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AR Software - Australia

Australia
  • In Australia, revenue in the AR Software market market is projected to reach US$512.0m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.11%, resulting in a projected market volume of US$756.1m by 2029.
  • While most revenue in the AR Software market market is generated the United States, in Australia is also witnessing growth.
  • In the AR Software market market, the number of users in Australia is expected to amount to 19.0m users by 2029.
  • User penetration in Australia will be 65.9% in 2024 and is expected to hit 67.8% by 2029.
  • The average revenue per user (ARPU) in Australia is expected to amount to US$29.1.
  • Australia's AR software market is experiencing significant growth, driven by increased investments in education and training technologies that enhance immersive learning experiences.

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
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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 Australia is experiencing significant growth and development.

    Customer preferences:
    Customers in Australia are increasingly interested in AR software due to its ability to enhance user experiences and provide interactive and immersive content. The demand for AR software is particularly high in industries such as gaming, entertainment, retail, and marketing. Customers are also drawn to the convenience and accessibility of AR software, as it can be used on various devices such as smartphones, tablets, and wearable devices.

    Trends in the market:
    One of the key trends in the AR Software market in Australia is the integration of AR technology into mobile applications. This allows users to access AR experiences directly from their smartphones, without the need for additional hardware. This trend is driven by the widespread adoption of smartphones in Australia and the increasing capabilities of mobile devices. Another trend in the market is the development of AR software for industrial applications. Industries such as manufacturing, construction, and healthcare are leveraging AR technology to improve productivity, safety, and efficiency. For example, AR software can be used to provide real-time instructions and guidance to workers, reducing the risk of errors and accidents.

    Local special circumstances:
    Australia has a strong gaming and entertainment industry, which has contributed to the growth of the AR Software market. The popularity of gaming and entertainment content has created a demand for AR software that can enhance these experiences. Additionally, the Australian retail sector is embracing AR technology to provide virtual try-on experiences for customers, allowing them to visualize products before making a purchase.

    Underlying macroeconomic factors:
    The growing AR Software market in Australia is also influenced by several macroeconomic factors. The increasing penetration of high-speed internet and the availability of affordable devices have made AR software more accessible to a wider audience. The rising disposable income of consumers in Australia has also contributed to the demand for AR software, as customers are willing to invest in innovative and immersive experiences. In conclusion, the AR Software market in Australia is experiencing significant growth and development. Customer preferences for immersive and interactive experiences, along with the integration of AR technology into mobile applications and industrial sectors, are driving the market. The strong gaming and entertainment industry, as well as the adoption of AR technology in the retail sector, are also contributing to the growth of the market. The underlying macroeconomic factors, such as the increasing accessibility of AR software and the rising disposable income of consumers, further support the development of the market in Australia.

    Reach

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Key Players

    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).

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    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

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