revenue per user (ARPU) in South Korea is expected to amount to €8.3.
  • South Korea's AR software market is rapidly evolving, driven by increased consumer demand for immersive experiences in gaming and education sectors.
 
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Analyst Opinion

The AR Software market in South Korea is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
South Korean customers have shown a strong preference for AR Software, as it offers a unique and immersive experience. The technology allows users to interact with virtual objects in the real world, enhancing their gaming, entertainment, and educational experiences. Additionally, AR Software has gained popularity in the business sector, as it enables companies to create innovative marketing campaigns, improve employee training, and enhance customer service.

Trends in the market:
One of the key trends in the AR Software market in South Korea is the increasing adoption of AR in the gaming industry. South Korea has a thriving gaming industry, and AR Software has added a new dimension to gaming experiences. Game developers are incorporating AR features into their games, allowing users to engage with virtual characters and objects in their physical environment. This trend has not only attracted local gamers but has also garnered attention from international players. Another trend in the market is the integration of AR Software into retail and e-commerce platforms. South Korean consumers are known for their love of shopping, and AR Software provides a unique way for retailers to showcase their products. By using AR, consumers can visualize how a product will look in their home or try on virtual clothing before making a purchase. This trend has not only improved the online shopping experience but has also increased customer engagement and sales for retailers.

Local special circumstances:
South Korea has a highly connected population with high smartphone penetration rates. This has created a favorable environment for the growth of the AR Software market. With the widespread use of smartphones, users can easily access AR applications and experiences, driving the demand for AR Software. Additionally, South Korea is known for its technological advancements and innovation. The country has a strong focus on research and development, which has led to the development of cutting-edge AR Software solutions. This has attracted both local and international companies to invest in the South Korean market, further fueling its growth.

Underlying macroeconomic factors:
The South Korean economy has been steadily growing, contributing to the development of the AR Software market. With a strong GDP and high disposable income, consumers have the means to invest in AR Software and related products. Additionally, the government has been supportive of the technology sector, providing incentives and funding for research and development in AR Software. In conclusion, the AR Software market in South Korea is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The strong preference for AR Software, particularly in gaming and retail, has driven its adoption and popularity. The highly connected population, technological advancements, and supportive government policies have further contributed to the growth of the market. As the market continues to evolve, we can expect to see further innovations and advancements in AR Software in South Korea.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on AR software revenue, which includes revenues related to in-app purchases as well as revenues from the purchase of social media, gaming, and eCommerce apps.

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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