The ad spending change is forecast to exhibit a significant decline in all segments in 2029 compared to the previous year. Upon closer examination, it becomes evident that the segment VR Advertising experiences a comparatively less pronounced decline compared to the others. With a value of 0.01 percent, the decrease is milder than the average of 0.385 percent.
Data provided by Statista Market Insights are estimates.
Definition:
Augmented reality (AR) and virtual reality (VR) make it possible to combine the real and virtual worlds. AR is generally accessed via mobile phones and primarily relies on lenses. AR effects can be created by using lenses in social media apps, for example. AR is also used for displaying digital 3D objects in our surroundings, e.g., in gaming or eCommerce apps. Meanwhile, VR technology allows users to dive into the virtual world, and, unlike AR technology, it requires a headset device which enables the creation of virtual worlds.
Structure:
The AR & VR market consists of six different markets: AR Advertising, AR Hardware, AR Software, VR Advertising, VR Hardware, and VR Software. AR Advertising covers mobile advertising that is displayed in the most prominent social media apps. AR Hardware comprises AR headsets and glasses. AR Software is divided into three different application types, namely social media, gaming, and eCommerce applications, which can be accessed via the most prominent app stores. VR Advertising covers in-game advertising as well as advertising in VR videos. VR Hardware comprises both tethered head-mounted displays (HMDs) and stand-alone HMD headsets. Lastly, VR Software covers VR games and VR videos, which require headsets.
Additional information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-app purchases, advertising spending, and consumer spending on apps, games, and hardware such as headsets or glasses. Sales channel data shows both online and offline revenues, which include VAT. The market only displays B2C revenues and users for the above-mentioned markets and markets, B2B and B2G revenues are not included. Additional definitions for each market can be found on the respective market pages. Market numbers for VR headsets are also featured in the Consumer Market Insights, namely in the Gaming Equipment market of the Consumer Electronics market. Unlike the VR Hardware market in the Advertising & Media Outlook, the Gaming Equipment market also covers smartphone VR devices. Key players in the market include companies such as Meta (Oculus VR), Microsoft (HoloLens), Snap Inc. with different lenses, and Nvidia, which offers computing hardware components. For more information on the data displayed, use the info button right next to the boxes.
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Statista. (May 6, 2024). AR/VR B2C market revenue growth in Europe from 2020 to 2029, by segment [Graph]. In Statista. Retrieved November 21, 2024, from https://www.statista.com/forecasts/1331935/ar-vr-b2c-market-revenue-growth-europe-by-segment
Statista. "AR/VR B2C market revenue growth in Europe from 2020 to 2029, by segment." Chart. May 6, 2024. Statista. Accessed November 21, 2024. https://www.statista.com/forecasts/1331935/ar-vr-b2c-market-revenue-growth-europe-by-segment
Statista. (2024). AR/VR B2C market revenue growth in Europe from 2020 to 2029, by segment. Statista. Statista Inc.. Accessed: November 21, 2024. https://www.statista.com/forecasts/1331935/ar-vr-b2c-market-revenue-growth-europe-by-segment
Statista. "Ar/Vr B2c Market Revenue Growth in Europe from 2020 to 2029, by Segment." Statista, Statista Inc., 6 May 2024, https://www.statista.com/forecasts/1331935/ar-vr-b2c-market-revenue-growth-europe-by-segment
Statista, AR/VR B2C market revenue growth in Europe from 2020 to 2029, by segment Statista, https://www.statista.com/forecasts/1331935/ar-vr-b2c-market-revenue-growth-europe-by-segment (last visited November 21, 2024)
AR/VR B2C market revenue growth in Europe from 2020 to 2029, by segment [Graph], Statista, May 6, 2024. [Online]. Available: https://www.statista.com/forecasts/1331935/ar-vr-b2c-market-revenue-growth-europe-by-segment