AR Hardware - Asia

  • Asia
  • In Asia, revenue in the AR Hardware market market is projected to reach US$1.9bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 13.41%, resulting in a projected market volume of US$3.6bn by 2029.
  • With a projected market volume of US$2,261.0m in 2024, most revenue is generated the United States.
  • In the AR Hardware market market withAsia, the number of users is expected to amount to 44.3m users by 2029.
  • User penetration will be 0.3% in 2024 and is expected to hit 1.0% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to US$135.1.
  • In Asia, countries like Japan are leading the AR hardware market with innovative applications in gaming and education, enhancing user engagement and experience.
 
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Analyst Opinion

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

Customer preferences:
Customers in Asia are increasingly interested in AR Hardware due to its immersive and interactive nature. AR glasses and headsets provide users with a unique and enhanced experience, allowing them to seamlessly integrate digital information into their physical surroundings. This appeals to a wide range of customers, including gamers, professionals in various industries, and consumers looking for innovative and entertaining devices.

Trends in the market:
One of the key trends in the AR Hardware market in Asia is the increasing adoption of AR glasses and headsets in the gaming industry. With the growing popularity of virtual reality (VR) and augmented reality (AR) games, there is a high demand for AR Hardware that can provide an immersive gaming experience. Gaming companies are partnering with AR Hardware manufacturers to create innovative gaming devices that enhance the gameplay and take it to the next level. Another trend in the market is the use of AR Hardware in the healthcare industry. Medical professionals in Asia are utilizing AR glasses and headsets to improve patient care and enhance medical training. AR technology allows doctors to visualize complex medical procedures and provide real-time guidance during surgeries. It also enables medical students to practice and simulate medical procedures in a safe and controlled environment.

Local special circumstances:
Asia is home to some of the largest tech-savvy populations in the world, with countries like China, Japan, and South Korea leading the way in technological advancements. These countries have a strong ecosystem for AR Hardware development, with a large pool of skilled engineers and designers. Additionally, there is a high level of consumer acceptance and enthusiasm for new technologies in these markets, which further drives the demand for AR Hardware.

Underlying macroeconomic factors:
The rapid economic growth in Asia has contributed to the development of the AR Hardware market. As countries in the region continue to experience economic prosperity, consumers have more disposable income to spend on innovative and high-tech products. This has created a favorable environment for the growth of the AR Hardware market, as consumers are willing to invest in cutting-edge devices that enhance their daily lives. Furthermore, governments in Asia are actively supporting the development of AR Hardware through policies and initiatives. They recognize the potential of AR technology to drive economic growth and improve various industries. This support includes funding for research and development, tax incentives for AR Hardware manufacturers, and the establishment of innovation hubs and tech parks. In conclusion, the AR Hardware market in Asia is thriving due to customer preferences for immersive and interactive experiences, trends in the gaming and healthcare industries, local special circumstances such as a tech-savvy population and government support, and underlying macroeconomic factors such as rapid economic growth and increased disposable income. This market is expected to continue growing as AR technology becomes more advanced and accessible to a wider audience.

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).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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