AR Hardware - Hungary

  • Hungary
  • In Hungary, revenue in the AR Hardware market market is projected to reach US$12.4m in 2024.
  • This revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 13.61%, leading to a projected market volume of US$23.4m by 2029.
  • While most revenue in the AR Hardware market market is generated the United States, in Hungary is also part of this developing market.
  • In Hungary's AR Hardware market market, the number of users is expected to amount to 284.8k users by 2029.
  • User penetration will be 0.9% in 2024 and is expected to increase to 2.9% by 2029.
  • Additionally, the average revenue per user (ARPU) in Hungary is expected to be US$135.1.
  • Hungary's AR hardware market is increasingly influenced by government initiatives promoting digital innovation, fostering a burgeoning ecosystem for tech startups and developers.
 
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Analyst Opinion

The AR Hardware market in Hungary is experiencing significant growth and development due to several factors.

Customer preferences:
Customers in Hungary are increasingly drawn to AR Hardware due to its immersive and interactive nature. AR devices provide users with the ability to overlay digital information onto the real world, enhancing their experiences and providing new opportunities for entertainment, education, and productivity. The demand for AR Hardware is also driven by the growing popularity of AR applications and games, which require compatible devices to fully enjoy the augmented reality experience.

Trends in the market:
One of the key trends in the AR Hardware market in Hungary is the increasing adoption of AR glasses. AR glasses offer a hands-free and more seamless augmented reality experience compared to other devices like smartphones or tablets. The market is witnessing the introduction of advanced AR glasses with improved features such as better display quality, longer battery life, and enhanced connectivity options. These advancements are driving the demand for AR glasses among consumers and businesses in Hungary. Another trend in the market is the integration of AR technology into various industries. Businesses in Hungary are recognizing the potential of AR Hardware to enhance their operations and improve customer experiences. For example, in the retail sector, AR glasses can be used to provide customers with virtual fitting rooms or interactive product demonstrations. In the healthcare industry, AR devices can assist medical professionals in surgeries or provide patients with virtual rehabilitation programs. These applications are driving the adoption of AR Hardware across different sectors in Hungary.

Local special circumstances:
Hungary has a growing tech-savvy population and a thriving startup ecosystem. The country is home to several innovative companies that are developing AR applications and hardware. These local players are driving the growth of the AR Hardware market in Hungary by introducing new products and technologies. Additionally, the Hungarian government has been supportive of the technology sector, providing funding and incentives for research and development. This favorable environment for tech innovation is contributing to the expansion of the AR Hardware market in Hungary.

Underlying macroeconomic factors:
The growing economy and increasing disposable income in Hungary are also contributing to the development of the AR Hardware market. As consumers have more purchasing power, they are more willing to invest in innovative technologies like AR Hardware. Additionally, the favorable economic conditions are attracting foreign investors and multinational companies to establish their presence in Hungary, further driving the demand for AR Hardware. In conclusion, the AR Hardware market in Hungary is experiencing growth and development due to customer preferences for immersive experiences, the adoption of AR glasses, the integration of AR technology into various industries, the presence of a tech-savvy population and supportive government policies, and the favorable macroeconomic conditions in the country.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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