AR Software - Asia

  • Asia
  • Revenue in the AR Software market market in Asia is projected to reach US$4.1bn in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 5.17%, resulting in a projected market volume of US$5.2bn by 2029.
  • With a projected market volume of US$3,945.0m in 2024, most revenue is generated the United States.
  • In the AR Software market market withAsia, the number of users is expected to amount to 2.4bn users by 2029.
  • User penetration in Asia will be 52.7% in 2024 and is expected to hit 56.7% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to US$1.9.
  • In Asia, particularly in Japan, the AR software market is increasingly focused on enhancing remote collaboration and digital education experiences post-pandemic.
 
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Analyst Opinion

The AR Software market in Asia is experiencing significant growth and development due to various factors.

Customer preferences:
Customers in Asia have shown a strong preference for AR Software due to its ability to enhance user experiences and provide interactive and immersive content. The demand for AR Software is driven by the increasing popularity of AR applications in various industries such as gaming, entertainment, retail, and education. Additionally, the growing adoption of smartphones and other mobile devices has made AR Software more accessible to a wider audience in Asia.

Trends in the market:
One of the key trends in the AR Software market in Asia is the integration of AR technology into e-commerce platforms. Retailers are leveraging AR Software to provide virtual try-on experiences for customers, allowing them to visualize products before making a purchase. This trend is particularly prominent in countries like China and South Korea, where online shopping is highly prevalent. Another trend in the market is the use of AR Software in the education sector. Asian countries, such as Japan and Singapore, are incorporating AR technology into classrooms to create interactive and engaging learning experiences. AR Software allows students to visualize complex concepts and interact with virtual objects, making learning more enjoyable and effective.

Local special circumstances:
Asia is home to several tech-savvy countries that are driving the growth of the AR Software market. For example, China has a large population of smartphone users and a thriving gaming industry, which has created a favorable environment for the adoption of AR Software. Additionally, countries like Japan and South Korea have a strong culture of innovation and are known for their advancements in technology, making them ideal markets for AR Software.

Underlying macroeconomic factors:
The rapid growth of the AR Software market in Asia can be attributed to several macroeconomic factors. The region has a young and tech-savvy population, which is driving the demand for AR Software. Additionally, the increasing disposable income in countries like China and India has led to a rise in consumer spending on entertainment and leisure activities, further fueling the growth of the AR Software market. Furthermore, governments in Asia are actively promoting the adoption of AR technology through various initiatives and policies. For example, the Chinese government has included AR technology in its national development plan, aiming to make China a global leader in the AR industry. Such government support and investment in AR Software infrastructure are contributing to the growth of the market in Asia. In conclusion, the AR Software market in Asia is experiencing significant growth and development due to customer preferences for interactive and immersive experiences, trends such as the integration of AR into e-commerce and education, local special circumstances in tech-savvy countries, and underlying macroeconomic factors such as a young population and government support. The future of the AR Software market in Asia looks promising as the demand for AR applications continues to rise across various industries.

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).

Overview

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