The revenue change in the AR & VR market in Europe was forecast to continuously decrease between 2024 and 2029 by in total 19.4 percentage points. After the fifth consecutive decreasing year, the indicator is estimated to reach 6.56 percent and therefore a new minimum in 2029.
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). Revenue growth of AR & VR in Europe 2020-2029 [Graph]. In Statista. Retrieved November 21, 2024, from https://www.statista.com/forecasts/1340224/ar-vr-b2c-market-revenue-growth-europe
Statista. "Revenue growth of AR & VR in Europe 2020-2029." Chart. May 6, 2024. Statista. Accessed November 21, 2024. https://www.statista.com/forecasts/1340224/ar-vr-b2c-market-revenue-growth-europe
Statista. (2024). Revenue growth of AR & VR in Europe 2020-2029. Statista. Statista Inc.. Accessed: November 21, 2024. https://www.statista.com/forecasts/1340224/ar-vr-b2c-market-revenue-growth-europe
Statista. "Revenue Growth of Ar & Vr in Europe 2020-2029." Statista, Statista Inc., 6 May 2024, https://www.statista.com/forecasts/1340224/ar-vr-b2c-market-revenue-growth-europe
Statista, Revenue growth of AR & VR in Europe 2020-2029 Statista, https://www.statista.com/forecasts/1340224/ar-vr-b2c-market-revenue-growth-europe (last visited November 21, 2024)
Revenue growth of AR & VR in Europe 2020-2029 [Graph], Statista, May 6, 2024. [Online]. Available: https://www.statista.com/forecasts/1340224/ar-vr-b2c-market-revenue-growth-europe