AR Software - Bangladesh

  • Bangladesh
  • In Bangladesh, revenue in the AR Software market market is projected to reach US$4.9m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.83%, leading to a projected market volume of US$7.2m by 2029.
  • Although the majority of revenue in the AR Software market market is generated the United States, in Bangladesh is anticipated to develop its own market presence.
  • By 2029, the number of users in the AR Software market market in Bangladesh is expected to amount to 20.1m users.
  • User penetration in Bangladesh will be 9.4% in 2024 and is projected to increase to 11.0% by 2029.
  • Additionally, the average revenue per user (ARPU) in Bangladesh is expected to amount to US$0.3.
  • In Bangladesh, the burgeoning interest in digital education is driving demand for innovative AR software solutions, particularly in the edtech sector.
 
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Analyst Opinion

The AR Software market in Bangladesh is experiencing significant growth and development.

Customer preferences:
Customers in Bangladesh are increasingly adopting AR software for various purposes. The technology offers a unique and immersive experience, allowing users to interact with virtual objects in the real world. This has gained popularity among consumers, especially in the gaming and entertainment industries. Additionally, businesses are also utilizing AR software for marketing and advertising purposes, as it provides an innovative way to engage with customers and enhance brand experiences.

Trends in the market:
One of the key trends in the AR Software market in Bangladesh is the increasing demand for mobile AR applications. With the widespread use of smartphones in the country, consumers are looking for AR software that can be easily accessed and used on their mobile devices. This has led to the development of AR apps that can be downloaded and installed on smartphones, providing users with a convenient way to experience augmented reality. Another trend in the market is the integration of AR technology in the education sector. Schools and educational institutions in Bangladesh are adopting AR software to enhance the learning experience for students. AR applications are being used to create interactive and engaging educational content, allowing students to visualize complex concepts and improve their understanding of various subjects.

Local special circumstances:
Bangladesh is a country with a growing technology sector and a young population. The government has been actively promoting the development of the IT industry, which has created a favorable environment for the growth of the AR Software market. Additionally, the increasing availability of high-speed internet and affordable smartphones has made AR software more accessible to a larger population.

Underlying macroeconomic factors:
The growing economy of Bangladesh has contributed to the expansion of the AR Software market. As the country continues to experience economic growth, businesses and consumers have more disposable income to invest in technology and innovative solutions. This has led to an increase in demand for AR software across various industries. Furthermore, the government's focus on digitalization and the promotion of the IT industry has created opportunities for local startups and technology companies to develop and offer AR software solutions. This has further fueled the growth of the market in Bangladesh. In conclusion, the AR Software market in Bangladesh is witnessing significant growth and development due to the increasing adoption of AR technology by customers, the demand for mobile AR applications, the integration of AR in the education sector, the favorable local circumstances, and the underlying macroeconomic factors. This trend is expected to continue in the coming years as more businesses and consumers recognize the potential of AR software in enhancing experiences and driving innovation.

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).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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