Skip to main content
  1. Market Insights
  2. Advertising and media
  3. AR & VR

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 5.14%, resulting in a projected market volume of US$5.2bn by 2029.
  • With a projected market volume of US$3.9bn 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.

The AR Software market comprises all in-app ad revenues generated from apps that have AR features as well as revenues from app purchases. These apps have to be accessible via iPhones and Android phones and must be distributed via major app stores. The market consists of three markets: Social Media, Gaming, and eCommerce. In social media, augmented reality is used when integrating different face filters and lenses into the relevant apps. In gaming, augmented reality is used to display characters, surfaces, and/or anything else on mobile phones by employing mobile cameras. Similarly, in eCommerce, augmented reality is used to either “try on” different clothes or makeup by making them appear on your mobile phone or to even display different pieces of furniture, placing them somewhere in the surroundings filmed by you. The most popular apps are Snapchat, Instagram, Pokémon Go, and Ikea Place. All revenue data solely refers to B2C transactions.

In-Scope

  • All apps including augmented reality that are distributed via major app stores and used by consumers for gaming, social media activities, and eCommerce
  • Apps that run on iPhones and Android phones
  • Major apps include Snapchat, Instagram, Pokémon Go, and Ikea Place

Out-Of-Scope

  • Augmented reality apps that are not distributed via major app stores or run on devices other than iPhones and Android phones
  • B2B enterprise software
AR & VR: market data & analysis - Cover

Market Insights report

AR & VR: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Most recent update: Apr 2024

    Source: Statista Market Insights

    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.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Apr 2024

    Source: Statista Market Insights

    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).

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    AR & VR: market data & analysis - BackgroundAR & VR: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    Augmented reality (AR) - statistics & facts

    Augmented reality (AR) technology integrates digital information with the physical environment, live and in real time. Through the addition of graphics, sounds, haptic feedback, or even smell to the natural world as it exists, AR can combine real life with a super-imposed image or animation using the camera on a mobile device or through AR headsets and glasses. As part of the wider extended reality (XR) industry, the global AR market size is expected to grow considerably in the coming years.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.