AR Hardware - ASEAN

  • ASEAN
  • The AR Hardware market in ASEAN is projected to generate a revenue of US$170.7m in 2024.
  • This revenue is expected to experience an annual growth rate (CAGR 2024-2029) of 13.42%, resulting in a projected market volume of US$320.4m by 2029.
  • In ASEAN, in the United States is the leading revenue generator in the AR Hardware market, with a projected market volume of US$2,261.0m in 2024.
  • Furthermore, the number of users in the AR Hardware market is expected to reach 3.9m users by 2029.
  • The user penetration rate, which is the proportion of users in the total population, is projected to be 0.2% in 2024 and is expected to increase to 0.6% by 2029.
  • Moreover, the average revenue per user (ARPU) in ASEAN's AR Hardware market is expected to be US$135.1 .
  • In Singapore, the AR hardware market is thriving, with a strong demand for innovative and immersive AR devices.
 
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Analyst Opinion

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

Customer preferences:
Customers in ASEAN countries have shown a strong interest in AR hardware, driven by the increasing demand for immersive and interactive experiences. AR technology allows users to overlay digital information onto the real world, enhancing their perception and interaction with their surroundings. This has gained popularity among consumers in ASEAN, who are seeking innovative and engaging ways to experience entertainment, gaming, and even shopping.

Trends in the market:
One of the major trends in the AR Hardware market in ASEAN is the increasing adoption of AR devices in the gaming industry. With the rise of mobile gaming and the popularity of augmented reality games such as Pokemon Go, there is a growing demand for AR-enabled devices that can provide a more immersive gaming experience. This trend is expected to continue as game developers in ASEAN countries continue to create new and exciting AR games. Another trend in the market is the integration of AR technology in the retail sector. Retailers in ASEAN are leveraging AR hardware to enhance the shopping experience for their customers. By using AR devices, customers can try on virtual clothes, visualize furniture in their homes, or even see how cosmetics will look on their faces. This technology not only enhances the customer experience but also helps retailers increase sales by reducing the need for physical inventory.

Local special circumstances:
ASEAN countries have a large and growing young population, which is driving the demand for AR hardware. Younger generations are more tech-savvy and are more likely to embrace new technologies such as AR. Additionally, the increasing disposable income in ASEAN countries has made AR hardware more affordable and accessible to a wider range of consumers.

Underlying macroeconomic factors:
The rapid economic growth in ASEAN countries has created a favorable environment for the development of the AR Hardware market. With increasing GDP and rising middle-class population, consumers in ASEAN countries have more purchasing power to invest in AR devices. Furthermore, the governments in ASEAN countries are actively promoting the adoption of emerging technologies, including AR, as part of their economic development strategies. This has created a supportive regulatory environment for AR hardware manufacturers and developers. In conclusion, the AR Hardware market in ASEAN is experiencing significant growth and development due to customer preferences for immersive and interactive experiences, trends in the gaming and retail sectors, local special circumstances such as a young population and increasing disposable income, and underlying macroeconomic factors such as rapid economic growth and government support. These factors are driving the demand for AR hardware in ASEAN countries and are expected to continue fueling the market's growth in the coming years.

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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